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MAgicFingers
No Fixed Abode LEGIO ASTARTES ARCANUM
0
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Posted - 2012.06.14 09:36:00 -
[1] - Quote
As the title says, I cant seem to get the tank/cap right, I have good skills and my current fit eats through the rats.
Highs
7 x dual heavy pulse lasers II 1 x tractor beam
Mids
1 x 100mn afterburner II 1 x statis Webber II 1 x tracking computer II
Lows
1 x Large Armor Repair II 1 x 1600mm rolled tungested armor plates 2x em hardners II 2x thermic hardners II 1x heatsink
Rigs
3 x CCC
The idea behind this setup was to get in and use the speed which the rats go pop to reduce the incoming dps to a level where I only need to pulse the rep to tank the rats. However I am finding that I am capping out and needing to warp out Even in hubs, let alone havens and sanctums. I like flying the ship and think that with the right tweaks this ship could work seriously well.
This is in 0.0 and needs to be reasonably replaceable.
So my question is does anybody have a fitting with tactics that they use to be successful with this ship Apologising in advance for any spelling mistakes, am at work and using my phone to write this. |

nahjustwarpin
Imperial Academy Amarr Empire
19
|
Posted - 2012.06.14 10:57:00 -
[2] - Quote
i'm not flyin amarr, but i would try something like this:
remove ab, web and tracking computer and replace them with cap rechargers.
remove 1600 plate because there's not enough alpha in anomaly. if you have stable tank then put another heatsink
if you still have cap stable tank test in eft if replacing ccc rig for aux nano pump will keep it stable
alternatively instead of putting second heatsink, get a meta 4 power relay and replace as many ccc rigs with aux pumps or nanobot injectors to keep it stable |

Alara IonStorm
2413
|
Posted - 2012.06.14 13:10:00 -
[3] - Quote
[Armageddon, PvE] Heat Sink II Heat Sink II Capacitor Power Relay II Armor EM Hardener II Armor EM Hardener II Armor Thermic Hardener II Armor Thermic Hardener II Large Armor Repairer II
Cap Recharger II Cap Recharger II Tracking Computer II, Optimal Range Script
Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L [empty high slot]
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
Hammerhead II x5 Hobgoblin II x5
Not completely Cap Stable but kill off the DPS dealers and you can stop firing and rep right up.
Might want to consider an Apoc, the extra range comes in handy.
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Lunkwill Khashour
Red Federation RvB - RED Federation
129
|
Posted - 2012.06.14 22:51:00 -
[4] - Quote
It's very hard to get a Geddon cap stable and you'll end up with a subpar ship. Start out with an Apoc. The extra range and cap stability will help alot. Once you get the hang of it and you have the skills and sp to outdamage your Apoc with a Geddon, use a Geddon. It should be noted that a Geddon has a huge drone bay and you really should take advantage of that. |

Alara IonStorm
2417
|
Posted - 2012.06.14 23:14:00 -
[5] - Quote
Lunkwill Khashour wrote:It's very hard to get a Geddon cap stable The important thing to note about Amarr and Cap Stability is that you only need it when you ship can not do one of 2 things.
1. Kill off the enemy DPS fast enough that you don't need to perma run your repair but pulse it infrequently.
2. Have an active tank high enough to easily absorb the incoming DPS with a stable Repair. That way you can turn off your guns and let the tank rep up. Since it isn't hard to make a large armor repair on an Amarr Ship stable and have enough Cap recharge you can pulse your guns frequently but not perma run them with the Repair. Basically take 30 seconds to recharge every couple of kills.
Of course option 1 is the best while option 2 is just acceptable. If your ship isn't stable you should try to get it as far above the cap recharge of the repair use as possible because the faster you get your cap back the better.
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MAgicFingers
No Fixed Abode LEGIO ASTARTES ARCANUM
0
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Posted - 2012.06.16 12:10:00 -
[6] - Quote
I have changed my fit based on what has been said and I have got it cap stable without afterburner running,
Highs
7 x dual heavy pulse II 1 x tractor beam
Mids
1 x afterburner 100mn II 2 x cap recharger II
Lows
1 x large armour repair II 2 x em hardners II 2 x themal hardners II 1 x cap power relay II 1 x heat sink II
Rigs
3 x CCC rigs.
With my skills this fit is cap stable, I use 5 x light drones to pop any frigates then roll out medium drones for the rest. You need the afterburner to dictate range otherwise I struggle to get enough dps to quickly pop the battleships.
You can swap out a CCC rig for a thermal rig and fit 2 x heat sink and 1 x thermal hardner in the lows, but the extra cap helps keep in optimal range for longer.
Any thoughts?
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Headerman1
The New Era C0NVICTED
25
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Posted - 2012.06.16 12:57:00 -
[7] - Quote
The geddon is more of a PVP ship than a ratting ship... it makes a fantastic tanker or DPS ship (or both) if it is receiving cap. As said before the Apoc may be a better choice. At a pinch though, your fit can work. |

tekpede
Macabre Votum Against ALL Authorities
0
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Posted - 2012.06.16 14:41:00 -
[8] - Quote
its called get a apoc or abbadon |

Alara IonStorm
2428
|
Posted - 2012.06.16 15:42:00 -
[9] - Quote
MAgicFingers wrote:I have changed my fit based on what has been said and I have got it cap stable without afterburner running,
Highs
7 x dual heavy pulse II 1 x tractor beam
Mids
1 x afterburner 100mn II 2 x cap recharger II
Lows
1 x large armour repair II 2 x em hardners II 2 x themal hardners II 1 x cap power relay II 1 x heat sink II
Rigs
3 x CCC rigs.
With my skills this fit is cap stable, I use 5 x light drones to pop any frigates then roll out medium drones for the rest. You need the afterburner to dictate range otherwise I struggle to get enough dps to quickly pop the battleships.
Cram on a second Heatsink. |

Lunkwill Khashour
Red Federation RvB - RED Federation
130
|
Posted - 2012.06.17 11:40:00 -
[10] - Quote
MAgicFingers wrote:I have changed my fit based on what has been said and I have got it cap stable without afterburner running,
Highs
7 x dual heavy pulse II 1 x tractor beam
Mids
1 x afterburner 100mn II 2 x cap recharger II
Lows
1 x large armour repair II 2 x em hardners II 2 x themal hardners II 1 x cap power relay II 1 x heat sink II
Rigs
3 x CCC rigs.
With my skills this fit is cap stable, I use 5 x light drones to pop any frigates then roll out medium drones for the rest. You need the afterburner to dictate range otherwise I struggle to get enough dps to quickly pop the battleships.
You can swap out a CCC rig for a thermal rig and fit 2 x heat sink and 1 x thermal hardner in the lows, but the extra cap helps keep in optimal range for longer.
Any thoughts?
You're not taking advantage of the big drone bay/bandwidth and you're dedicating 6 slots to cap. It cap stability is your game, fit an Apoc:
[Apocalypse, Apocalypse fit]
Large Armor Repairer II Armor Thermic Hardener II Armor Thermic Hardener II Armor EM Hardener II Armor EM Hardener II Capacitor Power Relay II Heat Sink II
100MN Afterburner II Eutectic Capacitor Charge Array Eutectic Capacitor Charge Array Cap Recharger II
Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L
Large Capacitor Control Circuit I [Empty Rig slot] [Empty Rig slot]
Hobgoblin II x5 Hammerhead II x5
Hobgoblin II x5 Hammerhead II x5
Still needs 5 cap mods, same dps, same tank but you've still got 2 empty rig slots and you'll shoot 62k far rather than 40k.
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