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Thread: [PVP] Malediction

  1. #1

    [PVP] Malediction

    Thanks to the rocket buff, I've had good times with this one:


    [Malediction, Can Haz Plait]

    Rocket Launcher II, Caldari Navy Foxfire Rocket
    Rocket Launcher II, Caldari Navy Foxfire Rocket
    Rocket Launcher II, Caldari Navy Foxfire Rocket
    5W Infectious Power System Malfunction

    Warp Scrambler II
    Cold-Gas I Arcjet Thrusters
    X5 Prototype I Engine Enervator

    Damage Control II
    Adaptive Nano Plating II
    200mm Reinforced Rolled Tungsten Plates I

    Small Bay Loading Accelerator I
    Small Warhead Calefaction Catalyst I



    Range dictation is great, tank is baller for an inty, DPS is decent (low on paper, but holds up to turrets just fine thanks to range dictation and damage selection).
    It's still an underrated ship, so people are usually happy to engage. It eats Crusaders, most Taranis setups can be dealt with (if you don't happen to have a massive derp), Claw is boned no matter its ammo.

    AB is easily swapped with a MWD, which fits without the neut.
    Last edited by Helen; February 4 2012 at 07:18:41 AM.


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  2. #2

    Join Date
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    Re: Malediction

    Attempting to dictate range is a good idea with rocket frigs fitted with AB/web/scram, although most of the faction frigs will give you a hard time. At the very least the Mal has its dirt cheap price tag going for it.

    One thought on your fit, though, if you are looking to stay at the edge of tackle range (around 10K) why not just drop the nuet and add a DLP for moar deeps? A DLP with Scorch still fits your optimal and adds 20 DPS.

    I went with an active tank that can run for about a minute with the repper (usually enough for most frig duels), cap stable without:

    [Malediction, ABrawler]
    Damage Control II
    Small Armor Repairer II
    Adaptive Nano Plating II

    1MN Afterburner II
    Stasis Webifier II
    J5b Phased Prototype Warp Scrambler I

    Rocket Launcher II, Caldari Navy Gremlin Rocket
    Rocket Launcher II, Caldari Navy Gremlin Rocket
    Rocket Launcher II, Caldari Navy Gremlin Rocket
    Medium Pulse Laser II, Scorch S

    Small Bay Loading Accelerator I
    Small Warhead Calefaction Catalyst I


    Still, though, my primary role for the Mal is fleet tackler:

    [Malediction, Fleet Tackler 67/9/5434/2K]
    Overdrive Injector System II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II

    Catalyzed Cold-Gas I Arcjet Thrusters
    Sensor Booster II, Scan Resolution
    Warp Disruptor II

    Rocket Launcher II, Caldari Navy Foxfire Rocket
    Rocket Launcher II, Caldari Navy Foxfire Rocket
    Rocket Launcher II, Caldari Navy Foxfire Rocket
    Salvager I

    Small Targeting System Subcontroller I
    Small Targeting System Subcontroller I

    2500+ scan res, roflkets for killing drones in pursuit.

  3. #3

    Re: Malediction

    Haven't flown it with an active tank yet - might be viable as well, but for now I feel more comfortable with the buffer and the neut's ability to screw other active tanking frigs.

    I dunno, active tank just looks like it could lose to (or would have to flee from) the Punisher setup I'm flying.

    Guess I'd rather go with a NOS if I ever try it.


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  4. #4

    Join Date
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    Re: Malediction

    [Malediction, Fleet Tackle]
    Damage Control II
    Micro Auxiliary Power Core I
    Co-Processor II

    Catalyzed Cold-Gas I Arcjet Thrusters
    Medium Shield Extender II
    Warp Disruptor II

    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I
    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I
    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I

    Small Ionic Field Projector I
    Small Polycarbon Engine Housing I

    Dedicated fleet tackle. By my calculations Thorns are best for shooting Warrior IIs, Defenders are for incoming missiles, MSE for staying power, and Ionic Field Projector to compensate for Malediction's short targeting range. MAPC and Co-Proc because MSE and Rockets are grid and cpu expensive.

  5. #5

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    Re: Malediction

    Quote Originally Posted by Audrey Koshka
    [Malediction, Fleet Tackle]
    Damage Control II
    Micro Auxiliary Power Core I
    Co-Processor II

    Catalyzed Cold-Gas I Arcjet Thrusters
    Medium Shield Extender II
    Warp Disruptor II

    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I
    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I
    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I

    Small Ionic Field Projector I
    Small Polycarbon Engine Housing I

    Dedicated fleet tackle. By my calculations Thorns are best for shooting Warrior IIs, Defenders are for incoming missiles, MSE for staying power, and Ionic Field Projector to compensate for Malediction's short targeting range. MAPC and Co-Proc because MSE and Rockets are grid and cpu expensive.
    I'd run;

    [Malediction, Fleet Tackle]
    Signal Amplifier II
    Overdrive Injector System II
    Damage Control II

    Catalyzed Cold-Gas I Arcjet Thrusters
    Warp Disruptor II
    Medium F-S9 Regolith Shield Induction

    125mm Gatling AutoCannon II, EMP S
    125mm Gatling AutoCannon II, EMP S
    125mm Gatling AutoCannon II, EMP S
    [empty high slot]

    Small Polycarbon Engine Housing I
    Small Auxiliary Thrusters I

    personally. dropped rockets for AC's means no need for MAPC+Co-proc, and better for anti-drone work. FS9 can be traded for T2 with a 1%pg imp. Sig amp bumps your lockrange to 36.5km, overheated point is 36 so.

    speed goes up to 4.8/6.9 pre booster/implants.

  6. #6

    Join Date
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    Re: Malediction

    Quote Originally Posted by teds
    Quote Originally Posted by Audrey Koshka
    [Malediction, Fleet Tackle]
    Damage Control II
    Micro Auxiliary Power Core I
    Co-Processor II

    Catalyzed Cold-Gas I Arcjet Thrusters
    Medium Shield Extender II
    Warp Disruptor II

    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I
    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I
    Rocket Launcher II, Caldari Navy Thorn Rocket / Defender I

    Small Ionic Field Projector I
    Small Polycarbon Engine Housing I

    Dedicated fleet tackle. By my calculations Thorns are best for shooting Warrior IIs, Defenders are for incoming missiles, MSE for staying power, and Ionic Field Projector to compensate for Malediction's short targeting range. MAPC and Co-Proc because MSE and Rockets are grid and cpu expensive.
    I'd run;

    [Malediction, Fleet Tackle]
    Signal Amplifier II
    Overdrive Injector System II
    Damage Control II

    Catalyzed Cold-Gas I Arcjet Thrusters
    Warp Disruptor II
    Medium F-S9 Regolith Shield Induction

    125mm Gatling AutoCannon II, EMP S
    125mm Gatling AutoCannon II, EMP S
    125mm Gatling AutoCannon II, EMP S
    [empty high slot]

    Small Polycarbon Engine Housing I
    Small Auxiliary Thrusters I

    personally. dropped rockets for AC's means no need for MAPC+Co-proc, and better for anti-drone work. FS9 can be traded for T2 with a 1%pg imp. Sig amp bumps your lockrange to 36.5km, overheated point is 36 so.

    speed goes up to 4.8/6.9 pre booster/implants.
    I like, thanks! I've run something similar before with autocannons, (didn't think to try sig amp instead of targeting range rig) but was trying to fit to the ship's bonuses. Shame the fitting requirements on rockets are so much higher than for autocannons.

    Edit: Autocannons are better than rockets for taking out drones? I thought there was a rocket buff a while back that improved them a fair bit? My understanding was rockets were pretty good for taking out drones. (Apologies for my ignorance, fairly new player)

  7. #7

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    477

    Re: Malediction

    Rockets got their explosion velocity bumped up to 150 from 125 (I believe?). However, that still means that MWDing Warriors are going to be taking a fraction of their base damage, which is pretty poor anyway. AC's will hit MWDing Warriors pretty well due to their low transversal (they're chasing you, after all).

  8. #8
    ry ry's Avatar
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    Re: Malediction

    Quote Originally Posted by Audrey Koshka
    Defenders are for incoming missiles.
    unless something wonderful has happened to defenders when i wasn't paying attention, they're pretty much useless.

    if you're trying to hold tackle under fire you'd have more joy trying to kill drones than the missiles being chucked at you.

  9. #9

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    Re: Malediction

    Similar fits posted. This has netted me quite a few drams in low-sec. Only one I remember losing was to a AB/web dram.

    [Malediction, DeeRam]
    200mm Reinforced Rolled Tungsten Plates I
    Damage Control II
    Adaptive Nano Plating II

    1MN Afterburner II
    Faint Epsilon Warp Scrambler I
    Stasis Webifier II

    Rocket Launcher II, Caldari Navy Gremlin Rocket
    Rocket Launcher II, Caldari Navy Gremlin Rocket
    Rocket Launcher II, Caldari Navy Gremlin Rocket
    Dual Light Pulse Laser II, Scorch S

    Small Bay Loading Accelerator I
    Small Warhead Calefaction Catalyst I

    5.9k buffer, 102/119 dps @10km, and 1385/1805 m/s. Takes dual prop drams to lunch, cheap and effective.

  10. #10

    Join Date
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    I've always liked the active rep Malediction but decided to add a plate as well for more buffer. The ANP doesn't add much EHP and the small rep goes a long way to making you live longer in short fights. However, can't fit a small laser (without implants) but the the 200mm auto is just as good in scram/web range.

    And with properly fit Slicers unless you fit a TD, they can easily out range you and apply constant DPS when you can't.

    So I have preferred a fit more like this for a number of reasons..

    For Slicers, the range rig actually lets you hit them with some good piloting and Javelin. You are slow but if you can force them correct their orbit you can hit them at 15km, you definitely won't catch any good Slicer but with your good tank and low sig, you might even be able to survive long enough to force them in close due to cap. Tbh, it's still tough but it's definitely doable.

    The range rig also lets you help dictate range better by hanging out at 8km easier to make sure you avoid small neuts while giving you a little more room for overshooting and lets you operate on the edge of scram/web range when you overheat.



      Spoiler:

    [Malediction, Blade Runner]
    200mm Reinforced Rolled Tungsten Plates I
    Damage Control II
    Small Armor Repairer II

    Experimental 1MN Afterburner I
    Faint Epsilon Warp Scrambler I
    Fleeting Propulsion Inhibitor I

    Rocket Launcher II, Caldari Navy Mjolnir Rocket
    Rocket Launcher II, Caldari Navy Mjolnir Rocket
    Rocket Launcher II, Caldari Navy Mjolnir Rocket
    200mm AutoCannon II, Barrage S

    Small Bay Loading Accelerator I
    Small Hydraulic Bay Thrusters I



    Pretty similiar to the other brawler fits posted though.

    Edit: I also have started carrying around a TD for Wolfs/Slicers, it's essential that you bring down their optimal. So you can force the Slicer into range and so you can stay out of range of Wolf's Autos. The range rig REALLY helps vs Wolfs because at 8-9ish km orbit (which is roughly 7.5km) they can't hit you with Barrage even with a TE (atleast not for much) and an armor Wolf isn't going to be faster than you with an AB.

    Fits pretty easily just replace the web.
    Last edited by Mahdi; February 4 2012 at 02:03:11 AM.

  11. #11
    Lady Spank's Avatar
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    works nicely in a team of two for taking out cruisers, one with web, one with scram. I dont use the plate though, just an anp (mwd fit but about the same, nos instead of the 200mm).

    [–]bam_strokerCaldari 6 points 18 hours ago
    Your command of deliberate, convincingly bad English is amazing.

  12. #12
    ry ry's Avatar
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    if you're in a pair, one webbing one scramming, you can do dualprop 200/sar rocket maledictions too.

  13. #13
    I am the 99.99998% Tyrus Tenebros's Avatar
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    Quote Originally Posted by ry ry View Post
    if you're in a pair, one webbing one scramming, you can do dualprop 200/sar rocket maledictions too.
    I'm always afraid of stuff like this in case you lose the scram one first / web somebody in to warp / etc.
    I tried to be cool and all I got was a lousy warning about my sig being too big.

  14. #14
    OrangeAfroMan's Avatar
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    I like this for a bit of EHP with your tackle:

    [Malediction, Malediction - Pure Tackle - Plate]

    150mm Light AutoCannon II
    150mm Light AutoCannon II
    150mm Light AutoCannon II
    Small Unstable Power Fluctuator I

    Limited 1MN MicroWarpdrive I
    Faint Epsilon Warp Scrambler I
    Warp Disruptor II

    Damage Control II
    200mm Reinforced Rolled Tungsten Plates I
    Overdrive Injector System II

    Small Ionic Field Projector I
    Small Ionic Field Projector I
    Actually an '06.

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  15. #15

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    My soloing fit

    [Malediction, solo]

    Rocket Launcher II, Caldari Navy Nova Rocket
    Rocket Launcher II, Caldari Navy Nova Rocket
    Rocket Launcher II, Caldari Navy Nova Rocket
    250mm Light Artillery Cannon II, Republic Fleet Fusion S

    Limited 1MN MicroWarpdrive I
    Faint Epsilon Warp Scrambler I
    Fleeting Propulsion Inhibitor I

    Damage Control II
    Small Armor Repairer II
    Adaptive Nano Plating II

    Small Bay Loading Accelerator I
    Small Warhead Calefaction Catalyst I

    123 heated DPS, 82 DPS tank w/ heat + standard exile, 4k eHP.
    Pretty straightforward actually.
    I used to roll nos, but found it rather useless, because in cases where you need it you cant use it as you'll be kiting at edge of rocket range.
    Arty instead of DLP for cap reasons.
    Looks harmless and owns scouts/tacklers (hi shitfit Drams) as well as anything kiteable in scramrange.

    Took a Jag into armor yesterday, didnt have exile so couldnt quite tank ACs in deep falloff...


    For scouting i roll a slightly pimped version

    [Malediction, scout]
    Pseudoelectron Containment Field I
    Coreli C-Type Small Armor Repairer
    Overdrive Injector System II

    Limited 1MN MicroWarpdrive I
    Dread Guristas Warp Disruptor
    Faint Epsilon Warp Scrambler I

    Small 'Knave' Energy Drain
    Rocket Launcher II,Caldari Navy Inferno Rocket
    Rocket Launcher II,Caldari Navy Inferno Rocket
    Rocket Launcher II,Caldari Navy Inferno Rocket

    Small Ionic Field Projector I
    Small Polycarbon Engine Housing I

    4850 m/s w/ Zor which is ok post dram-nerf.
    DG Disruptor is for CPU reasons (so i can fit t2 rockets - important!), its 15mil or something - also heats longer than T2.
    Lock range is shit - just deal with it, its not actually that terrible.
    Last edited by n0th; March 1 2012 at 04:54:34 AM.

  16. #16
    W0lf Crendraven's Avatar
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    [Malediction, malediction semiscram kiter copy 1]
    Ballistic Control System II
    Internal Force Field Array I
    Small 'Accommodation' Vestment Reconstructer I

    Fleeting Progressive Warp Scrambler I
    1MN Afterburner II
    Limited 1MN Microwarpdrive I

    Rocket Launcher II, Caldari Navy Mjolnir Rocket
    Rocket Launcher II, Caldari Navy Mjolnir Rocket
    Rocket Launcher II, Caldari Navy Mjolnir Rocket
    [empty high slot]

    Small Ancillary Current Router I
    Small Polycarbon Engine Housing I

    Is good.

    You can fit a saar or a t2 repper, but i like meta for heat and sustained reps over a long time.

    Scramkite vs stuff without range, heat scram (12km) javelin kite vs stuff with even more range, orbit kiters as close a possible. Kills lml ships quite well.
    Nerf 90% webs, decrease 100mn ab fitting, buff ham range, buff fofs, nerf tracking! Remove ongrid boosting and nerf logis.


  17. #17
    ry ry's Avatar
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    dies to any frig with a scram+web+ab though, and the lack of buffer means you need to kill drones *really* fast.

    worth using a faint scram, heats to 13k which puts it at the same range as a heated web. ~synergy~
    Last edited by ry ry; May 7 2013 at 04:08:02 PM.

  18. #18
    W0lf Crendraven's Avatar
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    In my experience it can tank drones for quite a bit.
    Nerf 90% webs, decrease 100mn ab fitting, buff ham range, buff fofs, nerf tracking! Remove ongrid boosting and nerf logis.


  19. #19
    ry ry's Avatar
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    If it tanks drones well whilst fighting ab+scram+web stuff, I'd suggest you were fighting baddies to be honest.

    That malediction tanks 50 DPS and has 3574 armour hp. it does 100 dps with faction rockets.

    A tristan with 1xDDA2 and 1xDC2 does 122dps with hobs on their own and has more EHP. with a SAR2 it only tanks 10dps less. add scram and web and it will literally kill the shit out of you every time.

    Links, possibly, but if you factor in links on both sides the picture doesn't really change, so at that point you're winning fights purely by having better implants, drugs or links. In those situations you could probably be flying any old shit and still win.
    Last edited by ry ry; May 8 2013 at 12:30:47 PM.

  20. #20
    W0lf Crendraven's Avatar
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    If you include links you could just abuse your scram range and mwd speed/sig, i.e you scram the target at 15km, orbit at 12km with the mwd on, thus speed tanking pretty much all dornes/missiles, load javelins and win. Would probably work vs most cruisers and frigates.
    Nerf 90% webs, decrease 100mn ab fitting, buff ham range, buff fofs, nerf tracking! Remove ongrid boosting and nerf logis.


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