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Damien Vox
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Posted - 2004.12.17 06:56:00 -
[1]
Alright I just recently got my Cyclone and I'd like to equip it to deal with PvE, frankly I don't wanna ever mess with PvP unless I have to. Now I would like some help dealing with the set-up. I've got 3 Limo's on it at the moment (lights but they will eventually be heavies) and I was going to go with the 3 650's 2 720's (named) set up. I'd like other persons opinions however because they do indeed matter.
As for low and mid slots...not sure yet since I'm still acquainting myself with the game fully (3 months in). I know I want a Med/Large shield booster II along with 2 tech2 trackers.
That's about it. Help would definitely be appreciated. Even though I won't be able to use the set up for a bit (running low on isk atm) but at least I'll have a goal to aim for.
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Damien Vox
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Posted - 2004.12.17 06:56:00 -
[2]
Alright I just recently got my Cyclone and I'd like to equip it to deal with PvE, frankly I don't wanna ever mess with PvP unless I have to. Now I would like some help dealing with the set-up. I've got 3 Limo's on it at the moment (lights but they will eventually be heavies) and I was going to go with the 3 650's 2 720's (named) set up. I'd like other persons opinions however because they do indeed matter.
As for low and mid slots...not sure yet since I'm still acquainting myself with the game fully (3 months in). I know I want a Med/Large shield booster II along with 2 tech2 trackers.
That's about it. Help would definitely be appreciated. Even though I won't be able to use the set up for a bit (running low on isk atm) but at least I'll have a goal to aim for.
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Morikai Acler
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Posted - 2004.12.17 07:05:00 -
[3]
try 4 or 5 425mm autocannons, and 2 or 3 heavy launchers. Then whatever else you want for shield boosting and speed.
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Morikai Acler
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Posted - 2004.12.17 07:05:00 -
[4]
try 4 or 5 425mm autocannons, and 2 or 3 heavy launchers. Then whatever else you want for shield boosting and speed.
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Hobbsalong
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Posted - 2004.12.17 07:09:00 -
[5]
I agree about the autocannons
3, 4 or 5 425mm autos 3 heavy launchers 1 or 2 Medium NOS (inplace of the autos)
10mn MWD Web cap recharger cap recharger
Med Armor rep techII 2 hardeners (active...) cap relay
works for me to 0.1 without any issues.
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Hobbsalong
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Posted - 2004.12.17 07:09:00 -
[6]
I agree about the autocannons
3, 4 or 5 425mm autos 3 heavy launchers 1 or 2 Medium NOS (inplace of the autos)
10mn MWD Web cap recharger cap recharger
Med Armor rep techII 2 hardeners (active...) cap relay
works for me to 0.1 without any issues.
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Dave Toz
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Posted - 2004.12.17 08:43:00 -
[7]
Edited by: Dave Toz on 17/12/2004 08:43:28 Doesnt this ship get a bonus for shield boosting? if so then it should be used.(not sure if im thinking of the correct ship)
I use shield defence and 5x 720s + 3x Limos Heavys.
The 720s take things out at range then the heavys finnish off the short stuff. i use 1 mid slot tracking computer on that setup
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Dave Toz
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Posted - 2004.12.17 08:43:00 -
[8]
Edited by: Dave Toz on 17/12/2004 08:43:28 Doesnt this ship get a bonus for shield boosting? if so then it should be used.(not sure if im thinking of the correct ship)
I use shield defence and 5x 720s + 3x Limos Heavys.
The 720s take things out at range then the heavys finnish off the short stuff. i use 1 mid slot tracking computer on that setup
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Hobbsalong
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Posted - 2004.12.17 08:45:00 -
[9]
for long range shield boosting.
Get in close, and you will soon realise that shield boosting is a waste of mid slots.
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Hobbsalong
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Posted - 2004.12.17 08:45:00 -
[10]
for long range shield boosting.
Get in close, and you will soon realise that shield boosting is a waste of mid slots.
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slacker
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Posted - 2004.12.17 13:04:00 -
[11]
I've been using the Cyclone for 3 weeks (mainly because I'm minm and sick of flying Tempests/Rutures) - it's hard to set up.
I've stopped bothering with any sort of tanking (which is why I've lost 3 already). Weap selection is hard - I'm 2 weeks off specialisation required for T2 720s so I'm using 5 x 720 Is.
Using mid and low slot tracking enhancers seems to be bugged, using just low slot seems to work best.
In my opinion - the Cyclone is at it's best as battleship protection in fleet engagements setup for anti-frigate/anti-cruiser, but if you're using projectiles you'll need the target webified, a couple of sensor boosters help too - especially for podding (5x720 with fusion at 20km and 2xSB IIs will kill a pod in less than 2 seconds including lock time).
The nerfs to speed mean it's not to viable in a cav role any more - I'm going to try an assault cruiser this weekend. The agility is the reason I've lost the ones I have so far, it takes 10+ seconds to turn for warp several times slower than a Rupture and to fit the ship for projectile damage you've no low slots left to put any stabs in.
-- slacker |

slacker
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Posted - 2004.12.17 13:04:00 -
[12]
I've been using the Cyclone for 3 weeks (mainly because I'm minm and sick of flying Tempests/Rutures) - it's hard to set up.
I've stopped bothering with any sort of tanking (which is why I've lost 3 already). Weap selection is hard - I'm 2 weeks off specialisation required for T2 720s so I'm using 5 x 720 Is.
Using mid and low slot tracking enhancers seems to be bugged, using just low slot seems to work best.
In my opinion - the Cyclone is at it's best as battleship protection in fleet engagements setup for anti-frigate/anti-cruiser, but if you're using projectiles you'll need the target webified, a couple of sensor boosters help too - especially for podding (5x720 with fusion at 20km and 2xSB IIs will kill a pod in less than 2 seconds including lock time).
The nerfs to speed mean it's not to viable in a cav role any more - I'm going to try an assault cruiser this weekend. The agility is the reason I've lost the ones I have so far, it takes 10+ seconds to turn for warp several times slower than a Rupture and to fit the ship for projectile damage you've no low slots left to put any stabs in.
-- slacker |

Damien Vox
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Posted - 2004.12.17 17:55:00 -
[13]
Thank you for the replies so far. Looks like I'll try the 420's since I'm doing PvE and the rats try to get in close, my launchers tend to do good damage from a distance anyways the 420's seem like a good mid/short range weapon.
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Damien Vox
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Posted - 2004.12.17 17:55:00 -
[14]
Thank you for the replies so far. Looks like I'll try the 420's since I'm doing PvE and the rats try to get in close, my launchers tend to do good damage from a distance anyways the 420's seem like a good mid/short range weapon.
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Damien Vox
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Posted - 2004.12.19 07:50:00 -
[15]
Question regarding the 420's are you talking medium or large? It sounds noobish but this IS a battlecruiser so I wanna make sure I get it right before I start buying stuff.
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Damien Vox
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Posted - 2004.12.19 07:50:00 -
[16]
Question regarding the 420's are you talking medium or large? It sounds noobish but this IS a battlecruiser so I wanna make sure I get it right before I start buying stuff.
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Ishtari
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Posted - 2004.12.19 08:52:00 -
[17]
Medium guns look at grid/cpu.
My load out 5 650s malkuth heavy launchers afterburner, shield booster, shield extender, both large I believe damage mods, tracking mods, overdrives. I use drones for point defense on my ships And if you go into complexes a smartbomb might do wonders.
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Ishtari
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Posted - 2004.12.19 08:52:00 -
[18]
Medium guns look at grid/cpu.
My load out 5 650s malkuth heavy launchers afterburner, shield booster, shield extender, both large I believe damage mods, tracking mods, overdrives. I use drones for point defense on my ships And if you go into complexes a smartbomb might do wonders.
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Damien Vox
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Posted - 2004.12.19 09:15:00 -
[19]
Thank you much for the clarification. I'm still sorting stuff out in game given I'm still new to the "find the best set-up" routine. Thanks again for the help it is much appreciated.
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Damien Vox
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Posted - 2004.12.19 09:15:00 -
[20]
Thank you much for the clarification. I'm still sorting stuff out in game given I'm still new to the "find the best set-up" routine. Thanks again for the help it is much appreciated.
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Black Roberts
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Posted - 2004.12.19 10:14:00 -
[21]
I have been using the cyclone to do Lv3 missions for a while now and it have worked just fine.
This is the setup i have been using
Hi 5*gallium 425 3* arbalest hvy launchers
Med 1*10mnabII 1*med sbII 1*sheildboost amp 1*emp hardener
Low 4* power diagnostic systems
This gives me alot of grid that i dont use so im still playing around with the low slots, but i really like those pds's since they give boost to so many things i need for this ship to work.
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Black Roberts
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Posted - 2004.12.19 10:14:00 -
[22]
I have been using the cyclone to do Lv3 missions for a while now and it have worked just fine.
This is the setup i have been using
Hi 5*gallium 425 3* arbalest hvy launchers
Med 1*10mnabII 1*med sbII 1*sheildboost amp 1*emp hardener
Low 4* power diagnostic systems
This gives me alot of grid that i dont use so im still playing around with the low slots, but i really like those pds's since they give boost to so many things i need for this ship to work.
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Dred 'Morte
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Posted - 2004.12.19 14:10:00 -
[23]
Lies, that last setup would put a cyclone in a million pieces b4 you could get trough the shield of one of those ships of that powerfull spawn i found, how was it, 3X Heavy Assault Stabbers (Vagabonds) and 2X Heavy Assault Ruptures (Munnins)
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Dred 'Morte
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Posted - 2004.12.19 14:10:00 -
[24]
Lies, that last setup would put a cyclone in a million pieces b4 you could get trough the shield of one of those ships of that powerfull spawn i found, how was it, 3X Heavy Assault Stabbers (Vagabonds) and 2X Heavy Assault Ruptures (Munnins)
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Deakgu
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Posted - 2004.12.19 14:13:00 -
[25]
Edited by: Deakgu on 19/12/2004 14:13:12 I dont think I would want to fight 3 vagabonds and 2 munnins at the same time anyway unless their dmg output is so crappy I would not take it on in a cyclone
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Deakgu
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Posted - 2004.12.19 14:13:00 -
[26]
Edited by: Deakgu on 19/12/2004 14:13:12 I dont think I would want to fight 3 vagabonds and 2 munnins at the same time anyway unless their dmg output is so crappy I would not take it on in a cyclone
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Black Roberts
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Posted - 2004.12.19 15:33:00 -
[27]
Well havent failed a mission yet but maybe i havent had the real hard ones so far.
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Black Roberts
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Posted - 2004.12.19 15:33:00 -
[28]
Well havent failed a mission yet but maybe i havent had the real hard ones so far.
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Dred 'Morte
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Posted - 2004.12.19 16:05:00 -
[29]
the mission has 4 bookmarks, 2nd is too hard, 3rd is nearly impossible, 4th has 2 munnins and 3 vagabons, they mwd to you, deal massive damage, tank very well, and are effective at both close and long range.
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Dred 'Morte
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Posted - 2004.12.19 16:05:00 -
[30]
the mission has 4 bookmarks, 2nd is too hard, 3rd is nearly impossible, 4th has 2 munnins and 3 vagabons, they mwd to you, deal massive damage, tank very well, and are effective at both close and long range.
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Aegis Osiris
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Posted - 2004.12.19 19:30:00 -
[31]
Dred, are you trying to run that mission alone? My understanding is the lvl 4's are intended for groups. Most BS's would likely have trouble with 5 HAC's, even NPC ones.
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Aegis Osiris
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Posted - 2004.12.19 19:30:00 -
[32]
Dred, are you trying to run that mission alone? My understanding is the lvl 4's are intended for groups. Most BS's would likely have trouble with 5 HAC's, even NPC ones.
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Snake Jankins
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Posted - 2004.12.19 21:51:00 -
[33]
Edited by: Snake Jankins on 19/12/2004 21:55:29 I've just bought a cyclone, too and I am also wondering about a setup for lvl-3 missions. I am not sure, if I should use a shield setup. There is this nice bonus: 5% shield boosting bonus per level. But the cyclone has only 4 medslots and not so much cap.
I am sure, that hobsalongs armor tanking setup is working. 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)
But perhaps a shield setup is better, don't know. I am not sure, 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. Was in deadspace before the last patch. ( Losing a cyclone hurts more, because the platinum insurance costs 7 millon and also pays 7 million less than the actual price. )
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Snake Jankins
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Posted - 2004.12.19 21:51:00 -
[34]
Edited by: Snake Jankins on 19/12/2004 21:55:29 I've just bought a cyclone, too and I am also wondering about a setup for lvl-3 missions. I am not sure, if I should use a shield setup. There is this nice bonus: 5% shield boosting bonus per level. But the cyclone has only 4 medslots and not so much cap.
I am sure, that hobsalongs armor tanking setup is working. 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)
But perhaps a shield setup is better, don't know. I am not sure, 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. Was in deadspace before the last patch. ( Losing a cyclone hurts more, because the platinum insurance costs 7 millon and also pays 7 million less than the actual price. )
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Uglious
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Posted - 2004.12.20 03:03:00 -
[35]
Here is the setup that I've been using with the cyclone:
hi: 3xheavy (named if you like), 5x720's (named if you like) mid: 1xtech 2 shield booster, 3xcap rechargers low: 1xRCU 1, 2xgyro (damage mod), tracking mod
With this, I've been hunting deep in 0.0, usually going after the multi-cruiser spawns, although with a rupture to assist, took out a 1mil spawn (warlord), although it wasn't easy. |

Uglious
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Posted - 2004.12.20 03:03:00 -
[36]
Here is the setup that I've been using with the cyclone:
hi: 3xheavy (named if you like), 5x720's (named if you like) mid: 1xtech 2 shield booster, 3xcap rechargers low: 1xRCU 1, 2xgyro (damage mod), tracking mod
With this, I've been hunting deep in 0.0, usually going after the multi-cruiser spawns, although with a rupture to assist, took out a 1mil spawn (warlord), although it wasn't easy. |

Damien Vox
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Posted - 2004.12.20 06:09:00 -
[37]
I've settled on the set-up I'd like to use and if any of you happen to have some named 425's laying around could you please see this thread: My want ad
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Damien Vox
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Posted - 2004.12.20 06:09:00 -
[38]
I've settled on the set-up I'd like to use and if any of you happen to have some named 425's laying around could you please see this thread: My want ad
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Uglious
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Posted - 2004.12.20 18:24:00 -
[39]
I've modified my setup, and think it works even better now:
hi: 3xheavy (unnamed at the moment), 5x720 prototypes mid: 1xtech 2 shield booster, 1xshield boost amplifier, 2xcap recharger 1 (+15%) low: 1xRCU 1, 1xgyro, 1xtracking mod, 1xsmall armor repairer
The small armor repairer may sound odd, but it's to allow me to warp out, repair armor quickly, and get back into a fight, even if I'm several jumps away from a station in 0.0. The shield boost amplifier stacks on top of the cyclone's 5%/level bonus, so adds even more, and provides 30% more HP for the cap, so works out better than the cap booster. A second amplifier may work out also, as it would give 15% more hp vs. 15% more cap, BUT allow more HP to be recovered faster, so in a short battle where cap isn't an issue, wins. A straight up cap booster may work better than the cap recharger with such a setup then. Thoughts?
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Uglious
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Posted - 2004.12.20 18:24:00 -
[40]
I've modified my setup, and think it works even better now:
hi: 3xheavy (unnamed at the moment), 5x720 prototypes mid: 1xtech 2 shield booster, 1xshield boost amplifier, 2xcap recharger 1 (+15%) low: 1xRCU 1, 1xgyro, 1xtracking mod, 1xsmall armor repairer
The small armor repairer may sound odd, but it's to allow me to warp out, repair armor quickly, and get back into a fight, even if I'm several jumps away from a station in 0.0. The shield boost amplifier stacks on top of the cyclone's 5%/level bonus, so adds even more, and provides 30% more HP for the cap, so works out better than the cap booster. A second amplifier may work out also, as it would give 15% more hp vs. 15% more cap, BUT allow more HP to be recovered faster, so in a short battle where cap isn't an issue, wins. A straight up cap booster may work better than the cap recharger with such a setup then. Thoughts?
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Uglious
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Posted - 2004.12.22 06:00:00 -
[41]
One more mod, instead of using two rechargers, use two shield boost amplifiers. I did the math, and it works out better to use the cap you have better (and allow more HP to be restored faster in battle) than to try to recover the cap after you used it.
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Uglious
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Posted - 2004.12.22 06:00:00 -
[42]
One more mod, instead of using two rechargers, use two shield boost amplifiers. I did the math, and it works out better to use the cap you have better (and allow more HP to be restored faster in battle) than to try to recover the cap after you used it.
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Fattus
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Posted - 2004.12.24 01:58:00 -
[43]
How about this for PVP:
High: 5 x 720's (named) 3 medium launchers (named)
Med: 10 mn AB II Large shield booster (C5-L) Shield booster amplifier Medium cap injector (named, with cap booster 400's)
Low: 2 x RCU II 2 x Gyro II
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Fattus
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Posted - 2004.12.24 01:58:00 -
[44]
How about this for PVP:
High: 5 x 720's (named) 3 medium launchers (named)
Med: 10 mn AB II Large shield booster (C5-L) Shield booster amplifier Medium cap injector (named, with cap booster 400's)
Low: 2 x RCU II 2 x Gyro II
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Hobbsalong
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Posted - 2004.12.24 04:40:00 -
[45]
What kind of PvP?
Dont see any web or scramblers on that.
as a support ship for taking out tackling frigs seems like a good setup
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Hobbsalong
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Posted - 2004.12.24 04:40:00 -
[46]
What kind of PvP?
Dont see any web or scramblers on that.
as a support ship for taking out tackling frigs seems like a good setup
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Fattus
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Posted - 2004.12.24 05:05:00 -
[47]
Edited by: Fattus on 24/12/2004 05:08:20
Yes,,it's more for fleet/group PVP. Damage and tanking, no EW/scrambling/webbing.
720's wouldnt be very good for frigs. This setup is better for everything else.
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Fattus
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Posted - 2004.12.24 05:05:00 -
[48]
Edited by: Fattus on 24/12/2004 05:08:20
Yes,,it's more for fleet/group PVP. Damage and tanking, no EW/scrambling/webbing.
720's wouldnt be very good for frigs. This setup is better for everything else.
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Sarkos
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Posted - 2004.12.24 07:19:00 -
[49]
For PvE, stick to Artillery/Howitzers.
3x650mm, 2x 720mm, 2x Hvy Launchers, 1x Light launcher for Defenders.
SB, AB. Shield Boost Amplifier and a Shield extender, large prefered.
Fill the bottom to fit your need, most will add a Gyro or two and maybe a Power Diag or two to help cap and shield recharge.
Fight at the 25-35km range and you should be ok. Do NOT use a BC on any level 4 missions.
Either free the slaves or we will come and get them.
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Sarkos
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Posted - 2004.12.24 07:19:00 -
[50]
For PvE, stick to Artillery/Howitzers.
3x650mm, 2x 720mm, 2x Hvy Launchers, 1x Light launcher for Defenders.
SB, AB. Shield Boost Amplifier and a Shield extender, large prefered.
Fill the bottom to fit your need, most will add a Gyro or two and maybe a Power Diag or two to help cap and shield recharge.
Fight at the 25-35km range and you should be ok. Do NOT use a BC on any level 4 missions.
Either free the slaves or we will come and get them.
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Jet Collins
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Posted - 2005.01.10 17:02:00 -
[51]
This is my set up for my cyclone. Although I have my skills maxed for cap/recharge rates. So my cap last a while. 2 720/3 650/3 heavy lanchers for high Mid I have named med shield bouser almost as good as teck II also shield amp/ 32.5% emp resistance and a sensor bost. int he low slots I have 2 warp drives and 2 named nanofibers to improve speed and manovering so if I have to warp I can. Been working well so far. Lost all my sheilds only a few times doing level 3 missions.
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Alowishus
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Posted - 2005.01.10 18:42:00 -
[52]
Edited by: Alowishus on 10/01/2005 18:46:07 PVP
C-A-P B-O-O-S-T-E-R
If you're using the Cyclone in a way other than a shield tanked artilliary platform as part of a group then I suggest the following:
Autocannos/launchers (presumably)
1x 10MN MWD (ohnos! it's not an oversize AB!) 1x web 1x scrambler 1x Medium cap booster (800 charges!)
1x Medium T2 Rep 3x Hardener
This works REALLY well. I'm able to hold one 800 in the booster and 4 in the cargo hold with my missiles and ammmo. This means I can recover 66% of my cap five times. By the time I'm down to 20% cap another booster is injecting.
If you're setting the ship up as intended by the Devs it's like this:
5x 720mm 3x Heavy Launcher
1x Medium T2 Booster 3x Hardener
2x PDU 2 2x PDU 2/tracking enhancer/damage mod
Raven 4TW! Rank(1) SP: 243745/256000 |

LodeArm
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Posted - 2005.01.10 21:40:00 -
[53]
You can try fitting a t2 sheild booster with a sheild booster amp, to save on cap and some stuff to increas sheild recharge rat in low slots, that'll help y sheild tank alot and in the long run use less cap, and the amp with the sheild boosting skill will mean you'll sheild boost a ton each time for less cap than it should take, an some passive sheild hardners for the lower restances in med, such as em, and you'll be well away all y need then is some 720's or 650's with some hvy lanuchers, all named the better. But personly i think the ferox is far better as its shield tanks better and has more hvy launchers
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Kayser
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Posted - 2005.01.14 02:12:00 -
[54]
Since recently I'm also using a Cyclone(I simply love it's look). I use it mainly for lvl3 Agent Missions and my setup currently looks like this:
Hi Slots: 5x 650mm Gallium 3x Assault Launchers
Med Slots: 1x Medium SB II 1x 'Anointed' I EM Ward Reinforcement 1x Heat Dissipation Amplifier I 1x F-b10 Nominal Capacitor Regenerator
Low Slots: 2x Gyrostabilizer II 2x Tracking Enhancer II
It's working quite nice.
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Damien Vox
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Posted - 2005.01.14 06:53:00 -
[55]
Okay got another set-up myself. Have never gone into armor on this set up and never lost cap either:
High:
5x 720's 3x Heavy Launchers
Mids:
Large Tech 2 booster Boost Amp 2x Named Cap chargers
Lows:
3x PDU's 1x Gryo
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Molten Platypii
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Posted - 2005.01.14 07:40:00 -
[56]
My setup is similar to Kayser's.
(off the top of my head, so forgive errors)
hi : 5x425mm's, 3xheavy launchers mid : 1 active EM shield hardner, 1 active Thermal hardner, 1 med shield booster, 1 10xAB low : 1 med armor rep, 1 gyrostabilizer, 2 x 20% cap recharger -%10 cap
This takes advantage of the shield bonus. It works well for level 3 agent missions.
I've tried long range cannons, but this ship is so slow that many times rats will come within 10km. Making the 425's a better choice. If I'm fighting slow ships I'll use the arties.
Mp
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wark
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Posted - 2005.01.14 10:59:00 -
[57]
Edited by: wark on 14/01/2005 11:00:17 Please guys, don't shield AND armor tank at the same time!!! Cyclone got bonus on shield boost, so use the shield tank method. I've played more than 3 weeks in a Cyclone and didn't lost more than 75% of my shield, so why armor tank. my setup:
5x 'Scout' 720mm 2x Arbalest heavy launchers 1x assault launcher (defenders/bloodclaw) 1x 10 AB 1x med shield booster II 1x large shield extender 1x webber
low stuff can't remember, probably some PDU's and don't forget to put 7 med drones in your bay
I've got more than 5000 shield power, and with your med Tech II booster it's enough to do all lev3 missions and keep at least 25% of your shield
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darth solo
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Posted - 2005.01.14 11:09:00 -
[58]
Im trying to get this expensive piece of scrap blown up the noo...
i have no idea what im meant to do with it...
1.Its a bullet magnet in fleet fights.
2. for anti frigs u NEVER get a fight, as even 3 or 4 frigs dont even engage u.
3. its darn slow
4. shield boost bonus
5. it looks like dog poo.
its good against other cruisers, and packs a big punch, but u may as well get a LVL 1 bs. or maybe a rupture:(..
anyways, sry for hijack.
d solo.
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Ziyal Nashir
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Posted - 2005.01.14 11:18:00 -
[59]
Just for the fun of it I tried this setup, did a couple of lvl3 missions with it and it didn't even get blown up :)
High: 5x tech II 280MM howitzer (EM ammo), 3x assault launchers Med: Large shield booster, EM hardener, Kinetic Hardener, Thermal Hardener (giving 50/60/59.5/60 shield resists, not bad at all) low: 4x tech II gyros
3x Ogre heavy drones.
Can't run the shield booster for all that long when on auto, but used in bursts the shield can safely soak up most damage done on me, and the hardeners don't use that much cap at all.
Warp in @ 15km (unless there are web/scrambler interceptors, if so, I lure those away first), and just start shooting. The 280s do respectable amounts of damage (dam. mod == 11x, RoF 6 sec), and can track well enough to hit frigates at most ranges.
Some of the harder lvl3 mission will probably be too risky with this though. But at least it's fun.
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d'hofren
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Posted - 2005.01.14 11:24:00 -
[60]
Edited by: d'hofren on 14/01/2005 11:34:17 I am using my Cyclone for lvl 3 missions as are the two guys quoted below, and I have some questions;
Originally by: Kayser Since recently I'm also using a Cyclone(I simply love it's look). I use it mainly for lvl3 Agent Missions and my setup currently looks like this:
Hi Slots: 5x 650mm Gallium 3x Assault Launchers
Med Slots: 1x Medium SB II 1x 'Anointed' I EM Ward Reinforcement 1x Heat Dissipation Amplifier I 1x F-b10 Nominal Capacitor Regenerator
Low Slots: 2x Gyrostabilizer II 2x Tracking Enhancer II
It's working quite nice.
I am using 650's as well. However I find that I need to use a named 10mn ab to keep my distance. Most of my kill missions put me up against ammarr or angels, the amaar are easy enough but those angels can easily close to the point where my tracking means that my guns are missing 80% of the time. How are you keeping your range at optimal?
Originally by: Molten Platypii My setup is similar to Kayser's.
(off the top of my head, so forgive errors)
hi : 5x425mm's, 3xheavy launchers mid : 1 active EM shield hardner, 1 active Thermal hardner, 1 med shield booster, 1 10xAB low : 1 med armor rep, 1 gyrostabilizer, 2 x 20% cap recharger -%10 cap
This takes advantage of the shield bonus. It works well for level 3 agent missions.
I've tried long range cannons, but this ship is so slow that many times rats will come within 10km. Making the 425's a better choice. If I'm fighting slow ships I'll use the arties.
Mp
I was thinking about trying auto's, I've got my ruppy setup like a mwd powered mini version of your idea at the mo. It is great fun for easier lvl 3's.
My current setup is;
hi: 5 x mixed 650mm's , 3 x mixed hvy launchers (some named some not) mid: 1 x SB II, 1 x Ys-8 AB (ten secs 120% at 80 cap cost), 2 x active hardners according to the npc damage type. low: 2 x pds I (for the shield and cap charge bonus'), 2 x faq delay lines (1.0575% to tracking). ammo: (it's worth metioning this, I find that configs are made or broken by the ammo you use), Nuke and Heavies according to the situation and or npc type.
I can currently run both hardners, ab and a full set of weapons whilst charging cap quite nicely. The SB II will happily run for a good couple of minutes.
I thought about using a tech II ab, but that has an activation cost of 113 for just an extra 15% thrust. That's an extra 33 on my cap every ten secs. The cost seesm a little steep for the benefit. I can keep most amarr npc's at optimal without too much hassle, the occasional mwding cruiser and inty can be delt with by drones and the hvy launchers. Angels on the other hand seem to be faster and they can require a few warp outs. I might have to invest in a ABII for deadspace missions. Deadspace is a PAIN for people relying on ranged setups. I know ccp wanted to stop people kiting missions in caracals and the like but give us a break! Are they trying to say that 50% of the minmatar weapons should be cippled in a deadspace enviroment. At the moment it's a case of warp in, turn around run like h*ll to a safe range whilst praying you don't get too many npc's after you and then start fighting.
I think the lows need some tweaking. Current ideas include;
The PDS I's There are other ways to increase cap charge time... Tracking mods I don't know if I need both of those. I need to do some testing on that. It would be nice to loose one of each of those to give me some room for mission / location specific items like overdrives, warp stabs.....
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Kayser
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Posted - 2005.01.14 15:04:00 -
[61]
Edited by: Kayser on 14/01/2005 15:04:24
Originally by: d'hofren Edited by: d'hofren on 14/01/2005 11:34:17 I am using my Cyclone for lvl 3 missions as are the two guys quoted below, and I have some questions;
Originally by: Kayser Since recently I'm also using a Cyclone(I simply love it's look). I use it mainly for lvl3 Agent Missions and my setup currently looks like this:
Hi Slots: 5x 650mm Gallium 3x Assault Launchers
Med Slots: 1x Medium SB II 1x 'Anointed' I EM Ward Reinforcement 1x Heat Dissipation Amplifier I 1x F-b10 Nominal Capacitor Regenerator
Low Slots: 2x Gyrostabilizer II 2x Tracking Enhancer II
It's working quite nice.
I am using 650's as well. However I find that I need to use a named 10mn ab to keep my distance. Most of my kill missions put me up against ammarr or angels, the amaar are easy enough but those angels can easily close to the point where my tracking means that my guns are missing 80% of the time. How are you keeping your range at optimal?
I'm using Titanium Sabot ammo. With my current Gunnery skills and my setup I have an optimal Range of 20km with that ammo and a falloff of another 20km, and my guns trackingspeed is 0.034(speedwise, thats like a standard heavy beam laser). I usually jump in at 30km distance(exept for deathspace missions, where you usually end up in mid of your targets) and directly order my ship to move away from the targets that aggro me first. With the base speed of almost 200ms that gives me enough time to take most targets out before they get to close for my guns to track them. The max distance at wich I still can somewhat hit with my guns is around 10-13km(a bit lower on larger/slower targets).
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Estios
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Posted - 2005.01.14 16:14:00 -
[62]
Edited by: Estios on 14/01/2005 16:17:54 I strangely find myself feeling EXACTLY the same way as Darth Solo.
Ive been flying mine about trying to get it blown up so I can get my insurance pay out as I find no role really for it.
Then again I have a Vagabond and Muninn both of which I love so if Im gonna fly something bigger than a frig and smaller than a BS it would be one of those 2.
You state you dont wanna pvp so maybe for you its not a bad ship.
Id personally go with 425's, a web and some armour tankage OR 650's and some shield defence and dmg and trackign enhancers ie those are 2 completely diff'rent approaches but both work well for PVE
For the breif period of time I did use it for some agent missions I had
5x425mm II 2xHeavy Launchers
1xY-S8 10mn Afterburner 1xWeb 1xCap Recharger II 1xTracking Comp II
1xCap power relay 1xMedium Armour Rep II 2xArmour Hardners dependant on npc type
I think it was along those lines
So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
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dark1ing
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Posted - 2005.01.29 12:43:00 -
[63]
Interesting stuff, i too am a few days away and am planning the kit for it, been talking to lots of people and the consensus seems to be:
3 heavies, 5 720s 10mn ab 2, cap booster 2, sb, shield amp whatever u need in the low
ive never used 425mm guns, what is their optimum range? i usually rely on staying a certain distance away but understand that the lvl3 pirates are going to be much quicker and are liekly to cause problems when close.
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Mozinator1
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Posted - 2005.01.31 11:54:00 -
[64]
** COUGH **
Hi Slots.... Lots of PG in this baby why not use it ....
Throw a Cruise Missile Launcher and 2 x Heavy Launchers in ( Advance Limnos is good ) Followed by some arty .. 280 / 250 mm what ever floats your boat
Med slots... you take your pick ...
lows... id suggest some form of shield/power/cap recharging ...
Just a thought....

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DrunkenOne
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Posted - 2005.01.31 13:42:00 -
[65]
Originally by: Mozinator1 ** COUGH **
Hi Slots.... Lots of PG in this baby why not use it ....
Throw a Cruise Missile Launcher and 2 x Heavy Launchers in ( Advance Limnos is good ) Followed by some arty .. 280 / 250 mm what ever floats your boat
Med slots... you take your pick ...
lows... id suggest some form of shield/power/cap recharging ...
Just a thought....

Retarded setup, as both the Ferox and Proph do the "Cruise on a BC" thing better.
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Karl Borhman
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Posted - 2005.01.31 13:49:00 -
[66]
Originally by: DrunkenOne
Retarded setup, as both the Ferox and Proph do the "Cruise on a BC" thing better.
Obviously this guy never took mom's advice to say nothing when you can say nothing good. __________________________________
Mining ... the other white meat. __________________________________ |

Randuin MaraL
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Posted - 2005.01.31 14:13:00 -
[67]
Originally by: slacker
I've been using the Cyclone for 3 weeks (mainly because I'm minm and sick of flying Tempests/Rutures) - it's hard to set up.
I've stopped bothering with any sort of tanking (which is why I've lost 3 already). Weap selection is hard - I'm 2 weeks off specialisation required for T2 720s so I'm using 5 x 720 Is.
Using mid and low slot tracking enhancers seems to be bugged, using just low slot seems to work best.
In my opinion - the Cyclone is at it's best as battleship protection in fleet engagements setup for anti-frigate/anti-cruiser, but if you're using projectiles you'll need the target webified, a couple of sensor boosters help too - especially for podding (5x720 with fusion at 20km and 2xSB IIs will kill a pod in less than 2 seconds including lock time).
The nerfs to speed mean it's not to viable in a cav role any more - I'm going to try an assault cruiser this weekend. The agility is the reason I've lost the ones I have so far, it takes 10+ seconds to turn for warp several times slower than a Rupture and to fit the ship for projectile damage you've no low slots left to put any stabs in.
I second. ____________________________________________________
Never be in the company of anyone with whom you would not want to die.
MEDUSA veteran, Khumaak Award winner |

Farworth
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Posted - 2005.02.27 11:58:00 -
[68]
My reccomendation, sell that hunk of rubbish and get a tempest or typhoon. The cyclone is probably the WEAKEST ship ever to fly in EVE. My rupture could probably take one without batting an eyelid. horrible ship the cyclone.
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Apollo Balthar
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Posted - 2005.02.27 13:09:00 -
[69]
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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Imhotep Khem
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Posted - 2005.02.27 18:02:00 -
[70]
Originally by: Farworth My reccomendation, sell that hunk of rubbish and get a tempest or typhoon. The cyclone is probably the WEAKEST ship ever to fly in EVE. My rupture could probably take one without batting an eyelid. horrible ship the cyclone.
Please. Rupture has a helluva time in a l3 mission, but my cyclone walks through all of em like butter.
The setup is still whaky but that is because i like close in fighting, but shield tank does not favor close fighting. So ill probably put the proper 650 or 720 on eventuyally but for now.
H 5x 425mm 3x heavy launcher
M 1xlarge shield booster 1xlarge shield extender 1xshield boost amplifier 1x10MN AB
L 3xPDS 1xGyro
If you can't make shield boosting work for you then you need to be flying a different ship. DO NOT let your cap fall below 30% or you will generally not recover against the ships you have to chase down. I started taking out the gyro and adding an overdrive as the ship is a tad bit slow in the l3 missions without a MWD.
____ If your not dyin' your not tryin'. |
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Subedai
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Posted - 2005.03.07 08:49:00 -
[71]
Theres a reason they nerfed cprs.
Now +25% boost = 2.5 cprs Shield boost amp = 3 cprs
whatever guns u like, you'll have all your pg for them booster, boost amp, em + therm 4cpr
~86 boost every 2.5sec from c-5 with nice recharge.
Obviously not a pvp setup and hardeners would have to be swapped around depending on what your up against.
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Madswede
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Posted - 2005.03.08 08:58:00 -
[72]
I am currently using this setup for lvl3 missions:
5x720 (2 named, 3 std) 3xHeavy Launchers (2 named, 1 std)
1x10 MN AB II 1xMed Shield Booster II 2xShield Boost Amp
2xPDU II 2xGyrostab II
Works well enough, havent had any real problems yet, but the shield boosting needs to be looked at. I am going to try to cram a Large Shield Booster in there somehow. |

Cobra64
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Posted - 2005.03.08 16:53:00 -
[73]
the thing with this ship is that it is a break from the norm for a minny ship. Most minny ships lend themselves well to armour tanking, yet here we have a ship that requires you to have shield skills, something I haven't bothered with up to now. Even so I got one and fitted it out as best I could, 3 heavies and 5 720's in the high slots, 10MW AB, med shield booster, tracking analyser and shield medium shield extender in the meds, had to fit 3*power DU's and a tracking computer in the low slots. With this set up it was a lot better than a Rupture (which I still love BTW) but still wasn't fantastic and required assistance with some of the level 3 missions. I'm flying a Phoon now to do them solo but training up to fit out the Cyclone better. Ideal would be 3 heavies, 5 720 II's. Med shield booster II, med shield extender II and a boos amp. 3* PDU II's and a tracking comp II (possibly have to sacrifice this for a CPU II) This would be for PvE only and even then would be reliant on getting 7 med drones to handle the close support. Very close now to having all the required skills but have grown fond of my Phoon which takes everything level 3 can dish out and is almost as fast as the Cyclone...which isn't. Hope this helps
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Imhotep Khem
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Posted - 2005.03.08 18:02:00 -
[74]
I finally changed to the 650s to see how it felt. I waited till i got at least scouts and prototypes.
H 5x650 3xheavy launcher M 1xlarge shield booster 1xlarge shield extender 1xshield boost amplifier 1x10mn AB
L don't remember
this setup is even better. I don't even take damage so ill probably tone down my super shield defence for more damage output. ____ If your not dyin' your not tryin'. |

hooj
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Posted - 2005.03.08 18:37:00 -
[75]
4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner
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Imhotep Khem
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Posted - 2005.03.08 21:50:00 -
[76]
Originally by: hooj 4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner
 ____ If your not dyin' your not tryin'. |

hooj
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Posted - 2005.03.08 22:14:00 -
[77]
Edited by: hooj on 08/03/2005 22:16:05
Originally by: Imhotep Khem
Originally by: hooj 4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner

my setup vs your setup = you dead.
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Imhotep Khem
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Posted - 2005.03.09 02:39:00 -
[78]
Originally by: hooj Edited by: hooj on 08/03/2005 22:16:05
Originally by: Imhotep Khem
Originally by: hooj 4x medium NOS II, 4x heavy launcher or autocannon depending on your skills 10mn AB or MWD, 3x whatever ew/web/scramble u want 1 med rep II, 3x hardner

my setup vs your setup = you dead.
If you show up in a Cyclone with 4xheavy launchers fitted, I will self-destruct. ____ If your not dyin' your not tryin'. |

Korgono
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Posted - 2005.03.09 03:11:00 -
[79]
Think i would have to agree with you... I'd be scared if someone managed to equipe a 4th launcher on a ship that only has 3 launch points lol
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High Sierra
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Posted - 2005.03.15 18:41:00 -
[80]
ok, could someone give me a good Frig/inty killer setup and a good NPC set up?
I've been doing ok against certain spawns in 0.0, but most I have to run from or only tackle with help.
I have 5 720mm, 3 Lights! 1 Med Shield Booster, 1 Explosive hardener and 2 cap rechargers And 4 PDU's in the low slots
I usually use fusion or nuc ammo and explosive light missiles (which with drones are v.good at taking out those nasty NPC inty's)
I know this setup probably sucks bigtime so if you're just going to flame me, please dont bother replying. I have no idea of how to set this ship up which is why I'm asking.
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Papermate
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Posted - 2005.03.15 19:50:00 -
[81]
wat kind of npc's?
"Master of Papercuts" |

Lady Serentis
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Posted - 2005.03.15 20:23:00 -
[82]
Edited by: Lady Serentis on 15/03/2005 20:24:04 Edited by: Lady Serentis on 15/03/2005 20:23:04 Angels
uh this is high sierra btw
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BNAF
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Posted - 2005.04.11 16:48:00 -
[83]
Originally by: Uglious I've modified my setup, and think it works even better now:
hi: 3xheavy (unnamed at the moment), 5x720 prototypes mid: 1xtech 2 shield booster, 1xshield boost amplifier, 2xcap recharger 1 (+15%) low: 1xRCU 1, 1xgyro, 1xtracking mod, 1xsmall armor repairer
The small armor repairer may sound odd, but it's to allow me to warp out, repair armor quickly, and get back into a fight, even if I'm several jumps away from a station in 0.0. The shield boost amplifier stacks on top of the cyclone's 5%/level bonus, so adds even more, and provides 30% more HP for the cap, so works out better than the cap booster. A second amplifier may work out also, as it would give 15% more hp vs. 15% more cap, BUT allow more HP to be recovered faster, so in a short battle where cap isn't an issue, wins. A straight up cap booster may work better than the cap recharger with such a setup then. Thoughts?
Why bother with a small armor rep? your cap will be dead by the time you need it. just put gyrostab II x 2, tracking comp and ballistic control in there, i have exactly the same as you in mids and highs, eats 150k rats with frigs and smaller cruisers. 
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TheHobGoblin
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Posted - 2005.04.15 13:19:00 -
[84]
Edited by: TheHobGoblin on 15/04/2005 13:20:32 I use: 5 720 protos/3heavy named named med cap booster/shield booster/shield amp/cap charger named tracking mod/2PDU's 3 ogres.
No MWD/AB which sucks, but just for low level rat killing I can kill most cruisers at decent range with the 720's, and frigate with each volley of heavies. I also have the ogres for frigates that get close enough for me to risk launching them. Named cap booster+800's=almost full cap every 10 seconds if you need it. Got chased by 15-16 amarr cruisers the other day and came out on top, with only using 1 booster charge.
My faction was bugged so I couldn't do missions, so I just use it for killing rats in low sec deadspace. It's great for killing the small rats that I would have a hard time hitting with the apoc, so I figure it's a good ship while you wait on your BS skills to catch up with you)
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Lysender
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Posted - 2005.05.23 17:34:00 -
[85]
Originally by: Hobbsalong for long range shield boosting.
Get in close, and you will soon realise that shield boosting is a waste of mid slots.
Your skills must not be very high. I have zero problems shield tanking
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Valerie Ganor
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Posted - 2005.06.24 08:16:00 -
[86]
Edited by: Valerie Ganor on 24/06/2005 08:17:17 My NPC Setup:
High: 3 x x3200 heavy launchers 5 x 650mm Scouts
Medium: 1 x Large clarity ward shield booster 1 x v8 overcharged 10mn afterburner 2 x named shield boosters (depends on the region you rat in)
Low: 1 x Cap relay 1 x PDU 2 x tracking mods
For deadspaces use a tracking or dmg mod instead of the afterburner
------------------------------------------------ Win the crowd... |

NateX
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Posted - 2005.06.25 11:45:00 -
[87]
Originally by: Valerie Ganor Edited by: Valerie Ganor on 24/06/2005 08:17:17 My NPC Setup:
High: 3 x x3200 heavy launchers 5 x 650mm Scouts
Medium: 1 x Large clarity ward shield booster 1 x v8 overcharged 10mn afterburner 2 x named shield boosters (depends on the region you rat in)
Low: 1 x Cap relay 1 x PDU 2 x tracking mods
For deadspaces use a tracking or dmg mod instead of the afterburner
dont combo Cap relay and shield tanking     _______________ ______/ Regards
NateX |

Valerie Ganor
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Posted - 2005.06.25 11:51:00 -
[88]
i can understand why you say that...
But the drain on shield boosting is easily offset by the gain on cap power
------------------------------------------------ Win the crowd... |

Treaco Sliver
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Posted - 2005.07.07 18:00:00 -
[89]
Many good suggestions here. I'll be checking in on that shield boost amplifier idea. It looks good on paper I'm a 3 month old character myself and just got my first cyclone last week. I mainly use it for PVE and my setup works for me. Although I normally have to trudge through lvl 2's atm, I have recently helped a friend by finishing his lvl 3, when he lost his ship (to concord sentries, don't ask..) Anyway, here it is.
Highs 3x 720mm Prototype 1 Siege Cannons 2x 720mm Howitzer Artillery 1's (looking for more Proto's) 3x 'Malkuth' Heavy launchers
Mids 1x 10MN Afterburner 2 1x Large Shield Booster 1 (looking for T2) 2x Cap Recharger 1's
Lows 1x Ballistic Control System 1 (want Pandem.) 3x Reactor Control Unit 1's You may notice i'm having some power issues here.
Drones 7x Medium Drones (EM and Kn mix)
I used to have a PDS 2 on there, but the latest patch (cold war) has nerfed my power a little so I had to change out. This is a ranged setup. I try to stay out at least 30-35 KM away from targets. Use guns for anything between 12 and 35KM range, missiles for my entire range spectrum 0-50KM (mostly on 35-45KM targets), and drones and missiles for anything that gets within the 12 KM range of my guns. I routinely take on 4/10 complexes (solo) with little trouble. Just remember to keep range and you're gold :)
I'm thinking about stepping down to 650mm guns to settle the power issues and possibly alow me to do some tanking with a med/large armor repairer. It may even allow me some pvp in the future.
Enjoy,
Treaco
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Siroc
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Posted - 2005.07.07 18:15:00 -
[90]
you are using long range setup guns, so i think using large shield booster is a waste of PG/CPU. You play it right, you will not need to shieldboost too much. Plus, you can't run it indefinately anyway. So if you move to medium shield booster, you can replace your RCUs (not all of them, but one or 2) with nanos to control range easier or gyros for even more damage. And replace balistic mod with gyro too. You have nearly 2 times more guns then missles. Last but not least, you will get owned by intercepter. Need a webber. I would also replace one of cap rechargers with targeting computer. It will give you better tracking and optimal. You will be able to kill things out of their range.
here is what i had when I was flying this bird:
5/3 720mm/(assults or heavies) ----------------- AB,Web,Targeting Comp,cap recharger ----------------- CPR+whatever needed to fit whats in top 2 layers+Gyros.
I don't remember details. It was a while ago.
aka (Ohotnik) |
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Imhotep Khem
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Posted - 2005.07.07 21:52:00 -
[91]
I agree with what Siroc said. the further away you can stay, the less defence you should require (except when fighting a class above which you shouldn't be)
I wouldn't use a webber though. Get the interceptors before they close in. I never let one close doing L3 missions.
I used 650s though and large shield. If I used 720s I would probably go with smaller shield. ____ If your not dyin' your not tryin'. |

Memnoch67
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Posted - 2005.07.20 14:47:00 -
[92]
High: 5x720's (T2 Preferred) With new patch 3xlight launchers for frigs until skills raised to at least 4 for all missile skills, then heavies if u can fit
Med: Em ward, med t2 sb, named cap recharger (t2 preferred, but 14mil too pricy for my wallet for a 30mil ship), heat resist passive
Low: 5pdu's (helps alot with being able to run em ward and med 2 permanently)
Usually packing fusion for closer 20km range, n then carbonized for the 40-50km range if needed... tears up npc bs's if under 1mil bounty, aka- 350k bs taken out in bout 30secs after lock
drones: 3 heavies i guess if u wanna pack a punch, for 5 mediums if u rly rly wanna mess with em... tends to take attention off of u with the dumber npc's
the heat n em boosting primarily for lasers n whatnot, but every shield tank needs em boost... heat just is second lowest cyclone shield resist
recomendations? ------------------------------
- Wolves, Jaguars and Rifters, oh my! -
-.- o.- o.o o.0 0.o O.O >.< X.X BOOOM
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help h |

Toaster Oven
|
Posted - 2005.07.20 15:02:00 -
[93]
Originally by: Memnoch67 High: 5x720's (T2 Preferred) With new patch 3xlight launchers for frigs until skills raised to at least 4 for all missile skills, then heavies if u can fit
Med: Em ward, med t2 sb, named cap recharger (t2 preferred, but 14mil too pricy for my wallet for a 30mil ship), heat resist passive
Low: 5pdu's (helps alot with being able to run em ward and med 2 permanently)
Usually packing fusion for closer 20km range, n then carbonized for the 40-50km range if needed... tears up npc bs's if under 1mil bounty, aka- 350k bs taken out in bout 30secs after lock
drones: 3 heavies i guess if u wanna pack a punch, for 5 mediums if u rly rly wanna mess with em... tends to take attention off of u with the dumber npc's
the heat n em boosting primarily for lasers n whatnot, but every shield tank needs em boost... heat just is second lowest cyclone shield resist
recomendations?
3 Assault Launchers > 3 Standard Launchers Med SB II is inadequate for a BC's hitpoints. Fit a Large T2 SB and 3 active hardeners to suit rats in mid slots. I pack 7 medium and 1 light drone. Lose one heavy drone and your drone dmg is cut by 1/3. Cyclone only has 4 low slots.
|

Valerie Ganor
|
Posted - 2005.07.20 15:04:00 -
[94]
Edited by: Valerie Ganor on 20/07/2005 15:04:05
+=+=+=+=+=+=+ Win the crowd... GFX Corp is recruiting! Contact Will Yokes ingame or post on the forums! |

Memnoch67
|
Posted - 2005.07.20 15:10:00 -
[95]
Originally by: Toaster Oven
3 Assault Launchers > 3 Standard Launchers Med SB II is inadequate for a BC's hitpoints. Fit a Large T2 SB and 3 active hardeners to suit rats in mid slots. I pack 7 medium and 1 light drone. Lose one heavy drone and your drone dmg is cut by 1/3. Cyclone only has 4 low slots.
i meant assaults... sry, in class n just threw out my setup off the top of my head, when i said lights i meant the missile size, i.e.- assaults
as for those saying ferox v cyclone pwns, i say it's a matter of skills, with t2 guns and a few defenders at optimal, a cyclone could very easily outdmg a cyclone if recharge rate is factored into actual dmg being done... they both have great defenses, just different styles - ferox is resistances, while cyclone in insane recharge rate
what if i were to do large t2 sb with 2 named cap rechargers and passive em hardener? (keepings te 4 pdu's) with proper skills the large could run forever... that would be a nasty bit to take down without nos ------------------------------
- Wolves, Jaguars and Rifters, oh my! -
-.- o.- o.o o.0 0.o O.O >.< X.X BOOOM
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help h |

Infineon
|
Posted - 2005.07.20 16:39:00 -
[96]
Originally by: Treaco Sliver Many good suggestions here. I'll be checking in on that shield boost amplifier idea. It looks good on paper I'm a 3 month old character myself and just got my first cyclone last week. I mainly use it for PVE and my setup works for me. Although I normally have to trudge through lvl 2's atm, I have recently helped a friend by finishing his lvl 3, when he lost his ship (to concord sentries, don't ask..) Anyway, here it is.
Highs 3x 720mm Prototype 1 Siege Cannons 2x 720mm Howitzer Artillery 1's (looking for more Proto's) 3x 'Malkuth' Heavy launchers
Mids 1x 10MN Afterburner 2 1x Large Shield Booster 1 (looking for T2) 2x Cap Recharger 1's
Lows 1x Ballistic Control System 1 (want Pandem.) 3x Reactor Control Unit 1's You may notice i'm having some power issues here.
Drones 7x Medium Drones (EM and Kn mix)
I used to have a PDS 2 on there, but the latest patch (cold war) has nerfed my power a little so I had to change out. This is a ranged setup. I try to stay out at least 30-35 KM away from targets. Use guns for anything between 12 and 35KM range, missiles for my entire range spectrum 0-50KM (mostly on 35-45KM targets), and drones and missiles for anything that gets within the 12 KM range of my guns. I routinely take on 4/10 complexes (solo) with little trouble. Just remember to keep range and you're gold :)
I'm thinking about stepping down to 650mm guns to settle the power issues and possibly alow me to do some tanking with a med/large armor repairer. It may even allow me some pvp in the future.
Enjoy,
Treaco
I suggest you to drop 720`s. Cyclone has low target range, only 45k, you are very limited on time that you can optimally use your 720`s, as target comes closer your guns become obsolete. Unless you go with target boosters, but than again in most scenarios your opponents come towards you any way. So fit your clown with 420`s, that would really rip stuff apart and use heavyÆs for anything elseàcuz missiles are good for any range :) |

Torothal
|
Posted - 2005.08.04 03:07:00 -
[97]
Well guys lets say I'm not very experienced. Have like 3.5m skill points actually. But few things. I'm using cyclone as sniper ship - due to its bonuses and fact artillery is doing really wrong at close distances. Someone was complaining about speed... really? I'm able to get like 470 vel what keeps most rats away..succesfully. With AB T2 ofc. I'm not skilled enough for entering 0.0 right now so wont comment about... ;) Anyway: minmatar ships are made to be speedy. big faloff of projectiles is the reason too. u need to keep distance if u like to use artillery. Next: why so many love 720mm so much? do u think they really inflict more at given distance? Please remember proj ammo may be better and ..worse. Look at base damage and range modifiers. So 650 are doing better is some circumstances than 720 would do... Inflict more damage /minute than 720 would do. Count in accuracy and RoF as well not only TOP damage u can reach..ehh.. sometimes. To setup any ship basic thing is to look at its bonuses and USE them. For cyclone we have two: shield boosting and bonus for projectiles. Cyclone is not made as (very limited btw) launcher platfrom supported by few light guns. It is just sacrilege ;). No matter u are setuping ship for PvP or for something else. Consequence will be adding modules boosting guns efficiency (rof, range, tracking and so). there may be many possibilities - boosting cap, grid to have shield boosting better as well.
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Kaylana Syi
|
Posted - 2005.08.04 04:26:00 -
[98]
Edited by: Kaylana Syi on 04/08/2005 04:26:10 Simple :
5 dual 180 ( t2 or named ) 3 assaults
1 10MN AB II, 1 90% web, 2 cap chargers ( eutektic or t2 )
1 Med II reppy, 1 1600mm Nano, 2 Hardner
drones
... make it work
or better yet
Rupture ------- 4 medium beam IIs, 2 assaults
10MN AB, Web, cap recharger
Med Armor reppy, 2 hardners, 1600mn plate, cap relay -------------------- The Nest
|

Wear
|
Posted - 2005.08.04 14:14:00 -
[99]
This is what i use for lvl3 missions:
high: 5x720/3xheavy (lately i swap 2 of the heavies for assaults sometimes)
med: 10mn AB II / large shield booster II / cap recharger / EM hardener When i encounter a lot of mercenaries i change to a med shieldbooster II(cpu) and em+thermal hardener + 10 mn AB II
low: 4xPDU
Drones: all valkyries (fast buggers and do nice explosive dammage) >>input sig here<< |

dust monkey
|
Posted - 2005.08.04 14:54:00 -
[100]
ive discuverd a great set up which is quite effective for small targets but can still do a ****e load of dmg to the bigger targets.
(this is the exact setup i use atm )
2x 720mm 'scout' 3x 425mm galliums 2x med nosses 1x med plasma smart bomb
1x clarity ward booster 1x therm sheild hardner 1x kentic or em hardner ( depends wht ur fighting ) 1x shield boost amp
2x reactor diags other 2 low for what u want.
i found it very effect for drone missions and fighting agiast amarr navy/npc also very gd agiast drones as the sb does dmg to all of them at once, and its very funny to see them all explode at once ----------
I AM THE DUST MONKEY FEAR MY WRATH |
|

Fox'Ray
|
Posted - 2005.08.08 12:05:00 -
[101]
My Cyclone Set-up
High 5 x 650MM Artilery 3 x Heavy Missile Launchers
Medium 2 x Small Sheild Booster 1 x Tracking Computer 1 x Cap Recharger
Low 1 x Gyrostabiliser 2 x PDU 1 x Ballistic Control Unit
Fox
|

Tar om
|
Posted - 2005.08.08 14:29:00 -
[102]
Having tried to set up a cyclone for about 2 weeks I flew it into a 200 ship fleet battle (JQA vs Supremacy and friends) and let nature take its course. By that stage I'd set it up for anti-frig but I never got close enough to one to engage.
The cyclone is a ship with no redeeming features. Use a rupture until you have enough SP for a Typhoon. Its a real shame that the Minmatar of all races have no decent stepping stone from cruiser to BS since we require more SP for our ships than any other race.. but thats just the way it is. -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |

Xarax
|
Posted - 2005.08.08 17:36:00 -
[103]
For those of you who say the Cyclone has a crappy shield tankà.what the heck are you fighting? I was helping out a buddy on a lvl4 mission yesterday, and at one point I was tanking 4 x Pith Infernos (100k Destroyers I believe), and later in the mission I was tanking two Pith Destroyers (400k Battle ships). Granted my buddy was in a Tempest, and my cap was pretty much tapped by the time we took down the battle ships (actually they scratched my armor, but I was still at 97%). The Cyclone met my expectations fully. As a side noteàdid you know that NPCÆs will now switch targets in the middle of a battle? Both times I was targeted, they had already targeted the Tempest, but switched to me when I moved into my optimal range.
My setup
Highs
5 x 650 æScoutÆ Artils 3 x Arbalest Heavy launchers
Mids
1 x named AB 1 x Named EM hardener 1 x Named Thermal hardener 1 x t2 Large Shield Booster
Lows
2 x t2 PDUÆs 1 x Reactor Control Unit 1 x named Gyrostabilizer
Obviously this is strictly for NPC hunting and mission whoring, but it has been getting the job done nicely. I also regularly knock out 4/10 compexes without having to warp out to recharge cap. Granted IÆve only been playing Eve for 4 ¢ months, I only have 5mil skill points, and this is my first postàbut as a n00bish player, this ship has impressed me.
Flame away...
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Alowishus
|
Posted - 2005.08.08 17:47:00 -
[104]
Hints:
1) Autocannons 2) Cap Booster w/800 charges 3) MWD 4) Tackle Gear 5) Armor Tank
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Kaylana Syi
|
Posted - 2005.08.08 23:43:00 -
[105]
Medium AC > Medium Artillery -------------------- The Nest
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Mortuus
|
Posted - 2005.08.09 05:07:00 -
[106]
My corpmate and I were looking at taking a couple of these out for some fun in tech1 PvP. Well we decided to blow them up for insurance and take out cruisers...I don't think they have the firepower or staying power for PvP to be good ships.
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Narial Thrikill
|
Posted - 2005.08.09 05:18:00 -
[107]
Originally by: Kaylana Syi Medium AC > Medium Artillery
why?
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Cyric EagleEye
|
Posted - 2005.08.09 06:24:00 -
[108]
Originally by: Narial Thrikill
Originally by: Kaylana Syi Medium AC > Medium Artillery
why?
Because better tracking & most importand better DPS. |

Kaylana Syi
|
Posted - 2005.08.09 12:48:00 -
[109]
Originally by: Cyric EagleEye
Originally by: Narial Thrikill
Originally by: Kaylana Syi Medium AC > Medium Artillery
why?
Because better tracking & most importand better DPS.
lions, tigers and bears OH MY! munnin + 180mm IIs = wowzers! -------------------- The Nest
|

GankYee Doodle
|
Posted - 2005.08.29 18:47:00 -
[110]
I just got a cyclone, simply to do lvl 3's faster then with my ruppy. Angel Extravaganza took me 3 hours, and that was the drop.
I shield tank the rupture, (propostrous, I know, but it works for me) having a named med booster, an active hardner, then a choice between (webber-hardner-AB) depending what needs to be done. Its leaves 5 low slots for 3 gyrostabs a tracking enhancer and a pdu I. I only put on 'non-fancy', or cheap named stuff, as I just do missions as an 'aside' when i'm bored, or not contracted.
So I'll do just the same with the cyclone: I'll stick to 650's in high, for powergrid reasons, add assault launchers for npc inties, 3 gyro's and a tracking enchancer. 4 midslots just means I can do what I did with the rupture, only better.
I'm not planning on using it in pvp, I can't see much use for it. Its not uber damaging, and its slow. 2 things I don't like in pvp. *** GankYee Will Gank Thee! *** |
|

DrunkenOne
|
Posted - 2005.08.29 19:02:00 -
[111]
Originally by: Kaylana Syi Medium AC > Medium Artillery
Medium blasters > Medium AC.
t1 Ions would do more damage on a cyclone than 425 IIs.
Projectiles with only 1 bonus are worthless.
|

TwoBird
|
Posted - 2005.10.22 03:09:00 -
[112]
I know im a noob but im a caldari that likes flying minmatar. on top of that I havnt really gotten into the projectile weps yet either. at the moment i use 4 heavy modulated energy beam Is 3 arbalest heavy missile launchers with my current skill level and radio cystals im hitting at 45k with them. I use a skadi coolant system that gives a damage modifier and speeds fire rate. they cycle every 4.58. I do bring short range crystals that do a tad more damage to change out sometimes if its an all frigate fight. the missiles do alot more damage per shot I know, but they are cycling every 12.72 secs. I wont even go into what other equipment I run with it, ill just read what everyones going to rip me for using beam weps first lol. I know its killing frigates/destroyers/crusiers easy at the moment. I understand im giving up the inherent modifier I would get using a minmater ship but is it so bad if I train skills in beams and use them?
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Agricola Augusta
|
Posted - 2005.10.22 03:34:00 -
[113]
Originally by: Tar om Having tried to set up a cyclone for about 2 weeks I flew it into a 200 ship fleet battle (JQA vs Supremacy and friends) and let nature take its course. By that stage I'd set it up for anti-frig but I never got close enough to one to engage.
The cyclone is a ship with no redeeming features. Use a rupture until you have enough SP for a Typhoon. Its a real shame that the Minmatar of all races have no decent stepping stone from cruiser to BS since we require more SP for our ships than any other race.. but thats just the way it is.
I completely agree with this fellow, I found the cyclone to be lacking in every aspect. It's no good for npcing in low sec unless you fit WCS because of pirates (ever seen a successful pirate fly a Cyclone?). It is sub-standard for lvl 3s and quite frankly not worth the effort in my opinion (many do vehemently disagree with me). My favourite setup for a Cyclone is a Raven. I forgot about the Cyclone after losing 3-5 of them and did lvl 2s in a cruiser until I could afford/fly a BS. The Cyclone fails to provide a stepping stone from cruiser to BS, it also fails to provide anything unique for the solo pilot. All the other races have something of merit in thier BCs however the Minmatar have been cursed. My advice is if you really like BCs train another race. If not use a BS or HAC, more training I know but they both give high returns for the training whereas the Cyclone is small training time with a negligible return (if any). Sorry to seem so negative but my vision turns red and I begin to froth at the mouth when someone starts praising the Cyclone. Also never forget the wisdom of Athene "**** happens!".
|

Harry Voyager
|
Posted - 2005.10.22 05:30:00 -
[114]
Edited by: Harry Voyager on 22/10/2005 05:34:49 Edited by: Harry Voyager on 22/10/2005 05:30:36
Originally by: Lysender
Originally by: Hobbsalong for long range shield boosting.
Get in close, and you will soon realise that shield boosting is a waste of mid slots.
Your skills must not be very high. I have zero problems shield tanking
Forum ate my post.
Take two:
Shield tanking is poor for short ranged fights because it takes up the slots that you need to fit your short range gear in, namely your AB/MWD, and your webbers and scramblers. Without those fitted, you are a poor brawler, and without about 5 or so mid slots free, you are a poor shield tank.
Likewise, shield tanking is prefered for long range combat, because long ranged guns are powergrid heavy, and require a large number of low slots open for PDUs and RCUs.
Thus, armour tanking is superior for close ranged fighting, and shield tanking is somewhat superior for long ranged engagements.
You have to consider the peripherals.
Harry Voyager
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M00dy
|
Posted - 2005.11.02 15:36:00 -
[115]
Most setups in this thread are outdated. I'm going to start lvl 3 missions soon in a Cyclone and I need some advice.
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Obmil
|
Posted - 2005.11.02 15:55:00 -
[116]
Originally by: M00dy Most setups in this thread are outdated. I'm going to start lvl 3 missions soon in a Cyclone and I need some advice.
I've recently started lvl3's in my Cylcone as well. I've been running with the following:
5x 720mm Arty 2x sv-2000 assault missile bay 1x Limos standard launcher
10mn AB 2x Active shield hardeners (or 1 EM hardener and one shield boost amplifier) Medium shield booster II
Reactor Control I named tracking enhancer warp stabilizer small armor repairer II
7x medium drones
The difficult lvl 3's (Angel Extraveganza, Blackmarket) take ages to solo, but the other missions are all very much doable. I mostly group with friends so I don't need to worry about the harder lvl 3's.
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Clarissa McDougall
|
Posted - 2005.11.02 18:36:00 -
[117]
My experience with a ferox, which may be relevant (PvE only):
In one of the midslots, a lot of people are fitting a shield boost amp. In my opinion, you are better off with a large cap battery, and fit grid boosting modules to get it on. It means that you can autorepeat a shield booster for long enough, even in hard level 3 missions. Use missiles and drones for the close-by stuff, 720s at range.
I must admit this is theoretical though.
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Soren
|
Posted - 2005.11.02 21:08:00 -
[118]
Edited by: Soren on 02/11/2005 21:08:33 This is the 2nd time this thread has been brought back from the dead..
/me stabs thread over and over... and over, screaming DIE DAMNIT, DIE! _______________________________________________
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Dimitri Forgroth
|
Posted - 2005.11.02 21:33:00 -
[119]
Originally by: Orrin Danestarr Anyone notice that in the item database, the cyclone now has a 5th medium slot????

Mk2 ship it does 
DPS Sheet |

Orrin Danestarr
|
Posted - 2005.11.02 21:33:00 -
[120]
Anyone notice that in the item database, the cyclone now has a 5th medium slot????

|
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Celt Eireson
|
Posted - 2005.11.02 22:05:00 -
[121]
Yup, extra mid slot for the mark II, and the shield boost bonus will be 7.5% instead of 5% giving you a max bonus of 37.5% for battlecruiser level 5, which should actually allow it to be fairly good at shield tanking.
Haven't used mine in ages, but think I will give another try once they make the changes. Will be interesting to see how it turns out.
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M00dy
|
Posted - 2005.11.03 18:38:00 -
[122]
When?
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Komisches
|
Posted - 2005.11.10 04:07:00 -
[123]
Currently running with..
High: 5x720mm prototypes, 2x/1x Sv-2000 assault, 1x/2x 'Limos' Heavy (I change this around depending on mission or task at hand. So sometimes 2 assault 1 heavy, sometimes 2 heavy 1 assault) Mid: 1xT2 Medium Shield Booster, 1x EM Hardener, 1x Therm Hardener, 1x Exp Hardener Low: 2xPower Diag II (because I can. can get away with 2x PDS I), 2x Gyrostabiliser. The 2 Gyros can mostly be taken up by any damage mod, tracking mod, small armour rep maybe, sensor booster, etc. ---
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Kraven Dragonis
|
Posted - 2005.11.16 18:37:00 -
[124]
This is my Fleet PvP set up works well the Shield tank can last for 5 mins non stop as long as you dont get NOSed Very Happy
High 5 x 720mm 3 x heavy missle lanchers {named}
Med 1 x cap recharge {named or T2} 1 x 10mn AB 1 x Shield amplifies 1 x med shield booster II
Low 3 x PDU {named} 1 x Cap flux {named}
Drone As manny Med Drones as posably
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Harry Voyager
|
Posted - 2005.11.16 22:10:00 -
[125]
Yea, with the RMR patch, the Cyclone should actually be pretty decent.
An NPCing rig I'll probably try is
5x720 II 3xAssault Launchers (might pick up some cheap named ones)
1xLSB II 1xBoost Amp 2x Invulnerability Field IIs 1x Cap Charger II
4xPDU II
It should be able to tank something on the order of 100 dps EM (more in any other rating), with some nice long range punch. Can't test it out on Singularity, because they don't have the 7.5% boost bonus up yet, but it sounds tempting.
Just the changes to Invuln fields alone should revitalise shield tanking.
Harry Voyager
|

Spul eM
|
Posted - 2005.11.16 22:40:00 -
[126]
Edited by: Spul eM on 16/11/2005 22:39:46 Im gonna come back just for the ubercyclone... 5 dual 220 IIs, rest med nos mwd, med shield booster II (maybe large if it fits), large extender II, either 2 hardners or invul field + 20km damage control II, fitting mods + gyro IIs
mini vagabond 
-DrunkenOne
|

MatricesUnbound
|
Posted - 2005.12.28 04:16:00 -
[127]
Why does no one mention use of any electronic warfare modules?? Is there a reason no one uses sensor booster or jamming? If you are jammed don't you lose like 50% of your radar range? And if your enemy has target disruptor, don't your turrets lose speed and range? How to counter?
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OverKill
|
Posted - 2005.12.29 06:12:00 -
[128]
I would imagine that no one uses jamming on this vehicle because its not specifically designed to deploy that sort of platform. There are other ships, far more suited to the task, than the Cyclone.
Remember the minnie philosophy. Bigger guns and more of them.
OverKill - Often immitated, but never duplicated - Accept no substitute |

Heno
|
Posted - 2006.01.05 16:38:00 -
[129]
Well my set up for npcing is:
High Slots
4x 720mm projectile t2 1x arbeslet assault launcher (for frigs) 1x 280mm projectile t2 (for frigs) 2x arbeslet heavy missiles
Medium Slots as many cap rechergersa as u can fit on the meds... mabe puit a webber on for things that get close up
Low Slot 3x hardner depending on the belt rat 1x medium sheild booster t2
My Set up For PvP is:
High Slots
5x425mm ato cannon t2 3xarbeslet assault launcher
Med Slots
1x large c5-l 1x webber 1x 2point scrambler
Low slots
4x Gyrostab t2's
ive had the Npc set up tanking upto 0.1 bet rats and the PvP set up is a lone PvPer set up but i supposit would work in fleet battles too never tried
Heno
|

Arkat DOO
|
Posted - 2006.01.05 17:02:00 -
[130]
My present PvE setup:
HIGH: (5) 720 mm Howitzers (Gallium) w/ Nuclear M, (2) Limos Rocket Launchers, (1) Malkuth Assault Missile Launcher
MEDIUM: Large Shield Booster C5, Webber (88%), Named Afterburner (+120%) , Sensor Booster I, Large Shield Extender I
LOW: (1) Tracking Enhancer II, (2) Gyrostablizer II, (1) Power Diagnostic System II
Drone bay: 3 Hammerheads, 2 Hornets
An idea I am kicking around for PvP:
HIGH: (1) Assault Missile Launcher, (5) 220mm Autocannons, Med Neutralizer, Med NOS
MEDIUM: 10 MN MWD, (2) Warp Scrambler 20KM, Large Cap Battery, Med Shield Booster II
LOW: (2) Nanofiber Structure I, (1) Overdrive Injector, (1) Gyrostablizer II
|
|

Kaylana Syi
|
Posted - 2006.01.05 17:42:00 -
[131]
My current Cyclone config
5 720mm IIs, 2 named assaults, 1 named standard
1 10MN II, Tracking computer II, Large Shield booster II, 1 Kin Hardner, 1 Therm Hardner,
3 PDU IIs, 1 Gyro II
4 hammerheads
Originally by: "Oveur" I don't react to threats any better than you do
|

dust monkey
|
Posted - 2006.01.15 23:50:00 -
[132]
Edited by: dust monkey on 15/01/2006 23:49:55 http://members.lycos.co.uk/dustmonkey/2006.01.15.23.25.22.png
this this set up out XD ---
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Panzerknacker
|
Posted - 2006.01.17 17:32:00 -
[133]
OMFG!
|

R31D
|
Posted - 2006.01.17 19:46:00 -
[134]
Reminds me of that hull-tanked megathron that won a duel against someone after much smackage on forums about it. Can anyone find that link?
Free bumpage for all |

Taerenius
|
Posted - 2006.01.17 20:41:00 -
[135]
Edited by: Taerenius on 17/01/2006 20:41:48 Unrelated to missions...
If your cyclone is having problems deep in 0.0 space against anything short of a 1.85mil triple BS spawn (assuming you have 1 other person with you) you should rethink your setup.
I fly a Ferox and my Brother flies a cyclone and if one of us takes our battlecruiser out and the other takes out a cruiser (rupture for him, Caracal for me), we can take on anything up to a triple 1.55mil bs spawn (including 3 frigates or 3 cruisers as support) with little problems. We can take on 2 1.85mil bses, but not 3.
None of what I listed above is hard, so if you're having problems with that, rethink your setup :) Shield tanking is extremely important against large Battleships in 0.0, and being able to do as much damage as possible is also important else you'll never break through a large battleship's shield tank.
My brother actually solo rats quite often in his rupture... he can take on anything up to a dual bc/cruiser dual 500k bs spawn by himself.
Both of us have less than 2 mil sp each...just trying to give everyone a reference point, we're both newbies (less than 2 months each), so if you can't do what we can do, then either you have far too few SP to fly your ship, or you need a new setup :)
|

Tecil
|
Posted - 2006.01.19 16:43:00 -
[136]
I purchased my first Cyclone last night, and after reading the couple of threads outlining their setups I still really haven't seen a consensus of what the best outfitting should be.
Ideally I'd like to be using mine for Lvl3 missions.
Any suggestions or should I just pick one of the loadouts listed in the last couple pages, and give that a try?
|

Rava
|
Posted - 2006.01.23 17:41:00 -
[137]
Just testing a bit and with 2 Large extenders i can get 8627 of Shield.
 Sometimes i'm good, sometimes... |

Rava
|
Posted - 2006.01.23 17:45:00 -
[138]
Wrong link he it is
Sometimes i'm good, sometimes... |

Olev
|
Posted - 2006.01.28 03:24:00 -
[139]
Posted - 2005.02.27 11:58:00 - [43] - Quote My reccomendation, sell that hunk of rubbish and get a tempest or typhoon. The cyclone is probably the WEAKEST ship ever to fly in EVE. My rupture could probably take one without batting an eyelid. horrible ship the cyclone. i take u on anytime u noob
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Damon Runyon
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Posted - 2006.02.06 01:58:00 -
[140]
Um nope, it's now one of the best value for money ships in the game. The shield tank is excellent, the extra mid slot means it's more flexible, and with good skills it's a stormer. I've PvP'd in it and now rat in 0.0 in it - much more economically than my Tempest, and having much more fun in the process.
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Vinhod Arkar
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Posted - 2006.06.19 11:28:00 -
[141]
PvE Cyclone Setup.
Everyone has slightly different but this is what I use and I've only lost 1 so far (first 24 hours - typical!!
High Slots 4 x 720mm Howitzer, 1 x Tractor Beam, 1 Assault Launcher, 2 Heavy Launcher (all tech 1 cos I don't got skills for tech II) ( Named if possible of course.)
Medium slots 2 x Large Shield Extender, 1 x Med shield booster, 2 x Invulnerability field
Low Slots 2 PDS, 1 RCU, 1 Co-processor
This is strictly PvE, can solo all level 3 missions bar Portal to War part 2, and the tractor speeds up can collection.
Let the flames commence
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Kitty O'Shay
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Posted - 2006.06.19 12:19:00 -
[142]
Just to kick in my setup for killing 0.0 Angel BSs.
5x 425mm ACs (Fusion M) 3x Heavy Launchers (Havoc)
Afterburner Large Extended (best named) Passive explosive hardener Active explosive hardener Medium Shield Booster
Gyrostab Sheild Power Relay 2x PDU
4x Valkyrie
Most of the time you won't even need run the booster, but you might need it if you run into em/therm damage rats. Passive recharge is excellent, I don't need the PDUs for fitting but the shield tanking bonuses are nice.
Against Angel BS, it's very important to keep your transveral up, so orbit at 2500m and let your speed swing you wide. Their guns can't hit and you can. With 85%(ish) exp resists, you can laugh off the torps. They hit for 30-40.
Having the booster means you can approach directly when you land 60km from the rats, instad of having to spiral in from 30km to keep the guns off you. But mostly, you'll take more damage from the cruiser/BC support than the BSs. --
Selling low SP Barge pilot characters, cheap! Evemail me for info. |

gordon861
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Posted - 2006.06.19 14:01:00 -
[143]
I run level 3's in my Cyclone with :
highs 5x 720mm Galliums 2x heavy missile 1x assault
mids 1x large shield extender 2x invulnerabilty fields 2x other shield hardeners (often 1x thermal, 1x EM)
lows whatever is needed to run the above or boost accuracy/recharge
and I run 5 drones to deal with anything that gets to close in.
The shields all run at around 70-85% resistances I think and I can run them non-stop without draining my CAP.
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Vasiliyan
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Posted - 2006.06.19 16:02:00 -
[144]
I've been using against Angel rats:
5x 425mm AC 2x Heavy launchers 1x Medium nos
Afterburner Large extender Exp+Kin active hardeners Large shield booster (C5-L) <-- needs micromanaging
3xGyrostabiliser <-- and still the damage isn't as high as I'd like; average hit is 20-30 and wreckings are <100 Power diagnostic system <-- fantastically good for active shield tanking
and of course 4xValkyrie drones.
Anyone have opinions on swapping out a hardener for a boost amp (which are in short supply in Great Wildlands), or passive tanking it (I suspect the answer is "buy a Ferox")?
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Haurik Tagelston
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Posted - 2006.06.19 16:16:00 -
[145]
Originally by: Vasiliyan I've been using against Angel rats:
5x 425mm AC 2x Heavy launchers 1x Medium nos
Afterburner Large extender Exp+Kin active hardeners Large shield booster (C5-L) <-- needs micromanaging
3xGyrostabiliser <-- and still the damage isn't as high as I'd like; average hit is 20-30 and wreckings are <100 Power diagnostic system <-- fantastically good for active shield tanking
and of course 4xValkyrie drones.
Anyone have opinions on swapping out a hardener for a boost amp (which are in short supply in Great Wildlands), or passive tanking it (I suspect the answer is "buy a Ferox")?
Swap the extender for a boost amp. With a large shield booster II you will boost around 100 hp/sec. And train up to TII AC and gyros and you will cut through those BS rats.
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Omega Bloodstone
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Posted - 2006.06.19 17:27:00 -
[146]
autocannons and howies work on this ship. you always want to stay with a shield tank unless you are running jamming mods. 1v1 you really want the autocannons, in fleet i prefer the howies. its a pretty universal ship, can do alot.
if ya go with the autoes i recomment NOS, if you go howies throw some launchers on there.
Also, autocannons free up cpu and power grid, can get some heavy launchers on there as well.
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steveid
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Posted - 2006.06.19 17:37:00 -
[147]
IMO this ship really shines with a named shield booster, something like a dread guristas. I personally would go:
4 425's 3 heavy missle 1 nos 1 dg shield booster, 2 sh b amp's 2 invun fields 4 pdu II's
This should give you with half decent skills about 150 hitpoints a second boosted, with base resists @ around 50% - you should tank any level 3 with that.
Your basically giving it a ferox like tank, and counting on the 4 425's to do as much damage as 2 heavy missle launchers. You get a better drone bay, and so theoretically you should be doing more damage (you definately will with t2 med guns).
On that way an alternate is:
same top and bottom, mids use large extender's and 2 invun fields. This should passive tank pretty well, you can switch out the hardners for race specific for pve, and change the nos for another gun. With t2 hardners to fit enemy damage you can tank triple bs spawns in pure blind with ease.
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Futher Bezluden
Minmatar Red Dwarf Mining Corps 5th Column
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Posted - 2007.03.29 04:08:00 -
[148]
just because the cyclone gets a shield booster bonus doesn't mean you can ewar tank the mids with 4 damps or tracking disruptors and armor tank it. 4 med EC drones are wonderful too. THUKKER -Be Paranoid
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N Solarz
Caldari FIRMA Interstellar Alcohol Conglomerate
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Posted - 2007.03.29 05:39:00 -
[149]
5x 220mm II's 3x Med NOS Ab II 2x Invouln II's LSB II Cap booster 2x Gyro II's PDU Istab
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Kartissa Elentari
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Posted - 2007.05.27 16:13:00 -
[150]
Edited by: Kartissa Elentari on 27/05/2007 16:13:24 I recently got a Cyclone and kitted it out to a friend's setup:
High Slots: 5 x 720mm Howitzer Artillery (Depleted Uranium) 2 x Heavy Missile Launcher (Widowmaker) 1 x Assault Missile Launcher (Sabretooth)
Mid Slots: 1 x Medium Shield Extender 1 x Large Shield Extender 1 x Photon Scattering Field 1 x Heat Dissipation Field 1 x Invulnerability Field
Low Slots: 2 x Power Diagnostic System 1 x Gyrostabilizer 1 x Ballistic Control System
8 Light Drones
I don't have enough skills to fit the Heavy Extender, so I use a second Medium one, but I haven't had any serious problems with level 2 missions (except once when I was lagged).
My friend regularly breezes through level 3 missions with little or no armour damage, and has recently upgraded to Tech 2 mods, so he can try out a few Level 4 missions. He has just over 10,000 Shield, and can boost that further by training his skills to level 5.
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Herodius
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Posted - 2007.10.26 11:26:00 -
[151]
high: 5x 650mm Galium (or 720s), 3 heavy ml t2 (can swap one with assault) med: 1x ab t2, 1x msb t2, 1x sba t2, 1x inv shield t2 (or mission specific), 1x tracking comp t2 low :2x gyro's t2, 1x DC t2, 1x cap flux t2
drones: 4x vespa II's
This setup allows me to go afk in some lvl 3 missions  (I am skilled in missles and hybrids, so no t2 arties yet)
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