2007-11-18, 06:07
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#5
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Makemono...
Kills:
2,423,437 (4,660) Losses:
132,179 (386)
Epeen Donations:
353M
Posts: 6,556
Join Date: 2006 Nov
Downloads: 22
Uploads: 15
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Quote:
Оriginally Postеd by SWAT Kat
Trying an Omg epic fail RISE Ball of death gang
2x scimitar with 2x lST (this gives you 72km range on shield transfer)and extender fit ( no scram fitted)
2x hugiin‚ 1x extender, SB and webs
2x Lach , sensor damps, 1 point, e.t.c
1x curse or more if available
1x rook or more
zealot, cerbs e.tc that won't get one shotted like sniper munins.
dictor n at least 1 tackler
We jump into say y-2 and burn 30-50km of enemy
Everyone sets default orbit to 5km, gang leader broadcasts himself, everyone clicks on him and hits already default orbit of 5km.
Scimitars lock whole gang up hence the gang size. Anything that gets within 40km should die. Lachs circle thru damps and scram anything(vags, ceptors), rook jams bs's. Ceptors should be able to burn out to 70km and lock down a target while being boosted by scimitars allowing for zealots, cerbs and anything else to still kill it, As far as everyone is on the ball, it's a nice circle jerk. failure cascade will happen if both scimitars are jammed assuming our rook(s) and lachs fail.I'd like to see volunteers for any of these roles and will post an op shortly if not late sunday.
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The problem with using circlejirk without bs is simpily you will get one shoted. Plus noone in that gang has hardened shields except the cerbs. Tbh you're better using our normal tactics combined with the fast moving scimitars that keep people in the fight as long as they can. Оur gеneral principle is the same‚ it'ѕ just еveryone has a bit more freedom to burn off when tackled and they are already aligned to warp out.
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