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Rob Mattacks
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Posted - 2004.09.13 09:13:00 -
[1]
Edited by: Rob Mattacks on 13/09/2004 09:24:26 These are some set ups i use :
3x 720mm howitzers (named) 2x malkuth heavies 1 x rocket launcher
1x Y-T8 mwd 1x medium clarity ward 1x em/thermal hardener (depends which rats)
3x pdu 1x tracking enhancer 2 1x gyro 2
Or you can fit above but remove the 3 720's and a heavy launcher for 4x 650 scout/protoz.
I still find that using shield defence on Rupture for NPC is more than adequate at this range, warping in at 60km and using mwd to keep range and it leaves you with more grid to fit the big weapons.
Close range :
4x 220mm scout's 1x heavy malkuth 1x rocket launcher
1x Y-T8 mwd 1x web 1x med cap battery 2
1x med armor rep 2 1x energized nano 2 1x cap relay 2x Gyro 2
This set up is more for fun really as it is much more dangerous. With this set up i sometimes change the energized adaptive nano to a specific armor hardener especially if the rats do explosive damage, then change a damage mod for a cap relay for cpu reasons. The cap battery is important as cap can go quite quick if you keep mwd'ing up to enemy.
220mm's do almost as much DOT as 425mm's and have better tracking and lower fitting requirements...
Hope helps
Edit : You may not be able to use all the modules above but adapt it to what you can use but try get all named gear for cpu...
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Rob Mattacks
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Posted - 2004.09.13 09:13:00 -
[2]
Edited by: Rob Mattacks on 13/09/2004 09:24:26 These are some set ups i use :
3x 720mm howitzers (named) 2x malkuth heavies 1 x rocket launcher
1x Y-T8 mwd 1x medium clarity ward 1x em/thermal hardener (depends which rats)
3x pdu 1x tracking enhancer 2 1x gyro 2
Or you can fit above but remove the 3 720's and a heavy launcher for 4x 650 scout/protoz.
I still find that using shield defence on Rupture for NPC is more than adequate at this range, warping in at 60km and using mwd to keep range and it leaves you with more grid to fit the big weapons.
Close range :
4x 220mm scout's 1x heavy malkuth 1x rocket launcher
1x Y-T8 mwd 1x web 1x med cap battery 2
1x med armor rep 2 1x energized nano 2 1x cap relay 2x Gyro 2
This set up is more for fun really as it is much more dangerous. With this set up i sometimes change the energized adaptive nano to a specific armor hardener especially if the rats do explosive damage, then change a damage mod for a cap relay for cpu reasons. The cap battery is important as cap can go quite quick if you keep mwd'ing up to enemy.
220mm's do almost as much DOT as 425mm's and have better tracking and lower fitting requirements...
Hope helps
Edit : You may not be able to use all the modules above but adapt it to what you can use but try get all named gear for cpu...
|

Rob Mattacks
|
Posted - 2004.09.13 09:13:00 -
[3]
Edited by: Rob Mattacks on 13/09/2004 09:24:26 These are some set ups i use :
3x 720mm howitzers (named) 2x malkuth heavies 1 x rocket launcher
1x Y-T8 mwd 1x medium clarity ward 1x em/thermal hardener (depends which rats)
3x pdu 1x tracking enhancer 2 1x gyro 2
Or you can fit above but remove the 3 720's and a heavy launcher for 4x 650 scout/protoz.
I still find that using shield defence on Rupture for NPC is more than adequate at this range, warping in at 60km and using mwd to keep range and it leaves you with more grid to fit the big weapons.
Close range :
4x 220mm scout's 1x heavy malkuth 1x rocket launcher
1x Y-T8 mwd 1x web 1x med cap battery 2
1x med armor rep 2 1x energized nano 2 1x cap relay 2x Gyro 2
This set up is more for fun really as it is much more dangerous. With this set up i sometimes change the energized adaptive nano to a specific armor hardener especially if the rats do explosive damage, then change a damage mod for a cap relay for cpu reasons. The cap battery is important as cap can go quite quick if you keep mwd'ing up to enemy.
220mm's do almost as much DOT as 425mm's and have better tracking and lower fitting requirements...
Hope helps
Edit : You may not be able to use all the modules above but adapt it to what you can use but try get all named gear for cpu...
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Rob Mattacks
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Posted - 2004.09.13 09:20:00 -
[4]
Edited by: Rob Mattacks on 13/09/2004 09:32:11
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Rob Mattacks
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Posted - 2004.09.13 09:20:00 -
[5]
Edited by: Rob Mattacks on 13/09/2004 09:32:11
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Rob Mattacks
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Posted - 2004.09.13 09:20:00 -
[6]
Edited by: Rob Mattacks on 13/09/2004 09:32:11
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Rob Mattacks
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Posted - 2004.09.13 09:38:00 -
[7]
Originally by: Schroni high: 4x 650mm, 2x heavy launcher med: 10mn mwd, 2x cap recharger low: med armor repairer, hardeners & damage mods (power diags if you have fitting problems)
hope this helps
That requires 2x rcu 2's and a pdu to fit, maybe a bit skill intensive for a newer player and maybe not worth it for people who can even use RCU 2's as imo when using artillery on rupture it is best to use shield defence for grid...
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Rob Mattacks
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Posted - 2004.09.13 09:38:00 -
[8]
Originally by: Schroni high: 4x 650mm, 2x heavy launcher med: 10mn mwd, 2x cap recharger low: med armor repairer, hardeners & damage mods (power diags if you have fitting problems)
hope this helps
That requires 2x rcu 2's and a pdu to fit, maybe a bit skill intensive for a newer player and maybe not worth it for people who can even use RCU 2's as imo when using artillery on rupture it is best to use shield defence for grid...
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Rob Mattacks
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Posted - 2004.09.13 09:38:00 -
[9]
Originally by: Schroni high: 4x 650mm, 2x heavy launcher med: 10mn mwd, 2x cap recharger low: med armor repairer, hardeners & damage mods (power diags if you have fitting problems)
hope this helps
That requires 2x rcu 2's and a pdu to fit, maybe a bit skill intensive for a newer player and maybe not worth it for people who can even use RCU 2's as imo when using artillery on rupture it is best to use shield defence for grid...
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