*** Main Damage type to shoot at the enemy *** Guristas [KIN] - Kinetic Serpentis - Thermal & Kinetic Mordus - Thermal & Kinetic Blood Raider[EM] - Thermal / EM Sansha [EM] - Thermal / EM Angel [EXP] - Explosive Mercenary [TH] - Thermal Rogue Drones[EM] - EM Gallente [TH] - Thermal Thukker Tribe - Thermal
Best Damage Resistance Against Guristas - Kinetic / Thermal Serpentis - Thermal / Kinetic Blood Raider - Thermal / EM Sansha's Nation - EM / Thermal Angel Cartel - Kinetic / Explosive / Thermal Minmatar Fleet - Thermal / Explosive Amarr Navy - EM / Thermal Mordus - Kinetic / Thermal Mercenary - Kinetic, EM, Thermal & Explosive Republic - All
W Blood Raider - stay / all on / occult / warriors Sansha - approach / all on / baryon / acolytes // Angel - keep at range 6 / overheat ab few cycles/ occult / NO drones // Serpentis - approach / all on - overheat hardener if necess. / baryon / warriors // ! Guristas - approach / first cycle NO overheat, then overheat ab to catch / NO drones [if no catch then orbit beacon 10km log off come back 10min cap battery must not be burned out]
Team Enyo - orbit enyo at 6.5 / all on => overheat hardener if necessary / occult / warriors // ! Team Hawk - approach bantam -> approach hawk / overheat ab to catch -> after bantam switch to hawk / baryon, occult / acolytes // ! Team Jaguar - orbit jaguar at 6.5 / overheat hardener / occult / warriors // Team Vengeance - approach vengeance / all on - overheat hardener if necess. / occult / hobgoblins
Dashboard
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Active TimezoneUSTZ
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Intel Profile
PlaystyleSolo (0 kills)
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