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Buljinn
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Posted - 2007.04.14 11:46:00 -
[31]
I'm still pretty new to the game, but here is the setup I run for now:
Hi:
6x 650mm 'Scout' 1x 'Arbalest' Assault Launcher (loaded with Defenders) 1x Tractor Beam
Med:
1x 10Mn AB II 1x Sensor Booster 2x Optical Tracking Computer
Low:
1x MAR II 2x Rat Specific Hardener II 2x Gyrostabilizer II 1x Capacitor Power Relay
I can run lvl 3 missions without a problem with about 4 million SP. I don't see many other setups using tracking computers. Am I wasting slots with them?
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Jim McGregor
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Posted - 2007.04.14 11:52:00 -
[32]
Originally by: Buljinn
I don't see many other setups using tracking computers. Am I wasting slots with them?
Depends on if you need good tracking or not. If you are sitting still and popping enemy ships when they are flying straight at you, I think you can do fine without it. :)
--- Eve Wiki | Eve Tribune |

Kashre
Minmatar Imperium Technologies Firmus Ixion
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Posted - 2007.04.14 21:29:00 -
[33]
Originally by: Buljinn I'm still pretty new to the game, but here is the setup I run for now:
Hi:
6x 650mm 'Scout' 1x 'Arbalest' Assault Launcher (loaded with Defenders) 1x Tractor Beam
Med:
1x 10Mn AB II 1x Sensor Booster 2x Optical Tracking Computer
Low:
1x MAR II 2x Rat Specific Hardener II 2x Gyrostabilizer II 1x Capacitor Power Relay
I can run lvl 3 missions without a problem with about 4 million SP. I don't see many other setups using tracking computers. Am I wasting slots with them?
As long as you're using your arty from long(ish) range and managing the transversal of the rats, the only reason for a tracking computer is extra range. It's a lot more useful for AC setups where you're up close and the targets transversal velocity is harder to keep down. +++
 "Etiquette is for the Dojo. In war there is only victory or death." - Eiji Yoshikawa |

Buljinn
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Posted - 2007.04.14 23:45:00 -
[34]
Thanks for the info guys. I think I will take your advice and drop at least 1 computer then and replace it with a cap recharger. I'll see how I do with that.
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Fifty Fifty
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Posted - 2007.04.20 18:15:00 -
[35]
Lvl 3 Mission runner
High 6x 650mm (Gallium) 2x Assault Launchers (Arbalest)
Mids 1x 10mn AB (Y-S8 Hydrocarbon) 2x rat specific Hardeners I 1x Large Shield extender II
Lows 1x MAR II 2x Tracking Enhancer II (still experimenting with these positions) 3x Gyrostabs II
Light Drones
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Apsa1ar
Ex Coelis
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Posted - 2007.04.20 18:25:00 -
[36]
Originally by: Buljinn I don't see many other setups using tracking computers. Am I wasting slots with them?
I ended up dropping mine for another cap recharger. My drones and missles can take out frigates before I need to put the artillery on them, and you generally don't need a TC to hit cruisers, at least with the 650s.
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GTN SpaceGhost
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Posted - 2007.04.24 18:06:00 -
[37]
I have tried the ACs with 2 proto 425s and 2 proto 220s, and 3 heavy missle launchers. i had a t2 10mn burner, webb and painter. just those modules alone with drones was very deadly. also deals high damage very fast. unfortunately im at work so i will have to reply to this topic later as i cannot fit eve on my flashdrive lol. I must say the hurricane has to be one of my favorite ships next to the drake and manticore.
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Vitrael
Advanced Security And Asset Protection
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Posted - 2007.05.09 03:38:00 -
[38]
Edited by: Vitrael on 09/05/2007 03:35:50 My fitting skills aren't what they should be, and my wallet could be fatter. This is my jerry rig.
High x6 720mm 'prototype' howitzers x2 who cares
Medium x1 medium shield booster II x2 mission specific hardeners x1 tracking computer II (I often sub an AB in for a hardener because I don't get hit much)
Low x3 gyrostabilizer II x3 power diagnostic II
---
If you try to fit missiles this will be very tight on CPU. If you try to fit 720 IIs it will be very tight on grid.
Level IIIs? With these fittings I can alpha every frigate, destroyer, and a lot of cruisers to death from 40km. Generally I don't get hit in level IIIs because anything that gets inside 20km is probably small enough to get 1-shotted. In missions where I warp into the middle of the enemy (Massive Attack- I armor tank that one though) it's nice to have the little bit of tank I've got for safety's sake.
If you've got AWU IV drop the power diagnostics for tracking enhancements and holy-**** will this thing ever murder.
Level IVs? Dunno. Haven't tried it yet. I'm sure there are plenty of missions I would need to drop a lot of the gank to add some tank, and it might not be worth it at all. I would try a tempest or maelstrom instead, to be honest.
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Sasori Sephiroth
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Posted - 2007.05.18 16:32:00 -
[39]
Edited by: Sasori Sephiroth on 18/05/2007 16:32:02 What about this? I would use it for lvl 3 missions. Mostly Serpentis (I think)
HIGH-SLOTS : ~~~~~~~~~~~~ 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 'Malkuth' Heavy Missile Launcher I 'Malkuth' Heavy Missile Launcher I
MED-SLOTS : ~~~~~~~~~~~~ 'Orion' Tracking CPU I Phased Weapon Navigation Array Generation Extron Y-S8 Hydrocarbon I Afterburners Cap Recharger II
LOW-SLOTS : ~~~~~~~~~~~~ Pneumatic Stabilization Actuator I Pneumatic Stabilization Actuator I Energized Adaptive Nano Membrane I N-Type Kinetic Hardener I N-Type Thermic Hardener I Energized Adaptive Nano Membrane I
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Neo Providence
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Posted - 2007.05.18 18:50:00 -
[40]
i' pretty much a season pilot and this set up is one of the best for me. it is a perma tank hurricane.
high: 3 heavy launcher, 5 arti Mid: 4 f-b10 nominal cap regenerator low: MARII, 800mm plate, 3 specific rat hardeners II, EANMII.
this set up can be name or tech 2, and it works will in all lvl 3 mission. it is a simple set up with just point and shot. Also my skills is maxed, and their is still plenty of room left for improvement.
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irion felpamy
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Posted - 2007.05.23 21:54:00 -
[41]
I find this setup can take all levels 3's I've put it against, the only changes I make are to the final low depending if I can be bothered ( as I get more skill points I'm more inclined to just leave a 3rd gyro in)
Highs: 6 x 650 II's 2 assault launchers
Mids: 1 x afterburner II 1 x named target painter 1 x named webber 1 x TC II
Lows: 2 x gyro II 1 x med AR II 2 x active hardeners
The last low is either a third hardener or another gyro. I used to use a tractor beam and a salvager in the highs but changed to using a dedicated loot ship for big L3's and not bothering for the small ones.
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Ninjja
Minmatar Mortis Angelus
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Posted - 2007.05.23 22:19:00 -
[42]
Edited by: Ninjja on 23/05/2007 22:17:30 there are some pretty nice setups in here! I LOVE my Hurricane. It has become my fav ship! I normally fly a 'phoon, but my Hurricane with rigs is like a mini BS. Heres what i love to use as a standard mission setup:
4 720 II 2 425 II 1 Tractor Beam 1 Salvager
1 10mn AB II 1 Fleeting Webber 1 Phased TP 1 Sensor Booster II
1 Med Armor Repper II 1 Named PDU 2 Hardeners 1 Damage Control 1 Gyro II
1 med drone 4 light drones
Rigs: Collision Projectile Drone Range Aug. Aux Nano Pump
(I use the PDU only to help offset the Projectile Rig)
I like to make the best of the bonuses. Mixing up the ammo (Plasma M or EMP M in 720s and Lead M or Sabot M in the 425s) grants you a nice sweet spot. I can hit from 60 plus or under 2km.
I have found this to be a nice ratting and mission setup. Dish out and take alot of damage. Once i get all t2 hardeners in my Hurricane i know ill have a lil beast on my hands!
Fun ship all around!
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Kei Shiyi
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Posted - 2007.06.03 08:33:00 -
[43]
I just spent some time the other day refitting my Hurricane since I had a pile of isk to show it some love; here's what I came up with and so far it's been downright mean on missions.
Highs- 6x 650 IIs, Salvager, Tractor Beam
Meds- X5 Webber, PWNAGE Painter, Tracking Comp II, Cap Recharger II
Lows- MAR II, Explosive Hardener, Damage Control II, N-Type Mag Membrane, 2x Gyrostab IIs
Rigs- 2x Cap Control Circuit I, 1x Projectile Burst Aerator (RoF bonus)
I've got a pretty nice skill set for Minmatar ships these days; Target Painting 4, Sig Focusing 3, AWU 5, Medium Arty Spec 4, Motion Prediction 5, Sharpshooter 5, Surgical Strike 5, Controlled Bursts, Rapid Firing and Trajectory Analysis all at 4, Battlecruisers 4.
With my skills, this ship is killing almost every Angel frigate I've come across in half a salvo. Managed to pop a few cruisers in 1-2 volleys with a few wrecking hits as well. Fusion ammo vs Angels ftw. Hits stuff at 18km optimal w/ 21km falloff...much farther out than most things will be hitting you at. Cap holds steady around 60% running everything indefinitely.
Just figured I'd contribute my .02isk
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Narishema
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Posted - 2007.07.31 05:55:00 -
[44]
Edited by: Narishema on 31/07/2007 06:00:38 Edited by: Narishema on 31/07/2007 05:59:33 I know this sounds a bit "quarky" bit it's taking the rifter with a passive tank fitting idea to a new extreme. Because this is really a left field idea, I'm posting my calculations for the reasoning. I have most relavent skills at IV for all this.
high 5x 650 arty (200 grid ea) (22 to 24 minus up to 25% for WUG ea) 2x heavy launchers (100 grid ea) (43 for arb or 50 for T2 minus WUG ea) 1 tractor for looting (7 grid ea) (20 cpu)
Mid 3x Large shield extenders ((165 - 41.25) grid ea) (46 cpu ea) 1x webbie (1 grid) (21 to 30 cpu)
Lows 6x SPR (0 grid ea) ((16 - 4) cpu ea)
CPU usage = 405.5~ PG usage = 1579.25
Everything fits with electronics 4+ and engy 4+.
LVL 5 shield mgmnt, shield op, nrg op, and nrg mgmnt (no rigs bonuses listed) shield total = ((2625 * 3) + 4297) * 1.25) = 15215 shields regen timer = 1400 * .76 * .76 * .76 * .76 * .76 * .76 * .75 = 202 total regen time
Avg shield per sec = 15215 / 202 = 75.3~ shield/sec
cap total = 2812 * 1.25 = 3515 total cap cap regen timer = 750 * 1.35 * 1.35 * 1.35 * 1.35 * 1.35 * 1.35 * .75 = 3405 cap regen
Avg cap per sec = 3515 / 3405 = 1.1~ cap/sec
What does this do? Passive shield tanking at 75.3~ shield per second on average. This is 188~ shield/sec regeneration when total shields left reach 30%. This is better than using an x-large shield booster which would cost you 550 grid (475 with lvl 5 skills) to even try to fit. If you did put an X-large booster in, then you wouldn't have room left over for many weapons. Not to mention NO CAP USAGE!
This passive regen is MUCH better than any large/medium booster or armor rep you want to throw on for sure in terms of pure regen. It would take 2 boosters/reps running at once to come close and then you would have to worry about cap usage. This is no hassle. Never worry again about when to turn stuff on or not.
Obviously, the worst case scenario for this setup is getting hit with EM damage. Most people that do active tanking run a resistance mod as well. You can plug the hole with one EM shield rig, but your signature radius, which is already bigger by 75 with 3 extenders to 315, will jump up another 10% per shield rig. Then again, this is pretty much a stationary boat with no AB/MWD on it. Hence the tractor beam to speed up looting. If you felt the need for some resistance, 1x EM T2 rig for 35% resistance and maybe 1x Thermal T2 rig to bring up thermal to 48% would do fine.
Be aware, the cap recharge on this is horrendous. However, the only cap usage will be warping around, webbing, and using the tractor for looting. Even running a web indefinitely is no big deal as it uses less then 1 cap per sec.
While the cane is be design an armor tanker, one has to see the beauty of the setup. Great for the brain dead and relatively cheap/low skills. Even if your skills for what I posted above are only level 4, the performance isn't drastically lower from the calculations listed above.
As for mission strategy. Arty/missile everything at max range, and web when anything gets to close and use drones. For everything else just sit back, relax, and drink a cold one while your tank never *****s on any level 3 missions.
May not be the most efficient, and it is not the most damaging which only makes this setup great for missions.
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Shereza
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Posted - 2007.07.31 06:06:00 -
[45]
Honestly, EM isn't the worst damage for a passive shield tank in my opinion. Thermal is.
If you're fighting sansha/blood(/mercs sometimes) you know you'll be dealing with EM as the primary damage and it's all fine since forewarned is forearmed.
Thermal, on the other hand, can spring up in odd places and smack the crap out of you, like the 1500 damage I was taking every 20-30 seconds in Angel Extraveganza level 4 due to a few cruise missile batteries popping off thermal missiles at 500/shot when I was tanking kinetic and explosive which, according to the web-based mission brief, were the primary damage choices of the angels in that mission.
Sure, it's a rare situation, but is it really any more rare than taking a mission and going in and facing EM primary damage when you're not expecting it?
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Narishema
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Posted - 2007.07.31 06:36:00 -
[46]
With my set up, if need be, you can drop a shield ext if you really need to for a shield resistance mod. Like thermal for your example. However, that would put a strain on the cap even if it is a slight one. True, the hardeners are only going to put on a strain of around 2 cap or less per second. This means if a web and active hardener are running then it is going to take almost half an hour to polish off the cap.
While the passive regen drops to around 60 shield/sec avg, the drop in damage say in your example of 1500 per smack can drop to 2/3rds or better. Against stationary turrents you don't even need a web, just another hardener.
The PST is just a laid back approach. It works well for the majority of missions out there and allows a person to concentrate on killing stuff instead of not being killed.
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Saietor Blackgreen
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Posted - 2007.07.31 06:51:00 -
[47]
Edited by: Saietor Blackgreen on 31/07/2007 06:51:59 Nice shot there with passive tank! Wonder why I never tried it before, i love my passive shielded Rifter! BUT I dont think you should go THAT far in this - Hurricane without AB and gyrostabs looks dull.
As for my setups - cane is really versatile in terms of tank, which is good as it allows to tune for rats:
1) armortank: 6x650 mm Arties, 2 heavy launchers AB, tracking computer, 2 caprechargers MAR, 2 hardeners, tracking enhancer, 2 gyros.
drop tracking enhancer for RCU to fit 720mm arties (trade tracking for DPS) Pretty crappy tank though. Who said Cane was designed for armortanking? Where does that idea comes from at all? Cuz it has more lowslots? 3 words for you - "PDS".
2) shieldtank 6x720mm arties, 2 heavy launchers, AB, MSB, SBA, shield resistance amplifier (or hardener if you like) 2xTracking Enhancers, 2xGyros, 2xPDS
this thing tanks considerably more DPS than armortank due to combination of passive/active recharge, and you can boost it even more just by switching tracking enhancer to DamCon or another PDS. Use it a lot, as hardest of my missions is Angel Blockade anyway :)
3) will post in passive setup. Or something semi-passive. Might be fun!
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evriss
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Posted - 2007.08.17 14:04:00 -
[48]
1.8mill SP at the time of writing, just starting level 3s therefore skills and ISK are tight.
"Paranoid Armor tank Hurricane" H: 3x650 Prototype Arty, 3xMalkuth Heavy Launchers M: 10MN AB, 3xCap Recharger II L: MAR I, 3xN-type Ex/Kin/Therm*, EANM I, Pseudoelectron Containement Field I Damage Control (a lucky mission drop) Drones: 2M, 2L * or whatever combo to suit. half a dozen rats spamming havocs can spoil your day
Some pretty obscene resists, and total overkill for the easier level 3s, as most of the time i don't break 50% shields (I ran level 2s in a kickass passive tanked Rupture so my shield skills are pretty good. See Cruiser thread) but on the few missions when i'm webbed/ambushed from the start, this tank is something i could probably stop the ship and go AFK in while the drones do the work. All active tanking modules and the AB are fully sustainable and the cap never dips below 40%.
for the easy, more ganky missions I'm going to try a few shield mods (say, invul, recharger, regolith) in the mids and some random combination of gyro/ballistic/tracking enhancer and possibly an overdrive in the lows.
Fully tanked, this ship is a monster. I love it, and its only going to get better with time :)
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Mr Horizontal
Gallente
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Posted - 2007.08.24 03:08:00 -
[49]
Another take on this is a perma-repper setup of using 2 Small Armor Repairer II's (yes, Frigate sized), and 2 Cap Recharger II's to keep them going forever. Granted this more of a setup you'd see on a HAC with higher native resists, but this is my Level 3 LP powerhouse:
The advantage: Gank mojo: 6x 720's combined with 3 Gyros The disadvantage: Close range defence is basically non-existent
The vitals: Hi: 6x 720mm 'Scout' Artillery, Tractor, Salvager Mid: AB II, Target Painter II, 2x Cap Recharger II Lo: 2x Small Armor Repairer II's, 1x Damage Control II, 3x Gyrostabilizer II's Drones: 6x Warrior II's
Options: Change the Painter to a Web or whatever you prefer. You can also swap out the DCII for an EANMII if you prefer better than vanilla resists. When facing Mercs in missions I tend to put a dedicated Armor Explosive Hardener II on instead of the DCII.
Notes: As you can see, this is STRICTLY for missions and for sensible pilots who don't aggro everything. To put it more technically, the 2 armor reppers combined repair rate of 160 hp (half that of an Medium repper). So don't get yourself in extended 160+ DPS scenarios...
Also with no tracking mods, this baby's 720's are pretty much cemented to the hull. Fire from distance. I find that the [painted] gank on this so effective that I tend to pop the frigs as I come into range, and concentrate the fire on the bigger guns thereafter. If you do get into close range problems, you have the Warrior II's as Anti-Frigate measures, but this really is a last resort.
General tactic: come into 30km orbit, and fire away. While in shield, use AB, while in armor, switch the to dual reppers. This baby can be perma-AB'd or perma-repped, but not perma-both unfortunately (though you do have 10 minutes to play with should you wish!)
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Miss Miata
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Posted - 2007.08.24 14:40:00 -
[50]
Edited by: Miss Miata on 24/08/2007 14:41:02 Edited by: Miss Miata on 24/08/2007 14:40:45
Originally by: Kei Shiyi I just spent some time the other day refitting my Hurricane since I had a pile of isk to show it some love; here's what I came up with and so far it's been downright mean on missions.
Highs- 6x 650 IIs, Salvager, Tractor Beam
Meds- X5 Webber, PWNAGE Painter, Tracking Comp II, Cap Recharger II
Lows- MAR II, Explosive Hardener, Damage Control II, N-Type Mag Membrane, 2x Gyrostab IIs
Rigs- 2x Cap Control Circuit I, 1x Projectile Burst Aerator (RoF bonus)
I've got a pretty nice skill set for Minmatar ships these days; Target Painting 4, Sig Focusing 3, AWU 5, Medium Arty Spec 4, Motion Prediction 5, Sharpshooter 5, Surgical Strike 5, Controlled Bursts, Rapid Firing and Trajectory Analysis all at 4, Battlecruisers 4.
can i ask what benefit training `controlled bursts` to 4 is with projectiles??
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sAyArrrr
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Posted - 2007.08.27 13:44:00 -
[51]
My level 3 setup (Amarr space)
HIGH:
4x [ 200 | 21] 650mm Medium 'Scout' Artillery I 3x [ 100 | 40] Advanced 'Limos' Heavy Missile Bay I. 1x [ 7 | 20] Small Tractor Beam I
MED: 1x [ 150 | 25] Medium Electrochemical Capacitor Booster I 1x [ 1 | 22] Fleeting Propulsion Inhibitor I 1x [ 50 | 25] Y-S8 Hydrocarbon I Afterburners 1x [ 1 | 12] Cap Recharger II
LOW: 2x [ 150 | 21] Medium 'Accommodation' Vestment Reconstructer I 1x [ 1 | 32] N-Type Kinetic Hardener I 1x [ 1 | 30] Damage Control II 2x [ 1 | 32] N-Type Thermic Hardener I
Rigs: None yet, but 3x CCC sounds good to me.
Drones: 3 x medium (rat specifik)
My character is only a few months old so I can't fit T2 goodies except for the Cap recharger.
The above setup can nearly always be used against Sansha/blood raiders etc. Of course you can swap the hardeners for explosive or EM, up to you.
Tomorrow is the patch and i'm gonna try the Assault missile's. Hopefully they have a decent flight time!
In time, I will improve my setup using T2 or better named mods. As it is now, it tanks really really good!
Hope it's usefull for you all. 
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Corben Rukh
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Posted - 2007.09.17 18:49:00 -
[52]
Originally by: Narishema Edited by: Narishema on 01/08/2007 02:20:42 I know this sounds a bit "quarky" bit it's taking the rifter with a passive tank fitting idea to a new extreme. Because this is really a left field idea, I'm posting my calculations for the reasoning. [...]
I've used this setup (modified a bit) for some time now and it works great. Currently running:
6x650 (gallium, howitzer, siege, scout is to expensive atm) 2xassault launcher
1xTarget Painter 2xLarge Shield Extender II 1xLarge Shield Extender I
6xShield Power Relay II
even with sub-par shield-skills (shield mgmt and shield op both only 2, i fly amarr usually), i have 12k+ shielod with recharge time 235 sec. so far, nothing the lvl3-npc's could throw at me is a danger; even when my drones occasionally decide to aggro an additional group my boat survives without a problem. Fitting is a bit tight, but it works. And if i feel like sacrificing a bit of the tank for damage, i replace one or two of the SPR by gyro's.
All in all, great setup for lvl3's.
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Corben Rukh
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Posted - 2007.09.17 19:09:00 -
[53]
add: i'm missioning in amarr space, so i fight a lot of sansha with their EM/Therm damage, and the tank holds nonetheless...
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Galan Undris
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Posted - 2007.09.17 22:30:00 -
[54]
My mission-cane:
Highs: 6x 720mm 'Scout', 2x Whatever Mids: 2x Tracking Computer II, Web, 10MN AB II Lows: MAR II, DC II, 2x Hardners, 2x Gyro II Rigs: 2x CCC, 1x ACR
I see a lot of people fitting 650s, I assume because of grid-constraints? But honestly, drop the 10M for an ACR rig if its a problem, the 720s are so worth it. Two tracking comps will boost their tracking well beyond an unbonused 650.
The extra damage might seem small on paper, but the extra range means you'll be shooting short range ammo where you would be using nuclear/proton/titanium with the 650s (With the tracking comps they can scratch targets to 50km, and hit hard from about 40km with Fusion). Im instapopping the smaller cruisers from app. 35-40km with faction fusion or phased plasma in this thing.
Tanking is not an issue for me, most level 3 missions can be done sitting at 25-50km and just popping everything before it comes into range.
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Kelbesque Crystalis
Minmatar
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Posted - 2007.09.18 00:12:00 -
[55]
Originally by: Galan Undris
I see a lot of people fitting 650s, I assume because of grid-constraints? But honestly, drop the 10M for an ACR rig if its a problem, the 720s are so worth it. Two tracking comps will boost their tracking well beyond an unbonused 650.
Don't compare 720's w/ 2x tracking computers to 650's w/o. I use 650's AND tracking comps/enhancers.
The damage difference is small once you take RoF into account and almost disappears once you account for reload. 720's can carry half as many rounds before needing a reload. Sure they have a much bigger alpha, but the trade off that the 650's are ready to go again sooner. For short fights, 720's win, but for extended fights where you are trying to break a solid tank, 650's will be less likely to be screwed by an untimely reload. Plus if you insta pop something with 720's that 650's would also insta pop, the 650's are ready for the next target sooner.
Using shorter range ammo/having better range is def a bonus of 720's.
In the end, its a preference thing. I also like having the grid to dual rep if needed, or use heavy launchers on top, or both.
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Galan Undris
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Posted - 2007.09.18 09:50:00 -
[56]
Originally by: Kelbesque Crystalis Edited by: Kelbesque Crystalis on Don't compare 720's w/ 2x tracking computers to 650's w/o. Thats like saying the optimal on 650's with 2x tracking enhancer II's > unbonused 720's (both are true, but bad comparissions). I use 650's AND tracking comps/enhancers.
Not completly fair I know, but most posts here were setups without them, which is kind of on a long range setup with as meny free mids as we have on the cane. Btw, a 650 with two tracking comps have less range than a 720, about 550m or so for scouts 
If you like to shoot fast frigs up close than sure, but thats what that nice and shiny, otherwise inactive, set of Hobgoblin IIs are for. (if they get that close, frigs usually instapop with two guns on them at lock range)
My problem with the 650s is that their range is just a tiny bit too short, so most groups will shoot back at you once your doing full damage with close range ammo. The 720s can open up at 45-50km and most rats will pop long before they enter orbit. I know the difference in incoming damage I was taking got decimated once I traded the 650s in for the big ones, most missions even break my unbonused shield any more.
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Jonathan Storm
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Posted - 2007.10.16 00:28:00 -
[57]
Why do nearly all these setup use artillery? Auto cannons seam more fun and have less requirements to fit? Also why no target painting and webbing drones?
My thinking is
High 6 425 AC 2 assault missile launchers
Med Afterburner tracking computer Cap recharger Cap recharger
Low 2 Medium Armor Repair Gyro 2 NAM Damage control
med target painting drones webbing drones
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Kazowie
Minmatar Republic Military School
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Posted - 2007.10.18 09:33:00 -
[58]
for s&g's...
Power Diagnostic System II Power Diagnostic System II Shield Power Relay II Shield Power Relay II Gyrostabilizer II Gyrostabilizer II
10MN Afterburner II Large Azeotropic Ward Salubrity I Large Azeotropic Ward Salubrity I [empty med slot] mod of your choice. I prefer rat/mish specific hardeners
650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium Prototype I Siege Cannon XR-3200 Heavy Missile Bay XR-3200 Heavy Missile Bay
3 med rat/mish specific drones
The only mission I had any real trouble with, was the blockade, which I pulled badly. Very badly.
You're faster then most things except a few frigs in lvl 3's, but drones take care of anything that manages to make it to within 30km.
this is still doable with named, and also get's 10k+ shield hp, but once that shield is gone, so are you. It's not easy to cut a human head in half with a hacksaw. -- M. Crichton |

Ishma
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Posted - 2007.10.21 11:51:00 -
[59]
Edited by: Ishma on 21/10/2007 11:53:51 I have only been in the game for 5 months now and i started training skills pretty much at random. About a month ago I went and bought both sheild and armor hardener skill books....all of both. I started training shield skills first simply because they were at the to of the items list. This was before i knew anything about how to tank or that tanking even existed in this game. At the moment all of my shield harderner skills are at lvl 3. Now I understand that the HURRICANE is best suited for armor tanking. But since i plan to get MAELSTROM in the near future i have decided to stick with the skill set. here is one of my favorit load outs.
High slots 4x 720mm Howitzer artillary II 3x Advanced Limos heavy missle launcher I
Medium slots 1x Ballistic deflection field I 1x Heat disapation field I 1x Anointed I EM ward renforcment 1x shield booster II
Low slots 4x Power diagnostic systems I 1x Damage control system II 1x Shield recharger I
Now i know that this is not the idal set up for this ship but since i plan to fly a Maelstrom soon i will keep training the skills for the maelstrom. Maybe oince i have these skills where i want them i will go back and train the proper skills for the hurricane. But for now i can do all lvl 3 missions with the hurricane with ease and even tank fairly well in some of the lvl 4s
I also use 5 light scout drones and they take out any frigs and destroyers that get to close. If the small ships are 30km+ away from me i insta pop them with the arty
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Faye Valerii
Caldari Deep Core Mining Inc.
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Posted - 2007.10.21 15:42:00 -
[60]
My lvl3 setup :
6x650mm scout 2xXR3200 heavy missile bay
ABII, Fleeting Webber, Extron target painter, tracking computer II
MARII, 2xratspecific active hardeners, 2xgyro II, PDU II
1xCCC, 2xSCC
Runs all mods active forever.
You could swap out the PDU II for another gyro II, since you don't actually run all those mods constantly anyway. For some missions you might have to replace the PDU II with another active hardener.
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