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Zakarazor
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Posted - 2009.07.02 13:43:00 -
[1]
i can finaly fly a paladin. any things i should change on this fit?
4 T2 tachs with faction ammo 3 tractorbeams 3 cap rechargers T2 1 tracking comp T2(switching to serpentis when affordable) 1 armor rep, T2 or navy havent decided yet 3 active hardeners T2 3 heatsinks T2 (until i can afford navy) 2 CCC rigs
5 hobs and 5 hammers
this setup permarun at 30 something % when i'm not using the tractors.
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Tesh Sevateem
Rat Pack Renegades
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Posted - 2009.07.02 13:46:00 -
[2]
Well, fitting 4x T2 Tachs makes it rather impossible to fit a T2 large repper, doesn't it? So you have to use the faction repper - not much of a decision here.
Not going to make use of the Webber bonus?
And personally I'd go with 1x CCC and 1x Nano for 15% more repaired. Not sure it's needed, and you wont be completely cap stable, but then again with the +15 rep bonus from the nano rig, you can use the repper in bursts... and though I don't have a Paladin myself, the gank it unleashes tells me you don't really want to run your repper permanently anyway.
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Zakarazor
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Posted - 2009.07.02 13:52:00 -
[3]
Originally by: Tesh Sevateem Edited by: Tesh Sevateem on 02/07/2009 13:47:27 Well, fitting 4x T2 Tachs makes it rather impossible to fit a T2 large repper, doesn't it? So you have to use the faction repper - not much of a decision here.
Not going to make use of the Webber bonus?
And personally I'd go with 1x CCC and 1x Nano for 15% more repaired. Not sure it's needed, and you wont be completely cap stable, but then again with the +15 rep bonus from the nano rig, you can use the repper in bursts... and though I don't have a Paladin myself, the gank it unleashes tells me you don't really want to run your repper permanently anyway.
*edit* In my fitting with only one CCC, it's a T2 version of course.
my net isnt 100% stabile so i like permarun incase the net drop. and yeah, the pg isnt enough with a T2 or even faction rep. thats why i will be getting a +3% PG inplant. then i can fit a T2 rep.
also the tracking comp give me more gank at range, not only making it easier for me to hit at close range. with a range script it let me use high damage ammo further away.
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AstroPhobic
Darkest Depths
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Posted - 2009.07.02 14:08:00 -
[4]
Too much cap. If your net drops you'll only have to permanent your repper, not your guns. You should drop all locks on a net issue. I used that setup with an auxnano instead of the other ccc and a faction web for various missions. I also sometimes switched to megapulse and an afterburner, and sometimes switch hardeners for TEs
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heiway
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Posted - 2009.07.02 14:08:00 -
[5]
looks good to me.
depends on your play style, so here are some things, u could give a try and see if u like it :
- 2x salvager +1x trac (if u have salvage5, 2 tracs and 1 t2 salv)
- t2 pulse instead of tachs (better tracking, more dps in short range, can still kill any rat orbiting u at 55km with scorch)
- webber instead of tracking com (domination 15km), so u can perfectly hit any ship closer than 15 (works great with t2 pulse)
- for some mission instead of webber/tracking comp an AB (u will figure out which ones)
- 1 ccc and one nano pump rig
i tend to overtank and permarun ( eft says im stable for 6mins, but laser dont shoot 100% of the time, so my cap never runs out). my adviced upgrades (as soon as u can afford them) would be :
-amarr rep, or a b-type
-b-type hardeners
-amarr heat sinks
my current setup is this : ( about 1k specific def and slighly over 1k dps...i know its overtanked, but i like the extra safe feeling)
[Paladin, lvl4 solo] Amarr Navy Heat Sink Amarr Navy Heat Sink Amarr Navy Heat Sink Centus X-Type Armor Thermic Hardener Corpus A-Type Armor Thermic Hardener Centus A-Type Armor EM Hardener Centus A-Type Large Armor Repairer
Domination Stasis Webifier Cap Recharger II Cap Recharger II Cap Recharger II
Mega Pulse Laser II, Conflagration L Mega Pulse Laser II, Conflagration L Mega Pulse Laser II, Conflagration L Mega Pulse Laser II, Conflagration L Salvager I Salvager I Small Tractor Beam I
Capacitor Control Circuit II Auxiliary Nano Pump II
Hammerhead II x5 Hobgoblin II x5
fly safe o/
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Zakarazor
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Posted - 2009.07.02 14:11:00 -
[6]
yeah i know to change my fittings to the mission, you kinda have to. i think i will keep to tachs for most missions though other than angels and possibly mercs. they are the only ones that get in that close
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Aioa
Planetary Assault Systems
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Posted - 2009.07.02 14:16:00 -
[7]
Originally by: AstroPhobic If your net drops you'll only have to permanent your repper, not your guns.
This has never made sense to me. To ensure that your rep is running when your net goes down, you'll have to be running it all the time... --
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Khornne
Caldari Executive Outcomes
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Posted - 2009.07.02 14:40:00 -
[8]
Originally by: heiway looks good to me.
depends on your play style, so here are some things, u could give a try and see if u like it :
- 2x salvager +1x trac (if u have salvage5, 2 tracs and 1 t2 salv)
- t2 pulse instead of tachs (better tracking, more dps in short range, can still kill any rat orbiting u at 55km with scorch)
- webber instead of tracking com (domination 15km), so u can perfectly hit any ship closer than 15 (works great with t2 pulse)
- for some mission instead of webber/tracking comp an AB (u will figure out which ones)
- 1 ccc and one nano pump rig
i tend to overtank and permarun ( eft says im stable for 6mins, but laser dont shoot 100% of the time, so my cap never runs out). my adviced upgrades (as soon as u can afford them) would be :
-amarr rep, or a b-type
-b-type hardeners
-amarr heat sinks
my current setup is this : ( about 1k specific def and slighly over 1k dps...i know its overtanked, but i like the extra safe feeling)
[Paladin, lvl4 solo] Amarr Navy Heat Sink Amarr Navy Heat Sink Amarr Navy Heat Sink Centus X-Type Armor Thermic Hardener Corpus A-Type Armor Thermic Hardener Centus A-Type Armor EM Hardener Centus A-Type Large Armor Repairer
Domination Stasis Webifier Cap Recharger II Cap Recharger II Cap Recharger II
Mega Pulse Laser II, Conflagration L Mega Pulse Laser II, Conflagration L Mega Pulse Laser II, Conflagration L Mega Pulse Laser II, Conflagration L Salvager I Salvager I Small Tractor Beam I
Capacitor Control Circuit II Auxiliary Nano Pump II
Hammerhead II x5 Hobgoblin II x5
fly safe o/
Bwahahaha, nice joke.
-- Khornne's Teamspeak Server Service |

Davinel Lulinvega
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Posted - 2009.07.02 14:44:00 -
[9]
It looks fine, faction web might be useful sometimes.
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

Jennz
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Posted - 2009.07.02 14:48:00 -
[10]
Mega-pulse though. FAIL!
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Davinel Lulinvega
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Posted - 2009.07.02 14:49:00 -
[11]
I was talking about the op...
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

AstroPhobic
Darkest Depths
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Posted - 2009.07.02 15:01:00 -
[12]
Originally by: Aioa
Originally by: AstroPhobic If your net drops you'll only have to permanent your repper, not your guns.
This has never made sense to me. To ensure that your rep is running when your net goes down, you'll have to be running it all the time...
You'll only have to run it while you're being scrambled. Otherwise you'll just warp off... 
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Zakarazor
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Posted - 2009.07.02 15:06:00 -
[13]
Originally by: AstroPhobic
Originally by: Aioa
Originally by: AstroPhobic If your net drops you'll only have to permanent your repper, not your guns.
This has never made sense to me. To ensure that your rep is running when your net goes down, you'll have to be running it all the time...
You'll only have to run it while you're being scrambled. Otherwise you'll just warp off... 
warping of during a mission is VERY BAD from a isk/hour point of view
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AstroPhobic
Darkest Depths
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Posted - 2009.07.02 15:08:00 -
[14]
Originally by: Zakarazor
Originally by: AstroPhobic
Originally by: Aioa
Originally by: AstroPhobic If your net drops you'll only have to permanent your repper, not your guns.
This has never made sense to me. To ensure that your rep is running when your net goes down, you'll have to be running it all the time...
You'll only have to run it while you're being scrambled. Otherwise you'll just warp off... 
warping of during a mission is VERY BAD from a isk/hour point of view
You should read some context boi. 
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Tesh Sevateem
Rat Pack Renegades
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Posted - 2009.07.02 15:13:00 -
[15]
Pyramid of TruthÖ above.
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ZW Dewitt
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Posted - 2009.07.02 15:23:00 -
[16]
These setups need more tracking comps.
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Traderboz
SlaveMart
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Posted - 2009.07.02 15:28:00 -
[17]
Do you find the webs useful? I see a few setups here with webs, but even with the bonus they look pretty useless to me. Most frigates are popped from a distance, drones do a good job against the rest, and you could be putting tracking comps in those mids instead. I just can't see the web being a better choice.
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AstroPhobic
Darkest Depths
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Posted - 2009.07.02 15:57:00 -
[18]
Originally by: Traderboz Do you find the webs useful? I see a few setups here with webs, but even with the bonus they look pretty useless to me. Most frigates are popped from a distance, drones do a good job against the rest, and you could be putting tracking comps in those mids instead. I just can't see the web being a better choice.
For the very short amount of time I had my paladin, I found it useful in a couple missions. Worlds collide and AE come to mind. Also vengeance, where everything in the first pocket is 10-20km. Those are usually missions where I'd pull out megapulse though. Vengeance may be the only mission where I used both tachs and a web. Slavers 2/2 and that one blood cathedral mission are where I went with pulse too.
It was a true sansha web I nabbed off contracts for super cheap (55m), so 15km and 83%. let me get full damage on those close range cruisers and BCs. if I would have gone for the 90%, frigs would have been easy too.
I was considering carrying gardes or curators (2) when I had the web fitted so I wouldn't have to wait for the mediums to travel.
But alas, it went 'boom' and I mission no more.
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Terianna Eri
Amarr Scrutari
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Posted - 2009.07.02 16:26:00 -
[19]
I usually fit a web on my paladin if only so that I can kill cruisers twice as fast once I have all the battleships down, and because a number of serpentis and angel battleships like to get very close. I put a web and guns on one ship and drones on another, when mopping up cruisers.
A problem with webs is that it takes considerable time for the target to get slowed down to be hittable with Tachyons, so what I do is I web something close and then shoot something far away, then when it dies I kill whatever's webbed, etc.
I generally run t2 tachs, 3 faction HS, 2 CR II, web, and a sensor booster on my paladin, works pretty well. Some missions I use more cap rechargers and for damsel I swap to AB and megapulse.
__________________________________
Originally by: CCP Whisper Boo hoo. Cry some more.
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Doc Imp
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Posted - 2009.07.02 18:00:00 -
[20]
This is what I've been flying for my level 4 goodness.
[Paladin, mission] True Sansha Heat Sink True Sansha Heat Sink True Sansha Heat Sink Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Large Armor Repairer Armor Thermic Hardener II Armor Kinetic Hardener II
Tracking Computer II Cap Recharger II Cap Recharger II Cap Recharger II
Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Salvager I Salvager I Small Tractor Beam I
Capacitor Control Circuit I Capacitor Control Circuit I
6 pg left over with this setup, and I don't have any implants to boost it. I don't see why people recommend a web, it's wasted if stuff is out of range. A targeting computer is always on and always helping you do damage. I've tried a pulse fit and while it has some nice perks and the ability to fit an ab I find tachs to just be so utterly effective I can't justify the change. With infared loaded you'll hit out to 100, with multi anything that gets close will die horribly fast. I carry xray for anything in the 55-65 range. The tank on these isn't as potent as a cnr however when you put out this kind of damage stuff doesn't really get that long to bother you. I do avoid angels because they are just frustrating to tackle with em/therm and they will linger long enough to break your tank sometimes. Everything else though simply can't withstand the hurt you will hand out. I try to pick off frigs/cruisers at range as the bs move into 40 so I can salvage them as I go. For awhile I had a target painter in place of one of the cap recharger but it left the tank a little weak and didn't really seem needful on top of the tracking comp. This config runs for 15m+ according to eft, without the salvage/tractor so while it's not technically perma for all intents and purposes it is. Also I recently got marauder to 5 and while the extra dps isn't really something I can see, the extra rep amount is nice and gives you a bit more cushion. I would recommend doing it if you spend a lot of time in the ship and have little else to pick up to help you. Also I would strongly suggest getting multitasking high enough to lock the full ten targets the ship supports if you can't yet, I frequently had trouble keeping anything to shoot locked before I did because it was popping a cruiser/frig every 6 seconds during the start of missions..
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Lance Fighter
Amarr
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Posted - 2009.07.02 18:14:00 -
[21]
Lance's fit -
4x tachys 2x salvagers 1x tractor
1x nice faction web (TS or similar) 3x cap rechargers
1x Amarr Navy LAR 3x hardeners 3x Heat sinks
2x CCC
You could go with one rep rig and 1 ccc, if your not into that perma-running stuff, but with marauders 4, your already putting out some nice reppage, and usually you wont need more than that.
Originally by: Akita T
 Seriously ?
 ...wow... I'm such a forum ho' !
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.07.02 20:49:00 -
[22]
Used the Tachyon fitting before, new agent has more travel time in missions. Current fitting:
4x Mega Beam II 2x Tractors Salvager
100Mn AB TS Webifier Sensor Booster II Cap recharger
Navy Repairer DCU II 2x Navy EANM 3x Navy Heat Sinks
Aux Nano Rig CCC Rig
Good tracking (compensates somewhat for lower damage), good speed, everything else the same. Cap unstable like hell, but drops a mission room before tank is really taxed.
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KLizMaN
Einherjar Rising Cry Havoc.
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Posted - 2009.07.02 21:58:00 -
[23]
Edited by: KLizMaN on 02/07/2009 21:59:29 4x tachs II 3x tractors (if you salvage in another ship or 2/1 salvager)
2x tracking comps II (speed) 2x cap rechargers II
3x heatsinks 3x mission hardeners 1x large rep - dead space or t2 works fine
2x ccc II
I ran this setup on both my Paladin and Kronos. Dual CCCIIs allow you to run the dual tracking comps without having to run an injector. Because I can perma run my tank I'm always ahead of the damage when it starts to come in. Guns + the tracking computers means I can reduce the incoming damage very quickly. Additionally I can tractor in at the same time.
It wont perma run with everything on, but cap will last for a pretty decent amount of time.
Drones eat anything that gets close.
I've been running this setup for 6 months or so. I've never had a close call with it -though it isn't idiot proof- and yes I've taken on many full room agros with it.
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Research Shizzle
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Posted - 2009.07.06 10:48:00 -
[24]
My fit:
[Paladin, Missions Lvl4] Ahremen's Modified Heat Sink Vizan's Modified Heat Sink Vizan's Modified Heat Sink True Sansha Capacitor Power Relay Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Centus X-Type Large Armor Repairer
Cap Recharger II Cap Recharger II Setele's Modified Tracking Computer, Tracking Speed Cormack's Modified Tracking Computer, Tracking Speed
Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Small Tractor Beam I Small Tractor Beam I Salvager II
Ancillary Current Router I Auxiliary Nano Pump II
Hammerhead II x5 Hobgoblin II x5
Had to drop a CCC for the ancillary current router to fit the Rep on, but with it repping 2079/cycle, and replacing the EANMs with rat specific Centus X-type hards it tanks so much it freed up a low slot for the cap power relay so it evened out.
Oh and for those interested in Officer Overkill drool kit, this is what I'm aiming towards. It'll only take me a few years to afford it Cap Stable without the smartie on, lasts 7+ mins with everything on....1428 dps, 8333 Volley. Totally unneeded overkill, but what can I say, I like having (err is this case *dreaming* about) nice toys.
[Paladin, Missions Lvl4 - coming soon] Chelm's Modified Heat Sink Chelm's Modified Heat Sink Chelm's Modified Heat Sink Tobias' Modified Tracking Enhancer Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Centus X-Type Large Armor Repairer
Chelm's Modified Cap Recharger Chelm's Modified Cap Recharger Tobias' Modified Stasis Webifier Cormack's Modified Tracking Computer, Tracking Speed
Chelm's Modified Tachyon Beam Laser, Amarr Navy Multifrequency L Chelm's Modified Tachyon Beam Laser, Amarr Navy Multifrequency L Chelm's Modified Tachyon Beam Laser, Amarr Navy Multifrequency L Chelm's Modified Tachyon Beam Laser, Amarr Navy Multifrequency L Chelm's Modified Large EMP Smartbomb Small Tractor Beam I Salvager II
Ancillary Current Router II Ancillary Current Router II
Hammerhead II x5 Hobgoblin II x5
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2009.07.06 11:34:00 -
[25]
Originally by: KLizMaN Edited by: KLizMaN on 02/07/2009 21:59:29 4x tachs II 3x tractors (if you salvage in another ship or 2/1 salvager)
2x tracking comps II (speed) 2x cap rechargers II
3x heatsinks 3x mission hardeners 1x large rep - dead space or t2 works fine
2x ccc II
I ran this setup on both my Paladin and Kronos. Dual CCCIIs allow you to run the dual tracking comps without having to run an injector. Because I can perma run my tank I'm always ahead of the damage when it starts to come in. Guns + the tracking computers means I can reduce the incoming damage very quickly. Additionally I can tractor in at the same time.
It wont perma run with everything on, but cap will last for a pretty decent amount of time.
Drones eat anything that gets close.
I've been running this setup for 6 months or so. I've never had a close call with it -though it isn't idiot proof- and yes I've taken on many full room agros with it.
you sir lie!
that setup does not fit, it just wont fit! or did you forget to mention you have a grid implant? after fitting 4 tachs you have 2025 grid free, or exactly enough to fit a 2000 pg rep (aka meta 1-4, or faction, NOT deadspace or tech2), with 2 tractor beams, and every other slot with items that take exactly 1 pg, aka web, tracking comp, cap recharger, heatsinks, hardeners, salvager.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2009.07.06 11:39:00 -
[26]
and this is what I fly. meta 4 rep ftw! usually have spec hardeners, and both scripts for tracking comp.
[Paladin, Tachys] Large 'Accommodation' Vestment Reconstructer I Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane Damage Control II Amarr Navy Heat Sink Amarr Navy Heat Sink Amarr Navy Heat Sink
Gallente Navy Stasis Webifier Tracking Computer II, Optimal Range Cap Recharger II Cap Recharger II
Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Small Tractor Beam I Small Tractor Beam I Salvager I
Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead II x5 Hobgoblin II x5
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Jotobar
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Posted - 2009.07.06 13:04:00 -
[27]
let's get a 20bil ship and do lvl4's all day long \o/
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Sigras
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Posted - 2009.07.06 14:33:00 -
[28]
ok, guys, for those who do not know, beam lasers are not necessary to run level 4 missions, you just dont need to go out that far.
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Y3R M4W
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Posted - 2009.07.06 16:11:00 -
[29]
I got my paladin a couple of days ago and fly the same setup as a few others in this thread:
Highs 4x Tachyon II w/Faction Ammo (I carry Multi, Gamma, UV & Standard) 3x Tractor (I run a dedicated salvager)
Meds 1x Tracking Comp II 3x Cap Recharger II
Lows 1x Amarr Navy LAR 3x Mixed Hards (Mission specific, 3x Amarr Navy EANM for omni) 3x Amarr Navy Heat Sink
Rigs 2x CCC I
I can solo everything except the AE bonus room with it, which irks me considerably and I'm trying to get a setup that will tank the bonus room, with the requirement of keeping the 3 heat sinks 
Looks like I'll have to go for a complex rep/hards?
Note: YER MAW! is Scottish for Your Mother. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2009.07.06 16:21:00 -
[30]
Originally by: Sigras ok, guys, for those who do not know, beam lasers are not necessary to run level 4 missions, you just dont need to go out that far.
except they like do more damage at 40km then pulse. and sniping frigs at 80-100km is nice.
so no you don't need them, but they are the best option.
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