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Siddy
|
Posted - 2004.09.09 09:58:00 -
[31]
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2 -------------------------------------------
|

Siddy
|
Posted - 2004.09.09 09:58:00 -
[32]
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2 -------------------------------------------
|

Zu Lu
|
Posted - 2004.09.09 10:12:00 -
[33]
Originally by: Siddy
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2
Yes i have to compromise a bit too wheraes didnt as much before, that was what i was trying to say 
I personally havn't bought any scout/proto 800's yet as they are quite pricy. I have 6 dual 425mm scouts which are quite good but the ammo is a huge drawback really as there is not much room for cap charges in cargo after all the ammo you need. Although tracking on them is pretty good for projectiles 
|

Zu Lu
|
Posted - 2004.09.09 10:12:00 -
[34]
Originally by: Siddy
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2
Yes i have to compromise a bit too wheraes didnt as much before, that was what i was trying to say 
I personally havn't bought any scout/proto 800's yet as they are quite pricy. I have 6 dual 425mm scouts which are quite good but the ammo is a huge drawback really as there is not much room for cap charges in cargo after all the ammo you need. Although tracking on them is pretty good for projectiles 
|

Siddy
|
Posted - 2004.09.09 10:48:00 -
[35]
Originally by: Zu Lu
Originally by: Siddy
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2
Yes i have to compromise a bit too wheraes didnt as much before, that was what i was trying to say 
I personally havn't bought any scout/proto 800's yet as they are quite pricy. I have 6 dual 425mm scouts which are quite good but the ammo is a huge drawback really as there is not much room for cap charges in cargo after all the ammo you need. Although tracking on them is pretty good for projectiles 
yes - thous things are ****ing metal...
take abaut 1200 rounds to killa PC BS
and the sound .. oh the sound .. RATATATATATATATATATATATATATATTTTAAATATATAT
-------------------------------------------
|

Siddy
|
Posted - 2004.09.09 10:48:00 -
[36]
Originally by: Zu Lu
Originally by: Siddy
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2
Yes i have to compromise a bit too wheraes didnt as much before, that was what i was trying to say 
I personally havn't bought any scout/proto 800's yet as they are quite pricy. I have 6 dual 425mm scouts which are quite good but the ammo is a huge drawback really as there is not much room for cap charges in cargo after all the ammo you need. Although tracking on them is pretty good for projectiles 
yes - thous things are ****ing metal...
take abaut 1200 rounds to killa PC BS
and the sound .. oh the sound .. RATATATATATATATATATATATATATATTTTAAATATATAT
-------------------------------------------
|

Shocky
|
Posted - 2004.09.09 12:50:00 -
[37]
Originally by: Siddy
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2
How the hell do you armor tank with them? I need 6 cap mods (cap2+relays) just to tank with one accomodation. So obviously I can't even use no weapon mods 
|

Shocky
|
Posted - 2004.09.09 12:50:00 -
[38]
Originally by: Siddy
Originally by: Zu Lu Edited by: Zu Lu on 09/09/2004 09:57:17
Originally by: Meatead no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
Tempest with skills has has 3750 more grid than previously. Two large armor repairers + two siege launchers = 7,500 mw, old fitting two alrge armor repairers + two heavy alunchers = 2,120 mw.
7,500 - 2,120 = 5380 difference (which is 1630 more than the amount of extra grid given)
The overall set up is tighter on grid.
dont use 2 L reps
use 1 Accomodation and 1 Medium tech 2
How the hell do you armor tank with them? I need 6 cap mods (cap2+relays) just to tank with one accomodation. So obviously I can't even use no weapon mods 
|

Siddy
|
Posted - 2004.09.09 13:34:00 -
[39]
in pvp no tank will last more than 1 .. maybe 2 minutes ..
so cap recharge modules are useless on any close range setup ...
Close range setups are do or die setups, you use cap injektrors whit them - paired whit nosferatus ;) -------------------------------------------
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Siddy
|
Posted - 2004.09.09 13:34:00 -
[40]
in pvp no tank will last more than 1 .. maybe 2 minutes ..
so cap recharge modules are useless on any close range setup ...
Close range setups are do or die setups, you use cap injektrors whit them - paired whit nosferatus ;) -------------------------------------------
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Shocky
|
Posted - 2004.09.09 13:39:00 -
[41]
I see, guess i'll be sticking to a single repairer then. 
|

Shocky
|
Posted - 2004.09.09 13:39:00 -
[42]
I see, guess i'll be sticking to a single repairer then. 
|

DREAMWORKS
|
Posted - 2004.09.09 13:52:00 -
[43]
You sacrifice 4 slots in total to get a decent setup, while other ships have a higher or same damage output without sacrificing 4 slots. I wonder how one can maintain cap usage or repairunits with 4 less slots. __________________________
http://www.nin.com/visuals/thtf_hi.html |

DREAMWORKS
|
Posted - 2004.09.09 13:52:00 -
[44]
You sacrifice 4 slots in total to get a decent setup, while other ships have a higher or same damage output without sacrificing 4 slots. I wonder how one can maintain cap usage or repairunits with 4 less slots. __________________________
http://www.nin.com/visuals/thtf_hi.html |

TWD
|
Posted - 2004.09.09 13:59:00 -
[45]
Tempest... 6x named 800mms, minmatar battleship lvl 5, large projectile >= level 4, 6x damage mods, shield tank + injector in medslots = kickass |

TWD
|
Posted - 2004.09.09 13:59:00 -
[46]
Tempest... 6x named 800mms, minmatar battleship lvl 5, large projectile >= level 4, 6x damage mods, shield tank + injector in medslots = kickass |

Blockoindi
|
Posted - 2004.09.09 14:01:00 -
[47]
Originally by: TWD Tempest... 6x named 800mms, minmatar battleship lvl 5, large projectile >= level 4, 6x damage mods, shield tank + injector in medslots = kickass
i can vouch for that :-)
|

Blockoindi
|
Posted - 2004.09.09 14:01:00 -
[48]
Originally by: TWD Tempest... 6x named 800mms, minmatar battleship lvl 5, large projectile >= level 4, 6x damage mods, shield tank + injector in medslots = kickass
i can vouch for that :-)
|

Siddy
|
Posted - 2004.09.09 14:05:00 -
[49]
i whuld use atleast one trakking PC tech 2 on projektiles thoug ..
they increas hit rate by 30% procent = more dmg
and webber is also a good toy ... ^^ -------------------------------------------
|

Siddy
|
Posted - 2004.09.09 14:05:00 -
[50]
i whuld use atleast one trakking PC tech 2 on projektiles thoug ..
they increas hit rate by 30% procent = more dmg
and webber is also a good toy ... ^^ -------------------------------------------
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