
Apollo Balthar
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Posted - 2005.02.27 13:09:00 -
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Edited by: Apollo Balthar on 27/02/2005 13:29:18
Originally by: Snake Jankins Edited by: Snake Jankins on 19/12/2004 21:55:29 Until know, I have used almost the same med- and low-slot fitting on my Rupture except one cap-recharger instead of one cap-power-relay because of the slot differencies and only a med-repairer-I because of missing skills (and often AB instead of MWD in deadspace) if the med-armor-repairer-II and two energized platings are enough to tank the damage of e.g. three 90-100k cruisers at close range. My rupture was cut into peaces in less than a minute with an armor-repairer-I in such a level 3 mission. And there was no chance to escape, because the rats travelled at 600 m/s and webbed and warp-scrambled.
oops, wrong button.
Ok, with decent (not perfect, just decent) skill, you can run *any* level 3 mission solo in a rupture without getting into serious trouble. only extravaganza's wont be do-able in bonus time. Setups I use:
Close range.
high 2 x malkuth heavy launcher 4 x 425mm autocannons.
med Named (120%) AB1 (nav4 acceleration control 4) gives 500 m/s medium capbattery ( I have peroxide fitted, but I think a non named one will do, else, swap for cap booster) Webber (essential)
lows:
2xtech2 *small* repairer, they use les grid and give you the abbility to control cap use better.
3 x NPC specific hardener (32,5% ones, or even better tech 2) angels= 1x kinetic 2 x reactive. you can tank the odd widdowmaker easily.
trick is to dictate fighting distance. use heavies to kill of small stuff before it reaces you. then AB in and *ORBIT* the cruisers at 2500m. they will have a hard time hitting you while with recent AC changes you will hit fine. experiment to your hearts content. When fighting laser equiped ships (Amarr missions) you can use 2x thermal hardener and use a damage mod. use phased and fusion ammo. use EMP and thermal in heavies to strip shields fast.
Long range: 3x heavy. 3x720mm
named AB1 2xcap recharger (if missile changes come, you need to squeeze in a webber for missiles to hit frigs, no biggy, this setup uses very little cap.)
1x small tech2 repper. 2xnamed or tech2 tracking mod, 2x damage mod.
use proton for longer range and phased and fusion for closer range.
These rupture setups work very well if you pick of spawn by spawn and dont ruch in and get aggresion of all NPC in a stage.
If I where to fly a cyclone, Id try something like:
3x heavy 4(5?) x 720mm.(nuclear ammo.)
1x named tech1 med booster. 1xEMP hardener (active) 1xthermal hardener passive. 1x active sensor booster.
2x damage mod (tech2 if CPU will work) and 2x tracking mod.
try fighting at 50-60 km range. you should be able to instapop small frigs, larger ones with 2/3 volleys.
anything getting in your <45 range can be adressed with the heavies (and guns if needed, using thermal and expl. ammo). close range use drones.
It should work like a charm. you prolly will need the "tanking" on the cyclone as it wont outrun NPC as easy as the rupture. Rupture in long range setup should honestly not even need the small tech2 repper, I just have it on so I can use closer range ammo when Im running out of patience kiting the rats.
Hope this helps abit.
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