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Kayser
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Posted - 2005.01.14 15:04:00 -
[61]
Edited by: Kayser on 14/01/2005 15:04:24
Originally by: d'hofren Edited by: d'hofren on 14/01/2005 11:34:17 I am using my Cyclone for lvl 3 missions as are the two guys quoted below, and I have some questions;
Originally by: Kayser Since recently I'm also using a Cyclone(I simply love it's look). I use it mainly for lvl3 Agent Missions and my setup currently looks like this:
Hi Slots: 5x 650mm Gallium 3x Assault Launchers
Med Slots: 1x Medium SB II 1x 'Anointed' I EM Ward Reinforcement 1x Heat Dissipation Amplifier I 1x F-b10 Nominal Capacitor Regenerator
Low Slots: 2x Gyrostabilizer II 2x Tracking Enhancer II
It's working quite nice.
I am using 650's as well. However I find that I need to use a named 10mn ab to keep my distance. Most of my kill missions put me up against ammarr or angels, the amaar are easy enough but those angels can easily close to the point where my tracking means that my guns are missing 80% of the time. How are you keeping your range at optimal?
I'm using Titanium Sabot ammo. With my current Gunnery skills and my setup I have an optimal Range of 20km with that ammo and a falloff of another 20km, and my guns trackingspeed is 0.034(speedwise, thats like a standard heavy beam laser). I usually jump in at 30km distance(exept for deathspace missions, where you usually end up in mid of your targets) and directly order my ship to move away from the targets that aggro me first. With the base speed of almost 200ms that gives me enough time to take most targets out before they get to close for my guns to track them. The max distance at wich I still can somewhat hit with my guns is around 10-13km(a bit lower on larger/slower targets).
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Estios
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Posted - 2005.01.14 16:14:00 -
[62]
Edited by: Estios on 14/01/2005 16:17:54 I strangely find myself feeling EXACTLY the same way as Darth Solo.
Ive been flying mine about trying to get it blown up so I can get my insurance pay out as I find no role really for it.
Then again I have a Vagabond and Muninn both of which I love so if Im gonna fly something bigger than a frig and smaller than a BS it would be one of those 2.
You state you dont wanna pvp so maybe for you its not a bad ship.
Id personally go with 425's, a web and some armour tankage OR 650's and some shield defence and dmg and trackign enhancers ie those are 2 completely diff'rent approaches but both work well for PVE
For the breif period of time I did use it for some agent missions I had
5x425mm II 2xHeavy Launchers
1xY-S8 10mn Afterburner 1xWeb 1xCap Recharger II 1xTracking Comp II
1xCap power relay 1xMedium Armour Rep II 2xArmour Hardners dependant on npc type
I think it was along those lines
So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
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dark1ing
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Posted - 2005.01.29 12:43:00 -
[63]
Interesting stuff, i too am a few days away and am planning the kit for it, been talking to lots of people and the consensus seems to be:
3 heavies, 5 720s 10mn ab 2, cap booster 2, sb, shield amp whatever u need in the low
ive never used 425mm guns, what is their optimum range? i usually rely on staying a certain distance away but understand that the lvl3 pirates are going to be much quicker and are liekly to cause problems when close.
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Mozinator1
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Posted - 2005.01.31 11:54:00 -
[64]
** COUGH **
Hi Slots.... Lots of PG in this baby why not use it ....
Throw a Cruise Missile Launcher and 2 x Heavy Launchers in ( Advance Limnos is good ) Followed by some arty .. 280 / 250 mm what ever floats your boat
Med slots... you take your pick ...
lows... id suggest some form of shield/power/cap recharging ...
Just a thought....
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DrunkenOne
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Posted - 2005.01.31 13:42:00 -
[65]
Originally by: Mozinator1 ** COUGH **
Hi Slots.... Lots of PG in this baby why not use it ....
Throw a Cruise Missile Launcher and 2 x Heavy Launchers in ( Advance Limnos is good ) Followed by some arty .. 280 / 250 mm what ever floats your boat
Med slots... you take your pick ...
lows... id suggest some form of shield/power/cap recharging ...
Just a thought....
Retarded setup, as both the Ferox and Proph do the "Cruise on a BC" thing better.
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Karl Borhman
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Posted - 2005.01.31 13:49:00 -
[66]
Originally by: DrunkenOne
Retarded setup, as both the Ferox and Proph do the "Cruise on a BC" thing better.
Obviously this guy never took mom's advice to say nothing when you can say nothing good. __________________________________
Mining ... the other white meat. __________________________________ |
Randuin MaraL
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Posted - 2005.01.31 14:13:00 -
[67]
Originally by: slacker
I've been using the Cyclone for 3 weeks (mainly because I'm minm and sick of flying Tempests/Rutures) - it's hard to set up.
I've stopped bothering with any sort of tanking (which is why I've lost 3 already). Weap selection is hard - I'm 2 weeks off specialisation required for T2 720s so I'm using 5 x 720 Is.
Using mid and low slot tracking enhancers seems to be bugged, using just low slot seems to work best.
In my opinion - the Cyclone is at it's best as battleship protection in fleet engagements setup for anti-frigate/anti-cruiser, but if you're using projectiles you'll need the target webified, a couple of sensor boosters help too - especially for podding (5x720 with fusion at 20km and 2xSB IIs will kill a pod in less than 2 seconds including lock time).
The nerfs to speed mean it's not to viable in a cav role any more - I'm going to try an assault cruiser this weekend. The agility is the reason I've lost the ones I have so far, it takes 10+ seconds to turn for warp several times slower than a Rupture and to fit the ship for projectile damage you've no low slots left to put any stabs in.
I second. ____________________________________________________
Never be in the company of anyone with whom you would not want to die.
MEDUSA veteran, Khumaak Award winner |
Farworth
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Posted - 2005.02.27 11:58:00 -
[68]
My reccomendation, sell that hunk of rubbish and get a tempest or typhoon. The cyclone is probably the WEAKEST ship ever to fly in EVE. My rupture could probably take one without batting an eyelid. horrible ship the cyclone.
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Apollo Balthar
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Posted - 2005.02.27 13:09:00 -
[69]
Edited by: Apollo Balthar on 27/02/2005 13:29:18
Originally by: Snake Jankins Edited by: Snake Jankins on 19/12/2004 21:55:29 Until know, I have used almost the same med- and low-slot fitting on my Rupture except one cap-recharger instead of one cap-power-relay because of the slot differencies and only a med-repairer-I because of missing skills (and often AB instead of MWD in deadspace) if the med-armor-repairer-II and two energized platings are enough to tank the damage of e.g. three 90-100k cruisers at close range. My rupture was cut into peaces in less than a minute with an armor-repairer-I in such a level 3 mission. And there was no chance to escape, because the rats travelled at 600 m/s and webbed and warp-scrambled.
oops, wrong button.
Ok, with decent (not perfect, just decent) skill, you can run *any* level 3 mission solo in a rupture without getting into serious trouble. only extravaganza's wont be do-able in bonus time. Setups I use:
Close range.
high 2 x malkuth heavy launcher 4 x 425mm autocannons.
med Named (120%) AB1 (nav4 acceleration control 4) gives 500 m/s medium capbattery ( I have peroxide fitted, but I think a non named one will do, else, swap for cap booster) Webber (essential)
lows:
2xtech2 *small* repairer, they use les grid and give you the abbility to control cap use better.
3 x NPC specific hardener (32,5% ones, or even better tech 2) angels= 1x kinetic 2 x reactive. you can tank the odd widdowmaker easily.
trick is to dictate fighting distance. use heavies to kill of small stuff before it reaces you. then AB in and *ORBIT* the cruisers at 2500m. they will have a hard time hitting you while with recent AC changes you will hit fine. experiment to your hearts content. When fighting laser equiped ships (Amarr missions) you can use 2x thermal hardener and use a damage mod. use phased and fusion ammo. use EMP and thermal in heavies to strip shields fast.
Long range: 3x heavy. 3x720mm
named AB1 2xcap recharger (if missile changes come, you need to squeeze in a webber for missiles to hit frigs, no biggy, this setup uses very little cap.)
1x small tech2 repper. 2xnamed or tech2 tracking mod, 2x damage mod.
use proton for longer range and phased and fusion for closer range.
These rupture setups work very well if you pick of spawn by spawn and dont ruch in and get aggresion of all NPC in a stage.
If I where to fly a cyclone, Id try something like:
3x heavy 4(5?) x 720mm.(nuclear ammo.)
1x named tech1 med booster. 1xEMP hardener (active) 1xthermal hardener passive. 1x active sensor booster.
2x damage mod (tech2 if CPU will work) and 2x tracking mod.
try fighting at 50-60 km range. you should be able to instapop small frigs, larger ones with 2/3 volleys.
anything getting in your <45 range can be adressed with the heavies (and guns if needed, using thermal and expl. ammo). close range use drones.
It should work like a charm. you prolly will need the "tanking" on the cyclone as it wont outrun NPC as easy as the rupture. Rupture in long range setup should honestly not even need the small tech2 repper, I just have it on so I can use closer range ammo when Im running out of patience kiting the rats.
Hope this helps abit.
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Imhotep Khem
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Posted - 2005.02.27 18:02:00 -
[70]
Originally by: Farworth My reccomendation, sell that hunk of rubbish and get a tempest or typhoon. The cyclone is probably the WEAKEST ship ever to fly in EVE. My rupture could probably take one without batting an eyelid. horrible ship the cyclone.
Please. Rupture has a helluva time in a l3 mission, but my cyclone walks through all of em like butter.
The setup is still whaky but that is because i like close in fighting, but shield tank does not favor close fighting. So ill probably put the proper 650 or 720 on eventuyally but for now.
H 5x 425mm 3x heavy launcher
M 1xlarge shield booster 1xlarge shield extender 1xshield boost amplifier 1x10MN AB
L 3xPDS 1xGyro
If you can't make shield boosting work for you then you need to be flying a different ship. DO NOT let your cap fall below 30% or you will generally not recover against the ships you have to chase down. I started taking out the gyro and adding an overdrive as the ship is a tad bit slow in the l3 missions without a MWD.
____ If your not dyin' your not tryin'. |
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Subedai
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Posted - 2005.03.07 08:49:00 -
[71]
Theres a reason they nerfed cprs.
Now +25% boost = 2.5 cprs Shield boost amp = 3 cprs
whatever guns u like, you'll have all your pg for them booster, boost amp, em + therm 4cpr
~86 boost every 2.5sec from c-5 with nice recharge.
Obviously not a pvp setup and hardeners would have to be swapped around depending on what your up against.
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Madswede
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Posted - 2005.03.08 08:58:00 -
[72]
I am currently using this setup for lvl3 missions:
5x720 (2 named, 3 std) 3xHeavy Launchers (2 named, 1 std)
1x10 MN AB II 1xMed Shield Booster II 2xShield Boost Amp
2xPDU II 2xGyrostab II
Works well enough, havent had any real problems yet, but the shield boosting needs to be looked at. I am going to try to cram a Large Shield Booster in there somehow. |
Cobra64
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Posted - 2005.03.08 16:53:00 -
[73]
the thing with this ship is that it is a break from the norm for a minny ship. Most minny ships lend themselves well to armour tanking, yet here we have a ship that requires you to have shield skills, something I haven't bothered with up to now. Even so I got one and fitted it out as best I could, 3 heavies and 5 720's in the high slots, 10MW AB, med shield booster, tracking analyser and shield medium shield extender in the meds, had to fit 3*power DU's and a tracking computer in the low slots. With this set up it was a lot better than a Rupture (which I still love BTW) but still wasn't fantastic and required assistance with some of the level 3 missions. I'm flying a Phoon now to do them solo but training up to fit out the Cyclone better. Ideal would be 3 heavies, 5 720 II's. Med shield booster II, med shield extender II and a boos amp. 3* PDU II's and a tracking comp II (possibly have to sacrifice this for a CPU II) This would be for PvE only and even then would be reliant on getting 7 med drones to handle the close support. Very close now to having all the required skills but have grown fond of my Phoon which takes everything level 3 can dish out and is almost as fast as the Cyclone...which isn't. Hope this helps
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Imhotep Khem
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Posted - 2005.03.08 18:02:00 -
[74]
I finally changed to the 650s to see how it felt. I waited till i got at least scouts and prototypes.
H 5x650 3xheavy launcher M 1xlarge shield booster 1xlarge shield extender 1xshield boost amplifier 1x10mn AB
L don't remember
this setup is even better. I don't even take damage so ill probably tone down my super shield defence for more damage output. ____ If your not dyin' your not tryin'. |
hooj
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Posted - 2005.03.08 18:37:00 -
[75]
4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner
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Imhotep Khem
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Posted - 2005.03.08 21:50:00 -
[76]
Originally by: hooj 4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner
____ If your not dyin' your not tryin'. |
hooj
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Posted - 2005.03.08 22:14:00 -
[77]
Edited by: hooj on 08/03/2005 22:16:05
Originally by: Imhotep Khem
Originally by: hooj 4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner
my setup vs your setup = you dead.
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Imhotep Khem
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Posted - 2005.03.09 02:39:00 -
[78]
Originally by: hooj Edited by: hooj on 08/03/2005 22:16:05
Originally by: Imhotep Khem
Originally by: hooj 4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner
my setup vs your setup = you dead.
If you show up in a Cyclone with 4xheavy launchers fitted, I will self-destruct. ____ If your not dyin' your not tryin'. |
Korgono
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Posted - 2005.03.09 03:11:00 -
[79]
Think i would have to agree with you... I'd be scared if someone managed to equipe a 4th launcher on a ship that only has 3 launch points lol
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High Sierra
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Posted - 2005.03.15 18:41:00 -
[80]
ok, could someone give me a good Frig/inty killer setup and a good NPC set up?
I've been doing ok against certain spawns in 0.0, but most I have to run from or only tackle with help.
I have 5 720mm, 3 Lights! 1 Med Shield Booster, 1 Explosive hardener and 2 cap rechargers And 4 PDU's in the low slots
I usually use fusion or nuc ammo and explosive light missiles (which with drones are v.good at taking out those nasty NPC inty's)
I know this setup probably sucks bigtime so if you're just going to flame me, please dont bother replying. I have no idea of how to set this ship up which is why I'm asking.
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Papermate
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Posted - 2005.03.15 19:50:00 -
[81]
wat kind of npc's?
"Master of Papercuts" |
Lady Serentis
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Posted - 2005.03.15 20:23:00 -
[82]
Edited by: Lady Serentis on 15/03/2005 20:24:04 Edited by: Lady Serentis on 15/03/2005 20:23:04 Angels
uh this is high sierra btw
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BNAF
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Posted - 2005.04.11 16:48:00 -
[83]
Originally by: Uglious I've modified my setup, and think it works even better now:
hi: 3xheavy (unnamed at the moment), 5x720 prototypes mid: 1xtech 2 shield booster, 1xshield boost amplifier, 2xcap recharger 1 (+15%) low: 1xRCU 1, 1xgyro, 1xtracking mod, 1xsmall armor repairer
The small armor repairer may sound odd, but it's to allow me to warp out, repair armor quickly, and get back into a fight, even if I'm several jumps away from a station in 0.0. The shield boost amplifier stacks on top of the cyclone's 5%/level bonus, so adds even more, and provides 30% more HP for the cap, so works out better than the cap booster. A second amplifier may work out also, as it would give 15% more hp vs. 15% more cap, BUT allow more HP to be recovered faster, so in a short battle where cap isn't an issue, wins. A straight up cap booster may work better than the cap recharger with such a setup then. Thoughts?
Why bother with a small armor rep? your cap will be dead by the time you need it. just put gyrostab II x 2, tracking comp and ballistic control in there, i have exactly the same as you in mids and highs, eats 150k rats with frigs and smaller cruisers.
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TheHobGoblin
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Posted - 2005.04.15 13:19:00 -
[84]
Edited by: TheHobGoblin on 15/04/2005 13:20:32 I use: 5 720 protos/3heavy named named med cap booster/shield booster/shield amp/cap charger named tracking mod/2PDU's 3 ogres.
No MWD/AB which sucks, but just for low level rat killing I can kill most cruisers at decent range with the 720's, and frigate with each volley of heavies. I also have the ogres for frigates that get close enough for me to risk launching them. Named cap booster+800's=almost full cap every 10 seconds if you need it. Got chased by 15-16 amarr cruisers the other day and came out on top, with only using 1 booster charge.
My faction was bugged so I couldn't do missions, so I just use it for killing rats in low sec deadspace. It's great for killing the small rats that I would have a hard time hitting with the apoc, so I figure it's a good ship while you wait on your BS skills to catch up with you)
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Lysender
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Posted - 2005.05.23 17:34:00 -
[85]
Originally by: Hobbsalong for long range shield boosting.
Get in close, and you will soon realise that shield boosting is a waste of mid slots.
Your skills must not be very high. I have zero problems shield tanking
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Valerie Ganor
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Posted - 2005.06.24 08:16:00 -
[86]
Edited by: Valerie Ganor on 24/06/2005 08:17:17 My NPC Setup:
High: 3 x x3200 heavy launchers 5 x 650mm Scouts
Medium: 1 x Large clarity ward shield booster 1 x v8 overcharged 10mn afterburner 2 x named shield boosters (depends on the region you rat in)
Low: 1 x Cap relay 1 x PDU 2 x tracking mods
For deadspaces use a tracking or dmg mod instead of the afterburner
------------------------------------------------ Win the crowd... |
NateX
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Posted - 2005.06.25 11:45:00 -
[87]
Originally by: Valerie Ganor Edited by: Valerie Ganor on 24/06/2005 08:17:17 My NPC Setup:
High: 3 x x3200 heavy launchers 5 x 650mm Scouts
Medium: 1 x Large clarity ward shield booster 1 x v8 overcharged 10mn afterburner 2 x named shield boosters (depends on the region you rat in)
Low: 1 x Cap relay 1 x PDU 2 x tracking mods
For deadspaces use a tracking or dmg mod instead of the afterburner
dont combo Cap relay and shield tanking _______________ ______/ Regards
NateX |
Valerie Ganor
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Posted - 2005.06.25 11:51:00 -
[88]
i can understand why you say that...
But the drain on shield boosting is easily offset by the gain on cap power
------------------------------------------------ Win the crowd... |
Treaco Sliver
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Posted - 2005.07.07 18:00:00 -
[89]
Many good suggestions here. I'll be checking in on that shield boost amplifier idea. It looks good on paper I'm a 3 month old character myself and just got my first cyclone last week. I mainly use it for PVE and my setup works for me. Although I normally have to trudge through lvl 2's atm, I have recently helped a friend by finishing his lvl 3, when he lost his ship (to concord sentries, don't ask..) Anyway, here it is.
Highs 3x 720mm Prototype 1 Siege Cannons 2x 720mm Howitzer Artillery 1's (looking for more Proto's) 3x 'Malkuth' Heavy launchers
Mids 1x 10MN Afterburner 2 1x Large Shield Booster 1 (looking for T2) 2x Cap Recharger 1's
Lows 1x Ballistic Control System 1 (want Pandem.) 3x Reactor Control Unit 1's You may notice i'm having some power issues here.
Drones 7x Medium Drones (EM and Kn mix)
I used to have a PDS 2 on there, but the latest patch (cold war) has nerfed my power a little so I had to change out. This is a ranged setup. I try to stay out at least 30-35 KM away from targets. Use guns for anything between 12 and 35KM range, missiles for my entire range spectrum 0-50KM (mostly on 35-45KM targets), and drones and missiles for anything that gets within the 12 KM range of my guns. I routinely take on 4/10 complexes (solo) with little trouble. Just remember to keep range and you're gold :)
I'm thinking about stepping down to 650mm guns to settle the power issues and possibly alow me to do some tanking with a med/large armor repairer. It may even allow me some pvp in the future.
Enjoy,
Treaco
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Siroc
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Posted - 2005.07.07 18:15:00 -
[90]
you are using long range setup guns, so i think using large shield booster is a waste of PG/CPU. You play it right, you will not need to shieldboost too much. Plus, you can't run it indefinately anyway. So if you move to medium shield booster, you can replace your RCUs (not all of them, but one or 2) with nanos to control range easier or gyros for even more damage. And replace balistic mod with gyro too. You have nearly 2 times more guns then missles. Last but not least, you will get owned by intercepter. Need a webber. I would also replace one of cap rechargers with targeting computer. It will give you better tracking and optimal. You will be able to kill things out of their range.
here is what i had when I was flying this bird:
5/3 720mm/(assults or heavies) ----------------- AB,Web,Targeting Comp,cap recharger ----------------- CPR+whatever needed to fit whats in top 2 layers+Gyros.
I don't remember details. It was a while ago.
aka (Ohotnik) |
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