View Full Version : [PVP] Nightmare
HyJek
April 12 2011, 01:15:32 PM
Sorta want one of these, although it does not seem that impressive to me...here's the fit I came up with without completely breaking the bank
[Nightmare, New Setup 1 import 1]
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Power Diagnostic System II
X-Large Shield Booster II
Photon Scattering Field II
Heat Dissipation Field II
Invulnerability Field II
Republic Fleet Warp Disruptor
Heavy Capacitor Booster II, Navy Cap Booster 800
100MN MicroWarpdrive II
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
True Sansha Heavy Energy Neutralizer
True Sansha Heavy Energy Neutralizer
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Hammerhead II x5
Warrior II x5
Daneel Trevize
April 12 2011, 01:49:09 PM
I may not have flown one on TQ but I know where you're wrong:
Navy 800 charges or bust. Navy crystals/Scorch or GTFO.
At least faction shield booster.
No where near the cap for using 2 heavy neuts unless you're in some desperate situation vs 1 ship. You'll want at least 1 heavy nos. The other high can work very well with a large smartbomb, else perhaps a neut, depending on which ganglinks you have available.
Rigs work very well when they're em/thermal resist and shield booster cap usage or cycle time reducing ones.
2 heavy cap boosters worked brilliantly for many tests on Sisi. Yes it lacks tackle beyond a long point, and no prop mod. We're fighting on gates/stations, right?
TQ pilots seem to favour shield boost amps. Somehow they even pack eccm and have a tank.
PDS wants to be 4th HS or a TE or just something else.
My Sisi fit seemed to have evolved to:
[Nightmare, PvP Pulse 5 T2]
Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Invulnerability Field II
Heavy Capacitor Booster II, Cap Booster 800
Shield Boost Amplifier II
Pith A-Type X-Large Shield Booster
Warp Disruptor II
Heavy Capacitor Booster II, Cap Booster 800
Photon Scattering Field II
Mega Pulse Laser II, Imperial Navy Multifrequency L
Heavy Diminishing Power System Drain I
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Large 'Vehemence' I Shockwave Charge
Mega Pulse Laser II, Imperial Navy Multifrequency L
Large Anti-Thermal Screen Reinforcer II
Large Anti-EM Screen Reinforcer II
Large Core Defence Operational Solidifier II
Warrior II x5
Hammerhead II x5
3xganglink Tengu alt, HG crystals, G2-Beta, CX-2, G2-Epsilon, CR8 (I can't use Crystal Omega), CC8, Strong Blue Pill, Synth Drop.
HyJek
April 12 2011, 01:58:02 PM
lol wow I had a retard moment with this fit no prop mod...and obviously I just forgot to change cap charges/ammo
fixed it
Daneel Trevize
April 12 2011, 02:01:49 PM
Please stop, you never want a t2 mwd for pvp, and probably don't want any on a pirate BS, especially this one with its range.
HyJek
April 12 2011, 03:11:52 PM
Please stop, you never want a t2 mwd for pvp, and probably don't want any on a pirate BS, especially this one with its range.
lol I have never flown one before, just speculating...feel free to elaborate on any of the points you are making
Rudolf Miller
April 12 2011, 03:53:57 PM
[Nightmare, pvp]
True Sansha Heat Sink
True Sansha Heat Sink
True Sansha Heat Sink
Domination Tracking Enhancer
Damage Control II
Gist X-Type 100MN MicroWarpdrive
True Sansha Warp Disruptor
True Sansha Stasis Webifier
Selynne's Modified Heavy Capacitor Booster, Navy Cap Booster 800
Pith X-Type Photon Scattering Field
Caldari Navy Invulnerability Field
Gist X-Type X-Large Shield Booster
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
True Sansha Heavy Nosferatu
True Sansha Large EMP Smartbomb
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Large Anti-Thermal Screen Reinforcer II
Large Energy Discharge Elutriation II
Large Core Defence Operational Solidifier I
Hobgoblin II x5
Warrior II x5
Hornet EC-300 x5
Go balls to the wall or gtfo tbh.
Fit cost is give or take 4 bils
Helen
April 12 2011, 03:55:27 PM
I'd of gone with Pith X-type XL Shield Booster and crystal implants Rudolf but whatever.
Rudolf Miller
April 12 2011, 04:03:26 PM
I'd of gone with Pith X-type XL Shield Booster and crystal implants Rudolf but whatever.
Actually by my EFT w/hg crystals strong blue pill and tengu alt the gist x-type still held up a 2,552 tank, while also allowing the whole ship to be somewhat cap stable w/o mwd. Pith would stretch the boost up to 3170, but with double the cap expendature.
Pilots choice really, but I prefer sustained defense to burst most times.
Daneel Trevize
April 12 2011, 05:39:53 PM
lol I have never flown one before, just speculating...feel free to elaborate on any of the points you are makingIt's almost like you've never fitted for pvp before either, t2 mwd always has the worse cap use, cap penalty, fitting requirements and sig bloom. And you put so much isk into the tackle and nothing to the dps or tank. Then there was the ccc rigs plus cap booster.
This is a pirate faction BS, specifically bonused to applying dps, and with enough mids for a very decent active shield tank. Therefore it's expected you'd fly it with these things in mind and be on a gate/station to melt stuff then deagress and escape, needing no prop mod, rather than say kiting stuff as a mach might, or have to get into range as a Vindi would. Have you ever seen DHB WildCat's NM vids?
This isn't really a ship to try to pvp with on the cheap, you want the right fit as well as the ganklink (and probably falcon) alts to be sure of success, unless isk and efficiency is no object. Or you're sure you have enough backup hidden away and the targets can't call in endless support or supercaps, so perhaps w-space.
HyJek
April 12 2011, 06:23:59 PM
lol I have never flown one before, just speculating...feel free to elaborate on any of the points you are makingIt's almost like you've never fitted for pvp before either, t2 mwd always has the worse cap use, cap penalty, fitting requirements and sig bloom. And you put so much isk into the tackle and nothing to the dps or tank. Then there was the ccc rigs plus cap booster.
This is a pirate faction BS, specifically bonused to applying dps, and with enough mids for a very decent active shield tank. Therefore it's expected you'd fly it with these things in mind and be on a gate/station to melt stuff then deagress and escape, needing no prop mod, rather than say kiting stuff as a mach might, or have to get into range as a Vindi would. Have you ever seen DHB WildCat's NM vids?
This isn't really a ship to try to pvp with on the cheap, you want the right fit as well as the ganklink (and probably falcon) alts to be sure of success, unless isk and efficiency is no object. Or you're sure you have enough backup hidden away and the targets can't call in endless support or supercaps, so perhaps w-space.
like I said I have never flown one (or any pirate BS for that matter) before not to mention I just started playing again after like 3 yrs...thanks for the advice though
Helen
April 13 2011, 03:00:18 PM
Having watched DHB in action on and off camera he never just used his Nightmare off a station so he can deagress.
But a prop mod is kinda hard to put on this ship without ruining its utility slots.
Daneel Trevize
April 13 2011, 03:54:52 PM
Of course you can take it to a belt, but that's the unexpected part. The man also flys active shield tanked bhaalgorns ffs, like he's just mixed up which pirate BS he was pimping today. :shock:
laz0rz
April 24 2011, 06:25:46 PM
Hi my dears! :*
nice to see u all here again and happy easter! btw, in these days of rest i came back seeing "burning eve" series by DHB W. I forgot how amazing were these vids! OK, so now time to EFT warrioring with these pwning machine lol :)
Ok, first of all, for me (and for the mosts) this ship is designed to melt faces at stations and gates (for roaming, kiting keep a mach). So:
- no prop mod
- more more tank
- web seems a must or tackled target will easily go away (especially if soloing)...
my doubt is the 2 extra high slots and rigs... and maybe the 4th heatsink.
On SiSi i tried her, and omfg, this ship suck cap like a pornstar lol! This ship will switch off alone only firing! :\ im too much seasoned with minnie ships lol...
first: better a Pith-X XL SB for more bursting or a Gist-X for cap saving?
second: better 2 Heavy NOS or 1NOS and 1Neut or... 1Smartbomb and 1NOS? or i dunno :)
third: RIGS! grrrrrr 2xcapacitor safeguards 1xem resist? 1xsolifier 1xem 1xtherm?
If u must stay under enemy fire like in DHB videos, cap is too much important, cap managing is life! Also for killing a domi-capnapper before be capped out... so ok, help me with these 3 questions, i feel like a sad panda :)
Thx!
L.
teds
April 24 2011, 07:03:11 PM
how did you get one on sisi? this mirror i should have amarr5 caldari4 so i wanna play :>
Talinthi
April 25 2011, 01:51:12 AM
how did you get one on sisi? this mirror i should have amarr5 caldari4 so i wanna play :>
um check market?? You won't have any fancy mods or anything unless you already own them but the ships should be seeded. Hell even the at7/8 prizes are seeded right now. Oh well sansha is seeded but serpentis and guristas wasn't last I checked.....
Tyrus Tenebros
April 25 2011, 02:24:34 AM
It's almost like you've never fitted for pvp before either, t2 mwd always has the worse cap use, cap penalty, fitting requirements and sig bloom.Because you chose to rant about it, I'll nitpick you here on a few things.
One, the MWD II is specifically better because it has an overall lower cap penalty than the named and T1 variants. This is occaisonally useful, as in the thorax hull gaining cap from fitting an MWD (lol) or MWD logistics which typically MWD only occaisonally and when doing so are getting cap and therefore want the largest possible pool of cap to refill (to defend against neuts, e.g.)
The sig radius penalty is identical to T1 and named variants. Additionally, on a nightmare, the sig radius penalty is essentially meaningless anyways when you go from being "really huge" to "size of small moon" no matter which MWD you choose.
Faction is of course better, but if you want to specifically address the benefits of Meta 6+ items you should say so.
Daneel Trevize
April 25 2011, 01:37:47 PM
Fair enough :)
Yes I meant T2 is worst as is nothing is worse w.r.t. sig penalty, not that some things aren't any better, and it's a pirate faction BS so kinda expected you'd go faction mwd.
And I thought the cap penalty difference came down to if you ever mwd more than one cycle (within some reasonable duration) you're better off with the reduced use rather than increased cap amount.
The sig could help vs cap ships, I know I tanked a dread on Sisi in one thanks to sig.
PuppetmasterX
March 10 2012, 12:00:32 PM
Been thinking of trying the nightmare, mainly for wormhole small gang pvp.
[Nightmare, albtraum]
Damage Control II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Domination Tracking Enhancer
Republic Fleet 100MN MicroWarpdrive
Republic Fleet Warp Disruptor
Heavy Capacitor Booster II, Navy Cap Booster 800
Domination X-Large Shield Booster
Photon Scattering Field II
Invulnerability Field II
Invulnerability Field II
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Imperial Navy Heavy Nosferatu
Imperial Navy Large EMP Smartbomb
Large Core Defence Field Extender I
Large Core Defence Field Extender I
Large Core Defence Field Extender I
Warrior II x5
Vespa EC-600 x5
Didnt want to spend too much on it hence no deadspace booster. Also went with extender rigs rather than boost amount as with standard leadership skills (no off grid booster) it gets 120k ehp while having a burst tank of 530 dps. Would i be better off pimping the local tank instead?
Daneel Trevize
March 10 2012, 12:46:56 PM
Short answer: if you're not expecting to always have friendly RR, yes pimp the local tank. Even with RR, work on the resists over buffer especially because shield RR is at the start of cycle anyway.
Longer answer: It's a pvp nightmare and you've chosen to active tank it, put some fucking isk into the booster, even if at the expense of the other stuff you've pimped (TE, nos, etc). Because as a high dps ship with utility highs (&mids) and the pirate faction BS factor, you'll be very high on the list for being primary. At which point you want a beastly cap-resilient tank, or to know you have RR and then fit for resists. With a booster and drugs you can get anything from 2k dps tanked on T2 mods + Strong Blue Pill, to something like 5-6k tanked with HG Crystals. 530 dps burst tank is doing it wrong, unless you're looking for whoring mails against 1 or 2 PvE ships with no backup. Or haven't considered drugs, heat, LG implants, ganglinks.
Compare for a sec to a dirt cheap tier1 BC, with a T2 fit (and that's including a mag-stab) a brutix can tank 1000dps while doing 700 with scram & web if you have a booster alt, 1200 with standard exile. Once you factor in how well you're applying your theoretical BS dps against smaller targets/resist profiles, are you doing something wise for the BS mass and isk you're talking about hauling around in w-space without a probe launcher fitted.
Oh and if you're using it in w-space, consider an AB or no prop mod, in favour of a web or second cap booster. Large laser range is good, you won't be tackling anything much with just a long point and BS mwd+locking time, and you will likely be scrambled in hole fights.
If you're only bringing 1 cap injector, think the enemy will have neuts, and aren't sure if you'll get cap transfer from fleetmates, you might also want to bring some mindflood as well as blue pill. It'll be down to you to know if you need the extra burst tank or the cap buffer for a long slow/low-dps fight (e.g. if you have polarity). IIRC either can effectively remove your hull's tracking bonus and other bad side-effects. But you can throw isk at that problem via that expensive initial drug-related skillbook. IDK nightmare pilots, I suspect most would still go with the blue pill as it makes you more cap-efficient, and you're not really depending on cap buffer & recharge to run the tank & guns.
Don't forget that implant to reduce gun cap use, and the general CC/CR ones though.
Lastly, if RR will be to hand, consider a cap transfer to keep them going if they're neuted/logi cap chain breaks, and also to cap up others if they're tackle or having their hardeners turned off while you're not tanking and have cap boosters to spare. You can even cap-chain with a carrier to reduce your cap demand on them to help you keep shooting, neuting, even also active tanking if you haven't gone with a different fit/refitted at the carrier.
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