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Hangar  » Crow

8 posts found
batolemaeus

Pod Killer

Joined: 9/27/07
Posts: 1225

 
12/27/07 7:52:52 PM#1

[Crow, tackle]
Nanofiber Internal Structure II
Overdrive Injector System II
Overdrive Injector System II

1MN MicroWarpdrive II
Warp Disruptor II
Micro Electrochemical Capacitor Booster I, Cap Booster 25

TE-2100 Standard Missile Bay, Caldari Navy Bloodclaw Light Missile
TE-2100 Standard Missile Bay, Caldari Navy Bloodclaw Light Missile
TE-2100 Standard Missile Bay, Caldari Navy Bloodclaw Light Missile
[empty high slot]

[empty rig slot]
[empty rig slot]

This one is pretty revolutionary. Nobody uses Micro Capacitor Boosters. Except for me :(
This is capstable with the booster, and one can take a whole lot of boostercharges in the cargo. Runs long enough without the booster in smaller engagements, but in Fleetworks, where the Mwd and the Scram have to run extremely long, it helps.
This setup wasnt possible before Trinity, now it works fine! :)

LordSic

Guide

Joined: 2/04/06
Posts: 137

12/28/07 6:49:59 PM#2

good set up... My Crow setup was about the same and i just started upgrading as money became more available current setup when i left to go overseas was.. (i might be off a little)

2 Caldari Navy Standard Missile Launchers

1 Standard missile launcher II

Mids were

1 Domination warp Disruptor

1 Gistii a-type 1mn MWD

1 cap recharger II

Low Slots-

2 Overdrive Injectors II

1 Capacitor power relay II

 Rigs-

Cant remember the name - Mass Reduction

    I could get this to run 26km orbit at around 10km/s with implants . I could scramble at that range and the cap was stable with both the MWD and Disruptor active

Finwolven

Novice Member

Joined: 12/28/05
Posts: 280

12/29/07 5:48:14 AM#3

Ouch! For PVP, don't fit multimillion-ISK faction ubergear. You've really tricked out some parts of that Crow there, but losing it is going to hurt big time.

As a general rule, if you're going to PVP, only fit what you can easily replace. I know, some people have enough isk to replace anything, and fly heavily tricked-out faction-kit battleships. Then Burn Eden comes around and gets a weeks worth of supplies out of a single kill.

batolemaeus

Pod Killer

Joined: 9/27/07
Posts: 1225

 
12/29/07 6:06:36 AM#4

I actually played with the idea of using Caldari Navy standard missile launchers on my crows, so i have more owergrid for something else.

Then i realized that my fit fits perfectly without them..

LordSic

Guide

Joined: 2/04/06
Posts: 137

1/06/08 7:51:36 PM#5

i use them for grid .. as far as the money comment goes your right.. don't use what you cant afford to lose.. here's the thing i started out in a crow with tech 2 gear but fleet combat (especially in my alliance) renders a ton of loot.. and being that im in a crow, i get alot of it.  It doesnt take long to start using good gear. Honestly i feel much more comfortable spending all that money on a crow than any other ship.. because crows are pretty survivable. Most of the time if you fly it right you cant be hit. For the most part i have found that if your faster than your oponents, your gonna survive. Intercepting a cruiser that warps in at 100km before he can flee is Priceless.. well worth the money :)

 

P.S. i Have only lost a handful of crows in combat (almost all were due to the L word) because as you can imagine a crow that warps in and doesn't move for 2 - 3 minutes is toast lol...I also lost a crow to a flycatcher + domi team... i know that when you hear that i havent lost many ships you figure i dont pvp much. I havent played since i left for iraq but when i was home i pvped every day and had a blast in my pimp crow.

dakilla666

Know-it-all

Joined: 5/01/03
Posts: 266

"Better to remain silent and be thought a fool than to speak out and remove all doubt."

1/08/08 12:12:28 PM#6

Scarecrow :

Highs : 3x Standard Missile Launcher II's , bloodclaw precisions and navys in your cargo

Mids : 1x 1mn MWD II, 1x Web II, 1x Disrupter II

Lows : 1x nanofiber II, 1x overdrive II, 1x PDS II

Rigs : 2x polycarbon engine housings (mass reduction)

With good skills (all around level 4) you will be able to disrupt larger targets non-stop while hitting them with about 50 dps (which isn't all that bad from a ceptor) while scaving off pretty much any damage except fire from autocannons as CCP likes to have unbalanced weaponry in the game. For smaller targets, you can go in and out of web range, slowing down their velocity so that your missiles hit, this is also why you bring the precisions with you as they will hit ceptors going up to about 5,000 m/s for full damage.

 

Griefcrow :

Highs : 3x standard Missile Launcher II's, bloodclaw precisions and navys in cargo, 1x salvager I

Mids : 1x Gistii 1mn MWD, 1x TS or DB disrupter, 1x Domination Webifier

Lows : 1x nanofiber II, 1x Domination overdrive, 1x TS PDS

Rigs : 2x polycarbs

I used to run this setup with my high-grade snakes, get's you about 12 to 13 km/s with precisions loaded and 15+ with the navys. The 15km web allows you to web frigates from 11-12km out and orbit them at speeds over 10km/s, making you impossible to kill and slowly taking them out. I've jumped into 100 man camps while running this and come out with 3-4 kills on quite a few occasions and then having the pleasure of a 50 man gang chase me out of sheer frustration.

There is basically nothing in the game that can kill you if know how to fly this properly, by the time a curse. huginn or rapier would get you locked, you'd be at nearly double their max webbing/neut'ing range. Vagabonds don't have nearly enough agility to keep up with this either. Essentially, stay away from curses, huginns, rapiers and be careful while fighting sabres and hyenas. This setup will run you a nice little 350-400M but figure, that's only 175-200 T2 modules you need to loot to replace it.

P.S. : with the snakes your velocity is so high that you can tackle BS's that warp in 250km from you before they can align and you can even dodge the fire from a harpy with maxed out skills. T2 light drones cannot track you and no weaponry other than a doomsday or a bomb can actually hit you unless you get webbed/screw up. It is truly the ultimate grief ship when used in combination with friends in force recons, dictors  or fagabonds. Since the patch, the PDS's is all you need to make these 100% cap stable while running all modules, this is why you stay outside of neut range of BS's and only web things that absolutely require webbing.

P.P.S. : salvager is nice after killing off and/or making all your enemis run off (every T2 ship you salvage can bring in from 5-50M isk worth of T2 salvage) paying off your expensive fittings rather quickly.

Happy pirating ;)

Dakilla[666] ~ The Realm ~ Level 1000 enchanter (retired)
Maranthoric ~ La 4ieme Prophetie ~ Level 121 (1x) HE/Feu (de retour)
Leonthoric[DDC] ~ EVE online ~ <Fire The "Laser"> (insured and clone up-to-date)

Taram

Guide

Joined: 1/15/04
Posts: 1635

1/09/08 4:52:46 PM#7

Just a point: don't fit T1 mods on a crow unless you absolutely must...

Here's a (relatively) inexpensive crow setup (especially if you make your own rigs) which rings in at right around 100mil TCO:

Overdrive Injector System II
Overdrive Injector System II
Micro 'Vigor' I Core Augmentation

1MN MicroWarpdrive II
Warp Disruptor II
Medium Shield Extender II

Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
[empty high slot]

Polycarbon Engine Housing I
Polycarbon Engine Housing I


Now a lot of people are probably raising eyebrows at this but without implants or overheating or gang bonuses this crow already does 7400m/s+ with decent skills (more if your propulsion skills are all 5's) which is plenty fast. It's got a MONSTER tank because of the medium shield extender. While the sig radius is a bit big the nice thing about this setup is you can just laugh at anyone who can hit you with your 1894 hp of shield strength :)

If you would prefer a more 'standard' crow you can drop the shield extender and put a 3rd Overdrive in the lows (putting this sucker's base speed over 8k/s) and slap a webber or a cap recharger or a cap injector in the mids.

Alternate 'normal' config:
Overdrive Injector System II
Overdrive Injector System II
Overdrive Injector System II

1MN MicroWarpdrive II
Warp Disruptor II
Cap Recharger II (or you can put a cap injector here)

Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
[empty high slot]

Polycarbon Engine Housing I
Polycarbon Engine Housing I

In the spare high slot, with this configuration, you have enough room to stick pretty much anything you want in the spare high slot. Since I have minmatar skills I tend to stick a 250mm Arty II with Republic Fleet Phased Plasma in the 4th slot. Puts DPS at 81 and volley damage at 96 if you use RAGE rockets, or slightly (very slightly) lower if you use faction rockets. Allows you to engage beyond webber range and uses no cap. Though you won't hit much if you're burning at max speed. I tend to cut my MWD off once I tackle someone anyway unless there's actually a need to have it on.

Here's the beauty of rockets though:
If you need to hit hard you can fit T2 or faction
If you need to hit from range just fit javelins and take a slight hit in max speed.

Rockets are nasty, they do fine against other small ships and they have much higher DPS than standard missiles as well. With decent skills you can hit out to 12km with them (without using javelins) which is plenty, you're outside webber range and can hit for full damage without any trouble. If you need to hit further? Javelins and swapping out to carbonized lead ammo on the turret will let you hit out to 36km with very little drop in overall damage.


Note: If 100mil is too expensive for your budget you can drop the polycarbs and replace them with Auxilliary Thrusters and replace two overdrives with Nanofiber II's. (Aux Thrusters run about 7-10mil each) Which drops TCO down to around 40-50mil.


"A ship-of-war is the best ambassador." - Oliver Cromwell

LordSic

Guide

Joined: 2/04/06
Posts: 137

1/13/08 11:47:08 AM#8

  I have turned away from rockets .. i used to use them but honestly rockets you need to be close which means you lose alot of velocity in that close orbit making you easier to hit. also rockets bring you into nos range which used to be more of a problem than it is now but neuts are still a problem. a faster intercepter with more range can cause havoc on a rocket crow... yes rockets have more dps but the survivability goes down when you gotta get close for a knife fight. id rather orbit at 8-10km/s from 28km out and drop missiles on them.... navy blood claws work great and i carry 1 Launcher II which i have Precision bloodclaws for .. I have found that if the target is THAT fast you need precision missiles  than just the one launcher with precision missiles hurts him bad fast. doesnt take long for 1 launcher II w/precision missiles to take down a inty alone. Most important thing for me is to be the fastest ship in the engagement. that gives you the ability to run if need be but honestly the only thing i really worry about is someone taking my cap . auto cannons can hit me but if they do i run and it doesnt take long in a ship that fast to outrun the range of an autocannon...