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Brujo Loco
Amarr Brujeria Teologica
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Posted - 2010.06.20 22:36:00 -
[1]
Heya guys, recently, I have finished upgrading to 4 all of my Large Spec gunnery and missile skills (Blaster,Railgun,Arty,Auto, Pulse , Beam, Cruise, Torpedo Large specs all to 4 and amarr ones to 5), and decided to max Arty and Autocannon Large spec to 5 ... will be a while for those two to reach 5, but meanwhile, I was wondering, what's a good minnie ship for running L4's in Amarr space? (yes, lazors are better, but I just want to try something diff than my paladin and Nighthawk (lol @ kinetic dmg vs sansha, buts its fun). I have been a Laser and Missile user for most of my life, and never really been into hybrids or autos/artys.
I already have Marauder 5, so was wondering for a solid walkhtrough, into arty's and autocannons, specially for PVE. I'm only accustomed to lasers and 50-60km ranges with T2 ammo on my marauder and T2 Megapulses. Falloff and optimal vary so wildly between lasers and minnie guns , and the ammo is so whacky to my Amarr eyes, I'm really confused 
Can you guys post solid L4 fits for Marauders or Minnie BS?
I understand that most minnie weapons rely on solid bursts of high dmg due to low tracking, extreme falloff and slow firing speeds, what confuses me tho is the ammo usage!! When I mission, I can safely kill anything between 25 to 55km away, even frigates with my megapulses permafitted with scorch. When anything is between 5 to 20 km I eat them down fast with amarr navy Multifrqs. Easy, plain and simple. pesky little ships I just nibble to death with my T2 lights/meds.
So if I'm fighting mostly Sansha's and Bloods with the occasional Gurista in the places I regularly play, besides going into EFT geek mode to try possible multimatch combos of ammo and weps, can you guys simply explain to me what's better?
yes, it's an odd request to some pver's here that try to maximize efficiency, ISK/hour rations and whatnot, after 5 years here, I just want to try something diff and honestly don't care much about efficiency, just using different ships and weapons systems since I find fun in that 
To be clear I will just be using regular T2 stuff on everything as it is cheap and affordable to me.
TLDR:
When using minnie ships to fight Bloods,Sanshas and Guristas, what's best? Autos or Arty's? Which Minmatar ship works best? If most of the NPC's hover around 5 to 60KM's away, what ammo type should I pack? What's an usual Ammo depot lot for Artys/Cannons per mission? 1000 units? 10000 units? How much ammo should I bring in? Shield tank or Armor tank for Minmatar PVE fitted ships? Fit setups? keep them T2 based, I'm not rich suggest awesome faction stuff as an option Any tips or ideas welcome, just want to give Minnie ships a try and use them for a while.
Cheers! 
---
 Viva VENEZUELA!!! Archipelago Theory
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.06.21 07:53:00 -
[2]
Can't go far wrong with a typhoon tbh.
Armour tank (faction reps would be advantageous) Cruise Sentries
Bloods are so easy it'd be funny if it wasn't missioning *yawn*
Fleet phoon if you got the isk.
Peace.
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Headerman
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Posted - 2010.06.21 09:06:00 -
[3]
If you wanna try something different and you have good shield skills, go a maelstrom, load the lows with gyro stabs and tracking enhancers, and load the highs with 800mm Scouts (T2 800's if you can), you'll be pwning in no time. Always fit 3 cap recharger rigs too
For ammo you have 3/4 short range ammo: Phased plasma (therm damage), emp (photon), and fusion (explosive). You also have Titanium Sabot for a little more range, for kinetic damage.
I don't worry about any other type of ammo, it's mainly for very long range bombardment with artillery.
I usually fit 5 light drones and 3 heavy drones
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Lugalzagezi666
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Posted - 2010.06.21 09:36:00 -
[4]
Machariel, artys, faction emp, 4x rf gyro, 3x te, curators.
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Decon Ko
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Posted - 2010.06.21 09:39:00 -
[5]
I don't have any personal experience with missioning with minnie ships, but I've heard lots of praise for autocannon fitted Vargurs, especially in terms of how fun it is. I personaly would only consider ACs for missioning if they are bonused, and the Vargur provides just that. Ofcourse that's given you want to spend the money for the Marauder, which is the impression I got.
--
This: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1248088 |

Pookie McPook
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Posted - 2010.06.21 11:16:00 -
[6]
The easiest fit/skill option is a shield tanked Maelstrom. If you go with Arties then make sure you have good drone skills and T2 drones. Autocannons are possibly the more accepted option but some people are uneasy letting the little blighters in that close. -----
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ry ry
StateCorp
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Posted - 2010.06.21 12:13:00 -
[7]
Edited by: ry ry on 21/06/2010 12:15:28
Originally by: Pookie McPook The easiest fit/skill option is a shield tanked Maelstrom. If you go with Arties then make sure you have good drone skills and T2 drones. Autocannons are possibly the more accepted option but some people are uneasy letting the little blighters in that close.
empire level 4s aren't very hard to be honest. after not playing for months on end i resubbed last night and took a ratting phoon out to remind myself of the controls - walked a few by just aligning and flying away veeery slowly, shooting things in a vaguely sensible order. that was a vaguely fail fit t2 fit artiecruise phoon (with t1 drones because i'm cheap) a tractor and a lolsalvager (because i'm fail) cap chargers, AB, single rep and rat-specific resists.
i'm assured that fitting up a command ship with faction gear is faster at making isk (once you've bought the damn thing in the first place) but in terms of actual difficulty you shouldn't have much to worry about. With the right ammo and half-dencent skills you should walk them.
EDIT: although i did notice he didn't actually specify empire did he? if you're heading into lowsec then the maximal cheaposity of the phoon could be a bonus too tbh.
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chillz
Minmatar
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Posted - 2010.06.21 13:15:00 -
[8]
Vargur
Autocannons, salvage, tractor.
Sheild tank (I use x-large, 3 hardners, boost amp and cap booster) and Afterburner.
DC, gyros, TE's.
Aimbit rigs.
That's a basic set up.
Tank for EM/Thermal use phased plasma.
Everything goes pop really quickly.
I generally have about 7500 rounds of ammo and 15 cap booster 800's in cargo.
----------------------------------- A gun and a packet of sandwiches.
"When the going gets weird, the weird turn pro." - Hunter S Thompson
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Dethmourne Silvermane
Gallente League of Gentlemen Get Off My Lawn
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Posted - 2010.06.21 15:26:00 -
[9]
Edited by: Dethmourne Silvermane on 21/06/2010 15:27:04 for a non-marauder option, should you desire it..
[Maelstrom, L4 Mael] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
100MN Afterburner II X-Large Shield Booster II Photon Scattering Field II Invulnerability Field II Cap Recharger II Cap Recharger II
800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L
Large Projectile Ambit Extension I Large Projectile Ambit Extension I Large Capacitor Control Circuit I
Curator II x4
Pulse the XLSB. if you find you don't need the AB, drop it for another cap recharger. Use emp or phased plasma to taste.
EDIT: Target prioritization is key in this - small to large is vital to get rid of frigates before they're too close. If you find yourself with frigate issues repeatedly, you might consider dropping the sentries for a flight of mediums/lights instead.
Regarding high-sec mining:
Originally by: AmarrettoDiAmarr 3-4 million ISK/hr is perhaps .15 0r .20 US$/hr; not quite prison wages and you are around less honest people.
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Dethmourne Silvermane
Gallente League of Gentlemen Get Off My Lawn
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Posted - 2010.06.21 15:36:00 -
[10]
And for a "skeleton" marauder fit (obviously you'll want to pimp a marauder out, more than likely..):
[Vargur, L4 (EM/Therm)] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
LiF Fueled I Booster Rockets X-Large Shield Booster II Photon Scattering Field II Invulnerability Field II Tracking Computer II, Optimal Range Tracking Computer II, Optimal Range
800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L 800mm Repeating Artillery II, EMP L Salvager II Small Tractor Beam I Small Tractor Beam I
Large Projectile Ambit Extension II Large Capacitor Control Circuit II
Praetor II x2 Infiltrator II x2 Acolyte II x1
Regarding high-sec mining:
Originally by: AmarrettoDiAmarr 3-4 million ISK/hr is perhaps .15 0r .20 US$/hr; not quite prison wages and you are around less honest people.
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Abrazzar
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Posted - 2010.06.21 16:06:00 -
[11]
You could go for a cruise phoon. This will circumvent the tracking disruption from sansha and blood raiders and you still have drones to munch of stuff when guristas scram you. -------- All I want is a better mankind.
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Lugalzagezi666
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Posted - 2010.06.21 16:53:00 -
[12]
I want to see you all afterburning into range in sansha blockade where almost every spawn /except initial/ starts at 60-90k and often on the different sides of pocket /yes, 150k+ between them/.
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Dethmourne Silvermane
Gallente League of Gentlemen Get Off My Lawn
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Posted - 2010.06.21 17:20:00 -
[13]
Originally by: Lugalzagezi666 I want to see you all afterburning into range in sansha blockade where almost every spawn /except initial/ starts at 60-90k and often on the different sides of pocket /yes, 150k+ between them/.
I don't see a need to AB for a mere 60k range, even with ACs you do pretty great damage at that range due to the extreme falloff and negligible tracking issues.
Regarding high-sec mining:
Originally by: AmarrettoDiAmarr 3-4 million ISK/hr is perhaps .15 0r .20 US$/hr; not quite prison wages and you are around less honest people.
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Joe Starbreaker
M. Corp
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Posted - 2010.06.21 17:33:00 -
[14]
I've been using this autocannon Maelstrom and found it really, really great at highsec missions. However, it kind of sucks for anything more than 50-60km out, so it's better for Angel and Serpentis missions. I'm thinking of getting a second Maelstrom with artillery for the missions where things spawn far out.
http://eve.battleclinic.com/loadout/29238-AC-Maelstrom-L4-Baby-Varg-Dominion-Ready.html
...
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Lugalzagezi666
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Posted - 2010.06.21 18:17:00 -
[15]
Originally by: Dethmourne Silvermane
Originally by: Lugalzagezi666 I want to see you all afterburning into range in sansha blockade where almost every spawn /except initial/ starts at 60-90k and often on the different sides of pocket /yes, 150k+ between them/.
I don't see a need to AB for a mere 60k range, even with ACs you do pretty great damage at that range due to the extreme falloff and negligible tracking issues.
Just fyi, you will have only around 50% of your turret dps at 60k /around 550/. Thats far from great damage. And absolutely no turrets have tracking issues vs npcs at that range.
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Abrazzar
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Posted - 2010.06.21 18:19:00 -
[16]
Sansha - Tracking Disruptors - Autocannons
Yep. That will work great... -------- All I want is a better mankind.
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Demolishar
United Aggression Eternal Ascension
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Posted - 2010.06.21 18:31:00 -
[17]
Originally by: Abrazzar Sansha - Tracking Disruptors - Autocannons
Yep. That will work great...
Fun fact: Falloff is not affected by NPC TD's. Another fun fact: Minmatar EMP ammo does a much higher percentage of EM damage than Amarr Multifrequency, making it better versus Sansha and Blood targets.
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Arazel Chainfire
Dissolution Of Eternity
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Posted - 2010.06.21 22:44:00 -
[18]
Does it have to be pure minny? cause if not... that Macheriel is veeery nice.
2 fits
Arty 7 1400 2's
1 Large shield booster 2 3 hardeners (2 EM/1 therm, or 1 em/1 therm/1 invuln) 1 Cap recharger 2
4 gyro 2's 3 TE 2's
3 CCC's
Drones to taste
This has a 42km optimal on the guns, 126km falloff (aka, you'll hit ANYTHING). 790 gun DPS with faction ammo (which is very viable with 1400's nearly 17s rate of fire). The best part though? 12712 alpha . Up that to fleet gyro's, and add a pair of 5% damage implants and it gets up to an absolutely ridiculous 15000 alpha. And that isn't even counting drones. Only downside? Its 3% short on powergrid to fit this.
Autocannons 7 800 2's 1 tractor beam 2
1 Afterburner 2 1 Large shield booster 2 3 hardenrs (to taste)
4 Gyro 2's 3 TE 2's
3 CCC's
drones to taste
Best parts about this fit? 550m/s speed, 1017dps with faction ammo (not counting drones) and t2 gyro's. Faction gyro's will bring it up to 1100 dps. And these guns have a range of 4.2km, but a falloff of 69. This will out dps a tach nightmare to 25km, and with that speed, 25km isn't that far. If you want even more damage... a t2 RoF rig can be fairly easily put on one of these. One of those, faction ammo, faction damage mods, and 2 5% damage implants, and you'll put out just short of 1300dps... without drones. You can't come anywhere near that with any other ship.
If you want to just play around with projectiles without going off the deep end with a faction ship though, a maelstrom isn't bad. I like mine with 1400 2's, but that is partially because I don't have t2 large projectiles yet. In general, an arty fit won't come close to what a tach nightmare/paladin fit will do (maelstrom maxes out at around 700 dps with faction gyro's, faction ammo, t2 arties, and no implants). The one reason why its fun is to instapop cruisers... and two shot some BS's (which I have already done, even without large projectiles 5/using t1 guns). Autocannons, while having much more damage, also don't end up being that appealing on the maelstrom due to a max falloff of around 40km with t1/faction ammo. If you want to use a Vargur though, autocannons can give your pulse paladin a run for its money. I just wouldn't recommend the vargur if you want to use artillery, due to low powergrid, and the comparison to the macheriel, which isn't that flattering to the marauder.
-Arazel
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Brujo Loco
Amarr Brujeria Teologica
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Posted - 2010.06.22 04:42:00 -
[19]
Woa :D So many nice replies!
Thanx guys!!!! Thanx a ton ... I must admit I'm minnie challenged, since I have been on mostly lasers and missiles all of my eve life ...
yes, Sanshas are a pain on the missions with TD's :(((( , gurista jammin is not really an issue, as I usually pop those out pretty quick, and when I can't lock I just go into turtle shell mode (agroing pockets safely to avoid messes)
So yep, only real issue is Sanshas, they are a true pain, as I'm forced usually to simply go into siege mode (I wish) and begin hoping my T2 drones can eat the td ships fast
But I really really want to try minnie ships out of a perverse ultra loyalist Amarr with a Minmatar fetish in me haha
Will take all of these fits into consideration, perhaps the Machariel one too
Hehe ... well, 25 more days for large Autocannon spec 5 ... will begin trying out these fits when I have the time.
Also, since I really take my time in missions, I usually skip the AB, as I do missions doing multiple other things, so time unless it's a timed spawn mission is not important. ---
 Viva VENEZUELA!!! Archipelago Theory
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