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Lindsay Logan
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Posted - 2009.07.14 19:55:00 -
[1]
Ok, so I just got T2 Torps skill, time for a Manti upgrade!
But, the cpu use these things is rather insane, so far I got this:
[Manticore, New Setup 4 copy 2] Ballistic Control System II Ballistic Control System II
Catalyzed Cold-Gas I Arcjet Thrusters Phased Weapon Navigation Array Generation Extron Sensor Booster II [empty med slot]
Covert Ops Cloaking Device II Siege Missile Launcher II, Juggernaut Javelin Torpedo Siege Missile Launcher II, Caldari Navy Juggernaut Torpedo Siege Missile Launcher II, Juggernaut Rage Torpedo [empty high slot]
Hydraulic Bay Thrusters I Hydraulic Bay Thrusters I
Any ideas what I should fit in the last mid slot? (currently launcher igging level 2)
Or any tweaks that will let me actually use the last mid slot for something useful? :D
When I had named launcher I used to use 3 target painters, but now I think I want a sensor booster, (100km+ Jav torps ftw!) but that leavs room for little esle
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Davinel Lulinvega
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Posted - 2009.07.14 19:58:00 -
[2]
Honestly t2 aren't really necessary. The bonus to t2 is rof, which you don't really care about in a sb. Torps 5 will help your alpha though. Try an rsd.
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

Lindsay Logan
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Posted - 2009.07.14 20:06:00 -
[3]
Originally by: Davinel Lulinvega Honestly t2 aren't really necessary. The bonus to t2 is rof, which you don't really care about in a sb. Torps 5 will help your alpha though. Try an rsd.
That us true, but one can lob javalines at 118km. That can also be handy. The ship was rigged this way, but I have been thinking about taking one rig out to make room for a 2nd painter, but its kinda harsh to dereig it :P.
I had a names rsd on earlier, that would surly help at the long ranges, or close as well with appropriate script.
Still kinda tight on cpu ^^
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ShadowGod56
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Posted - 2009.07.14 20:39:00 -
[4]
a bomb launcher if it fits
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fkingfurious
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Posted - 2009.07.14 20:40:00 -
[5]
With 2 Launcher Rigs increasing the CPU need of your launchers still further you're gonna struggle to fit it :P
Without the rigs you can at least fit something useful in all 4 mids.
The REAL hassle starts when you start trying to fit Siege II's and a Bomb Launcher. It's basically impossible of you want a pair of BCS fitted :(
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Lindsay Logan
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Posted - 2009.07.14 20:43:00 -
[6]
Aye. Tho I forgot to mention, this particular fit is for low sec. I got a tad different one in mind with respect to the Bobm launcher on for WH and 0.0 :). (No rigs :P). But I already had the rigs, and would be a sahe tp rip em out if I could use em.
It do seem however that it will be too tight wit htwo lancher rigs.
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Jhagiti Tyran
Mortis Angelus
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Posted - 2009.07.15 00:44:00 -
[7]
Try this:-
3x Arby Cruise Cov ops cloak
Named 1MN MWD Target painter remote sensor dampener Medium shield extender
micro aux power core ballistic control
Why the MSE? so you don't get one volleyed by a sniping HAC or eaten in seconds by light drones, it might just give you the time you need to warp out because bear in mind stealth bombers don't have much more EHP than noobships. -
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Keziah Mason
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Posted - 2009.07.15 06:30:00 -
[8]
Originally by: Jhagiti Tyran Try this:-
3x Arby Cruise Cov ops cloak
Named 1MN MWD Target painter remote sensor dampener Medium shield extender
micro aux power core ballistic control
Why the MSE? so you don't get one volleyed by a sniping HAC or eaten in seconds by light drones, it might just give you the time you need to warp out because bear in mind stealth bombers don't have much more EHP than noobships.
I don't think you can fit Cruise missiles anymore on a SB.
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Lindsay Logan
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Posted - 2009.07.15 08:10:00 -
[9]
The thing is that with 100km range, drones will not be anything to worry about. Snipers HACs may.
Torps not cruise yeah, I suspect a typo? 
I can of course forgo both rigs and fit for 70 til 80km range and have full use of my midslots. But since its an old Manti I had I really wanna use the riges in some way since it already has em :P.
Taking off 1 BCU II would of course solve it all (too bad faction BCU are so expencive), but I really want some MAX damge as well ;P
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Kalpaks II
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Posted - 2009.07.15 09:06:00 -
[10]
[Manticore, LongRange] Ballistic Control System I Co-Processor II
Sensor Booster II, Targeting Range Phased Muon Sensor Disruptor I, Targeting Range Dampening Phased Muon Sensor Disruptor I, Targeting Range Dampening 1MN Afterburner II
Siege Missile Launcher II, Juggernaut Javelin Torpedo Siege Missile Launcher II, Juggernaut Javelin Torpedo Siege Missile Launcher II, Juggernaut Javelin Torpedo Covert Ops Cloaking Device II Bomb Launcher I, Shrapnel Bomb
Hydraulic Bay Thrusters I Hydraulic Bay Thrusters I
118 range and range dumps work grate together  
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yani dumyat
Minmatar Tribal Liberation Force
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Posted - 2009.07.15 11:26:00 -
[11]
Domination BCU's are only about 20 mill and will save you 12tf over a BCU II, spending 40 mill on BCU's just so you can fit a second painter does seem a little extreme though if you're sniping at 100km then you shouldn't die too often.
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Speartan
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Posted - 2009.07.15 11:53:00 -
[12]
Originally by: Lindsay Logan
Originally by: Davinel Lulinvega Honestly t2 aren't really necessary. The bonus to t2 is rof, which you don't really care about in a sb. Torps 5 will help your alpha though. Try an rsd.
That us true, but one can lob javalines at 118km. That can also be handy. The ship was rigged this way, but I have been thinking about taking one rig out to make room for a 2nd painter, but its kinda harsh to dereig it :P.
I had a names rsd on earlier, that would surly help at the long ranges, or close as well with appropriate script.
Still kinda tight on cpu ^^
118 km not a bit far for the target painters?
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Overbrain
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Posted - 2009.07.15 15:57:00 -
[13]
Target painters are chance based in their falloff range. With best skills, target painter has 45km optimal 90km falloff.
Which means , at 135km they have 50% chance of operating. Every cycle they either work with 100% efficiency or dont . You do the math for 118km.
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Ecky X
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Posted - 2009.07.15 16:02:00 -
[14]
Originally by: Overbrain Target painters are chance based in their falloff range. With best skills, target painter has 45km optimal 90km falloff.
Which means , at 135km they have 50% chance of operating. Every cycle they either work with 100% efficiency or dont . You do the math for 118km.
I'm not sure this is true. I seem to remember doing some testing, and finding that painter effectiveness varied at range from cycle to cycle, but it wasn't either 0% or 100%.
Perhaps my memory is faulty.
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Shinta Kobi
Minmatar
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Posted - 2009.07.15 16:14:00 -
[15]
Originally by: ShadowGod56 a bomb launcher if it fits
Couldn't agree more. Bombs may be expensive, but DAMN, they can wreck havoc on gatecamps. Just make sure you have a scout check for bubbles before you get into range. :P ===== * Your signature is broken. Please refrain from using null image tags - Fallout |

Overbrain
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Posted - 2009.07.15 16:21:00 -
[16]
I did extensive tests with painters , both at range and about their stacking penalties . From what i remember , the results were either 100% or 0% depending they roll the dice or not . But range tests are at least 5 months old so i cannot claim that it stayed the same until now . I dont remember any target painter changes since either.
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BuckStrider
Wreckless Abandon Minor Threat.
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Posted - 2009.07.15 18:23:00 -
[17]
Originally by: Davinel Lulinvega Honestly t2 aren't really necessary. The bonus to t2 is rof, which you don't really care about in a sb. Torps 5 will help your alpha though. Try an rsd.
Disagree. Although you only do get a slightly faster rof, T2 ammo is very effective in bombers
[Manticore, Boomer] Ballistic Control System II Nanofiber Internal Structure II
Catalyzed Cold-Gas I Arcjet Thrusters Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron Sensor Booster II, Scan Resolution
Siege Missile Launcher II, Juggernaut Rage Torpedo Siege Missile Launcher II, Juggernaut Rage Torpedo Siege Missile Launcher II, Juggernaut Rage Torpedo Bomb Launcher I, Concussion Bomb Covert Ops Cloaking Device II
[empty rig slot] [empty rig slot]
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NEON BONES
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Posted - 2009.07.15 20:36:00 -
[18]
Using multiple TP's is a waste of mid-slots. The first TP fired increases the targets sig radius. Multiple TP's don't increase the sig radius beyond the first.
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Lindsay Logan
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Posted - 2009.07.15 20:42:00 -
[19]
Originally by: NEON BONES Using multiple TP's is a waste of mid-slots. The first TP fired increases the targets sig radius. Multiple TP's don't increase the sig radius beyond the first.
They do stack.
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Ko Rigna
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Posted - 2009.07.15 21:26:00 -
[20]
HIGHS 3 Arbilast Siege Launchers cov ops cloak
MIDS Sensor Booster II (bring both optimal & scan res scripts) Sensor Dampener II (bring both optimal & scan res scripts) 2 Racial Jammers (tech 2) Multi-spec jammer (tech 2) or Target Painter (tech 2)
LOWS Ballistic Control System (tech 2) Signal distortion Amp (tech 2)
RIGS Particle dispersion Augmentor Targeting System Subcontroller
You don't need an AB or MWD. They'll kill you if they can target you. So speed isn't any help. Kill their ability to target you. If you're in a group of SB's have others bring tracking disruptors, racial jammers that you don't have, sensor backup arrays (lotsa pilots now carry a jammer to counter your ability to target them), etc.
Have fun 
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Lindsay Logan
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Posted - 2009.07.16 08:12:00 -
[21]
Imo, the MWD still is needed tho, in case you need a burst of speed to get away, or more importently to get into range
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Jotobar
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Posted - 2009.07.16 11:31:00 -
[22]
Edited by: Jotobar on 16/07/2009 11:36:01 [Manticore, HitNrun] Ballistic Control System II Ballistic Control System II
Phased Weapon Navigation Array Generation Extron Sensor Booster II, Scan Resolution Sensor Booster II, Scan Resolution Phased Weapon Navigation Array Generation Extron
Siege Missile Launcher II, Juggernaut Rage Torpedo Siege Missile Launcher II, Juggernaut Rage Torpedo Siege Missile Launcher II, Juggernaut Rage Torpedo Covert Ops Cloaking Device II Bomb Launcher I, Concussion Bomb
[empty rig slot] [empty rig slot]
Still getting used to mine so be gentle, the idea is to fire a volley or two and perhaps a bomb depending on circumstance and then warp out. Engaging at either 50km or 30km depending on if you use a bomb. The lack of missle rigs meant it was possible squezing in 2 bcu II's which seems alot more cost effective, the caveat is you need the pricey meta4 painters but I still like the balance.
edit: hey look at that, using yani's advice you could fit 2 calefaction rigs aswell but the +67mil makes it not worth it for me atleast.
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