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Knobbing Everyone
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Posted - 2009.06.09 06:08:00 -
[1]
Just checking, is this pretty much the standard fleet fit for a Rev?
[Revelation] Capital Armor Repairer I Capital Armor Repairer I Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane Damage Control II Capacitor Power Relay II Heat Sink II Heat Sink II
Cap Recharger II Cap Recharger II Cap Recharger II Sensor Booster II, Scan Resolution
Dual Giga Beam Laser I, Multifrequency XL Dual Giga Beam Laser I, Multifrequency XL Dual Giga Beam Laser I, Multifrequency XL Siege Module I
Trimark Armor Pump I Trimark Armor Pump I Capacitor Control Circuit I
S*** another Heat Sink II for a Capacitor Power Relay during extended sieges?
Comments? |

Trefnis
Minmatar Viper Squad Triumvirate.
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Posted - 2009.06.09 06:18:00 -
[2]
drop seccond rep and put 3rd hs you wont rep enough anyway
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SFX Bladerunner
Minmatar Black Serpent Technologies
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Posted - 2009.06.09 06:59:00 -
[3]
It depends wether you concider "standard fleet fit" to be a POS-pewpew fleet or a PVP-pewpew fleet.
When it's POS-PEWPEW basically your tank needs to hold it's own for the duration of your siege cycle untill you can cancel it and get remote-rep luvvin from carriers in the case POS-gunners primary your dread. Which means: Worst case scenario: 10 minutes, average case scenario: 5 minutes normalized. So I'd say cook up something that will burst-tank for a little bit over 10 minutes as much incoming DPS as possible. (neut towers shouldn't be a problem as those should ALWAYS be primaried before shooting ANYTHING ELSE) I personally would suggest AGAINST using a dual-repper setup.. but then again I don't fly capitals.. hell i don't even fly amarr at all. I believe last time I cooked up EFT fits for the rev though you could get more SDE with a 1rep setup.. don't quote me on that tho. Your posted setup should probably work fine for this sort of fleets.
for PVP-pewpew however it's a completelly different story. for capital PVP you need EHP, and lots of it. Meaning: ditch the CCC rig for another trimark ditch the 2nd repper for another EANM/hardner (imo should do that anyway) possibly ditch the CPR for a hardner.
2 heatsinks is fine for both situations. 3 heatsinks is NOT. Granted it will give you more gank for your buck, the overal + you get for gank is much lower than the - you get for tank/cap stability so statistically it's a bad idea. |

Drago Katsov
Caldari Esto Perpetua
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Posted - 2009.06.09 07:16:00 -
[4]
Edited by: Drago Katsov on 09/06/2009 07:19:09 [Revelation, Drago] True Sansha Armor Thermic Hardener I True Sansha Armor Kinetic Hardener I True Sansha Armor Explosive Hardener I Damage Control II Amarr Navy Energised Adapitve Nano Membrain I Capital Armor Repairer I True Sansha Heat Sink I True Sansha Heat Sink I
Sensor Booster II ( Scan Res ) Cap Recharger II Cap Recharger II Cap Recharger II
Dual Giga Beam Laser I, Blood Multifrequency XL Dual Giga Beam Laser I, Blood Multifrequency XL Dual Giga Beam Laser I, Blood Multifrequency XL Siege Module I
Anti-EM Pump I Trimark Armor Pump I Trimark Armor Pump I
Bouncer II x5
With my skills it puts out 4686 DPS. With High Grade Slaves I get 1.8 mill hitpoints with 75% EM, 78% Therm, 76% Kin, and 70% Explo. I survived against a Large TS Tower with 2x Faction Scrams, 2x Faction Neuts, 5 TS large pulse lasers, 4 Med TS beam lasers, and 4 Small TS beam lasers. All were being manned. ( I think those were the correct numbers. We never killed it because Aggro failed to take 4-E. ) Any way I survived with 75% hull left then the carriers repped me back with help from support RR.
I use faction b/c I can afford it. Also when you are primaried the faction hardeners over heat longer then regular T2. If I turn off the guns the repp will stay on for 10 min.
Hope this helps.... FLAME ON!!!
Drago
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SFX Bladerunner
Minmatar Black Serpent Technologies
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Posted - 2009.06.09 08:03:00 -
[5]
Originally by: Drago Katsov Edited by: Drago Katsov on 09/06/2009 07:19:09 [Revelation, Drago] True Sansha Armor Thermic Hardener I True Sansha Armor Kinetic Hardener I True Sansha Armor Explosive Hardener I Damage Control II Amarr Navy Energised Adapitve Nano Membrain I Capital Armor Repairer I True Sansha Heat Sink I True Sansha Heat Sink I
Sensor Booster II ( Scan Res ) Cap Recharger II Cap Recharger II Cap Recharger II
Dual Giga Beam Laser I, Blood Multifrequency XL Dual Giga Beam Laser I, Blood Multifrequency XL Dual Giga Beam Laser I, Blood Multifrequency XL Siege Module I
Anti-EM Pump I Trimark Armor Pump I Trimark Armor Pump I
Bouncer II x5
With my skills it puts out 4686 DPS. With High Grade Slaves I get 1.8 mill hitpoints with 75% EM, 78% Therm, 76% Kin, and 70% Explo. I survived against a Large TS Tower with 2x Faction Scrams, 2x Faction Neuts, 5 TS large pulse lasers, 4 Med TS beam lasers, and 4 Small TS beam lasers. All were being manned. ( I think those were the correct numbers. We never killed it because Aggro failed to take 4-E. ) Any way I survived with 75% hull left then the carriers repped me back with help from support RR.
I use faction b/c I can afford it. Also when you are primaried the faction hardeners over heat longer then regular T2. If I turn off the guns the repp will stay on for 10 min.
Hope this helps.... FLAME ON!!!
Drago
^ he knows what he's talking about.
I forgot to mention it in my post, but yes faction stuff rules because it overheats better.
Also when I said you need to be able to atleast bursttank for a little over 10 minutes I ofc meant with guns turned off (as drago said it) __________________________________________________
History is much like an endless waltz, the three beats of war, peace and revolution continue on forever.. |

Knobbing Everyone
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Posted - 2009.06.09 08:33:00 -
[6]
Nice fit Drago, I ran the numbers, and while my alt doesn't quite get the DPS, the resists / E-HP is quite high. I'm sure a week or two more gunnery skills and DPS will come.
Next question, what 3% hardwires should I look at? |

SFX Bladerunner
Minmatar Black Serpent Technologies
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Posted - 2009.06.09 10:06:00 -
[7]
I'd say armor(tank), dps, capacitor. in that order.
But that's my personal flavour if I were a dread pilot.
I only fly non-capital ships and mostly minmatar so I usually favour the speed and/or DPS hardwirings __________________________________________________
History is much like an endless waltz, the three beats of war, peace and revolution continue on forever.. |

Drago Katsov
Caldari Esto Perpetua
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Posted - 2009.06.09 10:15:00 -
[8]
I have dread of 5, capital energy turret of 5, most of the support skills to 4 or 5,
Slot 1-5 high grade slaves
Slot 6 Hardwiring - Inherent Implants 'Squire' CR4 3% reduction in cap recharge rate.
Slot 7 Hardwiring - Inherent Implants 'Lancer' G1-Beta 3% reduction in all turret capacitor need
Slot 8 Hardwiring - Inherent Implants 'Squire' CC4 3% increase to cap amount OR Hardwiring - Inherent Implants 'Noble' ZET300 +3% bonus to hull hp.
Slot 9 Hardwiring - Eifyr and Co 'Gunslinger' CX-2 5% bonus to all turret Damages
Slot 10 Hardwiring - Inherent Implants 'Noble' ZET500 +3% Bonus to armor hit points
I only use this clone when I'm flying my dread. It is veary expensive. I went nuts with it b/c I dont plan on losing my 2+ bill investment. Most say dreads are ment to be lost. I say if I'm going down, I'm going down kicking and screaming.
Oh and if you plan on using the double rep or even if you use this set up I would highly recomend learning the skills to use boosters. Bioligy of 3 is all you need to use them but I also spent the 600 mill on the support books.
Bioligy - 20% increase to the duriation of boosters
Nanite Control - reduces the side effects of boosters by 5% per lvl
Neurotoxin Recovery - reduces the chance of side effects by 5% per lvl
All boosters have a 30% base chance of effecting you. Each different booster has its side effects. There are two boosters that are cap pilots best friends.
Improved Exile Booster Booster Duration 1,800,000 sec Armor Repair Bonus 25 % Booster Slot 1 Chance of Side Effect 0.3 % Armor Hitpoint Penalty -25 % Turret Tracking Penalty -25 % Missile Explosion Cloud Penalty -25 % Capacitor Capacity Penalty -25 %
and
Improved Blue Pill Booster
Booster Duration 1,800,000 sec Booster Slot 1 Chance of Side Effect 0.3 % Shield Capacity Penalty -25 % Turret Optimal Range Penalty -25 % Explosion Velocity Penalty -25 % Capacitor Capacity Penalty -25 %
Shield Shield Boost Bonus 25 %
!!!!!!!!!!!! WARNING !!!!!!!!!!!!
YOU CAN NOT BUY THESE IN HIGH SEC IF YOU GET CAUGHT WITH THEM IN HIGH SEC YOU WILL GO BOOM
Hope this helped just a little bit more
Drago
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Enden Assulu
Caldari Blood Money Inc.
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Posted - 2009.06.09 10:56:00 -
[9]
Originally by: Drago Katsov !!!!!!!!!!!! WARNING !!!!!!!!!!!!
YOU CAN NOT BUY THESE IN HIGH SEC IF YOU GET CAUGHT WITH THEM IN HIGH SEC YOU WILL GO BOOM
Hope this helped just a little bit more
Drago
You actually in something like a frigate/interceptor you will make it out just fine and since these things take up 1m3 each it shouldn't be much of a problem. You will receive fan mail from the faction police and a small amount of tax from them aswell. You should remember that if you stop you are dead so don't stop :) Jump on contact all the way until you reach low sec. Then pilot to your location.
Click the image! |

Anddeh McNab
Cadre Assault Force
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Posted - 2009.06.09 12:03:00 -
[10]
Originally by: Drago Katsov
Chance of Side Effect 0.3 %
I think you mean 0.3 or 30% chance. Would be great if it was 0.3% though.
Knobbing Everyone: I was asking about boosters somewhere, the guy pointed me in the direction of this pdf file.
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Knobbing Everyone
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Posted - 2009.06.09 12:08:00 -
[11]
Thanks again for the hardwiring tips. Slaves are a bit expensive since I suspect pod will follow the dread going down, but I won't mind spending a bit on the 3% imps. Time to go nuts in the LP store!
I already use boosters on my carrier alt, and it does help (the skills are just a tad pricy though...last check Nanite Control was 55m ). Ezz & Wizz anyone? 
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