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Shocky
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Posted - 2004.09.19 16:25:00 -
[1]
What do you suggest?
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Shocky
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Posted - 2004.09.19 16:25:00 -
[2]
What do you suggest?
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Meatead
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Posted - 2004.09.19 17:11:00 -
[3]
Originally by: Shocky What do you suggest?
I would suggest that if you want people to take the time to actually reply to your thread that you be a little more specific 
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Meatead
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Posted - 2004.09.19 17:11:00 -
[4]
Originally by: Shocky What do you suggest?
I would suggest that if you want people to take the time to actually reply to your thread that you be a little more specific 
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Shocky
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Posted - 2004.09.19 17:22:00 -
[5]
NPC/PVP, what else could I possibly mean? 
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Shocky
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Posted - 2004.09.19 17:22:00 -
[6]
NPC/PVP, what else could I possibly mean? 
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Lord Anubis
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Posted - 2004.09.19 17:25:00 -
[7]
k try this
4 425mm 2 Heavy launchers/ or maybe nos
1 Medium shield boost 1 Web 1 Medium shield extender
for low i quess
2 tech 2 mounts 2 pdu 1 Tracking comp
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Lord Anubis
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Posted - 2004.09.19 17:25:00 -
[8]
k try this
4 425mm 2 Heavy launchers/ or maybe nos
1 Medium shield boost 1 Web 1 Medium shield extender
for low i quess
2 tech 2 mounts 2 pdu 1 Tracking comp
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Shocky
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Posted - 2004.09.19 17:31:00 -
[9]
Edited by: Shocky on 19/09/2004 17:33:16 I'll try that, but is it possible to armor tank a rupture or would this be a waste of time ?
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Shocky
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Posted - 2004.09.19 17:31:00 -
[10]
Edited by: Shocky on 19/09/2004 17:33:16 I'll try that, but is it possible to armor tank a rupture or would this be a waste of time ?
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maGz
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Posted - 2004.09.19 17:48:00 -
[11]
Edited by: maGz on 19/09/2004 18:15:12 Yes it's very much possible..
lows: 1600mm plate, med rep II, 2 hardeners, cap relay
i get 3790 armor i think with this
or 2 med arm reps ,2 hardeners and relay :We R MASS:
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maGz
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Posted - 2004.09.19 17:48:00 -
[12]
Edited by: maGz on 19/09/2004 18:15:12 Yes it's very much possible..
lows: 1600mm plate, med rep II, 2 hardeners, cap relay
i get 3790 armor i think with this
or 2 med arm reps ,2 hardeners and relay :We R MASS:
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Zu Lu
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Posted - 2004.09.19 18:13:00 -
[13]
Edited by: Zu Lu on 19/09/2004 18:23:32 IIRC (as not logged in atm)
NPC 4x 220mm 2x heavy launcher 1x 10mn mwd 1x web 1 medium cap battery 1x med armor rep 1x hardener (depends on rats) 2x gyro 2 and cap relay
Sometimes may need 2 armor hardeners. Using mwd a lot drains cap so cap battery helps loads and i use the 220mm as they have superior tracking although make sure lots of ammo near by...
1v1 cruiser :
2x 425mm 2 x 220mm 1x heavy 1x assualt 1x mwd 1x web 1x scrambler 1x med armor rep 1x energized adap nano 1x 400mm plates 2x gyro 2
group :
4x light neutron blasters 2x heavy missile 1xmwd 1x 100mn ab 1x web/scrambler 1x med armor rep and mix of damage mods/cap relays/powergrid enhancers (whatever you want/need...
something like that....
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Zu Lu
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Posted - 2004.09.19 18:13:00 -
[14]
Edited by: Zu Lu on 19/09/2004 18:23:32 IIRC (as not logged in atm)
NPC 4x 220mm 2x heavy launcher 1x 10mn mwd 1x web 1 medium cap battery 1x med armor rep 1x hardener (depends on rats) 2x gyro 2 and cap relay
Sometimes may need 2 armor hardeners. Using mwd a lot drains cap so cap battery helps loads and i use the 220mm as they have superior tracking although make sure lots of ammo near by...
1v1 cruiser :
2x 425mm 2 x 220mm 1x heavy 1x assualt 1x mwd 1x web 1x scrambler 1x med armor rep 1x energized adap nano 1x 400mm plates 2x gyro 2
group :
4x light neutron blasters 2x heavy missile 1xmwd 1x 100mn ab 1x web/scrambler 1x med armor rep and mix of damage mods/cap relays/powergrid enhancers (whatever you want/need...
something like that....
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Siroc
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Posted - 2004.09.20 20:24:00 -
[15]
high: 4 280mm (frigate sized) howitzes with EMP, you might want to go for blasters in this setup though, 2 rocket launchers. med: mwd, webber, capacitor batery/recharger. low: 1600mm armor, med armor repairer tech 2, cprs, damage mods, rcus...etc
this setup gives you 1k/s mwd speed, around 10k optimal which is works perfect with rocket launchers, 3k armor. You can't tank forever but you can deal with most spawns. I cleared blockade mission with it, last spawn was 2 depredators and 1 scout which are all close range fighters. Just make sure you keep in mind that if your armor goes, you will have seconds before you die, so warp out if it gets close to that.
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Siroc
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Posted - 2004.09.20 20:24:00 -
[16]
high: 4 280mm (frigate sized) howitzes with EMP, you might want to go for blasters in this setup though, 2 rocket launchers. med: mwd, webber, capacitor batery/recharger. low: 1600mm armor, med armor repairer tech 2, cprs, damage mods, rcus...etc
this setup gives you 1k/s mwd speed, around 10k optimal which is works perfect with rocket launchers, 3k armor. You can't tank forever but you can deal with most spawns. I cleared blockade mission with it, last spawn was 2 depredators and 1 scout which are all close range fighters. Just make sure you keep in mind that if your armor goes, you will have seconds before you die, so warp out if it gets close to that.
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Weirda
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Posted - 2004.09.20 21:54:00 -
[17]
Originally by: Siroc high: 4 280mm (frigate sized) howitzes with EMP, you might want to go for blasters in this setup though, 2 rocket launchers. med: mwd, webber, capacitor batery/recharger. low: 1600mm armor, med armor repairer tech 2, cprs, damage mods, rcus...etc
Considering Weirda made a Blasterax look like a donkey with the following in highs: 3x425 (gallum EMP) 1x220 (gallum EMP) 2xHeavy (Widowmaker & Havoc)
You do the math for the other slots, but basically anyone who think that a Thorax is the biggest damage dealer may want to think again. 
You throw away the ship bonuses, and you might as well just throw away the ship. 
-- Thread Killer
<END TRANSMISSION> |

Weirda
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Posted - 2004.09.20 21:54:00 -
[18]
Originally by: Siroc high: 4 280mm (frigate sized) howitzes with EMP, you might want to go for blasters in this setup though, 2 rocket launchers. med: mwd, webber, capacitor batery/recharger. low: 1600mm armor, med armor repairer tech 2, cprs, damage mods, rcus...etc
Considering Weirda made a Blasterax look like a donkey with the following in highs: 3x425 (gallum EMP) 1x220 (gallum EMP) 2xHeavy (Widowmaker & Havoc)
You do the math for the other slots, but basically anyone who think that a Thorax is the biggest damage dealer may want to think again. 
You throw away the ship bonuses, and you might as well just throw away the ship. 
-- Thread Killer
<END TRANSMISSION> |

Siroc
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Posted - 2004.09.20 22:31:00 -
[19]
it would be nice to squeeze in bigger guns and have 3k of armor, but you would be surprized how fast 4 280s and rocket launchers can rip apart cruisers so loosing bonus is not as big of a deal as some people think. I love projectiles, but I think they suck in close range, so loosing that bonus is not so bad. I fly long range Rupture for level 3 missions and it is my favorite ship.
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Siroc
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Posted - 2004.09.20 22:31:00 -
[20]
it would be nice to squeeze in bigger guns and have 3k of armor, but you would be surprized how fast 4 280s and rocket launchers can rip apart cruisers so loosing bonus is not as big of a deal as some people think. I love projectiles, but I think they suck in close range, so loosing that bonus is not so bad. I fly long range Rupture for level 3 missions and it is my favorite ship.
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RabbidFerret
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Posted - 2004.09.20 23:51:00 -
[21]
Ruptures are better off used at a range of 30-35km, where they can use 3 hvy missle launchers and 3 720mms to thier full power and never take a shot from the enemy.
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RabbidFerret
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Posted - 2004.09.20 23:51:00 -
[22]
Ruptures are better off used at a range of 30-35km, where they can use 3 hvy missle launchers and 3 720mms to thier full power and never take a shot from the enemy.
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Richard Masterson
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Posted - 2004.09.21 01:15:00 -
[23]
For NPCs, try: High: 3 heavy launchers, stagger missile types 3 220/dual 180s (carbonated lead ammo will let you hit targets out to 10 km)
Med: 1 Med cap battery 1 cap recharger I or better 1 AB
Low: 2 Med armor repairers 3 Cap relays
I can run both armor reps nonstop and have about half cap when the power equalizes. I frequently turn one on as soon as I undock and leave it on the entire time. You won't need armor plates with this.
I wouldn't recommend this for PvP however. . .
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Richard Masterson
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Posted - 2004.09.21 01:15:00 -
[24]
For NPCs, try: High: 3 heavy launchers, stagger missile types 3 220/dual 180s (carbonated lead ammo will let you hit targets out to 10 km)
Med: 1 Med cap battery 1 cap recharger I or better 1 AB
Low: 2 Med armor repairers 3 Cap relays
I can run both armor reps nonstop and have about half cap when the power equalizes. I frequently turn one on as soon as I undock and leave it on the entire time. You won't need armor plates with this.
I wouldn't recommend this for PvP however. . .
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Imhotep Khem
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Posted - 2004.09.21 03:24:00 -
[25]
personally i would take the 425s over the 220s. 425s are gonna deal a helluva lot of damage if you can get in close fast enough. There is really no need to go to a smaller class gun unless you are fighting a frigate. ____ If your not dyin' your not tryin'. |

Imhotep Khem
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Posted - 2004.09.21 03:24:00 -
[26]
personally i would take the 425s over the 220s. 425s are gonna deal a helluva lot of damage if you can get in close fast enough. There is really no need to go to a smaller class gun unless you are fighting a frigate. ____ If your not dyin' your not tryin'. |

Bobby Wilson
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Posted - 2004.09.21 05:00:00 -
[27]
Unless I just missed it, nobody has mentionned fitting a 100MN AB instead of a MWD. Any close-range loadout needs to close really fast, so it's either a MWD or an oversized AB.
Unless you're fighting ships that shoot nothing but missiles, the signature bloom from the MWD is a bad idea, so fit a 100MN AB, a webber and whatever in mids (warp scrambler for PvP, dunno for PvE), with the armor tanking loadout previously mentionned, and then small, named guns. Close fast to your guns optimal range and then orbit with the AB running and the target webbed.
Yeah, I know it's painful to run small guns, but they do fair damage on most targets, and you can orbit non-stop at an insane speed with the AB, so you'll be giving out a lot of damage over time without taking much damage at all. Depending on fittings, make sure 3 of your 6 high slots are heavy launchers. They're good at any range, and easy on grid (grid's always an issue with oversize AB loadouts).
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Bobby Wilson
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Posted - 2004.09.21 05:00:00 -
[28]
Unless I just missed it, nobody has mentionned fitting a 100MN AB instead of a MWD. Any close-range loadout needs to close really fast, so it's either a MWD or an oversized AB.
Unless you're fighting ships that shoot nothing but missiles, the signature bloom from the MWD is a bad idea, so fit a 100MN AB, a webber and whatever in mids (warp scrambler for PvP, dunno for PvE), with the armor tanking loadout previously mentionned, and then small, named guns. Close fast to your guns optimal range and then orbit with the AB running and the target webbed.
Yeah, I know it's painful to run small guns, but they do fair damage on most targets, and you can orbit non-stop at an insane speed with the AB, so you'll be giving out a lot of damage over time without taking much damage at all. Depending on fittings, make sure 3 of your 6 high slots are heavy launchers. They're good at any range, and easy on grid (grid's always an issue with oversize AB loadouts).
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Zu Lu
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Posted - 2004.09.21 09:30:00 -
[29]
Edited by: Zu Lu on 21/09/2004 09:32:34
Originally by: Imhotep Khem personally i would take the 425s over the 220s. 425s are gonna deal a helluva lot of damage if you can get in close fast enough. There is really no need to go to a smaller class gun unless you are fighting a frigate.
Acually if you fit a full rack of 425's and heavy launchers once you add in a mwd and med armor repairer you exceed the grid of a Rupture so you need a slot to increase grid. It is better to fit a mix of 425mm and 220mm so you dont need that slot to increse grid and you can use it for a gyro 2 and do more DOT. There is not much difference in DOT from 425mm and 220mm anyway...
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Zu Lu
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Posted - 2004.09.21 09:30:00 -
[30]
Edited by: Zu Lu on 21/09/2004 09:32:34
Originally by: Imhotep Khem personally i would take the 425s over the 220s. 425s are gonna deal a helluva lot of damage if you can get in close fast enough. There is really no need to go to a smaller class gun unless you are fighting a frigate.
Acually if you fit a full rack of 425's and heavy launchers once you add in a mwd and med armor repairer you exceed the grid of a Rupture so you need a slot to increase grid. It is better to fit a mix of 425mm and 220mm so you dont need that slot to increse grid and you can use it for a gyro 2 and do more DOT. There is not much difference in DOT from 425mm and 220mm anyway...
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