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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.29 21:01:00 -
[1]
Ok i have a navy raven, and I am trying to fit 7 tech II siege launchers on my ship but I don't have the cpu, so I was wondering. Is it worth sacrificing my cap in lower slots for cpu upgrades.....this of course has the chance of making me cap unstable...
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Tyfor Yerisk
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Posted - 2009.06.29 21:14:00 -
[2]
God forbid you not be cap stable!
More DPS = Faster missions.
Doowit.
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Akiba Penrose
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Posted - 2009.06.29 22:51:00 -
[3]
Id say you only need cap for 2 mins while running the booster,, cap stable is overkill.
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Yoinkerman
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Posted - 2009.06.30 00:13:00 -
[4]
Edited by: Yoinkerman on 30/06/2009 00:13:00 I don't know where you're going wrong, I have enough cpu for everything and a missile rig to boot with 0 AWU and WU 4.
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 06:57:00 -
[5]
well thats what I am asking....I have put a tech II power output thingy on it and still have only enough cpu to run 5 launchers. I have battleship 5 and engineering 5 what else skill wise am I missing?
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.06.30 07:32:00 -
[6]
Originally by: Nigel Sheldon well thats what I am asking....I have put a tech II power output thingy on it and still have only enough cpu to run 5 launchers. I have battleship 5 and engineering 5 what else skill wise am I missing?
So what are you interested in, Power Grid or CPU?
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 07:50:00 -
[7]
oopss sorry my bad, it's power
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.06.30 07:56:00 -
[8]
Edited by: Estel Arador on 30/06/2009 07:56:04 And what's your current fitting like?
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 09:22:00 -
[9]
as it stands at the moment....
Highs =7 siege missile launchers (only 5 online) and a salvager. Meds = x large shield booster II 100mn afterburner II medium subordinate screen stab I cap recharger II 2x Invulnerabilty shields II Lows = 2x capiactor flux coil II 2x capacitor power relay II and apower diagnostic system II Rigs = 3x Capacitor Control Circuits
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Eraggan Sadarr
Phoenix Tribe
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Posted - 2009.06.30 10:03:00 -
[10]
I really don't do any missioning anymore, but what about this:
[Raven Navy Issue, Torp CNR PVE] Co-Processor II Reactor Control Unit II Power Diagnostic System II Power Diagnostic System II Ballistic Control System II
100MN Afterburner II Heavy Capacitor Booster II, Cap Booster 800 Shield Boost Amplifier II Invulnerability Field II Invulnerability Field II X-Large Shield Booster II
Siege Missile Launcher II, Bane Torpedo Siege Missile Launcher II, Bane Torpedo Siege Missile Launcher II, Bane Torpedo Siege Missile Launcher II, Bane Torpedo Siege Missile Launcher II, Bane Torpedo Siege Missile Launcher II, Bane Torpedo Siege Missile Launcher II, Bane Torpedo 200mm AutoCannon II, EMP S
Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead II x5 Warrior II x5
With a cap booster you can get rid of the many wasted cap mods and get BCU and more shield. The little AC is for taking care of frigs in cooporation with drones, might not be needed. This fit requires a +3% CPU implants.
I might be very wrong on this 
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.06.30 10:09:00 -
[11]
Originally by: Nigel Sheldon as it stands at the moment....
Highs =7 siege missile launchers (only 5 online) and a salvager. Meds = x large shield booster II 100mn afterburner II medium subordinate screen stab I cap recharger II 2x Invulnerabilty shields II Lows = 2x capiactor flux coil II 2x capacitor power relay II and apower diagnostic system II Rigs = 3x Capacitor Control Circuits
Lows: You have to drop the Capacitor Power Relays - they hurt your should boosting. Personally, I'd drop the capacitor flux coils too.
To fix your power problems get two more Power Diagnostic Systems (preferably), or Reactor Control Units if you still don't get enough power with the PDS. Also get two Ballistic Control Systems in there, having 7 launchers but no damage upgrades is a huge waste.
Mids: The medium subordinate screen stab I is useless. Drop it for a shield boost amplifier (preferably), a cap recharger or a resistance mod.
As for skills, Advanced Weapons Upgrades will help a bit with your power needs, but it can be a pain to train for.
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 10:13:00 -
[12]
thanks for the real help estel & eraggan, it's people like you who help with the questions that make the game playing experience that much more.....sadly for every estel and eraggan we have tyfor who just can't be bothered with a proper answer.
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Eraggan Sadarr
Phoenix Tribe
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Posted - 2009.06.30 11:23:00 -
[13]
Your welcome :) Fly safe. |

Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 13:30:00 -
[14]
ok either something is screwey or tech II torps suck, cause I ain't hitting a battleship from 37km away where my cruises were hitting at 90km
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 13:41:00 -
[15]
make that 28km away....going back to cruises, I don't see the point of tech II torps if they can't hit anything. 
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Muad' Dib
Gallente Beyond Divinity Inc
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Posted - 2009.06.30 15:31:00 -
[16]
Originally by: Nigel Sheldon make that 28km away....going back to cruises, I don't see the point of tech II torps if they can't hit anything. 
Your skills suck, t2 torps hit at 45km and up to 60km with rigs. --- I smack just for myself.
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 15:45:00 -
[17]
oohhh a whole 60km with rigs hey....waste of time. and for your imfomation
torps 5 torp specialaty 4, missile projection 5, missile bombardment 4 on it's way to 5
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Malcanis
Vanishing Point. The Initiative.
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Posted - 2009.06.30 16:53:00 -
[18]
Learning is fun!
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.06.30 17:31:00 -
[19]
wow how long did it take you too come up with that intelligent answer  my point being byt the sounds of it even with maxed out skills and rigs you only get 60km range from them, so how much better is the damage comapared to tech II cruise missiles?
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Aaronm100
Killer Koalas Intrepid Crossing
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Posted - 2009.06.30 17:43:00 -
[20]
Originally by: Nigel Sheldon wow how long did it take you too come up with that intelligent answer  my point being byt the sounds of it even with maxed out skills and rigs you only get 60km range from them, so how much better is the damage comapared to tech II cruise missiles?
Download EFT, you might learn something. Also T2 siege launchers are made to have javelin (?) torps in, they increase the range you can hit.
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.06.30 18:55:00 -
[21]
Originally by: Nigel Sheldon wow how long did it take you too come up with that intelligent answer  my point being byt the sounds of it even with maxed out skills and rigs you only get 60km range from them, so how much better is the damage comapared to tech II cruise missiles?
For someone who mixes up power grid and cpu and who doesn't know torps are short range and cruises longe range you sure have quite an attitude. It boggles the mind how someone can have a weapon system trained up to T2 and not know at least its basic properties.
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El Smol
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Posted - 2009.07.01 02:39:00 -
[22]
Edited by: El Smol on 01/07/2009 02:41:30 Edited by: El Smol on 01/07/2009 02:39:29 Why torps are better than cruises:
[Raven Navy Issue, t2] Ballistic Control System II Ballistic Control System II Ballistic Control System II
Cruise Missile Launcher II, Paradise Fury Cruise Missile Cruise Missile Launcher II, Paradise Fury Cruise Missile Cruise Missile Launcher II, Paradise Fury Cruise Missile Cruise Missile Launcher II, Paradise Fury Cruise Missile Cruise Missile Launcher II, Paradise Fury Cruise Missile Cruise Missile Launcher II, Paradise Fury Cruise Missile Cruise Missile Launcher II, Paradise Fury Cruise Missile [empty high slot]
672 dps (@ all 5) (no drone dps involed)
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[Raven Navy Issue, CNR Torp] Ballistic Control System II Ballistic Control System II Ballistic Control System II
Siege Missile Launcher II, Mjolnir Javelin Torpedo Siege Missile Launcher II, Mjolnir Javelin Torpedo Siege Missile Launcher II, Mjolnir Javelin Torpedo Siege Missile Launcher II, Mjolnir Javelin Torpedo Siege Missile Launcher II, Mjolnir Javelin Torpedo Siege Missile Launcher II, Mjolnir Javelin Torpedo Siege Missile Launcher II, Mjolnir Javelin Torpedo [empty high slot]
Hydraulic Bay Thrusters I Hydraulic Bay Thrusters I Rocket Fuel Cache Partition I
867 dps (@ all 5), range is 68.1kms (again, no drones here)
With good drone skills and lets say some CN BCUs you can easily get more than 1k dps. And thats with javelins. With rage torps you can get 1.5k+ though thats only 40k (a bit more with implants) so obviously its not something for all occasions. Still, if a large number of BSs somehow get within 40kms you could just swap ammo and obliterate them.
If 68km range is not enough for you then do yourself a favor and even think of a Golem because a cruise golem is as lol as a mothership ratting belts.
And seeing your comments/attitude I'm sure you'd train for a golem without doing the necessary research and then come back and tell us how much the golem sucks.
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Kadavreski
Caldari State Inc.
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Posted - 2009.07.01 06:15:00 -
[23]
Edited by: Kadavreski on 01/07/2009 06:15:31
Originally by: Nigel Sheldon ok either something is screwey or tech II torps suck, cause I ain't hitting a battleship from 37km away where my cruises were hitting at 90km
I'm just going to throw my 2 cents in here: If you have Battleship 5 and can afford a CNR and want to use torps, I'd go get a Golem, as they get a pretty huge range on torps because of a bonus. Alternately, fit two rigor rigs and a CCC and ditch going cap stable if you want to go back to cruise - getting out of your safety zone is hard, but once you do it you really won't regret it, as being cap stable is extremely overrated. It'll also let you lay the hurt on cruisers, too, which is always nice.
Currently fly a double rigor cruise CNR, it's probably the best ship I've ever flown.
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El Smol
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Posted - 2009.07.01 12:01:00 -
[24]
Originally by: Kadavreski Edited by: Kadavreski on 01/07/2009 06:15:31
Originally by: Nigel Sheldon ok either something is screwey or tech II torps suck, cause I ain't hitting a battleship from 37km away where my cruises were hitting at 90km
I'm just going to throw my 2 cents in here: If you have Battleship 5 and can afford a CNR and want to use torps, I'd go get a Golem, as they get a pretty huge range on torps because of a bonus. Alternately, fit two rigor rigs and a CCC and ditch going cap stable if you want to go back to cruise - getting out of your safety zone is hard, but once you do it you really won't regret it, as being cap stable is extremely overrated. It'll also let you lay the hurt on cruisers, too, which is always nice.
Both raven/cnr and golem get exactly the same range since they both have the same "+10% cruise/siege velocity per level" so if he doesn't like torp cnr's range he won't like golems either. Currently fly a double rigor cruise CNR, it's probably the best ship I've ever flown.
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.07.01 13:04:00 -
[25]
Originally by: Estel Arador
Originally by: Nigel Sheldon wow how long did it take you too come up with that intelligent answer  my point being byt the sounds of it even with maxed out skills and rigs you only get 60km range from them, so how much better is the damage comapared to tech II cruise missiles?
For someone who mixes up power grid and cpu and who doesn't know torps are short range and cruises longe range you sure have quite an attitude. It boggles the mind how someone can have a weapon system trained up to T2 and not know at least its basic properties.
wow, and I even thanked you for your previous help.... I guess it's cause even though I have played a while, I still think of it as a game lol, I don't know what all this CNR is, I have tried EFT and it confuses me.....I have no clue what all the numbers mean, so excuse me for not knowing all the in's and outs...some of us just ain't that heavily involved in it. My attitude comes from people who just post stupid troll answers that don't help in any way shape or form....in my world there is no room for them.
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Nigel Sheldon
Caldari Deep Core Mining Inc.
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Posted - 2009.07.01 13:05:00 -
[26]
Originally by: Kadavreski Edited by: Kadavreski on 01/07/2009 06:15:31
Originally by: Nigel Sheldon ok either something is screwey or tech II torps suck, cause I ain't hitting a battleship from 37km away where my cruises were hitting at 90km
I'm just going to throw my 2 cents in here: If you have Battleship 5 and can afford a CNR and want to use torps, I'd go get a Golem, as they get a pretty huge range on torps because of a bonus. Alternately, fit two rigor rigs and a CCC and ditch going cap stable if you want to go back to cruise - getting out of your safety zone is hard, but once you do it you really won't regret it, as being cap stable is extremely overrated. It'll also let you lay the hurt on cruisers, too, which is always nice.
Currently fly a double rigor cruise CNR, it's probably the best ship I've ever flown.
thank you, i shall have a look at that once i figure out what a CNR is 
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.07.01 13:18:00 -
[27]
Originally by: Nigel Sheldon My attitude comes from people who just post stupid troll answers that don't help in any way shape or form....in my world there is no room for them.
Generally stupid answers are in response to stupid posts, but let's keep that aside. The problem here is that you think of this as a game and refuse to get acquainted with basic game mechanics after getting some helpful directions, instead relying on others explaining everything comprehensively with no effort at all from your side.
And 'CNR' means 'Caldari Navy Raven' or 'Navy Raven' as you call it or 'Raven Navy Issue' as its proper name is. You know, it's that Raven with 7 launcher slots and which is a bit harder to fit because of that...
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BunglefromRainbow
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Posted - 2009.07.02 13:21:00 -
[28]
Originally by: Nigel Sheldon
Originally by: Estel Arador
Originally by: Nigel Sheldon wow how long did it take you too come up with that intelligent answer  my point being byt the sounds of it even with maxed out skills and rigs you only get 60km range from them, so how much better is the damage comapared to tech II cruise missiles?
For someone who mixes up power grid and cpu and who doesn't know torps are short range and cruises longe range you sure have quite an attitude. It boggles the mind how someone can have a weapon system trained up to T2 and not know at least its basic properties.
wow, and I even thanked you for your previous help.... I guess it's cause even though I have played a while, I still think of it as a game lol, I don't know what all this CNR is, I have tried EFT and it confuses me.....I have no clue what all the numbers mean, so excuse me for not knowing all the in's and outs...some of us just ain't that heavily involved in it. My attitude comes from people who just post stupid troll answers that don't help in any way shape or form....in my world there is no room for them.
I'm thinking of buying a toon as well, how much did you pay for yours?
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Vaeliel
Gallente Slander Acquisitions
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Posted - 2009.07.02 14:30:00 -
[29]
Edited by: Vaeliel on 02/07/2009 14:33:39 Train Weapon Upgrades 5 and Advanced Weapon Upgrades 4, then buy 2 Pithi C-Type Small Shield Boosters.
Run 3 hardeners, the 2 shield boosters, and a PWNAGE target painter in your mid slots.
Now you can fit all the **** you want in your highs, including 7x Siege Launcher II's with a drone control range module. Fit no less than 4 BCU II's or Caldari Navy BCU's in your lows, with a Power Diagnostic System II or a Damage Control II for more tank (I use a DC II myself).
Use 1 Hydraulic Bay Thruster I, and 1 Fuel Cache Partition I (I believe those are the names) in your rig slots, with a CCC I for the last rig. If you don't need the extra cap, run 2 Hydraulic Bay Thruster rigs.
All your problems have now been solved.
EDIT: Sorry, I assumed you'd be able to figure out how to USE this fit. Here you go: You can perma run the hardeners and DCU and one booster. Pulse the other booster when you need it. GROUP YOUR LAUNCHERS.
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