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Sardau Kar
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Posted - 2004.12.15 04:41:00 -
[1]
I have been tweaking some setups and and after checking its bonuses I realiced its a ship best used tanked(duh),but I dont close my mind to alternative setups. Did a test with a friend in a geddon(normal tank setup with megapulses,not gankageddon),and with a en EM and thermal hardener I could tank him indefinitely at 60-30 km,and for a long while close range,of course there was no way I could bring him down with my firepower.
My current setup goes something like this: HI x6 medium laser pulses x1 heavy launcher or swap to nosferatu
MED: x3 cap rechargers
LOW: x2 cap relays x2 accomodation medium repairers x2 hardeners(depending situation,EM and thermal against a geddon,but would prolly fit explosive/kinetic,or maybe a third hardener).
My cap recharge at this state is fine,but If I put anything in my meds besides more duracells my cap goes downhill(such webifiers,scramblers...),so going with buddys who have frig/intie support that might be a good idea,but in a 1v1 that lack of cap recharge might kill me,and lacking any sort of screwing my foe is kind of pointless.
So yeah I know,I tested against a high DOT BS..but Im suposed to fight other cruisers/BC maybe,can anyone give me any advice?.I havent tried with cap booster yet,not sure if thatll cut it actually.
I feel like I could tank someone forever but not be able to take him down,and If i miraculously did,there would be no way for me stop him from fleeing. Maybe im better just sticking to a gankaprophecy,but wasting those tank bonus is indeed a crime against humanity.
P.D = before someone posts,get a brutix or something to deal damage n00b,I know theres no such thing as a perfect setup,but any advice is welcome.
That said,thank you
|

Sardau Kar
|
Posted - 2004.12.15 04:41:00 -
[2]
I have been tweaking some setups and and after checking its bonuses I realiced its a ship best used tanked(duh),but I dont close my mind to alternative setups. Did a test with a friend in a geddon(normal tank setup with megapulses,not gankageddon),and with a en EM and thermal hardener I could tank him indefinitely at 60-30 km,and for a long while close range,of course there was no way I could bring him down with my firepower.
My current setup goes something like this: HI x6 medium laser pulses x1 heavy launcher or swap to nosferatu
MED: x3 cap rechargers
LOW: x2 cap relays x2 accomodation medium repairers x2 hardeners(depending situation,EM and thermal against a geddon,but would prolly fit explosive/kinetic,or maybe a third hardener).
My cap recharge at this state is fine,but If I put anything in my meds besides more duracells my cap goes downhill(such webifiers,scramblers...),so going with buddys who have frig/intie support that might be a good idea,but in a 1v1 that lack of cap recharge might kill me,and lacking any sort of screwing my foe is kind of pointless.
So yeah I know,I tested against a high DOT BS..but Im suposed to fight other cruisers/BC maybe,can anyone give me any advice?.I havent tried with cap booster yet,not sure if thatll cut it actually.
I feel like I could tank someone forever but not be able to take him down,and If i miraculously did,there would be no way for me stop him from fleeing. Maybe im better just sticking to a gankaprophecy,but wasting those tank bonus is indeed a crime against humanity.
P.D = before someone posts,get a brutix or something to deal damage n00b,I know theres no such thing as a perfect setup,but any advice is welcome.
That said,thank you
|

Kuolematon
|
Posted - 2004.12.15 06:41:00 -
[3]
I'm perfectly happy with my Prophecy with this setup:
Hi:
6x Focused Medium Pulse Laser I (with Gamma crystals, lower cap usage) 1x Heavy Launcher with various missiles
Med: 100mn AB 2x Cap Recharger I
Low: Medium Armor Repairer II Power Diagnostic System 2x Cap Power Relay 2x Active Hardeners against NPC's I hunt
Yes this is agent runner and 0.0 hunter but I'm happy with it. I have good drone skills thus I don't need 'webber for intys because I can kill 'em very fast with drones and one heavy launcher.
When propulsion changes comes thou, I will drop 100mn AB for 10mn AB and upgrade weapons to Heavy Pulse Lasers .. but time will tell. Now I enjoy my 720m/s speed 
_______________________________________________ My opinions aren't my corporations opinions.
(\_/) (x.x) This is what's left of Bunny, the rest tasted delicious. |

Kuolematon
|
Posted - 2004.12.15 06:41:00 -
[4]
I'm perfectly happy with my Prophecy with this setup:
Hi:
6x Focused Medium Pulse Laser I (with Gamma crystals, lower cap usage) 1x Heavy Launcher with various missiles
Med: 100mn AB 2x Cap Recharger I
Low: Medium Armor Repairer II Power Diagnostic System 2x Cap Power Relay 2x Active Hardeners against NPC's I hunt
Yes this is agent runner and 0.0 hunter but I'm happy with it. I have good drone skills thus I don't need 'webber for intys because I can kill 'em very fast with drones and one heavy launcher.
When propulsion changes comes thou, I will drop 100mn AB for 10mn AB and upgrade weapons to Heavy Pulse Lasers .. but time will tell. Now I enjoy my 720m/s speed 
_______________________________________________ My opinions aren't my corporations opinions.
(\_/) (x.x) This is what's left of Bunny, the rest tasted delicious. |

von Torgo
|
Posted - 2004.12.15 07:32:00 -
[5]
Originally by: Kuolematon I'm perfectly happy with my Prophecy with this setup:
Hi:
6x Focused Medium Pulse Laser I (with Gamma crystals, lower cap usage) 1x Heavy Launcher with various missiles
Med: 100mn AB 2x Cap Recharger I
Low: Medium Armor Repairer II Power Diagnostic System 2x Cap Power Relay 2x Active Hardeners against NPC's I hunt
Yes this is agent runner and 0.0 hunter but I'm happy with it. I have good drone skills thus I don't need 'webber for intys because I can kill 'em very fast with drones and one heavy launcher.
When propulsion changes comes thou, I will drop 100mn AB for 10mn AB and upgrade weapons to Heavy Pulse Lasers .. but time will tell. Now I enjoy my 720m/s speed 
Looks almost like my original setup. It's a very good setup for mission running. Though I had to do slight modifications to kill frigates, because I suck with drones. 
I posted this already on another prop setup thread, but here it goes again.
Fit only 4 focused pulses and choose crystals that cover at least 10km. Fit also medium nosferatu, quad pulse and heavy launcher. Change another cap recharger to webber (Fleeting preferred). Change power diag system to whatever you like (hardener, cpr, tracker, damage mod, sar...). I personally use heat sink II.
With 100MN AB II fitted, I can enjoy 870m/s velocity.

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von Torgo
|
Posted - 2004.12.15 07:32:00 -
[6]
Originally by: Kuolematon I'm perfectly happy with my Prophecy with this setup:
Hi:
6x Focused Medium Pulse Laser I (with Gamma crystals, lower cap usage) 1x Heavy Launcher with various missiles
Med: 100mn AB 2x Cap Recharger I
Low: Medium Armor Repairer II Power Diagnostic System 2x Cap Power Relay 2x Active Hardeners against NPC's I hunt
Yes this is agent runner and 0.0 hunter but I'm happy with it. I have good drone skills thus I don't need 'webber for intys because I can kill 'em very fast with drones and one heavy launcher.
When propulsion changes comes thou, I will drop 100mn AB for 10mn AB and upgrade weapons to Heavy Pulse Lasers .. but time will tell. Now I enjoy my 720m/s speed 
Looks almost like my original setup. It's a very good setup for mission running. Though I had to do slight modifications to kill frigates, because I suck with drones. 
I posted this already on another prop setup thread, but here it goes again.
Fit only 4 focused pulses and choose crystals that cover at least 10km. Fit also medium nosferatu, quad pulse and heavy launcher. Change another cap recharger to webber (Fleeting preferred). Change power diag system to whatever you like (hardener, cpr, tracker, damage mod, sar...). I personally use heat sink II.
With 100MN AB II fitted, I can enjoy 870m/s velocity.

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Heihatchi
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Posted - 2004.12.17 19:22:00 -
[7]
hi: 6 x Med Lasers (multy chrystals) 1 x Heavy Launcher
Med: 3 x Cap recharger I
Low: 1 x Tech 2 armor rep 2 x armor hardeners 3 x cap power relayd
cap holds with everythng on ; ) can take out a 1 x 500k bs and 4 x 100k cruiser spawn with this _____ (\_/) (> <) (X.x) This is Headless Bunny. Copy Headless Bunny into your signature to help prevent his attempt at world domination. |

Heihatchi
|
Posted - 2004.12.17 19:22:00 -
[8]
hi: 6 x Med Lasers (multy chrystals) 1 x Heavy Launcher
Med: 3 x Cap recharger I
Low: 1 x Tech 2 armor rep 2 x armor hardeners 3 x cap power relayd
cap holds with everythng on ; ) can take out a 1 x 500k bs and 4 x 100k cruiser spawn with this _____ (\_/) (> <) (X.x) This is Headless Bunny. Copy Headless Bunny into your signature to help prevent his attempt at world domination. |

Papermate
|
Posted - 2004.12.17 20:21:00 -
[9]
u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
"Master of Papercuts" |

Papermate
|
Posted - 2004.12.17 20:21:00 -
[10]
u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
"Master of Papercuts" |

von Torgo
|
Posted - 2004.12.19 14:02:00 -
[11]
Originally by: Papermate u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
We noblets don't fit large peroxide because: 1) On Prophecy it gives slightly slower recharge rate than cap recharger 2) It eats terrible amount of grid, which means you have to fit smaller guns or gimp tanking
Now after propulsion changes you get decent velocity with 10mn ab. So here's my updated setup: HIGH: 4x heavy pulse, 1x focused pulse (would fit 5 heavys if there were enough grid) 1x medium nosferatu 1x heavy launcher (I load them with scourges, since they work pretty well on most npc rats) MED: 10mn AB II, web, cap recharger II LOW: 2x armor hardener (active, rat specific) 1x med armor rep II 2x CPR 1x Heat Sink II
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von Torgo
|
Posted - 2004.12.19 14:02:00 -
[12]
Originally by: Papermate u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
We noblets don't fit large peroxide because: 1) On Prophecy it gives slightly slower recharge rate than cap recharger 2) It eats terrible amount of grid, which means you have to fit smaller guns or gimp tanking
Now after propulsion changes you get decent velocity with 10mn ab. So here's my updated setup: HIGH: 4x heavy pulse, 1x focused pulse (would fit 5 heavys if there were enough grid) 1x medium nosferatu 1x heavy launcher (I load them with scourges, since they work pretty well on most npc rats) MED: 10mn AB II, web, cap recharger II LOW: 2x armor hardener (active, rat specific) 1x med armor rep II 2x CPR 1x Heat Sink II
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LocalHost
|
Posted - 2004.12.22 23:26:00 -
[13]
Originally by: Papermate u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
B.I.T.C.H.S.L.A.P |Father of 1|Master of All| |

LocalHost
|
Posted - 2004.12.22 23:26:00 -
[14]
Originally by: Papermate u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
B.I.T.C.H.S.L.A.P |Father of 1|Master of All| |

Valan
|
Posted - 2004.12.23 00:58:00 -
[15]
Heres an expensive set up I use for NPCs.
6 x Heavy Modulated Energy Beam I 1 x Arbalest Assault Launcher
1 x Tracking Computer II 2 x Capacitor Recharger II
1 x Reactor Control Unit II 1 x Heat Sink II 1 x Medium Armour Repairer II 1 x N-Type Explosive Hardener I 1 x N-Type Kinetic Hardener I 1 x N-Type Thermic Hardener I
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Valan
|
Posted - 2004.12.23 00:58:00 -
[16]
Heres an expensive set up I use for NPCs.
6 x Heavy Modulated Energy Beam I 1 x Arbalest Assault Launcher
1 x Tracking Computer II 2 x Capacitor Recharger II
1 x Reactor Control Unit II 1 x Heat Sink II 1 x Medium Armour Repairer II 1 x N-Type Explosive Hardener I 1 x N-Type Kinetic Hardener I 1 x N-Type Thermic Hardener I
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Hobbsalong
|
Posted - 2004.12.23 02:42:00 -
[17]
Edited by: Hobbsalong on 23/12/2004 02:44:05 I prefer this
6 heavy modal/anode pulses (gamma, infra and Radio) 1 xr 3200 missile launcher (or any otheR)
3 cap rechargers (using Is)
med armor rep II 2 active hardners 2 passive hardners 1 PDU (tech I... can use II for better shield/cap stuff) Need this even with Engineering V
Using this for a 4/10 complex with a megathron in the 2nd stage and 12 cruisers with 20 frigs in first stage and about 12+ cruisers 20 frigs and a blaster megathron in 2nd stage.
Can do the mission if mega can be fooled by a bunch of small drones. (something I learnt from another pilot)
Worked once, didnt work the 2nd time cuz Mega was 50K away. Took out 6 cruisers before the Mega caught up. Then it was warping out at 340 hull and 120 armor (armor rep kicked in just as Mega hit 388 dmg with resistance about 120).
for PvP put 4 heat sink IIs and you have a mini gankgeddon
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Hobbsalong
|
Posted - 2004.12.23 02:42:00 -
[18]
Edited by: Hobbsalong on 23/12/2004 02:44:05 I prefer this
6 heavy modal/anode pulses (gamma, infra and Radio) 1 xr 3200 missile launcher (or any otheR)
3 cap rechargers (using Is)
med armor rep II 2 active hardners 2 passive hardners 1 PDU (tech I... can use II for better shield/cap stuff) Need this even with Engineering V
Using this for a 4/10 complex with a megathron in the 2nd stage and 12 cruisers with 20 frigs in first stage and about 12+ cruisers 20 frigs and a blaster megathron in 2nd stage.
Can do the mission if mega can be fooled by a bunch of small drones. (something I learnt from another pilot)
Worked once, didnt work the 2nd time cuz Mega was 50K away. Took out 6 cruisers before the Mega caught up. Then it was warping out at 340 hull and 120 armor (armor rep kicked in just as Mega hit 388 dmg with resistance about 120).
for PvP put 4 heat sink IIs and you have a mini gankgeddon
|

throbbinnoggin
|
Posted - 2004.12.23 06:02:00 -
[19]
Edited by: throbbinnoggin on 23/12/2004 06:28:14 Edited by: throbbinnoggin on 23/12/2004 06:22:29 Edited by: throbbinnoggin on 23/12/2004 06:15:04
Originally by: von Torgo
Originally by: Papermate u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
We noblets don't fit large peroxide because: 1) On Prophecy it gives slightly slower recharge rate than cap recharger 2) It eats terrible amount of grid, which means you have to fit smaller guns or gimp tanking Now after propulsion changes you get decent velocity with 10mn ab. So here's my updated setup: HIGH: 4x heavy pulse, 1x focused pulse (would fit 5 heavys if there were enough grid) 1x medium nosferatu 1x heavy launcher (I load them with scourges, since they work pretty well on most npc rats) MED: 10mn AB II, web, cap recharger II LOW: 2x armor hardener (active, rat specific) 1x med armor rep II 2x CPR 1x Heat Sink II
A large cap battery, especially a peroxide will provide more cap than a cap recharger on a prophecy. albeit the difference isn't as great as a regular cruiser such as a maller due to higher starting total cap.
a little math based upon my current lvl4 energy management:
base total cap with my skills is 2160
adding a large peroxide battery gives me an extra 576 to my cap raising it to 2736. a peroxide gives 480 base but energy mgt skill stacks on this module. at lvl4 it gives a 20% increase (480 * 1.2 = 576).
now to see the final effect i'll divide the increase in cap by the base total cap: 576/2160 = approximately .267 or 26.7%. thats a larger "effective" increase than a t2 cap recharger as i will show below.
to prove this i will now compare my average cap recharge before and after the large peroxide batt is fitted with my current npc setup as well as comparing it to a t1 and t2 cap recharger slotted and large t1 batt:
baseline.....................: 2160/307.20 = 7.031 w/ large peroxide batt.: 2736/307.20 = 8.906 w/ t2 cap recharger.....: 2160/245.76 = 8.789 w/ large t1 batt...........: 2640/307.20 = 8.594 w/ t1 cap recharger.....: 2160/261.12 = 8.272
taking the difference in average cap recharge between the large peroxide fitted versus the baseline and dividing that amount by the baseline will show proof of "effective" cap increase:
8.906 - 7.031 = 1.875.....1.875/7.031 = 0.267 or 26.7% effective increase
note: cap rechargers, give a higher overall "effective" increase to cap than their stated number because they apply to your cap recharge by itself independent of total cap. as such they are static and don't have the diminishing returns exhibited by cap batteries when used on ships with higher total cap:
t2 cap recharger (20%): 8.789 - 7.031 = 1.758.....1.758/7.031 = 0.25 or 25% effective increase
but it is doing its intended purpose: reducing your cap 'recharge' by 20%:
307.20 - 245.76 = 61.440.....61.440/307.20 = 0.20 or 20%
t1 cap recharger (15%) 8.272 - 7.031 = 1.241.....1.241/7.031 = 0.177 or 17.7% effective increase
but it is doing its intended purpose: reducing your cap 'recharge' by 15%:
307.20 - 261.12 = 46.080.....46.080/307.2 = 0.15 or 15%
I'll throw around some varied hyothetical numbers just to show the static nature of a cap rechargers "effective" increase in average cap per second:
1) total cap 7000, recharge stock 250, recharge w/ 20% recharger (250*.8) 200 7000/250 = 28......................7/28 = 0.25 or 25% effective increase 7000/200 = 35/
2) total cap 300, recharge stock 200, recharge w/ 15% recharger (200*.85) 170
300/200 = 1.500.........................0.265/1.500 = 0.177 or 17.7%% effective increase 300/170 = 1.765/
sorry if i'm getting a little overboard. i'm not a mathematician but i recognize how helpful it is in figuring setups...i chose to use the large batt as it's alot less expensive than a named let alone t2 cap recharger and w/ the prophecies grid it only meant sacrificing 3 hvy pulse for 3 focused. not a big difference in firepower in my opinion for the 210 vs 120 grid. while dot might be higher on heavies, tracking on focused is better.
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
|

throbbinnoggin
|
Posted - 2004.12.23 06:02:00 -
[20]
Edited by: throbbinnoggin on 23/12/2004 06:28:14 Edited by: throbbinnoggin on 23/12/2004 06:22:29 Edited by: throbbinnoggin on 23/12/2004 06:15:04
Originally by: von Torgo
Originally by: Papermate u noblets thought about fitting a large peroxide cap battery instaed of some cap rechargers?
We noblets don't fit large peroxide because: 1) On Prophecy it gives slightly slower recharge rate than cap recharger 2) It eats terrible amount of grid, which means you have to fit smaller guns or gimp tanking Now after propulsion changes you get decent velocity with 10mn ab. So here's my updated setup: HIGH: 4x heavy pulse, 1x focused pulse (would fit 5 heavys if there were enough grid) 1x medium nosferatu 1x heavy launcher (I load them with scourges, since they work pretty well on most npc rats) MED: 10mn AB II, web, cap recharger II LOW: 2x armor hardener (active, rat specific) 1x med armor rep II 2x CPR 1x Heat Sink II
A large cap battery, especially a peroxide will provide more cap than a cap recharger on a prophecy. albeit the difference isn't as great as a regular cruiser such as a maller due to higher starting total cap.
a little math based upon my current lvl4 energy management:
base total cap with my skills is 2160
adding a large peroxide battery gives me an extra 576 to my cap raising it to 2736. a peroxide gives 480 base but energy mgt skill stacks on this module. at lvl4 it gives a 20% increase (480 * 1.2 = 576).
now to see the final effect i'll divide the increase in cap by the base total cap: 576/2160 = approximately .267 or 26.7%. thats a larger "effective" increase than a t2 cap recharger as i will show below.
to prove this i will now compare my average cap recharge before and after the large peroxide batt is fitted with my current npc setup as well as comparing it to a t1 and t2 cap recharger slotted and large t1 batt:
baseline.....................: 2160/307.20 = 7.031 w/ large peroxide batt.: 2736/307.20 = 8.906 w/ t2 cap recharger.....: 2160/245.76 = 8.789 w/ large t1 batt...........: 2640/307.20 = 8.594 w/ t1 cap recharger.....: 2160/261.12 = 8.272
taking the difference in average cap recharge between the large peroxide fitted versus the baseline and dividing that amount by the baseline will show proof of "effective" cap increase:
8.906 - 7.031 = 1.875.....1.875/7.031 = 0.267 or 26.7% effective increase
note: cap rechargers, give a higher overall "effective" increase to cap than their stated number because they apply to your cap recharge by itself independent of total cap. as such they are static and don't have the diminishing returns exhibited by cap batteries when used on ships with higher total cap:
t2 cap recharger (20%): 8.789 - 7.031 = 1.758.....1.758/7.031 = 0.25 or 25% effective increase
but it is doing its intended purpose: reducing your cap 'recharge' by 20%:
307.20 - 245.76 = 61.440.....61.440/307.20 = 0.20 or 20%
t1 cap recharger (15%) 8.272 - 7.031 = 1.241.....1.241/7.031 = 0.177 or 17.7% effective increase
but it is doing its intended purpose: reducing your cap 'recharge' by 15%:
307.20 - 261.12 = 46.080.....46.080/307.2 = 0.15 or 15%
I'll throw around some varied hyothetical numbers just to show the static nature of a cap rechargers "effective" increase in average cap per second:
1) total cap 7000, recharge stock 250, recharge w/ 20% recharger (250*.8) 200 7000/250 = 28......................7/28 = 0.25 or 25% effective increase 7000/200 = 35/
2) total cap 300, recharge stock 200, recharge w/ 15% recharger (200*.85) 170
300/200 = 1.500.........................0.265/1.500 = 0.177 or 17.7%% effective increase 300/170 = 1.765/
sorry if i'm getting a little overboard. i'm not a mathematician but i recognize how helpful it is in figuring setups...i chose to use the large batt as it's alot less expensive than a named let alone t2 cap recharger and w/ the prophecies grid it only meant sacrificing 3 hvy pulse for 3 focused. not a big difference in firepower in my opinion for the 210 vs 120 grid. while dot might be higher on heavies, tracking on focused is better.
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
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throbbinnoggin
|
Posted - 2004.12.23 06:07:00 -
[21]
prophecy for npc/lvl3 missions:
high: 2 * heavy pulse, 4 * focused pulse, heavy launcher
mids: 10 ab, web, large cap battery
lows: med armor rep, 3 * hardeners, 2 * cprs
i think i'll stop now, i can read my sig...
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
|

throbbinnoggin
|
Posted - 2004.12.23 06:07:00 -
[22]
prophecy for npc/lvl3 missions:
high: 2 * heavy pulse, 4 * focused pulse, heavy launcher
mids: 10 ab, web, large cap battery
lows: med armor rep, 3 * hardeners, 2 * cprs
i think i'll stop now, i can read my sig...
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
|

Typherin laidai
|
Posted - 2004.12.23 07:30:00 -
[23]
Now bear in mind im a lil bit tipsy and havent really bothered to read the posts above.... But. this is my Setup. Mainly for Mission running and some light Npc work (0.1 - 0.3)
Hi's - 6 Focused Modal Medium Pulse Laser 1 'named' Assault Missile Launcher
Mid's- 1 'named' Webber 2 Cap Recharger II
Low's- 1 'Named' Medium Armour Repairer 2 Armour Hardeners (Npc Specific) 3 Cap Relays
This seems to have done my fine and isn't a particularly expensive set up ( The Cap Recharger II's are not essential I's will do fine). Though I cant say im a fan of the prophecy Just doesn't seem as an effective ship as the Brutix/Ferox .. But I could be wrong :) 
Typherin LaiDai Care Negotitations Expert level 5
'Give me a position of power and I'l abuse it in an instant' |

Typherin laidai
|
Posted - 2004.12.23 07:30:00 -
[24]
Now bear in mind im a lil bit tipsy and havent really bothered to read the posts above.... But. this is my Setup. Mainly for Mission running and some light Npc work (0.1 - 0.3)
Hi's - 6 Focused Modal Medium Pulse Laser 1 'named' Assault Missile Launcher
Mid's- 1 'named' Webber 2 Cap Recharger II
Low's- 1 'Named' Medium Armour Repairer 2 Armour Hardeners (Npc Specific) 3 Cap Relays
This seems to have done my fine and isn't a particularly expensive set up ( The Cap Recharger II's are not essential I's will do fine). Though I cant say im a fan of the prophecy Just doesn't seem as an effective ship as the Brutix/Ferox .. But I could be wrong :) 
Typherin LaiDai Care Negotitations Expert level 5
'Give me a position of power and I'l abuse it in an instant' |

Vailin Snow
|
Posted - 2004.12.23 07:38:00 -
[25]
About the Cap battery vs Recharger argument..
It depends on your skill. If you have all cap skills at 5 then a recharger will do more good (not to mention the grid savings.
The math for calculating it is not just cap/sec. Your cap will recharge at that rate only when at 25-50% (i think). If you get below 25% ur screwed since the recharge rate gets lower and its time to warp out...
Same goes for armour/hull/shield repair/boosters and everything else in eve.
So basically if you get your recharge rate at a certain level between 25-50% cap, a bigger cap will give you LESS recharge that a direct timer decrease... All be it the difference is not that great, but why waste power grid, right? 
My setup:
6 x heavy pulse named with multifreq(i like the colour hehe) 1 Arbalest
1 10MN t2 AB webber Recharger (named)
2 recharger thingies (i forget the name) 2 small reps t2 2 passive 15% to all plates
If I go up against harder targets i use a slightly different setup. But this is minimal fuss for 95% of missions, just target and switch guns on while eating cornflakes and watching TV...
Hardners work better and you may want a medium repair for those pesky mordus. I usually also remove the AB and put something special in there for those extra hard encounters. YARR!
|

Vailin Snow
|
Posted - 2004.12.23 07:38:00 -
[26]
About the Cap battery vs Recharger argument..
It depends on your skill. If you have all cap skills at 5 then a recharger will do more good (not to mention the grid savings.
The math for calculating it is not just cap/sec. Your cap will recharge at that rate only when at 25-50% (i think). If you get below 25% ur screwed since the recharge rate gets lower and its time to warp out...
Same goes for armour/hull/shield repair/boosters and everything else in eve.
So basically if you get your recharge rate at a certain level between 25-50% cap, a bigger cap will give you LESS recharge that a direct timer decrease... All be it the difference is not that great, but why waste power grid, right? 
My setup:
6 x heavy pulse named with multifreq(i like the colour hehe) 1 Arbalest
1 10MN t2 AB webber Recharger (named)
2 recharger thingies (i forget the name) 2 small reps t2 2 passive 15% to all plates
If I go up against harder targets i use a slightly different setup. But this is minimal fuss for 95% of missions, just target and switch guns on while eating cornflakes and watching TV...
Hardners work better and you may want a medium repair for those pesky mordus. I usually also remove the AB and put something special in there for those extra hard encounters. YARR!
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Mamer
|
Posted - 2004.12.23 07:40:00 -
[27]
atm, im running, 1 Heavy Pulse laser 5 Medium Pulse laser II
100mn AB 2 named cap rechargers
2 Med Armour Rep II 4 cap relay
still figuring out what i want in that last high slot, power is not really a issue so i may throw a smartbomb or something in there. I like the setup and have been through a lot with it.
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Mamer
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Posted - 2004.12.23 07:40:00 -
[28]
atm, im running, 1 Heavy Pulse laser 5 Medium Pulse laser II
100mn AB 2 named cap rechargers
2 Med Armour Rep II 4 cap relay
still figuring out what i want in that last high slot, power is not really a issue so i may throw a smartbomb or something in there. I like the setup and have been through a lot with it.
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Hobbsalong
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Posted - 2004.12.23 08:06:00 -
[29]
You sure you want that 100mn AB on there?
Its pretty pointless eating up grid for no REAL gain.
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Hobbsalong
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Posted - 2004.12.23 08:06:00 -
[30]
You sure you want that 100mn AB on there?
Its pretty pointless eating up grid for no REAL gain.
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throbbinnoggin
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Posted - 2004.12.23 09:53:00 -
[31]
Originally by: Vailin Snow About the Cap battery vs Recharger argument..
It depends on your skill. If you have all cap skills at 5 then a recharger will do more good (not to mention the grid savings.
The math for calculating it is not just cap/sec. Your cap will recharge at that rate only when at 25-50% (i think). If you get below 25% ur screwed since the recharge rate gets lower and its time to warp out...
i used average cap per second as a base comparison because it involved one less mathematical calculation. if you want to figure maximum sustainable cap per secpond, which through experimentation i have found occurs around 25-30% just multiply average cap per second by 2.5. i have tried other multiples like 2.4 and 2.6 but found 2.5 to be the most accurate.
if you take my calculations for the large peroxide batt above and apply this you get 8.906 (average cap per second) * 2.5 = 22.265 maximum sustainable cap per second. enough cap to run a med armor rep and 3 hardeners indefinately [16.667 for rep at lvl4 + 4.5 (1.5*3) = 21.167 cap use per second] leaving just enough excess cap for running guns long enough to kill npc's.
since they are directly related a higher average cap per second will result in a higher maximum sustainable cap per second
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
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throbbinnoggin
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Posted - 2004.12.23 09:53:00 -
[32]
Originally by: Vailin Snow About the Cap battery vs Recharger argument..
It depends on your skill. If you have all cap skills at 5 then a recharger will do more good (not to mention the grid savings.
The math for calculating it is not just cap/sec. Your cap will recharge at that rate only when at 25-50% (i think). If you get below 25% ur screwed since the recharge rate gets lower and its time to warp out...
i used average cap per second as a base comparison because it involved one less mathematical calculation. if you want to figure maximum sustainable cap per secpond, which through experimentation i have found occurs around 25-30% just multiply average cap per second by 2.5. i have tried other multiples like 2.4 and 2.6 but found 2.5 to be the most accurate.
if you take my calculations for the large peroxide batt above and apply this you get 8.906 (average cap per second) * 2.5 = 22.265 maximum sustainable cap per second. enough cap to run a med armor rep and 3 hardeners indefinately [16.667 for rep at lvl4 + 4.5 (1.5*3) = 21.167 cap use per second] leaving just enough excess cap for running guns long enough to kill npc's.
since they are directly related a higher average cap per second will result in a higher maximum sustainable cap per second
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
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Liet Traep
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Posted - 2004.12.23 11:35:00 -
[33]
Originally by: Heihatchi hi: 6 x Med Lasers (multy chrystals) 1 x Heavy Launcher
Med: 3 x Cap recharger I
Low: 1 x Tech 2 armor rep 2 x armor hardeners 3 x cap power relayd
cap holds with everythng on ; ) can take out a 1 x 500k bs and 4 x 100k cruiser spawn with this
I'm interested I was thinking of taking my prophecy out to 0.0 and hunting BS spawns there. My setup so far is 6 heavy pulses med nos, 2 cap charger 1's 10mn ab, named heat sink, 2 passive hardeners,2 pdu's and med armor repairer. No tech 2 stuff yet as I don't have the skills. I going to be facing bs spawns and 0.0 was wondering if this setup would let me take on a BS spawns with either inty or cruiser support.
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Liet Traep
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Posted - 2004.12.23 11:35:00 -
[34]
Originally by: Heihatchi hi: 6 x Med Lasers (multy chrystals) 1 x Heavy Launcher
Med: 3 x Cap recharger I
Low: 1 x Tech 2 armor rep 2 x armor hardeners 3 x cap power relayd
cap holds with everythng on ; ) can take out a 1 x 500k bs and 4 x 100k cruiser spawn with this
I'm interested I was thinking of taking my prophecy out to 0.0 and hunting BS spawns there. My setup so far is 6 heavy pulses med nos, 2 cap charger 1's 10mn ab, named heat sink, 2 passive hardeners,2 pdu's and med armor repairer. No tech 2 stuff yet as I don't have the skills. I going to be facing bs spawns and 0.0 was wondering if this setup would let me take on a BS spawns with either inty or cruiser support.
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Vailin Snow
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Posted - 2004.12.23 12:54:00 -
[35]
Putting a large peroxide is better than a normal large. Bun in the end, avarage or no avarage (note that avarage will do you little good once your below 25%).
The argument is this: The fuller your cap is when everything is running and being sustained with no loss of cap the better off you are. For most people that falls at 25-50% of cap. All a battery does is stech that range.
We are talking .5 of a capasitor point here, which you may or may not gain by fitting a battery over a recharger. Fitting a battery is better in most cases except when dealing with a cap over 2500 and with the recharge rate below 250sec (i dont have the setup infront of me so they arnt exact numbers).
Its all about how much percent you add to the total capasitor...
2000 cap + 650 battery will give you a much bigger bonus to recharge than...
2500 cap + 650 battery....
This is why the avarage recharge ratio is a very rough estimate and should not be the deciding point. However, i repeat, this is fighting over fractions, I just prefer to have the extra grid for some bigger guns.
P.S. by fitting a medium turrets you actually use LESS cap due to the prophesy bonus than if you were to fit small turrets  And thats where the extra grid comes in handy.
YARR!
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Vailin Snow
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Posted - 2004.12.23 12:54:00 -
[36]
Putting a large peroxide is better than a normal large. Bun in the end, avarage or no avarage (note that avarage will do you little good once your below 25%).
The argument is this: The fuller your cap is when everything is running and being sustained with no loss of cap the better off you are. For most people that falls at 25-50% of cap. All a battery does is stech that range.
We are talking .5 of a capasitor point here, which you may or may not gain by fitting a battery over a recharger. Fitting a battery is better in most cases except when dealing with a cap over 2500 and with the recharge rate below 250sec (i dont have the setup infront of me so they arnt exact numbers).
Its all about how much percent you add to the total capasitor...
2000 cap + 650 battery will give you a much bigger bonus to recharge than...
2500 cap + 650 battery....
This is why the avarage recharge ratio is a very rough estimate and should not be the deciding point. However, i repeat, this is fighting over fractions, I just prefer to have the extra grid for some bigger guns.
P.S. by fitting a medium turrets you actually use LESS cap due to the prophesy bonus than if you were to fit small turrets  And thats where the extra grid comes in handy.
YARR!
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Torvar Hassat
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Posted - 2005.01.04 05:28:00 -
[37]
I just got a Prophecy and I wonder, how come some of you say to use pulse and some others say beam? That brings me to a decision I could never make, which is better?
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Hobbsalong
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Posted - 2005.01.04 06:46:00 -
[38]
Pulse shorter range, but better tracking.
With pulse and Radio and Multifreq crystals, you can hit anywhere from 36K (for me) to 2K (3-5K for frigs). Which is a good setup IMO.
With beams you might be hitting at 50+K... but wont do AS well up close.
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von Torgo
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Posted - 2005.01.04 07:07:00 -
[39]
Originally by: Torvar Hassat I just got a Prophecy and I wonder, how come some of you say to use pulse and some others say beam? That brings me to a decision I could never make, which is better?
Beam pros: - range, falloff Pulse pros: - damage/s, cap usage/s, tracking, powergrid, cpu
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Typherin laidai
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Posted - 2005.01.04 11:15:00 -
[40]
Pulses for teh win  Typherin LaiDai Care Negotitations Expert level 5
'Give me a position of power and I'l abuse it in an instant' |

God forbid
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Posted - 2005.01.04 16:38:00 -
[41]
I was just getting A Prophecy And His Cap cant handle anything... I like The maller more he can handle more..
BLEH!! |
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