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Asillia
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Posted - 2009.09.07 11:16:00 -
[1]
So far i've been doing l3s in a hurricane with autos and a couple launchers, aside from the odd elite frig or two I can mostly kill everything relatively easily without my tank breaking, but being able to fly bs' soon it looks like I'll have to change my setup, I don't have the skills t make a phoon work for me yet so I'll probably be stepping into a maelstrom first. Looking at the loadout I think shield tanking is probably a safe bet but I think in a slow bs I won't be able to close range and use autos without getting chewed up, should I deity to arties once I step up to level 4 and just keep a pack of hobgoblins for any frigs scrambling and getting under my guns? And what low slots are best for boosting my arty damage and tracking most practically? Also should I bother with any launchers or just go for a full rack of arties?
As a side note, once I have the support skills to make the most of a phoon is it still better to mix arties with launchers or are autocannons viable?
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Andrea Skye
Caldari The Python Cartel.
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Posted - 2009.09.07 11:57:00 -
[2]
havent rly done much missions as minnie, but ive done pretty much every level 4 mission as amarr.
Anywho id use something like this on the mael:
2x PDU II 1x Damage control II 2x Gyro II
X large shield booster II 1x Cap recharger II 3x mission specific hardeners 1x sheild boost amp
8x 1400mm IIs
rigs 3x CCC's
drones: hammerheads and some lights
It should be able to do all level 4s without much trouble. Just fit best named if you cant fit t2.
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Taela Vesch
LiVe Munitions
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Posted - 2009.09.07 13:22:00 -
[3]
In answer to the last few questions:
1) Full rack of guns is better than a mix of guns and launchers imo. Means you don't have to feel guilty about gyrostabilising the thing to death 2) For low slot damage boosting, gyrostabilisers and tracking mods: I find a 3/2 mix in favour of gyros works well enough
Set your hobgoblins on the scramblers yes, but these are less of a problem as it might first seem. There are not that many, and even when they are present it's only a problem if you need to run away. It's more the fear of retreat options being removed.
Don't have EFIT handy for formatting, but this is my setup:
8 x 1200mm arties (I use scouts, but whatever suits your budget and skills)
1 x XL-SB 1 x Cap booster 2 x Shield boost amp 2 x appropriate hardener
3 x Gyro 2 x Tracking thingy (enhancer? )
The Maelstrom is pretty much a wall with guns attached, and depending on whether you are bothered about getting around quickly or not you could try and swap a boost amp for an afterburner (it still won't move very fast though ).
T-V.
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AstroPhobic
Brutor tribe
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Posted - 2009.09.07 15:47:00 -
[4]
Something to shoot for.
[Maelstrom, New Setup 1] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Tracking Enhancer II
Caldari Navy X-Large Shield Booster Explosion Dampening Field II Invulnerability Field II Ballistic Deflection Field II Heavy Electrochemical Capacitor Booster I, Cap Booster 800 100MN Afterburner II
1200mm Artillery Cannon II, Republic Fleet Fusion L 1200mm Artillery Cannon II, Republic Fleet Fusion L 1200mm Artillery Cannon II, Republic Fleet Fusion L 1200mm Artillery Cannon II, Republic Fleet Fusion L 1200mm Artillery Cannon II, Republic Fleet Fusion L 1200mm Artillery Cannon II, Republic Fleet Fusion L 1200mm Artillery Cannon II, Republic Fleet Fusion L 1200mm Artillery Cannon II, Republic Fleet Fusion L
Projectile Locus Coordinator I Core Defence Capacitor safeguard I Core Defence Capacitor safeguard I
Valkyrie II x5 Warrior II x8 Valkyrie II x1
Change hardeners and ammo per mission.
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Phohm
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Posted - 2009.09.07 16:20:00 -
[5]
[Maelstrom, PVE] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II/Tracking EnhancerII Power Diagnostic System II Damage Control II
Large Shield Booster II Statis Webifier II/ After Burner II Shield Boost Amplifier I 3 Specific Shield Hardeners
8x 1400mm Artillery
3 CCC
Switch it around here and there but it's a simple basic setup that works...
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