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Capt Silk
|
Posted - 2004.08.17 23:29:00 -
[1]
I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
Shield boosting gives me 134.55 shields every 3 seconds.  The eve-i.com Combat Log Analyser reports the Scouts are averaging 69.73 damage per hit. On wrecking shots I'm averaging 212.18. Excellents are at 95.08. Yay. That's using Plutonium and AM ammo. I love the range on the Moa, AM ammo optimal at 27km with 14km falloff rules. Can't wait for T2 turrets to come out...
-Capt Silk
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |

Capt Silk
|
Posted - 2004.08.17 23:29:00 -
[2]
I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
Shield boosting gives me 134.55 shields every 3 seconds.  The eve-i.com Combat Log Analyser reports the Scouts are averaging 69.73 damage per hit. On wrecking shots I'm averaging 212.18. Excellents are at 95.08. Yay. That's using Plutonium and AM ammo. I love the range on the Moa, AM ammo optimal at 27km with 14km falloff rules. Can't wait for T2 turrets to come out...
-Capt Silk
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |

Kathar Narka
|
Posted - 2004.08.17 23:35:00 -
[3]
Hey silk, long time no see ^^
Yeah, the second bonus on Moa is great... I might even try it out sometime for a nice cruiserfight :)
Good night, sweet prince. |

Kathar Narka
|
Posted - 2004.08.17 23:35:00 -
[4]
Hey silk, long time no see ^^
Yeah, the second bonus on Moa is great... I might even try it out sometime for a nice cruiserfight :)
Good night, sweet prince. |

Joke Off
|
Posted - 2004.08.17 23:41:00 -
[5]
Originally by: Capt Silk I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
Shield boosting gives me 134.55 shields every 3 seconds.  The eve-i.com Combat Log Analyser reports the Scouts are averaging 69.73 damage per hit. On wrecking shots I'm averaging 212.18. Excellents are at 95.08. Yay. That's using Plutonium and AM ammo. I love the range on the Moa, AM ammo optimal at 27km with 14km falloff rules. Can't wait for T2 turrets to come out...
-Capt Silk
Okay, I'm right there with ya but doesn't thiss still leave your shields open to EM attacks since you're favoring Thermal shield defenses ? I would have thought it might make more sense to replace the Thermal shield mod for an EM mod to balance out the shield resists since it looks like you're going for shield tanking setup, right ? |

Joke Off
|
Posted - 2004.08.17 23:41:00 -
[6]
Originally by: Capt Silk I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
Shield boosting gives me 134.55 shields every 3 seconds.  The eve-i.com Combat Log Analyser reports the Scouts are averaging 69.73 damage per hit. On wrecking shots I'm averaging 212.18. Excellents are at 95.08. Yay. That's using Plutonium and AM ammo. I love the range on the Moa, AM ammo optimal at 27km with 14km falloff rules. Can't wait for T2 turrets to come out...
-Capt Silk
Okay, I'm right there with ya but doesn't thiss still leave your shields open to EM attacks since you're favoring Thermal shield defenses ? I would have thought it might make more sense to replace the Thermal shield mod for an EM mod to balance out the shield resists since it looks like you're going for shield tanking setup, right ? |

Kathar Narka
|
Posted - 2004.08.17 23:44:00 -
[7]
Depends on what kinda npc's he's hunting. If they're gallente they only do thermal and kinetic damage. You'll just have to check it out on eve-i.com in the object explorer.
Good night, sweet prince. |

Kathar Narka
|
Posted - 2004.08.17 23:44:00 -
[8]
Depends on what kinda npc's he's hunting. If they're gallente they only do thermal and kinetic damage. You'll just have to check it out on eve-i.com in the object explorer.
Good night, sweet prince. |

Capt Silk
|
Posted - 2004.08.17 23:52:00 -
[9]
Edited by: Capt Silk on 17/08/2004 23:53:51 Serpentis, they use blasters, Thermal damage is my biggest worry. I do have a named EM ward sitting in dock for when I am elsewhere. With this setup today I took out a 100k cruiser before it even got within it's weapon range. It started out 50km from me. Hi Kathar, what's up?
-glahti
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |

Capt Silk
|
Posted - 2004.08.17 23:52:00 -
[10]
Edited by: Capt Silk on 17/08/2004 23:53:51 Serpentis, they use blasters, Thermal damage is my biggest worry. I do have a named EM ward sitting in dock for when I am elsewhere. With this setup today I took out a 100k cruiser before it even got within it's weapon range. It started out 50km from me. Hi Kathar, what's up?
-glahti
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |

Joke Off
|
Posted - 2004.08.18 00:05:00 -
[11]
Originally by: Capt Silk Edited by: Capt Silk on 17/08/2004 23:53:51 Serpentis, they use blasters, Thermal damage is my biggest worry. I do have a named EM ward sitting in dock for when I am elsewhere. With this setup today I took out a 100k cruiser before it even got within it's weapon range. It started out 50km from me. Hi Kathar, what's up?
-glahti
So with no MWD you are okay with crawling about at 180'ish m/sec ? |

Joke Off
|
Posted - 2004.08.18 00:05:00 -
[12]
Originally by: Capt Silk Edited by: Capt Silk on 17/08/2004 23:53:51 Serpentis, they use blasters, Thermal damage is my biggest worry. I do have a named EM ward sitting in dock for when I am elsewhere. With this setup today I took out a 100k cruiser before it even got within it's weapon range. It started out 50km from me. Hi Kathar, what's up?
-glahti
So with no MWD you are okay with crawling about at 180'ish m/sec ? |

Gungankllr
|
Posted - 2004.08.18 00:26:00 -
[13]
Edited by: Gungankllr on 18/08/2004 00:29:20
Originally by: Capt Silk I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
-Capt Silk
A couple of things I noticed:
1. Don't the Tracking Computer and Tracking enhancer conflict?
2. With all of that hardware you have no real recharge cpacity, unless you have spiffy skills. I would get rid of the Shield boost amplifier and replace it with a named or T2 Cap recharger.
3. If you do agent missions out of Isaziwa you'll get a lot of named Caldari crap to replace some of that power-intensive stuff you have there.
I have almost an identical setup:
High: 3 250mm Prototype Gauss Guns 1 Scout Railgun 2 XR Heavy Launchers
Med: Clarity Shield booster Named kinetic shield hardener Named tracking Computer Named 17.5% Cap recharger
Low: Overdrive I Named Hybrid damage mod ? ? (I can't remember what is in the last two slots, but RCU/PDU/CPU, two of those)
I find that I can warp in at 60 km with tungsten (optimal is like 61 km) And just head the other way at about 210. I rarely take any damage except for the occasional heavy missile strike, and at that range everything is coming right at you so tracking and lateral movement isn't a huge issue. (But the tracking computer makes sure everything hits anyways)
Sure, it takes longer overall but it's far safer. In addition, it's a hack of a lot easier to warp out when you've got a full power reserve and reasonably full shields.
www.hadean.org
|

Gungankllr
|
Posted - 2004.08.18 00:26:00 -
[14]
Edited by: Gungankllr on 18/08/2004 00:29:20
Originally by: Capt Silk I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
-Capt Silk
A couple of things I noticed:
1. Don't the Tracking Computer and Tracking enhancer conflict?
2. With all of that hardware you have no real recharge cpacity, unless you have spiffy skills. I would get rid of the Shield boost amplifier and replace it with a named or T2 Cap recharger.
3. If you do agent missions out of Isaziwa you'll get a lot of named Caldari crap to replace some of that power-intensive stuff you have there.
I have almost an identical setup:
High: 3 250mm Prototype Gauss Guns 1 Scout Railgun 2 XR Heavy Launchers
Med: Clarity Shield booster Named kinetic shield hardener Named tracking Computer Named 17.5% Cap recharger
Low: Overdrive I Named Hybrid damage mod ? ? (I can't remember what is in the last two slots, but RCU/PDU/CPU, two of those)
I find that I can warp in at 60 km with tungsten (optimal is like 61 km) And just head the other way at about 210. I rarely take any damage except for the occasional heavy missile strike, and at that range everything is coming right at you so tracking and lateral movement isn't a huge issue. (But the tracking computer makes sure everything hits anyways)
Sure, it takes longer overall but it's far safer. In addition, it's a hack of a lot easier to warp out when you've got a full power reserve and reasonably full shields.
www.hadean.org
|

Capt Silk
|
Posted - 2004.08.18 03:24:00 -
[15]
Edited by: Capt Silk on 18/08/2004 03:26:53
Originally by: Joke Off
Originally by: Capt Silk Edited by: Capt Silk on 17/08/2004 23:53:51 Serpentis, they use blasters, Thermal damage is my biggest worry. I do have a named EM ward sitting in dock for when I am elsewhere. With this setup today I took out a 100k cruiser before it even got within it's weapon range. It started out 50km from me. Hi Kathar, what's up?
-glahti
So with no MWD you are okay with crawling about at 180'ish m/sec ?
I do 200m/s, which isn't too bad.
Originally by: Gungankllr Edited by: Gungankllr on 18/08/2004 00:29:20
Originally by: Capt Silk I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
-Capt Silk
A couple of things I noticed:
1. Don't the Tracking Computer and Tracking enhancer conflict?
2. With all of that hardware you have no real recharge cpacity, unless you have spiffy skills. I would get rid of the Shield boost amplifier and replace it with a named or T2 Cap recharger.
3. If you do agent missions out of Isaziwa you'll get a lot of named Caldari crap to replace some of that power-intensive stuff you have there.
I have almost an identical setup:
High: 3 250mm Prototype Gauss Guns 1 Scout Railgun 2 XR Heavy Launchers
Med: Clarity Shield booster Named kinetic shield hardener Named tracking Computer Named 17.5% Cap recharger
Low: Overdrive I Named Hybrid damage mod ? ? (I can't remember what is in the last two slots, but RCU/PDU/CPU, two of those)
I find that I can warp in at 60 km with tungsten (optimal is like 61 km) And just head the other way at about 210. I rarely take any damage except for the occasional heavy missile strike, and at that range everything is coming right at you so tracking and lateral movement isn't a huge issue. (But the tracking computer makes sure everything hits anyways)
Sure, it takes longer overall but it's far safer. In addition, it's a hack of a lot easier to warp out when you've got a full power reserve and reasonably full shields.
With my setup tungston's optimal is beyond my max targeting range, I used to use it all the time with my old setup. Sitting with Serpentis between 15km-40km I never get hit, so I rarely activate the booster, and they die very very fast as they are in my optimal with AM or plutonium. I can run the hardener, 4 guns, both launchers, and the Tracking computer and keep 70% cap free to hit the booster if someone gets in close. Then the drones come out to play too. I have swapped the boost amp for a cap recharger, but seeing as I am rarely dumb or unlucky enough to be in a situation that I need the extra cap recharge, I don't use one.
-Capt Silk
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |

Capt Silk
|
Posted - 2004.08.18 03:24:00 -
[16]
Edited by: Capt Silk on 18/08/2004 03:26:53
Originally by: Joke Off
Originally by: Capt Silk Edited by: Capt Silk on 17/08/2004 23:53:51 Serpentis, they use blasters, Thermal damage is my biggest worry. I do have a named EM ward sitting in dock for when I am elsewhere. With this setup today I took out a 100k cruiser before it even got within it's weapon range. It started out 50km from me. Hi Kathar, what's up?
-glahti
So with no MWD you are okay with crawling about at 180'ish m/sec ?
I do 200m/s, which isn't too bad.
Originally by: Gungankllr Edited by: Gungankllr on 18/08/2004 00:29:20
Originally by: Capt Silk I love the Moa. And thank you CCP for the second cruiser bonuses. Thank you Thank you.
My new loadout:
Highs: 1 x Carbide 250mm Rail (replacing soon to match the others) 3 x Scout 250mm Rails
Meds: 1 x Thermal Dissipation field 1 x Tracking computer II 1 x Shield boost Amp 1 x Medium Shield Booster II
Lows: 1 x PDU I 1 x RCU I 1 x Tracking Enhancer II 1 x Gauss Field Balancer I
-Capt Silk
A couple of things I noticed:
1. Don't the Tracking Computer and Tracking enhancer conflict?
2. With all of that hardware you have no real recharge cpacity, unless you have spiffy skills. I would get rid of the Shield boost amplifier and replace it with a named or T2 Cap recharger.
3. If you do agent missions out of Isaziwa you'll get a lot of named Caldari crap to replace some of that power-intensive stuff you have there.
I have almost an identical setup:
High: 3 250mm Prototype Gauss Guns 1 Scout Railgun 2 XR Heavy Launchers
Med: Clarity Shield booster Named kinetic shield hardener Named tracking Computer Named 17.5% Cap recharger
Low: Overdrive I Named Hybrid damage mod ? ? (I can't remember what is in the last two slots, but RCU/PDU/CPU, two of those)
I find that I can warp in at 60 km with tungsten (optimal is like 61 km) And just head the other way at about 210. I rarely take any damage except for the occasional heavy missile strike, and at that range everything is coming right at you so tracking and lateral movement isn't a huge issue. (But the tracking computer makes sure everything hits anyways)
Sure, it takes longer overall but it's far safer. In addition, it's a hack of a lot easier to warp out when you've got a full power reserve and reasonably full shields.
With my setup tungston's optimal is beyond my max targeting range, I used to use it all the time with my old setup. Sitting with Serpentis between 15km-40km I never get hit, so I rarely activate the booster, and they die very very fast as they are in my optimal with AM or plutonium. I can run the hardener, 4 guns, both launchers, and the Tracking computer and keep 70% cap free to hit the booster if someone gets in close. Then the drones come out to play too. I have swapped the boost amp for a cap recharger, but seeing as I am rarely dumb or unlucky enough to be in a situation that I need the extra cap recharge, I don't use one.
-Capt Silk
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |

Kathar Narka
|
Posted - 2004.08.18 04:15:00 -
[17]
All fine here, nice Moa setup, i'm gonna try it on my alt :)
Good night, sweet prince. |

Kathar Narka
|
Posted - 2004.08.18 04:15:00 -
[18]
All fine here, nice Moa setup, i'm gonna try it on my alt :)
Good night, sweet prince. |

FuPhal
|
Posted - 2004.08.18 08:45:00 -
[19]
Low and medium slot tracking modules dont conflict each other :/ otherwise they be kinda pointless.
I also dont use any cap recharging modules and i can take out whole belt spawns with 3-4 frigs and 1-2 cruisers before i run out of cap.
I prefer to concentrate on high constant damage rather than longevity but thats just down to the individual :)
|

FuPhal
|
Posted - 2004.08.18 08:45:00 -
[20]
Low and medium slot tracking modules dont conflict each other :/ otherwise they be kinda pointless.
I also dont use any cap recharging modules and i can take out whole belt spawns with 3-4 frigs and 1-2 cruisers before i run out of cap.
I prefer to concentrate on high constant damage rather than longevity but thats just down to the individual :)
|

JoCool
|
Posted - 2004.08.18 08:56:00 -
[21]
Try
4 named 250mm Rails 2 named Heavy Launcher
1 525% 10mn mwd 1 medium shield booster II 1 Anointed EM Ward 1 Digithron Thermal Ward
Fill the lowslots with PDUs and RCUs (you'll need some of the latter). You'll do more damage together with the two Launchers than with 4 Rails+damage+tracking mods only. Get as many scout drones as possible for your dronebay, don't forget that.
Stay at range by using your mwd and blast away from long range, with good skills you will hardly get cap problems.
For PvP you'll need a friend in a lightly tanked ceptor scrambling the enemy. Don't engage (not jammed) battleships like this, they'll eat you alive.
|

JoCool
|
Posted - 2004.08.18 08:56:00 -
[22]
Try
4 named 250mm Rails 2 named Heavy Launcher
1 525% 10mn mwd 1 medium shield booster II 1 Anointed EM Ward 1 Digithron Thermal Ward
Fill the lowslots with PDUs and RCUs (you'll need some of the latter). You'll do more damage together with the two Launchers than with 4 Rails+damage+tracking mods only. Get as many scout drones as possible for your dronebay, don't forget that.
Stay at range by using your mwd and blast away from long range, with good skills you will hardly get cap problems.
For PvP you'll need a friend in a lightly tanked ceptor scrambling the enemy. Don't engage (not jammed) battleships like this, they'll eat you alive.
|

Jace San'Lanargaith
|
Posted - 2004.08.18 09:47:00 -
[23]
Fitting an MWD to a Moa and using Tungsten means you should never get hit when doing lvl 3 agent missions. For belts vary your tactics accordingly (ie keep range). Personally I dont even have a shield booster on my Moa (or hardeners for that matter).
|

Jace San'Lanargaith
|
Posted - 2004.08.18 09:47:00 -
[24]
Fitting an MWD to a Moa and using Tungsten means you should never get hit when doing lvl 3 agent missions. For belts vary your tactics accordingly (ie keep range). Personally I dont even have a shield booster on my Moa (or hardeners for that matter).
|

Kinky
|
Posted - 2004.08.18 10:08:00 -
[25]
I prefer maxing out my gun damage and using the missile launcher slots to fire light missiles/ defenders.
|

Kinky
|
Posted - 2004.08.18 10:08:00 -
[26]
I prefer maxing out my gun damage and using the missile launcher slots to fire light missiles/ defenders.
|

Elrathias
|
Posted - 2004.08.18 10:44:00 -
[27]
Originally by: FuPhal Low and medium slot tracking modules dont conflict each other :/ otherwise they be kinda pointless.
I also dont use any cap recharging modules and i can take out whole belt spawns with 3-4 frigs and 1-2 cruisers before i run out of cap.
I prefer to concentrate on high constant damage rather than longevity but thats just down to the individual :)
they do too. everything affecthing the SAME attribute of anything gets stacking penalised. except rcu's, coprocessors and cargo expanders.
they are btw penalised like this: (mod1*mod2*modn)^((1/n)^0.25) --------------------------
|

Elrathias
|
Posted - 2004.08.18 10:44:00 -
[28]
Originally by: FuPhal Low and medium slot tracking modules dont conflict each other :/ otherwise they be kinda pointless.
I also dont use any cap recharging modules and i can take out whole belt spawns with 3-4 frigs and 1-2 cruisers before i run out of cap.
I prefer to concentrate on high constant damage rather than longevity but thats just down to the individual :)
they do too. everything affecthing the SAME attribute of anything gets stacking penalised. except rcu's, coprocessors and cargo expanders.
they are btw penalised like this: (mod1*mod2*modn)^((1/n)^0.25) --------------------------
|

Eyeshadow
|
Posted - 2004.08.18 10:59:00 -
[29]
my npc moa doesnt use a AB or MWD either anymore (used to use a tech2 10mn but mass increase has made it kinda pointless)
4x250 proto (expensive but well worth the dmg + range increase) 2xarbalest heavies
2xhardners 1xmedium C5-L (as good as a tech2 boost per sec) 1xboost amp
1xRCU 1xPDU 1xtech2 mag field 1xtech2 tracking enhancer
With cruiser 4 + gunnery skillz i can hit at over 40km with AM. Average dmg usually about 100 (all gunnery skillz at lvl4/5). Not much can get anywhere near me b4 it dies. Need fairly good skillz and a fat wallet to fit a moa out like this but the dmg it deals is incredible.
And the second bonus aint too shabby (especially if u downgrade to 200mm rails and fit a named large booster. Get nearly 300 per tick)
Forums: Sharks - MC |

Eyeshadow
|
Posted - 2004.08.18 10:59:00 -
[30]
my npc moa doesnt use a AB or MWD either anymore (used to use a tech2 10mn but mass increase has made it kinda pointless)
4x250 proto (expensive but well worth the dmg + range increase) 2xarbalest heavies
2xhardners 1xmedium C5-L (as good as a tech2 boost per sec) 1xboost amp
1xRCU 1xPDU 1xtech2 mag field 1xtech2 tracking enhancer
With cruiser 4 + gunnery skillz i can hit at over 40km with AM. Average dmg usually about 100 (all gunnery skillz at lvl4/5). Not much can get anywhere near me b4 it dies. Need fairly good skillz and a fat wallet to fit a moa out like this but the dmg it deals is incredible.
And the second bonus aint too shabby (especially if u downgrade to 200mm rails and fit a named large booster. Get nearly 300 per tick)
Forums: Sharks - MC |

VaderDSL
|
Posted - 2004.08.19 09:05:00 -
[31]
Hi :) I love these threads on Moa setups as that is all I use (for missions at least)
I'm going to have a look at some of your setups and try them out.
Personally I use :
Hi
2 X Malkuth Heavy Launchers 3 X 250mm Compressed Coil rails 1 X 150mm Compressed Coil rail
Mid
1 x Medium Tech II Shield Booster 1 X Shield Boost Amp (well I may as well use the MOA's great secondary bonus to shield tank with the boosters) 2 X Named shield Hardeners
Lo
1 X Basic Tracking Enhancer (don't have the skills for any higher atm but working on it) 1 X Insulated Stabilizer Array I 2 X Overdrive Injector System I
Now any reccomendations would be welcome, also when I go up against Terrorists or Nullifiers I usually stick on a blaster or two and let them get up close :) And then take them down with AM in my Heavy Neutrol Blaster I think it is (sam requirements as a 250 rail.
I might be tempted to remove an overdrive and stick something else int he low slot, but what? a baliistic control for the missiles?
|

VaderDSL
|
Posted - 2004.08.19 09:05:00 -
[32]
Hi :) I love these threads on Moa setups as that is all I use (for missions at least)
I'm going to have a look at some of your setups and try them out.
Personally I use :
Hi
2 X Malkuth Heavy Launchers 3 X 250mm Compressed Coil rails 1 X 150mm Compressed Coil rail
Mid
1 x Medium Tech II Shield Booster 1 X Shield Boost Amp (well I may as well use the MOA's great secondary bonus to shield tank with the boosters) 2 X Named shield Hardeners
Lo
1 X Basic Tracking Enhancer (don't have the skills for any higher atm but working on it) 1 X Insulated Stabilizer Array I 2 X Overdrive Injector System I
Now any reccomendations would be welcome, also when I go up against Terrorists or Nullifiers I usually stick on a blaster or two and let them get up close :) And then take them down with AM in my Heavy Neutrol Blaster I think it is (sam requirements as a 250 rail.
I might be tempted to remove an overdrive and stick something else int he low slot, but what? a baliistic control for the missiles?
|

Thanit
|
Posted - 2004.08.19 09:26:00 -
[33]
The stacking penalty on tracking enhancers/computers is pretty neglible. Only the fourth and fifth really get penalised, adn I still use 4 of them sometimes on my BS.
|

Thanit
|
Posted - 2004.08.19 09:26:00 -
[34]
The stacking penalty on tracking enhancers/computers is pretty neglible. Only the fourth and fifth really get penalised, adn I still use 4 of them sometimes on my BS.
|

Kinky
|
Posted - 2004.08.19 09:55:00 -
[35]
Yeah, i notice a significant difference if i have to remove my mid slot tracking computer for a webber / scrambler for PVP if i use my Moa
|

Kinky
|
Posted - 2004.08.19 09:55:00 -
[36]
Yeah, i notice a significant difference if i have to remove my mid slot tracking computer for a webber / scrambler for PVP if i use my Moa
|

Shevar
|
Posted - 2004.08.19 10:00:00 -
[37]
Originally by: Thanit The stacking penalty on tracking enhancers/computers is pretty neglible. Only the fourth and fifth really get penalised, adn I still use 4 of them sometimes on my BS.
Bull****, 1 med slot tracking comp gives a bigger bonus then 1 low AND 1 med slot tracking enchancer.
The reason for this is that the low slot hardly gives a bonus but since it's always on it doesnt get penalized with stacking. But your med slot tracking comp will get penalized for a bigger % then the low slot gives.
So med and low slot tracking enchancers together is a bad idea.  -------- -The only real drug problem is scoring real good drugs
|

Shevar
|
Posted - 2004.08.19 10:00:00 -
[38]
Originally by: Thanit The stacking penalty on tracking enhancers/computers is pretty neglible. Only the fourth and fifth really get penalised, adn I still use 4 of them sometimes on my BS.
Bull****, 1 med slot tracking comp gives a bigger bonus then 1 low AND 1 med slot tracking enchancer.
The reason for this is that the low slot hardly gives a bonus but since it's always on it doesnt get penalized with stacking. But your med slot tracking comp will get penalized for a bigger % then the low slot gives.
So med and low slot tracking enchancers together is a bad idea.  -------- -The only real drug problem is scoring real good drugs
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Gungankllr
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Posted - 2004.08.19 10:50:00 -
[39]
Edited by: Gungankllr on 19/08/2004 10:51:12
Quote:
So med and low slot tracking enchancers together is a bad idea. 
Aye. That's how I thought it had worked.
www.hadean.org
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Gungankllr
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Posted - 2004.08.19 10:50:00 -
[40]
Edited by: Gungankllr on 19/08/2004 10:51:12
Quote:
So med and low slot tracking enchancers together is a bad idea. 
Aye. That's how I thought it had worked.
www.hadean.org
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Kinky
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Posted - 2004.08.19 11:04:00 -
[41]
that the same case for the passive and active shield hardeners?
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Kinky
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Posted - 2004.08.19 11:04:00 -
[42]
that the same case for the passive and active shield hardeners?
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Shevar
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Posted - 2004.08.19 11:10:00 -
[43]
Yeah exactly the same problem, not sure if because of that the passive+active hardener give less then 1 active oone, if you want to be sure you gotta check it.
If stacking would take into account the highest mod and put it on without stacking penalties it would be no problem.
Atm it is so that the first active module doesnt get the stacking penalties so any mod that needs to be activated will get the stacking penalty if you got a passive mod going. The prob is usually that active modules give better bonusses and thus will be hit alot harder by the stacking penalties. -------- -The only real drug problem is scoring real good drugs
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Shevar
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Posted - 2004.08.19 11:10:00 -
[44]
Yeah exactly the same problem, not sure if because of that the passive+active hardener give less then 1 active oone, if you want to be sure you gotta check it.
If stacking would take into account the highest mod and put it on without stacking penalties it would be no problem.
Atm it is so that the first active module doesnt get the stacking penalties so any mod that needs to be activated will get the stacking penalty if you got a passive mod going. The prob is usually that active modules give better bonusses and thus will be hit alot harder by the stacking penalties. -------- -The only real drug problem is scoring real good drugs
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Capt Silk
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Posted - 2004.08.19 22:53:00 -
[45]
Originally by: Shevar
Originally by: Thanit The stacking penalty on tracking enhancers/computers is pretty neglible. Only the fourth and fifth really get penalised, adn I still use 4 of them sometimes on my BS.
Bull****, 1 med slot tracking comp gives a bigger bonus then 1 low AND 1 med slot tracking enchancer.
The reason for this is that the low slot hardly gives a bonus but since it's always on it doesnt get penalized with stacking. But your med slot tracking comp will get penalized for a bigger % then the low slot gives.
So med and low slot tracking enchancers together is a bad idea. 
Good to know. I will change that low slot to another damage mod then :)
-Capt Silk
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |

Capt Silk
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Posted - 2004.08.19 22:53:00 -
[46]
Originally by: Shevar
Originally by: Thanit The stacking penalty on tracking enhancers/computers is pretty neglible. Only the fourth and fifth really get penalised, adn I still use 4 of them sometimes on my BS.
Bull****, 1 med slot tracking comp gives a bigger bonus then 1 low AND 1 med slot tracking enchancer.
The reason for this is that the low slot hardly gives a bonus but since it's always on it doesnt get penalized with stacking. But your med slot tracking comp will get penalized for a bigger % then the low slot gives.
So med and low slot tracking enchancers together is a bad idea. 
Good to know. I will change that low slot to another damage mod then :)
-Capt Silk
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |
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