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Electronic countermeasures (ECM) are the most effective method of denying an aggressor a fight in low-sec, and also the cheapest. And the easiest for under-skilled pilots to fly. Here's a pretty standard fit: | Electronic countermeasures (ECM) are the most effective method of denying an aggressor a fight in low-sec, and also the cheapest. And the easiest for under-skilled pilots to fly. Here's a pretty standard fit: | ||
{{ShipFitting| | |||
ship=Griffin| | |||
shipTypeID=584| | |||
fitName=AMC Low-Sec Shared Can Griffin| | |||
fitID=AMCLowSecGriffin| | |||
high1name=open| | |||
high2name=open| | |||
mid1name=Limited 1MN Microwarpdrive I| | |||
mid1typeID=5973| | |||
mid2name=BZ-5 Neutralizing Spatial Destabilizer ECM| | |||
mid2typeID=19946| | |||
mid3name=Enfeebling Phase Inversion ECM I| | |||
mid3typeID=19939| | |||
mid4name='Hypnos' Ion Field ECM I| | |||
mid4typeID=19927| | |||
mid5name='Umbra' White Noise ECM| | |||
mid5typeID=19952| | |||
low1name='Hypnos' Signal Distortion Amplifier I| | |||
low1typeID=25565| | |||
low2name='Hypnos' Signal Distortion Amplifier I| | |||
low2typeID=25565| | |||
drone1name=Hobgoblin I x1| | |||
drone1typeID=2454| | |||
drone2name=open| | |||
drone3name=open| | |||
drone4name=open| | |||
drone5name=open| | |||
rig1name=Small Particle Dispersion Projector I| | |||
rig1typeID=31298| | |||
rig2name=Small Ionic Field Projector I| | |||
rig2typeID=31274| | |||
rig3name=Small Particle Dispersion Augmentor I| | |||
rig3typeID=31286| | |||
difficulty=0| | |||
warsop=A| | |||
warsopReason=| | |||
version=RUBI 1.0| | |||
shipDNA=584:5973;1:19927;1:19939;1:19946;1:19952;1:25565;2:31274;1:31286;1:31298;1:2454;1::| | |||
skills=| | |||
notes=This version use Meta 4 ECM modules. If ISK is a problem, downgrade them. </li><li>Carry spares of all racial jammers in your cargo.</li><li>With skills all at level V, the ECM strength for each module is about 10.</li><li>The rigs increase the ECM range, strength and targeting range. They significantly increase the Griffin performance.</li><li>Optimal range is 60 km while fall-off is 50 km.</li><li>Targeting range is 100 km, which is almost optimal + 1 falloff, so you have a bit nore than 50% chances of trying for a jam at 100 km</li><li>No weapons or tank. You should not even be in range. You get in trouble? Warp away.</li><li>If you want a little buffer, swap a sig amp for a damage control}} | |||
Griffins will be available on corp contract at the staging station, | |||
Griffins will be available on corp contract | |||
====Heavy tackle==== | ====Heavy tackle==== | ||