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Trixi Audeles
Into the Dark
2
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Posted - 2014.11.05 15:24:29 -
[1] - Quote
One of my characters will be getting into a Vargur in a week and I have interested in some of the fitting decisions ahead of me. I have looked at the fittings posted in various forums and websites and they are all over the place. By the way these questions are for the Vargur. I know there are other ships which others would consider better. I love my Mach for example. But I have been training for this for a while and have been looking forward to bastion mode, larger cargohold, strong tank and reduced ammo costs.
Question 1: How light a tank and how much should Bastion mode be relied on for the tank? I have seen fits with one Adapt Invuln and one shield booster and no DCII. This yields a low resist profile 52% normal and 70 percent(ish) in b-mode. With a non bling Shield Booster II this is 4-5 minutes of a 230 dps tank or 616 in b-mode. My issue with this is that you will really need to be in b-mode to tank anything much and if you are in b-mode but your tank can't hold you are going to die. I am thinking for example of the gurista side of the worlds collide which is 1200 kin dps. Deadspace boosters can push this up (816 dps for 3-4 min with pith b-type large booster) . Every additional slot you add to the tank will drop your applied dps, so its an important decision.
Question 2: Movement. Fighting in falloff is a pain IMHO but thats life for a projectile ship. With one TCII (optimal script) and one TEII you can apply 90 percent of your dps at 30 km with Phased Plasma or 50km using Barrage. As you know, many missions have rats far away so either you get to them fast or you do less damage from farther away. You can get increased range in b-mode but then you can't move. If you want to apply more DPS you need to get closer to the ships. So my question is whether it is better to pump up gun application distance with 2-3 TCII with range scripts and just have a prop mod for gate travel, or have less TC's with more prop options? MWD for example. If you are going with one prop should it be MWD or afterburner? MWD is nice because it can help you get to warp faster with one pulse, but it reduces your cap.
Question 3: Tracking. I can never figure out where the diminishing returns for tracking is. How much is enough? 0.07, 0.09, 0.12? I don't like flipping scripts mid fight as rats get closer, especially since they made that really slow. Is one TEII at 9.5% tracking and Maurader 4 for another 30% sufficient for autocannons using non-t2 ammo?
Question 4: Bling. The age old question of bling versus gank value. I tend to not use bling except for the 85 mil pithum c-type medium booster because it is just that awesome for many ships. I think I will have to get Republic Fleet Gyros for this because it is a significant boost to DPS, but even that bothers me. Any advice on this subject would be appreciated.
Thanks!
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Antillie Sa'Kan
Forging Industries Silent Infinity
722
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Posted - 2014.11.05 16:30:28 -
[2] - Quote
When I do missions I fly a Vargur. Here is my terrible fit:
[Vargur, Nadesco]
Damage Control II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
X-Large Shield Booster II Adaptive Invulnerability Field II Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Sensor Booster II, Scan Resolution Script Heavy Capacitor Booster II, Cap Booster 800
800mm Repeating Cannon II, Fusion L 800mm Repeating Cannon II, Fusion L 800mm Repeating Cannon II, Fusion L 800mm Repeating Cannon II, Fusion L Small Tractor Beam II Small Tractor Beam II Bastion Module I Auto Targeting System II
Large Anti-EM Screen Reinforcer II Large Anti-Thermal Screen Reinforcer II
Acolyte II x5 Hornet II x5 Salvage Drone I x5 Fusion L x8000 Phased Plasma L x6000 EMP L x6000 1400mm Howitzer Artillery II x4 Prototype 100MN Microwarpdrive I x1 Cap Booster 800 x15 Tracking Speed Script x2 Targeting Range Script x1 Mobile Depot x1
No bling, more than enough tank for any L4 (1568 omni in B-mode, 559 omni normal), omni tanked, 744 DPS with perfect skills and T1 ammo, select-able damage, prop mod in the hold for gates, loot and salvage as you go, arties for sniping things, and 4+71km range on the ACs. EM drones for blood/sansha/drones and kinetic drones for everything else. Will track and kill elite frigates as close as 18km with tracking scripts. DCII enhances the tank a bit and discourages gankers.
I am honestly not sure why I even bother with the cap booster since I have never once had to use it.
Are there better fits? Sure. Does this one wreck every L4 out there without breaking a sweat? Yep. |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
738
|
Posted - 2014.11.05 17:34:54 -
[3] - Quote
imo the vargur gained next to nothing with bastion mode. you already had 5 damage mods, and 3 projection mods with adequate tank. And the Varg is probably the marauder that benefits most from being able to move around.
honestly for most missions it probably doesn't even need to hit bastion, gank is your tank. EFT gives this fit a 230 dps tank, and when you hit bastion it jumps up to 591. I've been running missions for years with an omnitank around 300 and honestly that is over doing it (bit closer to 400 since the active tank buff). Can't say much about the Gurista side of WC as I don't run that version, other than using a varg vs guristas just doesn't sound fun.
a decent (faction/deadspace) MWD is usually a good idea (lower cap penalty), although for the most part if I'm going to be using that a lot I'd rather just fly the mach. and for the most part you probably don't even need to use bastion.
as for tracking I almost always find the Varg has enough, if it doesn't I have light drones for that.
Bling, 3 RF gyros and a pithum c-type med booster feels like a pretty safe limit to me. Especially if you fit a DC, which I like to do on marauders as they have low base HP, plus you can get stuck in one place easily with bastion. if you run in a slower system probably better to swap the DCII for a Tracking enhancer.
[Vargur, Varg copy 2] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Damage Control II
Pithum C-Type Medium Shield Booster Adaptive Invulnerability Field II Tracking Computer II, Tracking Speed Script Tracking Computer II, Tracking Speed Script Tracking Computer II, Tracking Speed Script Tracking Computer II, Tracking Speed Script
800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L Small Tractor Beam II Small Tractor Beam II Salvager II Bastion Module I
Large Projectile Burst Aerator II [empty rig slot]
Warrior II x5
I'll join the chorus asking CCP, don't take my fancy names away from me!
In the name of the Limos, the Malkuth, and the Arbalest, so help me pod
- Mara Rinn
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John Ratcliffe
Caldari Provisions Caldari State
282
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Posted - 2014.11.05 19:46:01 -
[4] - Quote
My Vargur fit - use Faction ammo and T2 Drones. This gives easily over 1000 DPS.
Low:
4 x Faction Gyro 1 x DDA
Mid:
1 x T2 LSB 2 x T2 AIF 2 x T2 TC - Tracking Script 1 x T2 100MN ASB/MWD
High:
4 x T2 800MM Repeating Artillery 3 x T2 Tractor Units 1 x Bastion Module
Rigs:
2 x T2 Large CCC
Plus ça change, plus c'est la même chose
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stoicfaux
5390
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Posted - 2014.11.06 02:09:26 -
[5] - Quote
Carry an MTU and use the salvage drones to salvage. Warp speed is important if you're blitzing or otherwise don't want to die of old age while warping. There are a couple of missions where can pop too many triggers at once and overwhelm the tank, but meh. Generally speaking, the Vargur is easy mode.
[Vargur, New Setup 1] Gyrostabilizer II Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Damage Control II
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Adaptive Invulnerability Field II Large Micro Jump Drive Pithum C-Type Medium Shield Booster
800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L Small Tractor Beam II Small Tractor Beam II Small Tractor Beam II Bastion Module I
Large Hyperspatial Velocity Optimizer I Large Hyperspatial Velocity Optimizer I
Salvage Drone I x5 Salvage Drone I x3 Hobgoblin II x7
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Aqriue
Center for Advanced Studies Gallente Federation
709
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Posted - 2014.11.09 02:58:31 -
[6] - Quote
1200mm artillery and MJD for being a sniper, bastion mode for stopping 100km damping or ewar frigs from doing anything. Can range tank, even try 1400mm artty but the reload though being extremely cost effective with the damage it puts out will make you want to bang your head on the desk in frustration. I went the 1200mm and MJD + MWD for puttering around, don't really need much else and a Noctis cleans up just as fast, tractors on the marauder is to grab triggered drops now and the cargo bay lets me keep enough ammo on hand with the slow cycle time of long range guns that I usually just have to swap out a hardner when needed (still use 1 booster 2x hardner, with a DCU in the low...incoming damage with autos was to heavy compared to before a couple years ago when I left, with the fall off nerf it just doesn't hit that hard at range anymore outside a few angel missions). |
Gefen Orion
Orion Star Ltd.
29
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Posted - 2014.11.09 05:12:45 -
[7] - Quote
Vargur
Lows 4x faction Gyro 1x TE II
Mid 100MWD 2x Tracking comp II (range script) 2x shield hardener (mission specific) 1x Large Shield Pith Booster
High 4x 800 AC II 3x salvager 1x bastion
5x Hobs 5x Salvager drones
T1 Ammo
You dont need faction or T2 ammo.
Can handle ALL L4 mission.
This is my ISK farmer.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
744
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Posted - 2014.11.09 06:42:03 -
[8] - Quote
Gefen Orion wrote:Vargur
Lows 4x faction Gyro 1x TE II
Mid 100MWD 2x Tracking comp II (range script) 2x shield hardener (mission specific) 1x Large Shield Pith Booster
High 4x 800 AC II 3x salvager 1x bastion
5x Hobs 5x Salvager drones
T1 Ammo
You dont need faction or T2 ammo.
Can handle ALL L4 mission.
This is my ISK farmer.
other fits don't "need" faction ammo either, it is just the DPS increase is usually worth the minor increase in cost associated with using faction ammo.
and even due to the tiniest threat of connection issues I would use a medium booster, with bastion mode it becomes extremely strong.
I'll join the chorus asking CCP, don't take my fancy names away from me!
In the name of the Limos, the Malkuth, and the Arbalest, so help me pod
- Mara Rinn
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Odithia
Federal Defense Union Gallente Federation
69
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Posted - 2014.11.09 19:53:26 -
[9] - Quote
2 Mid slot + DCU is good enough for tank. DCU is mandatory to make you a bit harder to gank. |
John Ratcliffe
Caldari Provisions Caldari State
282
|
Posted - 2014.11.09 21:22:40 -
[10] - Quote
Gefen Orion wrote:
T1 Ammo
You dont need faction or T2 ammo.
Can handle ALL L4 mission.
This is my ISK farmer.
Stupid advice is stupid. Just let me get this straight, you are happy to drop 400 Mil on Faction Gyros, God knows how much on the Pith LSB and then scrimp on the ammo. You only have four guns FFS! There is NO excuse not to use Faction ammo. You should be trying to do max DPS - anything less is inefficent.
Also the TCs should have range scripts and there is no need to use mission specific hardeners - two T2 Invuls is more than sufficent.
Plus ça change, plus c'est la même chose
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Gefen Orion
Orion Star Ltd.
29
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Posted - 2014.11.10 09:09:12 -
[11] - Quote
John Ratcliffe wrote:Gefen Orion wrote:
T1 Ammo
You dont need faction or T2 ammo.
Can handle ALL L4 mission.
This is my ISK farmer.
Stupid advice is stupid. Just let me get this straight, you are happy to drop 400 Mil on Faction Gyros, God knows how much on the Pith LSB and then scrimp on the ammo. You only have four guns FFS! There is NO excuse not to use Faction ammo. You should be trying to do max DPS - anything less is inefficent. Also the TCs should have range scripts and there is no need to use mission specific hardeners - two T2 Invuls is more than sufficent.
Manners. Just because you dont agree with what I posted here doesn't give you the right to call it stupid advice. Let me explain, with the above fittings, faction ammo would give me an additional 136 dps on EFT. (T1 ammo = 908, Faction ammo = 1044), in my humble opinion, that does not justify the price difference between T1 and faction ammo. In the space where I operate, 50k republic plasma ammo = 68 million ISK, while the T1 counterpart would just net me 13 million isk. A difference of 55 million isk for a 136 boost in DPS.
Besides, I have made my own expirements with regards to time completion doing the same mission while using T1 and faction ammo. And I'm telling you, 136 dps boost in paper, does not justify the cost. Time difference was almost negligible.
That is the reason why the Vargur is so much practical and efficient than its other marauder counterparts. The other Marauders cannot live without faction or T2 ammo. The Vargur can.
I can fly all the Marauders with Max gunnery and semi Max missile skills (application skills all in V). I've tried all of them. I chose to roll with the Vargur. |
John Ratcliffe
Caldari Provisions Caldari State
282
|
Posted - 2014.11.10 12:56:40 -
[12] - Quote
Gefen Orion wrote:Manners. Just because you dont agree with what I posted here doesn't give you the right to call it stupid advice. Let me explain, with the above fittings, faction ammo would give me an additional 136 dps on EFT. (T1 ammo = 908, Faction ammo = 1044), in my humble opinion, that does not justify the price difference between T1 and faction ammo. In the space where I operate, 50k republic plasma ammo = 68 million ISK, while the T1 counterpart would just net me 13 million isk. A difference of 55 million isk for a 136 boost in DPS.
How much DPS does the 4th Faction Gyro give over a T2 version? I'm pretty sure it's significantly less than 136 DPS, around 20 DPS or less IIRC. It makes no sense to drop 100 Mil on the 4th Gyro then scrimp on ammo.
Quote:I chose to roll with the Vargur.
I'm not disputing your hull choice. I have a Vargur, Kronos and Golem and the Vargur is my favourite by a considerable margin.
Plus ça change, plus c'est la même chose
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Jacob Holland
Weyland-Vulcan Industries
331
|
Posted - 2014.11.10 13:32:53 -
[13] - Quote
I tend to think that the faction ammo question comes down entirely to volley, if it takes one less volley to kill stuff with faction ammo than T1 then it's likely to be worth the trade, not in long-term savings (80% ammo usage is never going to pay off against 1000% price (or whatever it is going to be on faction projectile ammo)) but in completion times and income per tick. If damage is such that you aren't saving a volley then the faction bonus is simply overdamage. There will be edge cases, particularly against Serpentis or Faction Warfare rats, where the rats have reasonably significant active tanks and, while the faction ammo doesn't usually save a volley, it can punch through the tanking layer quicker and therefore reduces the risk of the awkward hero-rep which will take an extra volley to blast through.
I'm not a Vargur pilot myself, I have a reasonable amount of time in the Tempest for what that's worth but I haven't flown a Marauder since CCP nerfed my BlasterKronos.
One thing I always end up wondering in these threads though is why 800s... As I recall the difference in range is minimal from the dual 650s to the dual 800s, 650s have significantly better tracking and their (significantly) larger clip makes the DPS pretty similar too when you factor in reloads. Not only that, but the changes to the Vargur included addressing artillery powergrid issues with the ship - with this and the switch from onboard tractors to MTUs I'm surprised that I've never seen 1400s suggested in this sort of thread... |
Gefen Orion
Orion Star Ltd.
29
|
Posted - 2014.11.10 13:44:04 -
[14] - Quote
John Ratcliffe wrote:Gefen Orion wrote:Manners. Just because you dont agree with what I posted here doesn't give you the right to call it stupid advice. Let me explain, with the above fittings, faction ammo would give me an additional 136 dps on EFT. (T1 ammo = 908, Faction ammo = 1044), in my humble opinion, that does not justify the price difference between T1 and faction ammo. In the space where I operate, 50k republic plasma ammo = 68 million ISK, while the T1 counterpart would just net me 13 million isk. A difference of 55 million isk for a 136 boost in DPS. How much DPS does the 4th Faction Gyro give over a T2 version? I'm pretty sure it's significantly less than 136 DPS, around 20 DPS or less IIRC. It makes no sense to drop 100 Mil on the 4th Gyro then scrimp on ammo. Quote:I chose to roll with the Vargur. I'm not disputing your hull choice. I have a Vargur, Kronos and Golem and the Vargur is my favourite by a considerable margin.
The 4th faction gyro is not a consumable product, it will last me until i lose the vargur. Unlike the faction ammo that can be exhausted with a number of usage.
Have you actually timed your mission completion using T1 against faction ammo on Vargur autocannons? As I told you before, the difference is not that significant and will not affect your mission completion time at all. Looking at that angle, it definitely make sense to not splurge on faction ammo.
On most missions, if you look closely on the types of AI enemy ships you would encounter, on an average it would be like this - 50% frigs, 30% BC and cruisers, 20% BS. Your faction ammo will only slightly give you better mileage while shooting at those BS. For frigates, BCs and cruisers, faction ammo is overkill.
I have thought this idea is well known. Clearly, you must carry out your own experiments and decide for yourself. |
John Ratcliffe
Caldari Provisions Caldari State
282
|
Posted - 2014.11.10 14:28:56 -
[15] - Quote
Jacob Holland wrote:I tend to think that the faction ammo question comes down entirely to volley, if it takes one less volley to kill stuff with faction ammo than T1 then it's likely to be worth the trade, not in long-term savings (80% ammo usage is never going to pay off against 1000% price (or whatever it is going to be on faction projectile ammo)) but in completion times and income per tick. If damage is such that you aren't saving a volley then the faction bonus is simply overdamage. There will be edge cases, particularly against Serpentis or Faction Warfare rats, where the rats have reasonably significant active tanks and, while the faction ammo doesn't usually save a volley, it can punch through the tanking layer quicker and therefore reduces the risk of the awkward hero-rep which will take an extra volley to blast through.
I'm not a Vargur pilot myself, I have a reasonable amount of time in the Tempest for what that's worth but I haven't flown a Marauder since CCP nerfed my BlasterKronos.
One thing I always end up wondering in these threads though is why 800s... As I recall the difference in range is minimal from the dual 650s to the dual 800s, 650s have significantly better tracking and their (significantly) larger clip makes the DPS pretty similar too when you factor in reloads. Not only that, but the changes to the Vargur included addressing artillery powergrid issues with the ship - with this and the switch from onboard tractors to MTUs I'm surprised that I've never seen 1400s suggested in this sort of thread...
It depends what you are shooting at. You won't always get perfect hits, so it still makes sense to have more DPS than less; dependent upon how your hits land, that extra DPS could be the difference between an extra salvo or not.
Arty Vargur would work, just use it in the same was as a Paladin and MJD 100KM. 1200s might be better though for the higher ROF.
Plus ça change, plus c'est la même chose
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
745
|
Posted - 2014.11.11 00:04:15 -
[16] - Quote
John Ratcliffe wrote: Arty Vargur would work, just use it in the same was as a Paladin and MJD 100KM. 1200s might be better though for the higher ROF.
arty with 100% damage bonus, talk about built in overkill
I'll join the chorus asking CCP, don't take my fancy names away from me!
In the name of the Limos, the Malkuth, and the Arbalest, so help me pod
- Mara Rinn
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Aqriue
Center for Advanced Studies Gallente Federation
711
|
Posted - 2014.11.11 10:51:40 -
[17] - Quote
1200 are better, 1400 is like 4.3 shots a minute and require lots of multi tasking with regrouped guns since its way over kill except battleships. Plus you cannot fit MWD as AB feels so slow when cruising to the next gate, MJD for getting range. Miss the 800 auto but the 1200 work fine, thinking of changing the old fall off rig for rate of fire or damage for the 1200 if not a tracking rig, other rig is single cap regeneration. |
Trixi Audeles
Into the Dark
2
|
Posted - 2014.11.13 13:31:57 -
[18] - Quote
Thanks everyone for their responses. 13 more days until I can fly my Vargur :) |
chaosjj
The Onirvura Initiative
68
|
Posted - 2014.11.24 13:35:26 -
[19] - Quote
My Vargur fitting:
High slots
4x 800mm AC's 1x tractor beam t2 1x salvager t1 1x auto targeting system 1x bastion mode
Mid slots
1x MJD or afterburner t2 1x large shield booster t2 2x invul fields 2x tracking comps
Low slots
4x gyro's 1x Tracking enhancer
rigs 2x CCC t2
The only faction stuff used is ammo. it can dish out about 1020 dps with faction ammo with 79 km fall-off. Auto targeting system allows for 12 max targets ( some thing i personaly find quite usefull) |
Itrala
Tycoon Innovations
8
|
Posted - 2014.12.13 10:07:05 -
[20] - Quote
a awesome vargur fit that takes advantage of the resists profile but is non-autocannon (cause alpha powa !!!!)
Vargur faction/deadspace Low DCU II republic gyro republic gyro republic gyro republic tracking enhancer power diag II or reactor control unit II
mids: Pith X type X large shield booster Pith C type adaptive invul pith C type adaptive Invul Large MJD Heavy Cap booster II (navy 800's) Pith X type shield boost amplifier
High: 1400mm Arty II 1400mm Arty II 1400mm Arty II 1400mm Arty II Bastion mode salvager II Tractor unit II
Rigs: Large Core Defence Solidifier II Large Core Defence Solidifier II
drones: warriors II until its full
It tank a **** ton of DPS, has awesome alpha and still be able to just go away from **** when its too close for you. as long as you have your gunnery support skills to 5 each you'll be fine. its not too blinged out, but if you change everything to T2, drop the salvager and tractor unit to have the CPU capacity to fit it
I personally ran that with a lot of triggers on me and I was laughing my whole time. when I got use to it. I barely even touch the cap booster (when I did, its because I screwed up the trigger and I was boosting a bit too much) rely on bastion a lot and get your ammo T2 quake or regular plasma or whatever rat weakness you're shooting at. |
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Nad'x Hapax
Hapaxa
55
|
Posted - 2014.12.13 14:00:37 -
[21] - Quote
Trixi Audeles wrote: One of my characters will be getting into a Vargur in a week and I have interested in some of the fitting decisions ahead of me. I have looked at the fittings posted in various forums and websites and they are all over the place. By the way these questions are for the Vargur. I know there are other ships which others would consider better. I love my Mach for example. But I have been training for this for a while and have been looking forward to bastion mode, larger cargohold, strong tank and reduced ammo costs.
Question 1: How light a tank and how much should Bastion mode be relied on for the tank? I have seen fits with one Adapt Invuln and one shield booster and no DCII. This yields a low resist profile 52% normal and 70 percent(ish) in b-mode. With a non bling Shield Booster II this is 4-5 minutes of a 230 dps tank or 616 in b-mode. My issue with this is that you will really need to be in b-mode to tank anything much and if you are in b-mode but your tank can't hold you are going to die. I am thinking for example of the gurista side of the worlds collide which is 1200 kin dps. Deadspace boosters can push this up (816 dps for 3-4 min with pith b-type large booster) . Every additional slot you add to the tank will drop your applied dps, so its an important decision.
Question 2: Movement. Fighting in falloff is a pain IMHO but thats life for a projectile ship. With one TCII (optimal script) and one TEII you can apply 90 percent of your dps at 30 km with Phased Plasma or 50km using Barrage. As you know, many missions have rats far away so either you get to them fast or you do less damage from farther away. You can get increased range in b-mode but then you can't move. If you want to apply more DPS you need to get closer to the ships. So my question is whether it is better to pump up gun application distance with 2-3 TCII with range scripts and just have a prop mod for gate travel, or have less TC's with more prop options? MWD for example. If you are going with one prop should it be MWD or afterburner? MWD is nice because it can help you get to warp faster with one pulse, but it reduces your cap.
Question 3: Tracking. I can never figure out where the diminishing returns for tracking is. How much is enough? 0.07, 0.09, 0.12? I don't like flipping scripts mid fight as rats get closer, especially since they made that really slow. Is one TEII at 9.5% tracking and Maurader 4 for another 30% sufficient for autocannons using non-t2 ammo?
Question 4: Bling. The age old question of bling versus gank value. I tend to not use bling except for the 85 mil pithum c-type medium booster because it is just that awesome for many ships. I think I will have to get Republic Fleet Gyros for this because it is a significant boost to DPS, but even that bothers me. Any advice on this subject would be appreciated.
Thanks!
Havent read the replies so heres what I do. First of all I assume ure gonna loot/salvage and this is the best setup for it while still keeping optimal gank, cheapish and tanky enough to pull more or less anything that lvl 4s has to offer.
RF GYRO RF GYRO GYRO II GYRO II TE II
GIST B-TYPE X-LSB HEAVY CAP BOOSTER II ADAPTIVE INV II MWD II TC II TC II
800MM II 800MM II 800MM II 800MM II B TRACTOR II TRACTOR II TRACTOR II
ANTI-EM II ANTI-THERM II
SALVAGE DRONES X 5 HOBS X 10
This ill give u 71-76% resists.
I only ever use the salvage drones (hobs just in case)
MWD to within 48km (for tractoring) of most of the rats and within aggro rage of the rest. Aggro everything outside of tractor range and then get started on melting faces within tractor range.
tractor as u go.
Deploy salvagers when u have 3-4 wrecks at your feet, they should be able to keep up with the killing and tractoring.
IMO dont bother with MTU, to damn slow and u cant really control it.
When I do this I usually finish salvaging and looting 30 sec - 1 min after the last red is dead.
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Redne Dab
Sebiestor Tribe Minmatar Republic
0
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Posted - 2014.12.18 19:10:39 -
[22] - Quote
Nad'x Hapax wrote:[quote=Trixi Audeles]
Havent read the replies so heres what I do. First of all I assume ure gonna loot/salvage and this is the best setup for it while still keeping optimal gank, cheapish and tanky enough to pull more or less anything that lvl 4s has to offer.
RF GYRO RF GYRO GYRO II GYRO II TE II
GIST B-TYPE X-LSB HEAVY CAP BOOSTER II ADAPTIVE INV II MWD II TC II TC II
800MM II 800MM II 800MM II 800MM II B TRACTOR II TRACTOR II TRACTOR II
ANTI-EM II ANTI-THERM II
SALVAGE DRONES X 5 HOBS X 10
This ill give u 71-76% resists.
I only ever use the salvage drones (hobs just in case)
MWD to within 48km (for tractoring) of most of the rats and within aggro rage of the rest. Aggro everything outside of tractor range and then get started on melting faces within tractor range.
tractor as u go.
Deploy salvagers when u have 3-4 wrecks at your feet, they should be able to keep up with the killing and tractoring.
IMO dont bother with MTU, to damn slow and u cant really control it.
When I do this I usually finish salvaging and looting 30 sec - 1 min after the last red is dead.
No DCU? No rigs?
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ergherhdfgh
Imperial Academy Amarr Empire
220
|
Posted - 2014.12.18 21:11:30 -
[23] - Quote
For the highs 800mm ACs you can do what you want with the rest. I have a drone link and bastion mod then tractor most of the time but I do change it up.
For the lows I do 3 gyros and 2 TEs the DCU would be just a waste imho.
for the mids I do 1 tracking computer and the rest shield resists and booster.
For the rigs I usually have 2 tech 2 CCCs.
I did not link a specific fit because what is important is the ACs and the 3 tracking mods. You will be fitting a mission specific tank most likely and if you want to go faction or deadspace is up to you. Also the 4 non-turret highs are really a personal preference.
With this fit you can apply really good damage even out at 40-50 kms where some mission BSs sit and I've killed elite frigs as close as high teens kms with my guns. I don't really find much use for the MJD in missions and honestly the bastion mod usually doesn't get used except where there are damps or ECM. |
Nad'x Hapax
Hapaxa
55
|
Posted - 2014.12.21 12:47:00 -
[24] - Quote
Redne Dab wrote:Nad'x Hapax wrote:[quote=Trixi Audeles]
Havent read the replies so heres what I do. First of all I assume ure gonna loot/salvage and this is the best setup for it while still keeping optimal gank, cheapish and tanky enough to pull more or less anything that lvl 4s has to offer.
RF GYRO RF GYRO GYRO II GYRO II TE II
GIST B-TYPE X-LSB HEAVY CAP BOOSTER II ADAPTIVE INV II MWD II TC II TC II
800MM II 800MM II 800MM II 800MM II B TRACTOR II TRACTOR II TRACTOR II
ANTI-EM II ANTI-THERM II
SALVAGE DRONES X 5 HOBS X 10
This ill give u 71-76% resists.
I only ever use the salvage drones (hobs just in case)
MWD to within 48km (for tractoring) of most of the rats and within aggro rage of the rest. Aggro everything outside of tractor range and then get started on melting faces within tractor range.
tractor as u go.
Deploy salvagers when u have 3-4 wrecks at your feet, they should be able to keep up with the killing and tractoring.
IMO dont bother with MTU, to damn slow and u cant really control it.
When I do this I usually finish salvaging and looting 30 sec - 1 min after the last red is dead.
No DCU? No rigs?
Rigs are there! DCU no, not needed. Rarely used in missions |
Rhatar Khurin
Happy Asteroid Ltd
599
|
Posted - 2014.12.21 13:16:03 -
[25] - Quote
i used to use a vargur with approximately this setup.
http://i.imgur.com/4U9XN08.jpg
The Afterburner and empty slots can be changed to anything you feel like. |
Elena Morin'staal
Tribal Liberation Force Minmatar Republic
36
|
Posted - 2014.12.22 12:03:08 -
[26] - Quote
With Bastion, and 2 invuls and a Pithum C-type Medium booster, you can tank Angels @914 DPS (approx 800DPS Omni). Uses sod all cap, and keeps costs down. |
Euripedies
Hot Droppin Cherry Poppers
29
|
Posted - 2014.12.23 03:58:19 -
[27] - Quote
Use 800mm II's with t2 ammo for tracking and range bonuses. Use a mobile tractor unit and salvage drones instead of tractor beams and salvage modules. Let the mtu bring them in as you shoot them and let the drones salvage. Use faction smartbombs in your highs for killing elite frigate's. Bling out the damage mods. Cause you want all the dps you can get. Use a large MJD cause with the bonuses you can jump all over.
My vague puts out 1200something dps. I use 3%damage, rate of fire, and falloff implants also. The vargur makes missioning easymode. |
chaosgrimm
Universal Production and Networking Services
170
|
Posted - 2014.12.23 18:56:26 -
[28] - Quote
Cookie cutter-ish
800mm x4 Tractor x3 Bastion
Invuln field Shield booster MWD TC x2 TC / MJD
gyro x4 TE/DCU
Burst II Ambit/warp speed
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