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Siddy
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Posted - 2004.09.08 05:54:00 -
[1]
when using 3x 800 scouts and 3x protos on mi tempest, combined whit shadow serpentis trakking mod and gyro tech 2
ok - now i know i had to sacrifice 2 slot from low and med to achive this, but i feel it is owrth it when consider what setup im using ;)
ofcorse i remeber to getting similar results whit pre patched projektiles whitout any named guns, damage mods or trakkers.. but who cares, it only costed me abaut that 110M to make projectiles work on 100m Batleship 
well - the scary thing is that i feel it was worth it - i luv to see projectiles at work
and whit this Battery tempest i can stack all funny things in in med so its ideal pirating/intercepting ship
Fast and deadly   -------------------------------------------
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Siddy
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Posted - 2004.09.08 05:54:00 -
[2]
when using 3x 800 scouts and 3x protos on mi tempest, combined whit shadow serpentis trakking mod and gyro tech 2
ok - now i know i had to sacrifice 2 slot from low and med to achive this, but i feel it is owrth it when consider what setup im using ;)
ofcorse i remeber to getting similar results whit pre patched projektiles whitout any named guns, damage mods or trakkers.. but who cares, it only costed me abaut that 110M to make projectiles work on 100m Batleship 
well - the scary thing is that i feel it was worth it - i luv to see projectiles at work
and whit this Battery tempest i can stack all funny things in in med so its ideal pirating/intercepting ship
Fast and deadly   -------------------------------------------
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Ravelin Eb
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Posted - 2004.09.08 09:19:00 -
[3]
Edited by: Ravelin Eb on 08/09/2004 09:21:29
I've been using 4 800mm Galliums on my Typhoon for months now, mainly for agent kill missions (30km warp-in range for most missions). They don't hit as well as they used to but on the whole I'm happy with them. I can still take down frigs with them if they are heading towards me, and they will hit most cruisers when orbiting. I tend to find they hit best between 12-18km so I do rely on missiles & drones for the occasions when the rats close in and start buzzing around me. They eat through ammo at an incredible rate though.
Ravelin Eb
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Ravelin Eb
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Posted - 2004.09.08 09:19:00 -
[4]
Edited by: Ravelin Eb on 08/09/2004 09:21:29
I've been using 4 800mm Galliums on my Typhoon for months now, mainly for agent kill missions (30km warp-in range for most missions). They don't hit as well as they used to but on the whole I'm happy with them. I can still take down frigs with them if they are heading towards me, and they will hit most cruisers when orbiting. I tend to find they hit best between 12-18km so I do rely on missiles & drones for the occasions when the rats close in and start buzzing around me. They eat through ammo at an incredible rate though.
Ravelin Eb
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Meatead
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Posted - 2004.09.08 09:30:00 -
[5]
yeah I agree the 800s seem to be 'ok' compared with the 1200/1400....just a same about the range 
I use 6x800s and absolutely fly through ammo faster than Michael Phelps 
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Meatead
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Posted - 2004.09.08 09:30:00 -
[6]
yeah I agree the 800s seem to be 'ok' compared with the 1200/1400....just a same about the range 
I use 6x800s and absolutely fly through ammo faster than Michael Phelps 
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Siddy
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Posted - 2004.09.08 10:39:00 -
[7]
Edited by: Siddy on 08/09/2004 10:42:14 actualy i did a lil research on my guns and they do 139,8 dmg to apocalypses armor tank (3 hards) (they do 351.9 dmg/sec on non resisted armor thoug)
now - apoch whit BEST skills and best reps can repair 120dmg/sec (2x large accomodations)
if i meet one fo thous apochs i whuld still prolly loose cause my guns whuld cause that damage only in optimal conditions - meaning i whuld end doing less than 120dmh/sec damage on it anyway -.-
asuming he can keep his cap running infinite that is ... (and many of them can if they dont fire theyr guns)
and ofcorse i was using EMP ammo ...  -------------------------------------------
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Siddy
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Posted - 2004.09.08 10:39:00 -
[8]
Edited by: Siddy on 08/09/2004 10:42:14 actualy i did a lil research on my guns and they do 139,8 dmg to apocalypses armor tank (3 hards) (they do 351.9 dmg/sec on non resisted armor thoug)
now - apoch whit BEST skills and best reps can repair 120dmg/sec (2x large accomodations)
if i meet one fo thous apochs i whuld still prolly loose cause my guns whuld cause that damage only in optimal conditions - meaning i whuld end doing less than 120dmh/sec damage on it anyway -.-
asuming he can keep his cap running infinite that is ... (and many of them can if they dont fire theyr guns)
and ofcorse i was using EMP ammo ...  -------------------------------------------
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Thanit
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Posted - 2004.09.08 11:23:00 -
[9]
yes, but that an apoc problem. They just arent balanced with the insane cap bonus.
800's work very well. A corpmate tested his temp with 800's against my blasterthron. He won, altho I wasnt kitted totally properly tbh.
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Thanit
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Posted - 2004.09.08 11:23:00 -
[10]
yes, but that an apoc problem. They just arent balanced with the insane cap bonus.
800's work very well. A corpmate tested his temp with 800's against my blasterthron. He won, altho I wasnt kitted totally properly tbh.
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TYL3R
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Posted - 2004.09.08 12:54:00 -
[11]
I use 800mm on the tempest for kill missions, i warp in at 20k, either aim away from the spawn or stop still (depends how fast they can move), by the time ive got them locked their in my sweet spot and a few seconds later they pop, pretty sweat for missions, i wouldnt like to try them in PVP tho.
Ty
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TYL3R
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Posted - 2004.09.08 12:54:00 -
[12]
I use 800mm on the tempest for kill missions, i warp in at 20k, either aim away from the spawn or stop still (depends how fast they can move), by the time ive got them locked their in my sweet spot and a few seconds later they pop, pretty sweat for missions, i wouldnt like to try them in PVP tho.
Ty
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Shocky
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Posted - 2004.09.08 14:00:00 -
[13]
I use 6x800mms myself, just warp in 15km, web them and shred them.. Only decent large projectile weapon left. 
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Shocky
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Posted - 2004.09.08 14:00:00 -
[14]
I use 6x800mms myself, just warp in 15km, web them and shred them.. Only decent large projectile weapon left. 
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Istvaan Shogaatsu
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Posted - 2004.09.08 15:51:00 -
[15]
I use eight 800s on my Apoc - that or six and two sieges, mainly to get my armor repairers running indefinitely.
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Istvaan Shogaatsu
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Posted - 2004.09.08 15:51:00 -
[16]
I use eight 800s on my Apoc - that or six and two sieges, mainly to get my armor repairers running indefinitely.
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Selim
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Posted - 2004.09.08 19:50:00 -
[17]
800s are... OK. They burn through a bit of ammo.
Its the other 2 autocannons that are crap, though. They burn through obscene amounts of ammunition for not much damage.
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Selim
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Posted - 2004.09.08 19:50:00 -
[18]
800s are... OK. They burn through a bit of ammo.
Its the other 2 autocannons that are crap, though. They burn through obscene amounts of ammunition for not much damage.
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Istvaan Shogaatsu
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Posted - 2004.09.08 19:52:00 -
[19]
Agreed. For that much ammo consumption, they should have a damage modifier similar to 800mms, frankly - as it stands, the options range between slower RoF and more damage, or higher RoF and less damage, same range bracket.
Not that this discussion will accomplish a damn thing.
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Istvaan Shogaatsu
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Posted - 2004.09.08 19:52:00 -
[20]
Agreed. For that much ammo consumption, they should have a damage modifier similar to 800mms, frankly - as it stands, the options range between slower RoF and more damage, or higher RoF and less damage, same range bracket.
Not that this discussion will accomplish a damn thing.
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Siddy
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Posted - 2004.09.08 21:27:00 -
[21]
advantage of smaller caliber AC's are (suposedly) beter trakking ...
oh well... and smaller grid usage ofcorse  -------------------------------------------
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Siddy
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Posted - 2004.09.08 21:27:00 -
[22]
advantage of smaller caliber AC's are (suposedly) beter trakking ...
oh well... and smaller grid usage ofcorse  -------------------------------------------
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Siddy
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Posted - 2004.09.08 21:51:00 -
[23]
ofcorse lets not forget that 800mm's are THE only guns that generate ENOUGHT damage - from all L projektiles - to take Armor tankked BS down
any other gun whuld result in no win situation, or defeat 
we dont have this problem whit lasers or reails/blasters, not to talk abaut missiles - do we ?  -------------------------------------------
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Siddy
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Posted - 2004.09.08 21:51:00 -
[24]
ofcorse lets not forget that 800mm's are THE only guns that generate ENOUGHT damage - from all L projektiles - to take Armor tankked BS down
any other gun whuld result in no win situation, or defeat 
we dont have this problem whit lasers or reails/blasters, not to talk abaut missiles - do we ?  -------------------------------------------
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Zu Lu
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Posted - 2004.09.08 22:00:00 -
[25]
Edited by: Zu Lu on 08/09/2004 22:02:06 Yea autocannons seem ok to me but even the 800mm set up has taken a grid nerf because before you could fit heavy launchers and fire torps/cruise and a heavy cap booster but now you gimp your low slot set up if you wanna do all that by fitting siege/cruise launchers...
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Zu Lu
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Posted - 2004.09.08 22:00:00 -
[26]
Edited by: Zu Lu on 08/09/2004 22:02:06 Yea autocannons seem ok to me but even the 800mm set up has taken a grid nerf because before you could fit heavy launchers and fire torps/cruise and a heavy cap booster but now you gimp your low slot set up if you wanna do all that by fitting siege/cruise launchers...
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Meatead
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Posted - 2004.09.09 08:08:00 -
[27]
no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
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Meatead
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Posted - 2004.09.09 08:08:00 -
[28]
no grid nerf - can fit 6x800s and 2siege launcher without using any low slot for rcu/pdu.
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Zu Lu
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Posted - 2004.09.09 09:54:00 -
[29]
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.
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Zu Lu
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Posted - 2004.09.09 09:54:00 -
[30]
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.
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Siddy
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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 -------------------------------------------
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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
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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 
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Zu Lu
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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 
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Siddy
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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
-------------------------------------------
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Siddy
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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
-------------------------------------------
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Shocky
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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 
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Shocky
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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 
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Siddy
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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
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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
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Posted - 2004.09.09 13:39:00 -
[41]
I see, guess i'll be sticking to a single repairer then. 
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Shocky
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Posted - 2004.09.09 13:39:00 -
[42]
I see, guess i'll be sticking to a single repairer then. 
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DREAMWORKS
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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
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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
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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
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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
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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 :-)
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Blockoindi
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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 :-)
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Siddy
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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 ... ^^ -------------------------------------------
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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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