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Arakasai
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Posted - 2006.01.23 19:00:00 -
[301]
Edited by: Arakasai on 23/01/2006 19:04:01 Factors: Shield Management: 5 3% Shield HP implant
Base Shield Ferox Base Shields: 3150 Shield Management 5: 3906.25 Implant: 4023.438 First PDU: 4224.61 Second PDU: 4435.84
Shield Extenders Shield Extender II: 2100 Shield Management 5: 2625 Implant 2703.75 First PDU: 2838.938 Second PDU: 2980.884
Base Shield + 3x Shield Extender II 4435.84 + 3 x 2980.884 = 13378.49
Peak Recharge in this configuration: 53.27/s
As often as not, I'll toss in another PDU as well when I am worried about tanking the damage or move to 3x Shield Relay, 1xPDU. Then the numbers change a little bit.
The Shield HP floats between 11500 to 13500 ish and the recharge rate climbs to as high as late 90/s ish.
I will also pull a Shield Extender II and toss in an AB where I need speed over tanking ability (e.g. Drone missions or elite frigate missions). This swapping of configuration is for level 4 missions. For level 3 missions I can pretty much run the following setup with no changes:
Medium ------ 2x Active Hardener II 2x Extender II 1x AB II
Low --- 2x BCU 2x PDU
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Brackun
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Posted - 2006.02.02 08:47:00 -
[302]
Edited by: Brackun on 02/02/2006 08:48:16 I'm assuming you need Shield Upgrades lvl 5 and Advanced Weapon Upgrades lvl 4 to fit those 3 large extender II's?
Edit: You don't actually mention what size extenders you're using, but now I see they're probably actually mediums, whoops =)
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Amarrrrr
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Posted - 2006.02.02 13:45:00 -
[303]
Edited by: Amarrrrr on 02/02/2006 13:50:31 Shield Extender II: 2100, those are large ones.
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Arakasai
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Posted - 2006.02.02 20:01:00 -
[304]
Edited by: Arakasai on 02/02/2006 20:03:26 Large Shield Extender Tech II
Required Skills: Shield Upgrades IV
And no, I have Weapon Upgrade IV with no advanced Weapon Upgrade skill currently.
You do not generally have a powergrid issue with a missile boat. It just requires a certain number of PDUs which ultimately assist in the passive tank by increasing the shield HP and decreasing the Shield regen time. Not as good as other mods but still quite benefical.
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Brackun
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Posted - 2006.02.03 14:09:00 -
[305]
Do you have Shield Operation 5 aswell?
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Arakasai
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Posted - 2006.02.03 17:08:00 -
[306]
Currently only 4. In all honesty, most of my appropriate skills are at 4. I am current concentrating on getting my Navigation skills up to 4. Then I will move to getting my cap related skills to 4. Then on to getting my higher level missiles skills to 4.
5 is something I consider a lot before I move to it. Basically because you can generally a skill from 1 to 4 for the same that it costs to take a single skill from 4 to 5 :)
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ShyGon
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Posted - 2006.03.25 14:43:00 -
[307]
it seems T2 parts are a must, eh?
I am using the ebst T1 parts I can afford, but especially Massive Attack stages 3+4 bring me down superquickly 
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Thayder
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Posted - 2006.04.25 23:55:00 -
[308]
I have read through this very lengthy thread and i have afew things to say.
This may ruffle some feathers but why the 2x and 3x hardeners, a hardener increases your overall shield tank by 1/4 of its percent, even assuming you take only that damage type it still isnt worth it. A second large extender will increase your defenses by around 50%. Not to mention that extenders essentially give you a free damage recharge per second boost of the same ammount. Yes indeed with other modules supporting it...cap usage...boosters..blah blah, we all know the arguments. Im just saying that if it comes down to another resistance module or another extender, please run the numbers.
Okay im off my soap box. My setup flies through L3 missions, but they were cake in my moa too so dont get too excited.
5x Heavy Missiles 2x Med Nos
2x Large Extender 1x Med Boost II (or better if you can fit it) 1x Invuln 1x 10M AB
3x PDU 1x Ballistics control
Light drones
Insert named and tech II as your budget can afford. This setup allows you to be such a cap *****. Running all active modules at once takes a very long time to run dry, and as long as your nos targets arent dry you never will be. Its a well rounded setup, designed to go against anything. I love passive hardeners and ecm but they just didnt have a place here. Let the frigs come to you, nos and drone em while you long rage bombard anything larger. Keep at range if you wish or charge those pesky spam kings and nos em for a while.
I have been thinking that a properly setup Ferox, with skills, may work out well with 5x blasters, nos, web, ecm burst, and a microwarp drive could proove quite effective- and a pvp shocker. The problem is there is no decent way to get the speed up there, the best solution I have is excellent pertinent skills, little tanking (lots of powergrid, thus the ecm and web), 100M AB and injectors. Tech II blasters and a wep upg a must really, hard core offense. It would be worth looking into...
Oh one last thing about those nos: they use less ship resurces than rails-means better modules can be fit. That was the original reason I started using them at all.
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Cade Morrigan
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Posted - 2006.04.26 00:06:00 -
[309]
Originally by: Thayder I have read through this very lengthy thread and i have afew things to say.
Congrats on wasting so much time on reading such old posts :)
Quote: Oh one last thing about those nos: they use less ship resurces than rails-means better modules can be fit. That was the original reason I started using them at all.
If you mounted Nos so as to "use less ship resources" you might as well just leave the slots empty. Nos are just about as useful for L3 missions as empty high slots would be.
-= Save the Gila! Fix its grid and cpu! =-
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Janey T'gahl
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Posted - 2006.04.28 13:21:00 -
[310]
Edited by: Janey T''gahl on 28/04/2006 13:22:59 Edited by: Janey T''gahl on 28/04/2006 13:21:48 Sorry for posting in an old topic, but I've got a question for you all. Is it worth sacrificing an 10mn AB for another Cap recharger? Already got one, here's my current setup. Bare in mind that I'm new to Eve :P
Hi-slots:
2x 250mm Compressed Coil Gun I (AM and Iridium) 5x XR-3200 Heavy Missile Bay (Havoc, Scourge, Widowmaker)
Med-slots: 1x Medium Shield Booster I 1x Shield Boost Amplifier I 1x Large Shield Extender I 1x Cap recharger 1x Well, pondering wether to mount a 1mn AB or another Cap Recharger here, or maybe another shield extender? Plix help! :P
Lo-slots:
4x PDS (PDU) I
Don't have skill enough to get any T2 atm, but I'm working on it.
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Balid
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Posted - 2006.05.24 12:30:00 -
[311]
Hi
Im using 5x malkuth heavy launchers with no guns atm 3x hardeners and 2x large shield extenders 3x PDU 1's and 1 BCS
I keep getting totally ruined by the lvl 3 missions, i have about 850,000 skill points, waht am i doing worng? should i go back to lvl 2 missions and get some higher skills?
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Thayder
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Posted - 2006.05.25 21:05:00 -
[312]
Make sure youre using the right type of hardeners for the target, and dump a hardener for a shield boost. Whats the point in having cap if you dont use it eh? Oh, also using the right type of missile damage (almost always gonna be kin) will help alot. Thats about how many skill points that help me fight as well...those pesky learning and mining skills suck up alot of time.
Well the ol ferox is becoming quite amusing in 0.0 as of late. You should see the looks on peoples faces when you have good maneuvering skills, an ss-nano and some wcs in the lows. Oh and for mission running or pvp its great fun to have repair drones. They wont help you as much as t2 drones, and the repairers will always be in scooping range. PvPers hate it when they have to relock your drones. hehe.
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Aladari Selhura
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Posted - 2006.08.10 17:24:00 -
[313]
Mine curent setup for lvl 3 missions HI slots 5 Arbalest heavy launchers 2 tractor beams MED slots 2 large shield extenders II one passive shield hardener (rat specific primary damage) 2 active shield hardeners (rat specific prim/sec damage) LOW slots PDU II x1 BCU x2 of any kind, but curently running 2 pandemoniums ( more expencive tthen ship ) Internal force field aray I Had no issues on neither missions, cap is stable, shields ten to get on harder missions to 50%-60% down, but then regeneration kicks in and holds there, damage output is nuff good to take out even 300k+ rat in "Iportant storyline missions" , and holds it's own superbly even when faced with 4 to 6 120-150k cruisers and their frigate escorts. But add some drones for those pimped frighs, and always take out possible warpscram frigs, just to be on safe side 
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Borasao
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Posted - 2006.08.10 17:45:00 -
[314]
I've run a few different setups:
MissileRox: 5x Heavies, 2x Heavy Neutron Blasters RailRox: 5x 250mm Rails, 2x Assault Launchers
The mids are two types: 2xLSE2, 3x Active Hardners (usually 1xinvuln, and 2x specific per mission) The other is: 3xLSE2, 1xinvuln, 1xSmall shield booster2
The lows are always: 4xPDU
The passive tank gives about 42/s peak with good resists (usually equating to around 200dps tanked with no problem). The active one is about 90/s peak, since you can run the small booster forever, but lower resists. On the MissileRox, the blasters are loaded with thorium and are used to take out frigates (faster tracking than 150mm rails) and with BC3 and thorium, the optimal+falloff is about 11k, iirc. I've experimented with the passive setup with this replacing one of the hardeners with a webber. I can do every L3 mission I've ever gotten without warping out with the passive tank. I haven't tried the active one in many missions because I just heard about that setup recently and I've been running L4s (in a Raven) for a couple months now so no desire to go back to L3s really.
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Apprehension
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Posted - 2006.09.05 09:27:00 -
[315]
I`m thinking about ferox setup just need few more skills for it. HIGH 5x Heavy Limos ( T2 When i get skills) 2x Med Nos
MID 3x T2 Shield Extenders 2x Inv Fields (T2 when i get skills)
LOW 1x BCUII 3x PDSII
Drones : Hobgoblins
Such setup should give me a nice shield hp + recharge rate. Cap shouldnt be a problem too. Also one question in terms of guns I`m total newb and I was thinking about puting 2 guns to take down frigs fast. Tho I have no idea which ones do best against frigs.
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kill0rbunny
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Posted - 2006.09.18 07:28:00 -
[316]
Edited by: kill0rbunny on 18/09/2006 07:29:09 My Setup:
5 Named Missile Launchers 2 Small Tractor Beams 4 Large Shield Extenders II 1 Invulnerability Field 4 Shield Power Relays 5 Hobgoblin Drones
I get a Shield Recharge Rate of over 70 with normal skills. I can solo any Level 3 Mission afk. Nearly too easy to do. Stage Aggression in Angel Extra is a Joke.
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CaptainOkuna
New Generetion New Eve Order
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Posted - 2006.09.18 16:35:00 -
[317]
Edited by: CaptainOkuna on 18/09/2006 16:45:42 Setup 1 (where I started L3's with): 5 x Best 'Named' Heavy Launchers 2 x Small Tractor Beams (lotta moving about in L3 missions) 2 x Rat Specific Active Hardeners + 2 Large Shield Extenders 1 x M51 Regen thing that boosts shield recharge rate at the expense of shield capacity 2 x BCU & 2 x Shield Flux things
Didnt have a problem with anything but still had to warp in and out more than I wanted to especially on the 4th stage of a 5 stage regenerative mission in deadspace.
Now presently waiting for my raven skills to complete so re-jigged the setup to the following (have only had to warp out once since I made the changes). This more closely matches my chosen Raven setup (compiled from Forums) which I wanted to try ouot on the ferox 1st.
Setup 2:
5 x Best 'Named' Heavy Launchers + 2 Tractors 2 x T2 Rat Specific Active Hardeners 1 x Large Shield Booster II & Shield Boost Amp I 1 x Large Shield Extender (Insert Low here, will edit when i get home from work as I cant remember!!)
As "setup 2" no longer has the shield fluxes or the M51 thing (and the negative total shield they give) the single Large Shield Extender II gives me the approximately same total shield HP as the 2 Large Shield Extender I's in setup 1 (6.5k vs 6.3k). Obviously the shield regen is slower - BUT I have the Large Shield Booster II with the shield Boost Amp. I usually flick this on when the shield gets below 25% up to 60% or so and the cancel it so as to allow the capacitor to recharge.
I cant give u exact statistics on how often I would have to warp using setup 1 but as setup 2 has the option of increasing the shield hp w/out docking at a station or warping away to lick your wounds you can stay in the fight a LOT longer.
One other ferox tip - dont rely on Autopilot to get you out as it'll take forever and a day. First of all get the skill 'Evasive Maneuvering'to get your ship agilty up a bit. BUT MOST IMPORTANT: manually setup your exit trajectory by selecting a celestial object and clicking just underneath it until your ship starts to head in that general direction. Then when you need to leave the arena you can click 'warp to' on the celestial body that you are pointed at and you will warp in less than a second (literally).
Hope that helps. Please dont flame me!
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Kaptan Klutz
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Posted - 2006.11.01 05:42:00 -
[318]
I was planning this tank setup:
Highs: 5 Heavy XR-2000 Launchers (2 highs to play with, tractor beams for agent missions, guns for max damage) Meds: 3x Tech II Large Sheild extenders 2x Invunrability Fields Lows: 2x Tech II BCUs and 2x Shield Power relays
I figure this should net about 10k shield points and some decent resistances with Battlecruisers trained to lvl. 4. Any suggestions to it or does this sound like a decent tank?
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TonicNRG
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Posted - 2006.11.12 19:01:00 -
[319]
Hey, I just got my first Ferox (insured) cause I can't STAND the Caracal, this is my current setup for ratting. I'm open to critiques :D
High: 5x 'malkuth' Heavy Missile Med: 1x med C5-l SB 2x Hardener [mission specific] (explosion damp) 1x 10MN AB 1x Shield Boost Amp (30%) Low: 4x Ballistic CS 1
I appreciate any help with my beta setup. Thanks~! :D
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Suz1
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Posted - 2007.01.14 22:15:00 -
[320]
High: 5x Heavy Missle Launcher 2x Salvager I
Mid: 1x 10MN AB II 4x Large Shield Extender II
Low: 1x Ballistic control II 3x Shield Power Relay
18k shields w/ peak charge rate over 70, leaves me with nothing to fear, and I can salvage in a reasonable amount of time without needing another ship (usually).
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Majin82
Caldari g guild
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Posted - 2007.01.15 07:23:00 -
[321]
The Ferox is only good to be Cannon Fodder now! Drake is the way of the future.
If they fix the Ferox and give it a full set of turrets, instead of the 50/50 split it has now I'll consider it worth using over my Drake.
DRAKE FTW ------------------------------------- The difference between a Pirate and an Anti-Pirate is that an Anti-Pirate fights ships fitted with guns!
Passive Drake For The Win |

Joseph Porta
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Posted - 2007.07.10 14:57:00 -
[322]
As a noobie i have to ask. What is a PDU? Is it a Power diagnostic unit it stands for? But that would be wrong since it's called Power Diagnostic System in the game :)
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Radamant Nemes
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Posted - 2007.08.31 11:58:00 -
[323]
It used to be a Unit, it was changed to a System somewhere. Everybody is still calling it a PDU.
(stealing images instead of making an original sig should be illegal!) |
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