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![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 00:21:00 -
[1] Edited by: obscuroditus on 31/08/2004 00:30:38 After several weeks of finetuning and using it in all the major empire factions (Running L3 combat missions for Amarr, Caldari, Gallante and Minmatar regions) I am proud to present you the DuramallerÖ - a maller configured to be durable, yet strong enough in offence to take down any NPC quickly and effectively. Being an agentrunner I have been looking at alternatives for my trusty caracal I started with several months ago - using a 100mn AB and 5 missile launchers, small shieldbooster and a hardener suited to my enemy it proved reliable, sturdy, and an excellent long/shortrange damagedealer. After several ships passed the revue, I laid my final choice on the Maller. It's huge number of high, med and lowslots, large capacitor capacity and biggest powergrid of any cruiser made it a versatile and interesting choice for me. I set several guidelines for myself when starting the DuramallerÖ design, with L3 combat missions firmly in mind :
Now the above lead me to try out and thoroughly test a number of setups, and the following has been my setup for the past week - I am quite satisfied with it. ------- Highslots : 5xAnode or Modulated Medium Pulse Laser Medium Nosferatu (or a named Medium Smartbomb - requires engineering L5) ** The medium nosferatu is to keep the capacitor running when firing repairers, hardeners, lasers and occasionally afterburner. If you have Engineering Level 5 and good capacitor skills go for a Med Smartbomb - it will give you a lot of closerange damage! ** I am usually equipped with Xray or Multifrequency for close-range 0-8km combat, but can swap in for Microwaves to get effective reach of 14-15km with decent damage output for frigs and small cruisers (45-50k). They go down quick. ------- Medslots : 100mn AB, preferred is Lif-Booster or TechII Large Capacitor Battery, try find a Large Peroxide Capacitor recharger - named if possible (I use F-B10 17.5%) ** The 100mn oversized AB will not be possible in Shiva most likeley - exchange the capacitor recharger and 100mn for 2x techII 10mn afterburner, a backupsetting I tested sucesfully (Slower, but still good enough at +- 500m/sec) ------- Lowslots : 2x Small TechII armor repairer 2x NPC-specific 50% hardeners (Against Amarr passive 32.5% EM and 50% Thermal will do) Heatsink (named - I use a Skadi coolant) Capacitor Power relay (20% capacitor rechargerate versus 10% loss of shieldboost) ** Against certain enemies you can opt for swapping the heatsink with a third active or passive hardener - Olufami is such an exception, since he deals a lot of EM, a lot of thermal and a quite some explosive damage - as well as his 4 rogue pirate escorts. I tried with and without, and if you play it right there is no need for the 3rd hardener - but if you are unsure of your skills and/or fighting abilities dont take riscs. [ Continued on next page ] |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 00:21:00 -
[2] Edited by: obscuroditus on 31/08/2004 00:30:38 After several weeks of finetuning and using it in all the major empire factions (Running L3 combat missions for Amarr, Caldari, Gallante and Minmatar regions) I am proud to present you the DuramallerÖ - a maller configured to be durable, yet strong enough in offence to take down any NPC quickly and effectively. Being an agentrunner I have been looking at alternatives for my trusty caracal I started with several months ago - using a 100mn AB and 5 missile launchers, small shieldbooster and a hardener suited to my enemy it proved reliable, sturdy, and an excellent long/shortrange damagedealer. After several ships passed the revue, I laid my final choice on the Maller. It's huge number of high, med and lowslots, large capacitor capacity and biggest powergrid of any cruiser made it a versatile and interesting choice for me. I set several guidelines for myself when starting the DuramallerÖ design, with L3 combat missions firmly in mind :
Now the above lead me to try out and thoroughly test a number of setups, and the following has been my setup for the past week - I am quite satisfied with it. ------- Highslots : 5xAnode or Modulated Medium Pulse Laser Medium Nosferatu (or a named Medium Smartbomb - requires engineering L5) ** The medium nosferatu is to keep the capacitor running when firing repairers, hardeners, lasers and occasionally afterburner. If you have Engineering Level 5 and good capacitor skills go for a Med Smartbomb - it will give you a lot of closerange damage! ** I am usually equipped with Xray or Multifrequency for close-range 0-8km combat, but can swap in for Microwaves to get effective reach of 14-15km with decent damage output for frigs and small cruisers (45-50k). They go down quick. ------- Medslots : 100mn AB, preferred is Lif-Booster or TechII Large Capacitor Battery, try find a Large Peroxide Capacitor recharger - named if possible (I use F-B10 17.5%) ** The 100mn oversized AB will not be possible in Shiva most likeley - exchange the capacitor recharger and 100mn for 2x techII 10mn afterburner, a backupsetting I tested sucesfully (Slower, but still good enough at +- 500m/sec) ------- Lowslots : 2x Small TechII armor repairer 2x NPC-specific 50% hardeners (Against Amarr passive 32.5% EM and 50% Thermal will do) Heatsink (named - I use a Skadi coolant) Capacitor Power relay (20% capacitor rechargerate versus 10% loss of shieldboost) ** Against certain enemies you can opt for swapping the heatsink with a third active or passive hardener - Olufami is such an exception, since he deals a lot of EM, a lot of thermal and a quite some explosive damage - as well as his 4 rogue pirate escorts. I tried with and without, and if you play it right there is no need for the 3rd hardener - but if you are unsure of your skills and/or fighting abilities dont take riscs. [ Continued on next page ] |
obscuroditus Zorg Enterprises ![]() ![]() ![]() |
Posted - 2004.08.31 00:21:00 -
[3] Edited by: obscuroditus on 31/08/2004 00:30:38 After several weeks of finetuning and using it in all the major empire factions (Running L3 combat missions for Amarr, Caldari, Gallante and Minmatar regions) I am proud to present you the DuramallerÖ - a maller configured to be durable, yet strong enough in offence to take down any NPC quickly and effectively. Being an agentrunner I have been looking at alternatives for my trusty caracal I started with several months ago - using a 100mn AB and 5 missile launchers, small shieldbooster and a hardener suited to my enemy it proved reliable, sturdy, and an excellent long/shortrange damagedealer. After several ships passed the revue, I laid my final choice on the Maller. It's huge number of high, med and lowslots, large capacitor capacity and biggest powergrid of any cruiser made it a versatile and interesting choice for me. I set several guidelines for myself when starting the DuramallerÖ design, with L3 combat missions firmly in mind :
Now the above lead me to try out and thoroughly test a number of setups, and the following has been my setup for the past week - I am quite satisfied with it. ------- Highslots : 5xAnode or Modulated Medium Pulse Laser Medium Nosferatu (or a named Medium Smartbomb - requires engineering L5) ** The medium nosferatu is to keep the capacitor running when firing repairers, hardeners, lasers and occasionally afterburner. If you have Engineering Level 5 and good capacitor skills go for a Med Smartbomb - it will give you a lot of closerange damage! ** I am usually equipped with Xray or Multifrequency for close-range 0-8km combat, but can swap in for Microwaves to get effective reach of 14-15km with decent damage output for frigs and small cruisers (45-50k). They go down quick. ------- Medslots : 100mn AB, preferred is Lif-Booster or TechII Large Capacitor Battery, try find a Large Peroxide Capacitor recharger - named if possible (I use F-B10 17.5%) ** The 100mn oversized AB will not be possible in Shiva most likeley - exchange the capacitor recharger and 100mn for 2x techII 10mn afterburner, a backupsetting I tested sucesfully (Slower, but still good enough at +- 500m/sec) ------- Lowslots : 2x Small TechII armor repairer 2x NPC-specific 50% hardeners (Against Amarr passive 32.5% EM and 50% Thermal will do) Heatsink (named - I use a Skadi coolant) Capacitor Power relay (20% capacitor rechargerate versus 10% loss of shieldboost) ** Against certain enemies you can opt for swapping the heatsink with a third active or passive hardener - Olufami is such an exception, since he deals a lot of EM, a lot of thermal and a quite some explosive damage - as well as his 4 rogue pirate escorts. I tried with and without, and if you play it right there is no need for the 3rd hardener - but if you are unsure of your skills and/or fighting abilities dont take riscs. [ Continued on next page ] |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 00:23:00 -
[4] Edited by: obscuroditus on 31/08/2004 22:33:09 Edited by: obscuroditus on 31/08/2004 00:26:26 Effectively this setup is completely invincinble for agentmissionrunning, and deals damage at short and medium range that will take down any frig or cruiser in a short period of time - and you can use your afterburner selectively if needed, when running two repairers and firing weapons. There are a lot more reasons I opted for this setup - several of them being ease of use (I like just sitting in the middle of a beserk spawn and shooting everything around me hehe), financially attractive (no ammo), and good at everything it does, simply put. The maller is a beautifull ship this way, and I can confirm that it's right up there with the caracal for # missions/hour. (Which in my view, besides the funfactor, is what counts). Arent there any downsides? Yes there are, as always. The rather limited cargospace of 280m3 means that you might have to leave the odd drone or capacitor booster behind - in contrast with the Caracals huge 450m3. Lack of long-range defences such as drones or lasers being able to hit beyond 15km - something that is nicely covered by given the afterburner a soft nudge, and you'll be close to your target in seconds. It's essentially a "blastherax" with much better tanking abilities, and more flexible weaponranges. Something I did not know before turning a small laser user, was that these medium pulses have the pleasing property to give very good damage output at ANY range below optimal - at 50 meter they still do very decent damage. ------------------------------- summary ------------------------------- The above setup has proven very reliable - ( well, durable :) ) - in any type of combat I put it in for L3 agent combat missions. I have tanked without dipping below 80% armor the feared Olufami and his 4 rogue pirate escorts spamming heavy missiles, and some of the tougher Sansha/Serpentis/Guristas spawns containing up to about 12 ships - three cruisers, and 9 frigates. (Systemcleaning missions). The blockade and Gone Beserk pose no serious threat, not even with the 550k commander spawns having a go at you. Simply warp in 15km, use the afterburner to get close to your target(s), and start eliminating them as quickly as possible. The two small techII repairers are obviously the key to this rather odd setup - allowing an uncommon blend of over and undersized modules to give this ship a nearly unlimited cap, very good damage output, excellent speed and unsurpassed tanking abilities - without making sacrifices. With the above setup and caprelated skills trained to Level 4, powergrid to level 4 and electronics to level 4 I can run two repairers/hardeners and all laser weapons indefenitly, and run the afterburner on and off - or the afterburner continously and one repairer/hardeners. All relevant armor resistances are well in the 75% range - and this can be further increased by training Amarr Cruiser to Level4 to give another 5% boost to all resistances. Interchanging hardeners is usually limited for exchanging a Kinetic with an Explosive, or adding an explosive one in favor of the heatsink. Some specifications of the above setup with my skills : - 1882 unhardened armor repaired / minute (Level3 repairskills) - Simultanious Damageresistances to 3-4 damagetypes of 66-75% (Amarr Cruiser Level 3) - An insane 2010+ Capacitor capacity at a rechargerate of 227 seconds! (Energy man. / systems operation @ L4) - Topspeeds going well in the 800-900 range (depending on which 100mn AB you use) - Excellent damagedealer from 0-15km, takes the toughest cruisers down in a minute with just two sets of crystals (multifrequency or xray and microwave) - Very good tracking of small targets 0.20x rad/sec (with anode's and L3 gunneryskills) ---------------------------------------------------------------- As a last word I would like to say that the Maller might not even dissapoint the 0.1-0.4 low-sec NPC hunters out there - I know you're reading this too . Fit the medslot with a webber instead of the caprecharger, and opt for two or three tech II energised hardeners - and you just got yourself a very good ship to fend off interceptors and rifters. The nosferatu on high combined with webbing and very good tracking/damageoutput will fry most pilots instantly - this is not a setup they are going to expect. That was it for now, what are you waiting for ? There's an exciting and fun way to do missions efficiently - and you're still sitting here! ![]() |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 00:23:00 -
[5] Edited by: obscuroditus on 31/08/2004 22:33:09 Edited by: obscuroditus on 31/08/2004 00:26:26 Effectively this setup is completely invincinble for agentmissionrunning, and deals damage at short and medium range that will take down any frig or cruiser in a short period of time - and you can use your afterburner selectively if needed, when running two repairers and firing weapons. There are a lot more reasons I opted for this setup - several of them being ease of use (I like just sitting in the middle of a beserk spawn and shooting everything around me hehe), financially attractive (no ammo), and good at everything it does, simply put. The maller is a beautifull ship this way, and I can confirm that it's right up there with the caracal for # missions/hour. (Which in my view, besides the funfactor, is what counts). Arent there any downsides? Yes there are, as always. The rather limited cargospace of 280m3 means that you might have to leave the odd drone or capacitor booster behind - in contrast with the Caracals huge 450m3. Lack of long-range defences such as drones or lasers being able to hit beyond 15km - something that is nicely covered by given the afterburner a soft nudge, and you'll be close to your target in seconds. It's essentially a "blastherax" with much better tanking abilities, and more flexible weaponranges. Something I did not know before turning a small laser user, was that these medium pulses have the pleasing property to give very good damage output at ANY range below optimal - at 50 meter they still do very decent damage. ------------------------------- summary ------------------------------- The above setup has proven very reliable - ( well, durable :) ) - in any type of combat I put it in for L3 agent combat missions. I have tanked without dipping below 80% armor the feared Olufami and his 4 rogue pirate escorts spamming heavy missiles, and some of the tougher Sansha/Serpentis/Guristas spawns containing up to about 12 ships - three cruisers, and 9 frigates. (Systemcleaning missions). The blockade and Gone Beserk pose no serious threat, not even with the 550k commander spawns having a go at you. Simply warp in 15km, use the afterburner to get close to your target(s), and start eliminating them as quickly as possible. The two small techII repairers are obviously the key to this rather odd setup - allowing an uncommon blend of over and undersized modules to give this ship a nearly unlimited cap, very good damage output, excellent speed and unsurpassed tanking abilities - without making sacrifices. With the above setup and caprelated skills trained to Level 4, powergrid to level 4 and electronics to level 4 I can run two repairers/hardeners and all laser weapons indefenitly, and run the afterburner on and off - or the afterburner continously and one repairer/hardeners. All relevant armor resistances are well in the 75% range - and this can be further increased by training Amarr Cruiser to Level4 to give another 5% boost to all resistances. Interchanging hardeners is usually limited for exchanging a Kinetic with an Explosive, or adding an explosive one in favor of the heatsink. Some specifications of the above setup with my skills : - 1882 unhardened armor repaired / minute (Level3 repairskills) - Simultanious Damageresistances to 3-4 damagetypes of 66-75% (Amarr Cruiser Level 3) - An insane 2010+ Capacitor capacity at a rechargerate of 227 seconds! (Energy man. / systems operation @ L4) - Topspeeds going well in the 800-900 range (depending on which 100mn AB you use) - Excellent damagedealer from 0-15km, takes the toughest cruisers down in a minute with just two sets of crystals (multifrequency or xray and microwave) - Very good tracking of small targets 0.20x rad/sec (with anode's and L3 gunneryskills) ---------------------------------------------------------------- As a last word I would like to say that the Maller might not even dissapoint the 0.1-0.4 low-sec NPC hunters out there - I know you're reading this too . Fit the medslot with a webber instead of the caprecharger, and opt for two or three tech II energised hardeners - and you just got yourself a very good ship to fend off interceptors and rifters. The nosferatu on high combined with webbing and very good tracking/damageoutput will fry most pilots instantly - this is not a setup they are going to expect. That was it for now, what are you waiting for ? There's an exciting and fun way to do missions efficiently - and you're still sitting here! ![]() |
obscuroditus Zorg Enterprises ![]() ![]() ![]() |
Posted - 2004.08.31 00:23:00 -
[6] Edited by: obscuroditus on 31/08/2004 22:33:09 Edited by: obscuroditus on 31/08/2004 00:26:26 Effectively this setup is completely invincinble for agentmissionrunning, and deals damage at short and medium range that will take down any frig or cruiser in a short period of time - and you can use your afterburner selectively if needed, when running two repairers and firing weapons. There are a lot more reasons I opted for this setup - several of them being ease of use (I like just sitting in the middle of a beserk spawn and shooting everything around me hehe), financially attractive (no ammo), and good at everything it does, simply put. The maller is a beautifull ship this way, and I can confirm that it's right up there with the caracal for # missions/hour. (Which in my view, besides the funfactor, is what counts). Arent there any downsides? Yes there are, as always. The rather limited cargospace of 280m3 means that you might have to leave the odd drone or capacitor booster behind - in contrast with the Caracals huge 450m3. Lack of long-range defences such as drones or lasers being able to hit beyond 15km - something that is nicely covered by given the afterburner a soft nudge, and you'll be close to your target in seconds. It's essentially a "blastherax" with much better tanking abilities, and more flexible weaponranges. Something I did not know before turning a small laser user, was that these medium pulses have the pleasing property to give very good damage output at ANY range below optimal - at 50 meter they still do very decent damage. ------------------------------- summary ------------------------------- The above setup has proven very reliable - ( well, durable :) ) - in any type of combat I put it in for L3 agent combat missions. I have tanked without dipping below 80% armor the feared Olufami and his 4 rogue pirate escorts spamming heavy missiles, and some of the tougher Sansha/Serpentis/Guristas spawns containing up to about 12 ships - three cruisers, and 9 frigates. (Systemcleaning missions). The blockade and Gone Beserk pose no serious threat, not even with the 550k commander spawns having a go at you. Simply warp in 15km, use the afterburner to get close to your target(s), and start eliminating them as quickly as possible. The two small techII repairers are obviously the key to this rather odd setup - allowing an uncommon blend of over and undersized modules to give this ship a nearly unlimited cap, very good damage output, excellent speed and unsurpassed tanking abilities - without making sacrifices. With the above setup and caprelated skills trained to Level 4, powergrid to level 4 and electronics to level 4 I can run two repairers/hardeners and all laser weapons indefenitly, and run the afterburner on and off - or the afterburner continously and one repairer/hardeners. All relevant armor resistances are well in the 75% range - and this can be further increased by training Amarr Cruiser to Level4 to give another 5% boost to all resistances. Interchanging hardeners is usually limited for exchanging a Kinetic with an Explosive, or adding an explosive one in favor of the heatsink. Some specifications of the above setup with my skills : - 1882 unhardened armor repaired / minute (Level3 repairskills) - Simultanious Damageresistances to 3-4 damagetypes of 66-75% (Amarr Cruiser Level 3) - An insane 2010+ Capacitor capacity at a rechargerate of 227 seconds! (Energy man. / systems operation @ L4) - Topspeeds going well in the 800-900 range (depending on which 100mn AB you use) - Excellent damagedealer from 0-15km, takes the toughest cruisers down in a minute with just two sets of crystals (multifrequency or xray and microwave) - Very good tracking of small targets 0.20x rad/sec (with anode's and L3 gunneryskills) ---------------------------------------------------------------- As a last word I would like to say that the Maller might not even dissapoint the 0.1-0.4 low-sec NPC hunters out there - I know you're reading this too . Fit the medslot with a webber instead of the caprecharger, and opt for two or three tech II energised hardeners - and you just got yourself a very good ship to fend off interceptors and rifters. The nosferatu on high combined with webbing and very good tracking/damageoutput will fry most pilots instantly - this is not a setup they are going to expect. That was it for now, what are you waiting for ? There's an exciting and fun way to do missions efficiently - and you're still sitting here! ![]() |
![]() Moridan ![]() ![]() ![]() |
Posted - 2004.08.31 00:33:00 -
[7] I am favoring a Rupture loaded with the following. its not fast, but its safe. why be durable when you can be untouched(except for a missle now and then) highs:Artilleries, defender missles, and a heavy launcher with your pick of missles. meds: MWD, Cap charger, 3rd slot optional, i use a 10Mn afterburner lows: 400mm armor, med armor repairer, dmg mod, and enough power and cpu mods to fit everything. Just warp in at 60k and kill everything before it can get in range. no threat at all to your safety. in fact hell you don't even need more armor, pack in as much firepower as you can. "Speak quietly and carry a big torpedo." |
![]() Moridan ![]() ![]() ![]() |
Posted - 2004.08.31 00:33:00 -
[8] I am favoring a Rupture loaded with the following. its not fast, but its safe. why be durable when you can be untouched(except for a missle now and then) highs:Artilleries, defender missles, and a heavy launcher with your pick of missles. meds: MWD, Cap charger, 3rd slot optional, i use a 10Mn afterburner lows: 400mm armor, med armor repairer, dmg mod, and enough power and cpu mods to fit everything. Just warp in at 60k and kill everything before it can get in range. no threat at all to your safety. in fact hell you don't even need more armor, pack in as much firepower as you can. "Speak quietly and carry a big torpedo." |
Moridan Caldari GalacTECH Unlimited Gunboat Diplomacy ![]() ![]() ![]() |
Posted - 2004.08.31 00:33:00 -
[9] I am favoring a Rupture loaded with the following. its not fast, but its safe. why be durable when you can be untouched(except for a missle now and then) highs:Artilleries, defender missles, and a heavy launcher with your pick of missles. meds: MWD, Cap charger, 3rd slot optional, i use a 10Mn afterburner lows: 400mm armor, med armor repairer, dmg mod, and enough power and cpu mods to fit everything. Just warp in at 60k and kill everything before it can get in range. no threat at all to your safety. in fact hell you don't even need more armor, pack in as much firepower as you can. "Speak quietly and carry a big torpedo." |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 00:42:00 -
[10]
By your reasoning I am surprised you're not flying a caracal :) The caracal is the undisputed king of ease of use / damge output. Five heavymissile launchers, your caldari kinetic bonus and some mild l3/l4 missile skills and a 100mn ab or even 10mn MWD give you very good speeds, and I can assure you nothing will ever hit you. It will easely outdamage your artilleries that are currently blessed with crap tracking and limited damage over time, despite yielding amazing damage per shot. Scourge missiles and 5 (named) missile launchers will spit out damage faster than most other cruisers in EVE at ranges beyond 15km. But whats the fun in that? I got bored doing missions with the caracal - and missions like beserk and the blockade are irritating to do from a distance - you will have cans spread over 100km. I want action, fun, speed and diversity - and a longrange setup is certianly not giving me that - it feels similar to doing cargorunning. So essentially the above post is for everyone who wants to do agent missions at speeds similar to the caracal - but have more fun doing them, and know that you're quite safe for a lot of pirates in low security zones as well. |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 00:42:00 -
[11]
By your reasoning I am surprised you're not flying a caracal :) The caracal is the undisputed king of ease of use / damge output. Five heavymissile launchers, your caldari kinetic bonus and some mild l3/l4 missile skills and a 100mn ab or even 10mn MWD give you very good speeds, and I can assure you nothing will ever hit you. It will easely outdamage your artilleries that are currently blessed with crap tracking and limited damage over time, despite yielding amazing damage per shot. Scourge missiles and 5 (named) missile launchers will spit out damage faster than most other cruisers in EVE at ranges beyond 15km. But whats the fun in that? I got bored doing missions with the caracal - and missions like beserk and the blockade are irritating to do from a distance - you will have cans spread over 100km. I want action, fun, speed and diversity - and a longrange setup is certianly not giving me that - it feels similar to doing cargorunning. So essentially the above post is for everyone who wants to do agent missions at speeds similar to the caracal - but have more fun doing them, and know that you're quite safe for a lot of pirates in low security zones as well. |
obscuroditus Zorg Enterprises ![]() ![]() ![]() |
Posted - 2004.08.31 00:42:00 -
[12]
By your reasoning I am surprised you're not flying a caracal :) The caracal is the undisputed king of ease of use / damge output. Five heavymissile launchers, your caldari kinetic bonus and some mild l3/l4 missile skills and a 100mn ab or even 10mn MWD give you very good speeds, and I can assure you nothing will ever hit you. It will easely outdamage your artilleries that are currently blessed with crap tracking and limited damage over time, despite yielding amazing damage per shot. Scourge missiles and 5 (named) missile launchers will spit out damage faster than most other cruisers in EVE at ranges beyond 15km. But whats the fun in that? I got bored doing missions with the caracal - and missions like beserk and the blockade are irritating to do from a distance - you will have cans spread over 100km. I want action, fun, speed and diversity - and a longrange setup is certianly not giving me that - it feels similar to doing cargorunning. So essentially the above post is for everyone who wants to do agent missions at speeds similar to the caracal - but have more fun doing them, and know that you're quite safe for a lot of pirates in low security zones as well. |
![]() Moridan ![]() ![]() ![]() |
Posted - 2004.08.31 01:14:00 -
[13] The problem with the caracal setup is money. Missles cost quite a lot more. Also, from over 20k the cruiser sized projectiles still hit ok, especially if you throw a tracking computer into the mix. I agree that blockade missions are a pain, but any more i don't even pick up most frigate loot. You can bunch the cans together better by MWD'ing back to where you started every couple waves. "Speak quietly and carry a big torpedo." |
![]() Moridan ![]() ![]() ![]() |
Posted - 2004.08.31 01:14:00 -
[14] The problem with the caracal setup is money. Missles cost quite a lot more. Also, from over 20k the cruiser sized projectiles still hit ok, especially if you throw a tracking computer into the mix. I agree that blockade missions are a pain, but any more i don't even pick up most frigate loot. You can bunch the cans together better by MWD'ing back to where you started every couple waves. "Speak quietly and carry a big torpedo." |
Moridan Caldari GalacTECH Unlimited Gunboat Diplomacy ![]() ![]() ![]() |
Posted - 2004.08.31 01:14:00 -
[15] The problem with the caracal setup is money. Missles cost quite a lot more. Also, from over 20k the cruiser sized projectiles still hit ok, especially if you throw a tracking computer into the mix. I agree that blockade missions are a pain, but any more i don't even pick up most frigate loot. You can bunch the cans together better by MWD'ing back to where you started every couple waves. "Speak quietly and carry a big torpedo." |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 01:22:00 -
[16]
Aye thats what I was doing. Frigateloot DEFENITLY should never be left behind - about 90% of my cargoexpanders I found in frigateloot (and we're not talking Marked SS here - but Beta, Local hull, Alpha, Type-D, partial). I've also found a lot of other interesting stuff in frigate loot (BS named AB, named caprechargers such as eutectic etc). |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 01:22:00 -
[17]
Aye thats what I was doing. Frigateloot DEFENITLY should never be left behind - about 90% of my cargoexpanders I found in frigateloot (and we're not talking Marked SS here - but Beta, Local hull, Alpha, Type-D, partial). I've also found a lot of other interesting stuff in frigate loot (BS named AB, named caprechargers such as eutectic etc). |
obscuroditus Zorg Enterprises ![]() ![]() ![]() |
Posted - 2004.08.31 01:22:00 -
[18]
Aye thats what I was doing. Frigateloot DEFENITLY should never be left behind - about 90% of my cargoexpanders I found in frigateloot (and we're not talking Marked SS here - but Beta, Local hull, Alpha, Type-D, partial). I've also found a lot of other interesting stuff in frigate loot (BS named AB, named caprechargers such as eutectic etc). |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 14:36:00 -
[19] Well guys, I'm glad to say that even the new missions available after the patch seem to be within the tanking abilities of the duramaller : ----------------------- To complete the mission, the following must be performed by you: one unit of Data Sheets must be provided at ***** - ******* two Mercenary Commanders and ten Mercenary Elite Fighters must be destroyed in ***** ----------------------- Thats a grand total of TWELVE tough damagedealers - 10 Elite merlins spamming missiles, and two of the big caracals having a go at you with lasers and heavy missiles. I fitted my maller with an extra passive 32.5% thermal, swapping out my damagemod. Resistances were 78% for EM (one EM hardener), and 77.5% for thermal (50% thermal hardener + 32.5% passive) . My armor was dented to about 55% - the key is to shoot the elitefrigs down as quickly as possible ,reducing the damage done to you as quick as possible (The mercenaries are tough suckers, they take a minute or so). Using crystals that can hit at about 8-9km is the best advice, since the elite frigs will hover around you at that range. The Duramaller persevered anyways...time to claim my velocity implant ![]() |
![]() obscuroditus ![]() ![]() ![]() |
Posted - 2004.08.31 14:36:00 -
[20] Well guys, I'm glad to say that even the new missions available after the patch seem to be within the tanking abilities of the duramaller : ----------------------- To complete the mission, the following must be performed by you: one unit of Data Sheets must be provided at ***** - ******* two Mercenary Commanders and ten Mercenary Elite Fighters must be destroyed in ***** ----------------------- Thats a grand total of TWELVE tough damagedealers - 10 Elite merlins spamming missiles, and two of the big caracals having a go at you with lasers and heavy missiles. I fitted my maller with an extra passive 32.5% thermal, swapping out my damagemod. Resistances were 78% for EM (one EM hardener), and 77.5% for thermal (50% thermal hardener + 32.5% passive) . My armor was dented to about 55% - the key is to shoot the elitefrigs down as quickly as possible ,reducing the damage done to you as quick as possible (The mercenaries are tough suckers, they take a minute or so). Using crystals that can hit at about 8-9km is the best advice, since the elite frigs will hover around you at that range. The Duramaller persevered anyways...time to claim my velocity implant ![]() |
obscuroditus Zorg Enterprises ![]() ![]() ![]() |
Posted - 2004.08.31 14:36:00 -
[21] Well guys, I'm glad to say that even the new missions available after the patch seem to be within the tanking abilities of the duramaller : ----------------------- To complete the mission, the following must be performed by you: one unit of Data Sheets must be provided at ***** - ******* two Mercenary Commanders and ten Mercenary Elite Fighters must be destroyed in ***** ----------------------- Thats a grand total of TWELVE tough damagedealers - 10 Elite merlins spamming missiles, and two of the big caracals having a go at you with lasers and heavy missiles. I fitted my maller with an extra passive 32.5% thermal, swapping out my damagemod. Resistances were 78% for EM (one EM hardener), and 77.5% for thermal (50% thermal hardener + 32.5% passive) . My armor was dented to about 55% - the key is to shoot the elitefrigs down as quickly as possible ,reducing the damage done to you as quick as possible (The mercenaries are tough suckers, they take a minute or so). Using crystals that can hit at about 8-9km is the best advice, since the elite frigs will hover around you at that range. The Duramaller persevered anyways...time to claim my velocity implant ![]() |
![]() Harry Voyager ![]() ![]() ![]() |
Posted - 2004.08.31 16:08:00 -
[22] Interesting setup. I have actually been toying with the idea of acquiring a Mauler for casual rat hunting in 0.0 space myself. My current ship is an Armageddon, but I find that most of the damage that I take is being dealt by the cruisers and jammer rats, rather than the battleships. Additionally, there are situations where things just go wrong, and IÆll find myself faced down with three+ 1.5m battleships spamming cruise missiles and four jammer rats doing their level best to lock me down, so it would be nice to not have to worry so much about the costs of losing a ship out there. With the improved dodge of the cruiser, and greatly improved hit probabilities of the light pulse lasers, it would seem to me that that may be a highly useful rig for hunting higher value rats as well. I will have to try it out. Harry Voyager |
![]() Harry Voyager ![]() ![]() ![]() |
Posted - 2004.08.31 16:08:00 -
[23] Interesting setup. I have actually been toying with the idea of acquiring a Mauler for casual rat hunting in 0.0 space myself. My current ship is an Armageddon, but I find that most of the damage that I take is being dealt by the cruisers and jammer rats, rather than the battleships. Additionally, there are situations where things just go wrong, and IÆll find myself faced down with three+ 1.5m battleships spamming cruise missiles and four jammer rats doing their level best to lock me down, so it would be nice to not have to worry so much about the costs of losing a ship out there. With the improved dodge of the cruiser, and greatly improved hit probabilities of the light pulse lasers, it would seem to me that that may be a highly useful rig for hunting higher value rats as well. I will have to try it out. Harry Voyager |
Harry Voyager Obscurity LLC ![]() ![]() ![]() |
Posted - 2004.08.31 16:08:00 -
[24] Interesting setup. I have actually been toying with the idea of acquiring a Mauler for casual rat hunting in 0.0 space myself. My current ship is an Armageddon, but I find that most of the damage that I take is being dealt by the cruisers and jammer rats, rather than the battleships. Additionally, there are situations where things just go wrong, and IÆll find myself faced down with three+ 1.5m battleships spamming cruise missiles and four jammer rats doing their level best to lock me down, so it would be nice to not have to worry so much about the costs of losing a ship out there. With the improved dodge of the cruiser, and greatly improved hit probabilities of the light pulse lasers, it would seem to me that that may be a highly useful rig for hunting higher value rats as well. I will have to try it out. Harry Voyager |
![]() throbbinnoggin ![]() ![]() ![]() |
Posted - 2004.08.31 21:34:00 -
[25]
From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement. Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln' |
![]() throbbinnoggin ![]() ![]() ![]() |
Posted - 2004.08.31 21:34:00 -
[26]
From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement. Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln' |
throbbinnoggin Gallente Eminent Domain ![]() ![]() ![]() |
Posted - 2004.08.31 21:34:00 -
[27]
From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement. ---------------------------------------------------------------------------------------------- No, the Curse was a noob ship. Now it might take some actual skill to fly. "James Grand" |
![]() Scerenity ![]() ![]() ![]() |
Posted - 2004.08.31 22:12:00 -
[28] My current maller setup (although for a bit of fun pvp'ing) is: High: 2x Heavy Pulse Lasers 3x Medium Beam Lasers 1x Small Neutralizer (exchage for nos\sb if not doing pvp) Medium: 1x Web 1x Scrambler (exhchange for cap recharger if not doing pvp) 1x Cap Recharger Low: 1x Medium Accomodation Armour Rep 1x Explosive, Thermal and Kinetic Hardners 1x 1600mm Plate 1x RCU Can tank and shoot pretty much forever vs any frig\cruiser, and it can tank 3/4 120k rats. Having 3700 armour on a cruiser with more than 60% resistance to everything also feels good :p Scerenity Selling Me! |
![]() Scerenity ![]() ![]() ![]() |
Posted - 2004.08.31 22:12:00 -
[29] My current maller setup (although for a bit of fun pvp'ing) is: High: 2x Heavy Pulse Lasers 3x Medium Beam Lasers 1x Small Neutralizer (exchage for nos\sb if not doing pvp) Medium: 1x Web 1x Scrambler (exhchange for cap recharger if not doing pvp) 1x Cap Recharger Low: 1x Medium Accomodation Armour Rep 1x Explosive, Thermal and Kinetic Hardners 1x 1600mm Plate 1x RCU Can tank and shoot pretty much forever vs any frig\cruiser, and it can tank 3/4 120k rats. Having 3700 armour on a cruiser with more than 60% resistance to everything also feels good :p Scerenity Selling Me! |
Scerenity Gallente Destructive Influence Band of Brothers ![]() ![]() ![]() |
Posted - 2004.08.31 22:12:00 -
[30] My current maller setup (although for a bit of fun pvp'ing) is: High: 2x Heavy Pulse Lasers 3x Medium Beam Lasers 1x Small Neutralizer (exchage for nos\sb if not doing pvp) Medium: 1x Web 1x Scrambler (exhchange for cap recharger if not doing pvp) 1x Cap Recharger Low: 1x Medium Accomodation Armour Rep 1x Explosive, Thermal and Kinetic Hardners 1x 1600mm Plate 1x RCU Can tank and shoot pretty much forever vs any frig\cruiser, and it can tank 3/4 120k rats. Having 3700 armour on a cruiser with more than 60% resistance to everything also feels good :p Scerenity Selling Me! |
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