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Rogue Lilly
Caldari Perkone
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Posted - 2009.03.26 15:27:00 -
[1]
Edited by: Rogue Lilly on 26/03/2009 15:27:36 I have found tons of fittings for the hurricane, probably because it's such an excellent ship that the other matari BC gets completely overlooked. Even with my shield skills being about 5 times higher than my armor support skills I still get about the same tank out of a hurricane, plus more damage and 2 free mid slots for whatever my heart desires.
Regardless I would still like to fly the cyclone instead because my goal is the command ships and getting my shield skills up even more.
Almost every fit i've found on battleclinic uses the shield boosters for the ship bonus to them. Problem is the shield booster II on there kills my cap, and I end up having to fit so many other modules just to make it viable including cap booster and filling my cargo hold with charges. So I would some advice on a build for the cyclone that doesn't use boosters.
This fit would be for random flying in low-sec where I'm about to move to. Something that can go ratting or protect a miner from a pirate, or travel between stations....basically something that can generally survive low-sec life.
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Burkus Destounikus
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Posted - 2009.03.26 15:40:00 -
[2]
[Cyclone, Cyclone Shield] Damage Control II Capacitor Power Relay II Capacitor Power Relay II Capacitor Power Relay II
Cap Recharger II Cap Recharger II Invulnerability Field II Invulnerability Field II Large Shield Booster II
650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile
[empty rig slot] [empty rig slot] [empty rig slot]
Hammerhead II x4
Cap Stable at 53%, 216 DPS Tank, 284 DPS
My shield skills are average to good-ish. No cap boosters needed, you can swap out the DCU for a Gyro II if you need the extra gankage (315 DPS, 189 Tank in that case). Hope that helps.
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Rogue Lilly
Caldari Perkone
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Posted - 2009.03.26 16:33:00 -
[3]
Originally by: Burkus Destounikus [Cyclone, Cyclone Shield] Damage Control II Capacitor Power Relay II Capacitor Power Relay II Capacitor Power Relay II
Cap Recharger II Cap Recharger II Invulnerability Field II Invulnerability Field II Large Shield Booster II
650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile
[empty rig slot] [empty rig slot] [empty rig slot]
Hammerhead II x4
Cap Stable at 53%, 216 DPS Tank, 284 DPS
My shield skills are average to good-ish. No cap boosters needed, you can swap out the DCU for a Gyro II if you need the extra gankage (315 DPS, 189 Tank in that case). Hope that helps.
don't capacitor relay's reduce your shield boost amount?
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Burkus Destounikus
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Posted - 2009.03.26 19:41:00 -
[4]
don't capacitor relay's reduce your shield boost amount?
Yes they do, by 11% each, but you need them to keep it cap stable. The other option is to remove them, but then you're back to using cap boosters. W/o the cap relays you get a tank of 275, but it only lasts for 1m 38s. If you anticipate a quick fight, then take em out and throw in gyros or tracking enhancers, which you'll likely need in a quick fight, b/c you'd likely be facing frigates in that case. Though you're kinda screwed with this set-up against frigs anyway - you're better with auto's then, in which case you need a completely different setup (and ship tbh).
I think the Cyclone is a weird ship - it gets a bonus to shield boosting, but to keep a ship cap stable you need to throw on cap relays that take the bonus away, and usually prevents you from fitting speed mods to take advantage of its speed advantage over the Hurricane. So, you're limited to fitting arty's for the range to mitigate against being to slow to catch anything. Unless you don't mind being cap unstable, or want to fit boosters.
Anyway, just my thoughts.
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Letrange
Minmatar Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2009.03.26 19:47:00 -
[5]
The more traditional way to make a Cyclone tank is to use a medium booster but have a shield boost amplifier. Then you can use the core defense capacitor safeguard rigs to make the tank cap stable.
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Rogue Lilly
Caldari Perkone
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Posted - 2009.03.26 19:48:00 -
[6]
Edited by: Rogue Lilly on 26/03/2009 19:49:45 yeah, the cyclone seems like an odd ship to fit. Yay I get one more mid slot over the hurricane......but i give up 2 lows and a turret and that mid slot ends up going to the tank anyway.
In my opinion if they just changed the booster buff of the ship to a resistance buff like some of the caldari shield tankers have it would be a much more competitive ship.
But i'm fitting mine with a buffer tank of 2xLSEII and 1XINV, the shield boosters are too much of a pain and you basically have to take up every other slot on the entire ship to make it work.
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RedSplat
Heretic Army
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Posted - 2009.03.26 20:01:00 -
[7]
Cyclone:
1 DC II, 3 Gyro II Medium cap booster (or two) XL shield booster
+ other stuff, but that's the barebones of a good fit. You need rigs, either resists or Op solidifier + shield boost cap reduction.
I like to fit 3*Rockets on some fits 
I wouldn't fly it in anything but gangs (i usually fit no point and sometimes no Propulsion mod and it gets dropped on someones face).
ECM drones. Even that small time with someone jammed is important when you are running such a cap unstable fit; namely for reload times on cap boosters.
Cyclone, tanks BS and doesn't afraid of anything. 
Please resize image to a file size no greater than 24000 bytes - Mitnal
I'm in denial. Post moar kitteh. |

tradeallyjita
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Posted - 2009.03.26 20:07:00 -
[8]
Anti em, anti therm, anti kin rigs T2 dual 180mm autos x 5, 3 x malkuth heavy assaults y-t8 mwd, scram, web, invul, large booster gyro x 2, bcs and dc2
ecm drones
ok to fight odd pirate in cruiser, the occasional jam lets your cap recharge a bit
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foobarx
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Posted - 2009.03.27 02:43:00 -
[9]
Originally by: Rogue Lilly Edited by: Rogue Lilly on 26/03/2009 15:27:36 I have found tons of fittings for the hurricane, probably because it's such an excellent ship that the other matari BC gets completely overlooked. Even with my shield skills being about 5 times higher than my armor support skills I still get about the same tank out of a hurricane, plus more damage and 2 free mid slots for whatever my heart desires.
Regardless I would still like to fly the cyclone instead because my goal is the command ships and getting my shield skills up even more.
Almost every fit i've found on battleclinic uses the shield boosters for the ship bonus to them. Problem is the shield booster II on there kills my cap, and I end up having to fit so many other modules just to make it viable including cap booster and filling my cargo hold with charges. So I would some advice on a build for the cyclone that doesn't use boosters.
This fit would be for random flying in low-sec where I'm about to move to. Something that can go ratting or protect a miner from a pirate, or travel between stations....basically something that can generally survive low-sec life.
No, it isn't as good as a Hurricane, but it's not supposed to be - it's a lower tier BC. In lowsec for ratting or self defense you're not going to want to bother with a cap-stable fit. The fights don't last that long. Get a cap booster and as big a shield booster as you can fit with the gun type (arty or auto).
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Andracin
Minmatar Beyond Divinity Inc
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Posted - 2009.03.27 21:47:00 -
[10]
[Cyclone, New Setup 2] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Damage Control II
Medium Capacitor Booster II, Cap Booster 800 Invulnerability Field II Large Shield Booster II Warp Disruptor II 10MN Afterburner II
220mm Vulcan AutoCannon II, Republic Fleet EMP M 220mm Vulcan AutoCannon II, Republic Fleet EMP M 220mm Vulcan AutoCannon II, Republic Fleet EMP M 220mm Vulcan AutoCannon II, Republic Fleet EMP M 220mm Vulcan AutoCannon II, Republic Fleet EMP M 'Arbalest' Assault Missile Launcher, Caldari Navy Sabretooth Light Missile 'Arbalest' Assault Missile Launcher, Caldari Navy Sabretooth Light Missile 'Arbalest' Assault Missile Launcher, Caldari Navy Sabretooth Light Missile
Anti-EM Screen Reinforcer I Anti-Thermal Screen Reinforcer I Anti-Kinetic Screen Reinforcer I
Hammerhead II x4
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PilotJack
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Posted - 2009.03.28 22:07:00 -
[11]
I've had the exact same problem with cap, and honestly rigs are a life saver. A couple of cap rigs and 1 projectile rig sorts me fine with keeping my cap stable. I'd advise getting rigs sorted out. Obviously the choice of last rig is up to you, I chose projectile for obvious reasons.
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Boydsan DeZinj
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Posted - 2009.04.07 23:59:00 -
[12]
Edited by: Boydsan DeZinj on 08/04/2009 00:02:28 First of all, I have never understood why people do not like Rigs. I have seen people willing to spend billions of ISK on a +1% or +2% bonus but will shy away from a RIG. Of course, if you are packaging your ship allot and plan on selling it soon... I can understand the reason ... then. As mentioned before, the Cyclone has a weak cap and cap recharge rate. Plus it is a tech 1 ship and if you are flying missions against allot of +heat dmg enemies then your shield tanking Cyclone with 0% EM resistance and 20% thermal or heat resistance can be in trouble.
I would recommend these are rigs...
2xCapacitor Control Circuit 1 and either 1xAnti-Threnal Screen Reinforcer 1 or 1xAnti-EM Screen Reinforcer 1
I am a merc and my corp is currently in Caldari Space. So I am fighting allot of Kinetic and Thermal NPCs. Here is my current set up.
I will appologize ahead of time. I dont use EFT and I am a bit of a noob to killing stuff still - but I can still tank most L4s and my damage is a bit under powered but I am upgrading to tech 2 guns soon. After that I should have enough LP to get the Caldari Navy Shield Boost Amplifier and/or go for the tech 2 version. Eventually, I also want to get to tech 2 drones - but being able to stay alive and kill with artys is a bit more important than tech 2 drones.
The Caldari Navy offer some cheap LP items that can really help shield tankers. The active and passive stuff are relatively cheap and you can get one after a few missions by using up your Caldari LP on them.
[Cyclone, Boydsan] [Low slots] Gyrostabilizer II Gyrostabilizer II Power Diagnostic System II Damage Control II
[Medium slots] Medium Shield Booster II Caldari Navy Heat Dissipation Field Caldari Navy Ballistic Deflection Field Kinetic Deflection Amplifier II Shield Boost Amplifier
[High slots] 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 'Arbalest' Assault Missile Launcher 'Arbalest' Assault Missile Launcher 'Arbalest' Assault Missile Launcher
[Rigs] Capacitor Control Circuit 1 Capacitor Control Circuit 1 Anti-Threnal Screen Reinforcer 1
[Drones] Hammerhead I Hobgoblin I Hobgoblin I Hornet I Hornet I Vespa I
[Ammo] Proton M (for long range) Titanium Sabot M (for medium range) Phased Plasma M (for short range) Flameburst Light Missile (or missile based on enemy).
The above set up is good for Kinetic/Thermal set up. Naturally, replace the mid slots to meet the demands of your enemy. I am Cap Stable and this is my current set up for the average kin/heat dmg.
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Raxxius Maelstrom
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Posted - 2009.04.08 11:22:00 -
[13]
It uses shield boosters because it gets a boost bonus.
Also if you plan on flying the command ships get used to shield boost bonus, as the command ships fit for boosting (normally). Hit a 3 slot tank, booster, Invuln, and a cap booster.
2 EM rigs, 1 Thermal.
Cyclone needs some love tbh, 2 more turrets would go a fair distance to helping it.
if you go passive you're more or less better getting the dual LSE cane in every respect. It does a lot more damage (2 gun bonuses) and nearly has the same level of tank.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.08 18:57:00 -
[14]
Thats what I've used for some time, obviously a gang setup with lack of tackle and a warfare link, but works great in its role.
[Cyclone, command link] Damage Control II Power Diagnostic System II Co-Processor II Co-Processor II
10MN MicroWarpdrive II Medium Electrochemical Capacitor Booster I, Cap Booster 800 X-Large Shield Booster II Shield Boost Amplifier II Invulnerability Field II
Skirmish Warfare Link - Interdiction Maneuvers Dual 180mm AutoCannon II, Barrage M Dual 180mm AutoCannon II, Barrage M Dual 180mm AutoCannon II, Barrage M Dual 180mm AutoCannon II, Barrage M Dual 180mm AutoCannon II, Barrage M Assault Missile Launcher II, Caldari Navy Sabretooth Light Missile Assault Missile Launcher II, Caldari Navy Sabretooth Light Missile
Anti-EM Screen Reinforcer I Anti-Thermal Screen Reinforcer I Anti-EM Screen Reinforcer I
Valkyrie II x3 Warrior II x2
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Mistress Jeanette
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Posted - 2009.04.08 21:48:00 -
[15]
Originally by: Boydsan DeZinj Edited by: Boydsan DeZinj on 08/04/2009 00:02:28 First of all, I have never understood why people do not like Rigs.
People don't like rigs, especially on ships they plan to "roam" low-sec in because they effectively add millions to your losses should you loose the ship.
Have you seen how much they cost?
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Boydsan DeZinj
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Posted - 2009.04.08 22:46:00 -
[16]
Originally by: Mistress Jeanette
Originally by: Boydsan DeZinj Edited by: Boydsan DeZinj on 08/04/2009 00:02:28 First of all, I have never understood why people do not like Rigs.
People don't like rigs, especially on ships they plan to "roam" low-sec in because they effectively add millions to your losses should you loose the ship.
Have you seen how much they cost?
Just so happens I have to place rigs on two cyclone recently.
4 mil for the thermal or em shield rig.
13 mil for each capacitor rig.
0 mil if you are salvaging and have the parts already on hand.
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Vaerah Vahrokha
Minmatar Dark-Rising
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Posted - 2009.04.09 13:32:00 -
[17]
Quote: Just so happens I have to place rigs on two cyclone recently.
4 mil for the thermal or em shield rig.
13 mil for each capacitor rig.
I found a good deal (I hope!) and bought the ship for 19M.
Basically, for a low sec "have fun till it'll last" (ie you'll lose it in few days) ship costed 19M I am supposed to shell out almost double than that in rigs?
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Gartel Reiman
Civis Romanus Sum
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Posted - 2009.04.09 17:05:00 -
[18]
Originally by: Boydsan DeZinj 0 mil if you are salvaging and have the parts already on hand.
Not true at all. You build yourself a CCC rig out of parts you got from salvaging. Now you can either sell it on the market (which you say yourself, it will sell for 13m) or you put it on your ship. If you put it on your ship, you have 13m less in your wallet than if you sell it. This is exactly the same as the "normal" situation (if you buy a rig from the market to fit to your ship, you have 13m less in your wallet than if you forego the rig).
The rig you make yourself is not "worth" zero, it's still worth the market price of that rig - and consequently, it will increase the cost to lose your ship.
Originally by: Vaerah Vahrokha Basically, for a low sec "have fun till it'll last" (ie you'll lose it in few days) ship costed 19M I am supposed to shell out almost double than that in rigs?
Don't forget as well that the ship is insurable - so you'll probably only actually lose around 5m ISK or so once it goes down with platinum insurance. In light of this, you're basically shelling out seven times the cost of the ship in rigs. Plus core defence safeguards would probably be better.
Back on topic, for PvP a medium shield booster just isn't going to cut it as it provides such a meagre amount of regeneration. Go with an XL booster and a cap booster instead, the fights won't last that long and sustainability isn't the order of the day.
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Boydsan DeZinj
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Posted - 2009.04.10 01:33:00 -
[19]
Edited by: Boydsan DeZinj on 10/04/2009 01:35:59
I will agree the rigs increase your loss if you lose the ship; however, they decrease the chances of you loosing the ship as well. With that being said. I posted the following as my standard kin/thermal resistance Cyclone I pilot into Level 4s:
Originally by: Boydsan DeZinj [Cyclone, Boydsan] (Low slots) Gyrostabilizer II Gyrostabilizer II Power Diagnostic System II Damage Control II
(Medium slots) Medium Shield Booster II Caldari Navy Heat Dissipation Field Caldari Navy Ballistic Deflection Field Kinetic Deflection Amplifier II Shield Boost Amplifier
(High slots) 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 720mm Prototype I Siege Cannon 'Arbalest' Assault Missile Launcher 'Arbalest' Assault Missile Launcher 'Arbalest' Assault Missile Launcher
(Rigs) Capacitor Control Circuit 1 Capacitor Control Circuit 1 Anti-Threnal Screen Reinforcer 1
[Drones] Hammerhead I Hobgoblin I Hobgoblin I Hornet I Hornet I Vespa I
The above set up is good for Kinetic/Thermal set up. Naturally, replace the mid slots to meet the demands of your enemy. I am Cap Stable and this is my current set up for the average kin/heat dmg.
Not counting the ship I estimate the value of the modules (not counting the rigs, ammo, and not counting drones) at approx: 55 - 80 mil (depending on how you price the Caldari Navy items). So is an extra 25 mil worth trying to save the items? Ultimately speaking that is up to you. However, it helps me and I use them. In a PvP throwaway ship I may only use the shield resistances instead. Keep in mind, some of the others have much higher expenses on their ship - I just make use of rigs to keep costs down and survival higher.
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Draeca
Tharri and Co.
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Posted - 2009.04.10 19:35:00 -
[20]
Meta 4 XL booster fits ftw, you're flying a wrong ship if you want a cap stable fits without cap boosters. And don't forget resist rigs, they're almost free.
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Lee Dalton
THE FINAL STAND
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Posted - 2009.04.11 05:27:00 -
[21]
I fit it with a Hurricane.
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Minnie Matarri
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Posted - 2009.04.11 08:39:00 -
[22]
Quote:
Just so happens I have to place rigs on two cyclone recently.
4 mil for the thermal or em shield rig.
13 mil for each capacitor rig.
0 mil if you are salvaging and have the parts already on hand.
It's not zero cost, the parts have a value even before you make them into rigs, However most rigs are not so expensive, I even fit them to my cruisers. Want to get rich? it's easy, spend less than you earn. Okay, move along, this is my sig. |

Rorschaach
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Posted - 2009.05.26 12:30:00 -
[23]
5x 650mm Medium 'Scout' Artillery I (EMP M)
Y-S8 Hydrocarbon I Afterburners Large C5-L Emergency Shield Overload I 2x Invulnerability Field I Shield Boost Amplifier I
Damage Control II 3x Gauss Field Balancer
4x Hammerhead I
I am still working on the 3 slots left over in the highs. This is for missioning so any advice would be appreciated. I do not have any missile skills yet.
Thoughts?
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Muad' Dib
Gallente Beyond Divinity Inc
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Posted - 2009.05.26 18:04:00 -
[24]
Originally by: Burkus Destounikus
don't capacitor relay's reduce your shield boost amount?
Yes they do, by 11% each, but you need them to keep it cap stable. The other option is to remove them, but then you're back to using cap boosters. W/o the cap relays you get a tank of 275, but it only lasts for 1m 38s. If you anticipate a quick fight, then take em out and throw in gyros or tracking enhancers, which you'll likely need in a quick fight, b/c you'd likely be facing frigates in that case. Though you're kinda screwed with this set-up against frigs anyway - you're better with auto's then, in which case you need a completely different setup (and ship tbh).
I think the Cyclone is a weird ship - it gets a bonus to shield boosting, but to keep a ship cap stable you need to throw on cap relays that take the bonus away, and usually prevents you from fitting speed mods to take advantage of its speed advantage over the Hurricane. So, you're limited to fitting arty's for the range to mitigate against being to slow to catch anything. Unless you don't mind being cap unstable, or want to fit boosters.
Anyway, just my thoughts.
Why do you need cap stability in pvp on anything but logistics or capital ? --- I smack just for myself.
* Your signature file is to large. Please note: we do not allow signature files larger than 24000 bytes - Fallout |

Fredy Krueger
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Posted - 2009.07.22 08:10:00 -
[25]
I think OP was asking for a more passive tank? I'm only doing mission runs but still this is my 2cents
I got me a cyclone too atm, bought it in my first month of playing, lost all others to corp pos (corp died) so back in it now...
Anywho. I decided i liked the idea of passive tanking it. Even passive tanked with active hardners i'm only cap stable for like 6mins. But generally don't need to use the ABII because I've been killing easily.
I did consider that i was missing out on the boost bonus, but the cane doesn't get a bonus to tank either. But in the end it works for me atm, if it fails at some point i'll prob change over.
Similar highs to others i'm using 650arts + 3HM Mids 10mnIIAB 2xHeat hardenerII (sometimes replace one of these for an extender) 2xKinetic hardenerII
Lows 2xShield relayII 1xGyroII 1xPDS (i couldn't fit the 5th arty with my skills)
Fit ended up being very tight which is good.
Give it a try if you want something passive, but for pvp i think i'd prefer an active tank like others already mentinoed :D
Happy flying, cya in ur sleep... |

Guillame Herschel
Gallente NME1
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Posted - 2009.07.22 22:30:00 -
[26]
Originally by: Burkus Destounikus I think the Cyclone is a weird ship - it gets a bonus to shield boosting, but to keep a ship cap stable you need to throw on cap relays that take the bonus away, and usually prevents you from fitting speed mods to take advantage of its speed advantage over the Hurricane.
The Cyclone does not have any speed advantage over the Hurricane. All Battlecruisers and Command Ships, regardless of tier or tech level, have identical mass, agility, and velocity (within the same race).
The Hurricane actually has the speed advantage over the others because of its six low slots.
-- The Theorem Theorem: If If, Then Then --
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Burkus Destounikus
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Posted - 2009.07.23 04:09:00 -
[27]
Originally by: Guillame Herschel
Originally by: Burkus Destounikus I think the Cyclone is a weird ship - it gets a bonus to shield boosting, but to keep a ship cap stable you need to throw on cap relays that take the bonus away, and usually prevents you from fitting speed mods to take advantage of its speed advantage over the Hurricane.
The Cyclone does not have any speed advantage over the Hurricane. All Battlecruisers and Command Ships, regardless of tier or tech level, have identical mass, agility, and velocity (within the same race).
The Hurricane actually has the speed advantage over the others because of its six low slots.
It would appear that you are correct. In my defense, I made that post 4-5 months ago when I was stupid.
Now, if you were truly observant, you woulda pointed out that cap power relays could have been replaced with cap flux coils without hurting the shield boosters.
Seriously, I was stupid then - this is why I shouldn't post with my main...
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Guillame Herschel
Gallente NME1
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Posted - 2009.07.23 22:50:00 -
[28]
I didn't realize the earlier posts in this thread were so old.  |
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CCP Fallout

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Posted - 2009.07.24 04:11:00 -
[29]
Moved to Ships and Modules channel |
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Smk56
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Posted - 2009.07.25 00:41:00 -
[30]
Dual 180mm Autocannon II Dual 180mm Autocannon II Dual 180mm Autocannon II Dual 180mm Autocannon II Dual 180mm Autocannon II Dual 180mm Autocannon II Heavy Assault Missile Launcher II Heavy Assault Missile Launcher II Heavy Assault Missile Launcher II
J5b Phased Prototype Warp Scrambler I Medium Cap Booster II Invulnerability Field II X-Large C5-L Emergency Shield Overload I Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Gyrostabilizer II DCU II Power Diagnostic System II Co-Processor II
Rigs Anti-EM Screen Reinforcer I Core Defense Capacitor safeguard I Core Defense Capacitor safeguard I
It does almost 500 dps with RF emp and drones with my skills and can tank about 400 dps of any damage type, and the Rigs are about as cheap as they come. It is a little skill heavy though but its definitely worth it.
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