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Kaylona Tso
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Posted - 2005.04.13 06:01:00 -
[121]
seeing the cyclone is a a cross between a rupture and a typhoon with the brass of a tempest, I don't see what people complain about. If you need help doing something get a friend. If you can't tank damage AND deal it then get into another ship that hasn't had the nerf bat dropped on it yet.
Cyclone is a fine ship and its got a good loadout and bonus (maybe it does need changing but it works at the moment). Tech 2 makes it THAT MUCH BETTER. If anything is wrong with this ship it is the overal shield tanking vs armor tanking issues not the ships ability or minmatar's ability to shield tank. -----
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Neoshodan
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Posted - 2005.04.13 06:35:00 -
[122]
Weee long topic.... my Setup is similair to all its 5x 720mmIIs 3x heavy 'limos', Med Shield Booster II, 10mn II, 2xhardener(usually heat/em, or heat/kinetic), 4 x pdu2 low, or 5 x 650mm II along with a large C5-L, or a lot of 425mms IIs and a large booster... I mainly use the passive recharge of the shield during missions and activate the shield booster when I dont feel like maintaining range... and when I have to take out drones fast lol... pvp setup ditches the ab in favor of em/kinetic/thermal hardening and is great for anti-frig and anti-cruiser... but yeah... the bonus sux compares to the ferox's :)
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Femlin Tilith
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Posted - 2005.04.13 17:20:00 -
[123]
Should I put a webifier in the empty medium slot I have, for snagging fast targets and then opening up on them? Also, will the dual 180's be worth it? Thanks.
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Femlin Tilith
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Posted - 2005.04.14 02:35:00 -
[124]
Guess I can't put a webby on there because I need an AB and Cap Recharger. Or do I? Can someone who has experimented comment on this? Also, should I go all Autocannons or mix and match? Thanks again folks.
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Kaylona Tso
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Posted - 2005.04.14 09:30:00 -
[125]
Originally by: Femlin Tilith Guess I can't put a webby on there because I need an AB and Cap Recharger. Or do I? Can someone who has experimented comment on this? Also, should I go all Autocannons or mix and match? Thanks again folks.
If you go ACs then you need a web. If you go ACs then you need a MWD, If you go MWD you need cap rechargers. If you go MWD/AC you need some type of psuedo armor tank. Atleast these are common rules of thumbs. -----
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darth solo
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Posted - 2005.04.14 09:35:00 -
[126]
5 720 tec 2s, 3 heavy launchers.
c5-l, em, thermal, amp.
PDU 2s in low.
d solo.
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d'hofren
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Posted - 2005.04.14 09:52:00 -
[127]
Originally by: Femlin Tilith Edited by: Femlin Tilith on 13/04/2005 02:16:53 Any of you use Dual 180mm AC's on your Cyclone? I was thinking of trying it because I was under the impression that Artillery still had a hard time tracking. Any suggestions? Here was what I am planning once I get the Cyclone.
HIGH 5x Dual 180mm named AC 3x named heavy launchers
MID 1x Large SB II 1x SB amp 1x 10mn AB II 1x ?
LOW 3x PDU II 1x Tracking Enhancer II
It depends what you are planning on doing with the ship. 650mm and 720mm arty don't actually track that badly. For PVE you should be able to use them quite effectively. I havent flown a 720mm rigged ship for a month or so but I remember that using one tracking comp and good(ish) motion prediction skills would give me the abiity to hit cruiser sized npc's well at anything from 12km outwards.
For PVP my concern is that the autocannons are such low range. You have to get that puppy towards optimal before you start getting the buzzsaw effect going. Trying MWD will cane your cap and turn you into a bullet magnet. You could try to build a mini phoon out of the thing, (armour tank, speed mod in mids and cap chargers), but I have never tried it.
Really I feel the rupture isn't so far off the cyclone, (once you factor in the rupture's 5% per level damage bonus you one and a bit guns down and one tube down but you have a whole lot more tanking). The rupture is also around a third of the price and far better suited to getting the heck out of dodge when that geddon starts targetting you.
The cyclone and brutix got the duff deal with ship bonus. I would like to see the cyclone getting the rupture bonus or a speed bonus or even a mwd bonus like the thorax.
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Femlin Tilith
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Posted - 2005.04.14 16:03:00 -
[128]
Thank you for your advice. I will try both setups at some point and see which option I am more comfortable with. That is to say I will try artillery/shield boosting and auto/armor tanking. What speed mods are there for mids besides an AB II? Thanks again.
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Kaylona Tso
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Posted - 2005.04.15 06:58:00 -
[129]
tbh
I would forgo any defense tanking and go for offense tanking, IE :
5 720mm IIS, 3 Heavies
1 AB II, 1 Sensor booster II, 2 Trackign computer IIs
3 Gyro IIs, 1 RCU
hopefully you have the skills to fit/use it all
You can also go for a named setup :
5 720mm Scouts, 3 Heavies
1 Y-S8, 1 alumel-wired, 2 Orion Tracking
3 Counter-balanced, 1 PDU -----
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Femlin Tilith
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Posted - 2005.04.15 15:07:00 -
[130]
Hmm, I like your idea but I am leary of trying it since I think it will get me destroyed.
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Harpia
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Posted - 2005.04.15 23:13:00 -
[131]
My Cyclone set up: Incoming
Highs: 5x 720mm nameds, 3x assault launchers Mediuns: 10MN AB, 2x Tracking Comps, Sensor booster Lows:Med Armor Rep., RCU, PDU, Tracking Enhancer
It's a nice longrange fighter.
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smegma
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Posted - 2005.04.15 23:23:00 -
[132]
Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.
Not meant to tank.. Meant to deal out Damage Period
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Kaylona Tso
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Posted - 2005.04.16 08:34:00 -
[133]
Originally by: Femlin Tilith Hmm, I like your idea but I am leary of trying it since I think it will get me destroyed.
this will learn you for when you step into a typhoon or tempest. this is how true matari fight! -----
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Vager
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Posted - 2005.04.16 11:11:00 -
[134]
Originally by: Kaylona Tso tbh
I would forgo any defense tanking and go for offense tanking, IE :
5 720mm IIS, 3 Heavies
1 AB II, 1 Sensor booster II, 2 Trackign computer IIs
3 Gyro IIs, 1 RCU
hopefully you have the skills to fit/use it all
You can also go for a named setup :
5 720mm Scouts, 3 Heavies
1 Y-S8, 1 alumel-wired, 2 Orion Tracking
3 Counter-balanced, 1 PDU
I use pretty much the same, just 1 less tracking computer for a Medium Shield Booster II (I hate to see a wasted bonus ).
I also use a similar setup with 3 arb rocket launchers and 4 gyro II. It gives a half decent frig defence plus it keeps those pesky cruise to a reasonable level.
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Chode Rizoum
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Posted - 2005.04.16 11:12:00 -
[135]
The solo pirate :
3 x Heavy Lunchers 5 x medium Nos ( Named or tech II )
1 Mwd 1 sensor booster 1 20 k scrambler 1 Webiffer
4 x Nano fibers
Centuria > whoot? Centuria > you stalking me? :) -- Nafri > then I a bird pooed on my head AND ON MY MEAL -- http://www.subroc.net/teddybears/
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Femlin Tilith
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Posted - 2005.04.16 14:39:00 -
[136]
Originally by: Kaylona Tso
Originally by: Femlin Tilith Hmm, I like your idea but I am leary of trying it since I think it will get me destroyed.
this will learn you for when you step into a typhoon or tempest. this is how true matari fight!
Are you recommending just pure damage, no armor tanking for level 3 missions? I have to fit an MWD so the Autocannons are effective since my optimal range is 1.38 km. This means I NEED cap rechargers.
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Rexy
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Posted - 2005.04.16 14:43:00 -
[137]
Edited by: Rexy on 16/04/2005 14:44:16 well 425's chew nicely, but it's so slow that it takes awhile to get somewhere, mwd gimps your setup, it'll still be slow :|. prolly best bet is to go for named 720's/ 650II's with heavy launchers, a shieldtank and a mix of gyro's/pdu2's. npcing isnt about ganking, just tank the damage and pelt away, or stay out of range and pelt away
oh and a large t2 shieldbooster 4tw. lvl3's should be easy enuff in a proper kitted cyclone, they are all doable in a rupture(even the angel extravaganza )
All i want for cristmas is a typhoon with launcher rof bonus :) |

Femlin Tilith
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Posted - 2005.04.16 14:51:00 -
[138]
Edited by: Femlin Tilith on 16/04/2005 14:52:50 Hmm, thanks Rexy. But I am still confused. The ROF bonus for the Cyclone begs for autocannons, is there a better kind to use like maybe 220's? I have cruised around belts with the microwarp drive going and the drain isn't too bad with my cap rechargers/skills so maybe it's ok. More input?
EDIT: I re-read your statement and it makes a little more sense to me now. I will go with the named 650's for the time being. But I love the sound of Auto's...
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Rexy
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Posted - 2005.04.16 14:54:00 -
[139]
i fail to see why rof begs for autocannons? howwies get the same bonus, taking away a considereable chunk of the rof.
All i want for cristmas is a typhoon with launcher rof bonus :) |

Flicker Down
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Posted - 2005.04.19 20:28:00 -
[140]
Thought I would add my .02 ISK, although my setup seems to be way different from most others.
As a preface, I wanted to mention that I am on my third Cyclone, not so much because the ship is not up to it - more because my skills were too low, but mostly because I wasn't paying attention!
Someone mentioned earlier that Min ships almost *require* a pilot to very concentrated on his skills, and I would have to say I agree. When I moved into the Cyclone, I realized that while I had just about every combat skill available, they were all at lvl 2 or 3. Once I started focusing exclusively on combat oriented skills - obviously Gunnery, but also Enginnering stuff like shield and enery management skills - my battle prowess rapidly increased.
I started to read this thread looking for improvements, and as you'll see, I need em! Oh also, I have played exclusively PvE, so my gear is definitely "Jack-of-all-trades, master of none" oriented:
HI Advanced Limos Heavy Missile Bay I 2x Malkuth Heavy Missile Launcher I (Lost a couple of Arbalest, last ship - haven't replaced yet)
720 Gallium 1 Cannon 2x 650 Artillery Cannon I 2x 220 Vulcan Autocannon I
MED 10mn Afterburner II Medium Neutron Saturation Injector I (shield booster) Photon Scattering Field I (EMP Hardener) Non-Inertial Ballistic Screen Augmentation I (Kinetic Hardener)
LO Warp Stabilizer (Yeah it's along story mate) Medium 1-A Polorized Armor Regenerator (Medium Armor Repairer ) Cross Lateral Gyrostabilizer I (proj speed+dmg bonus) (empty - used be be some crappy plates)
I have found that the Vulcans along with my drones, do a better job than Smartbombs for the close in stuff, although that is a reversal in thought due to improved skills - top up those skills!
Based on what I've read here, I will be testing the following changes:
HI - gonna try the 5x720 loadout;may also reload a launcher with Defenders MED - I've had difficulty with the hardeners, so I continue to explore the combos, might change out kinetic for thermal but I'm keeping the emp thanks LO - another mod to enhance turret performance; improved armor repair.
I'd like to improve my damage so that tanking is less of an issue, so we'll see where the 5x720 loadout goes ;)
Thanks all!
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Weirda
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Posted - 2005.04.19 20:51:00 -
[141]
Intreguing slot layout! 
Weirda will have to get one, looks like fun! 
Up till now Weirda have been too 'old school' to use these new fangled destroyer/battlecruisers... Gonna be hard to tear Weirda out of Muninn/Vagabond too - but this ship look like it can be very good for some things!  -- Thread Killer
<END TRANSMISSION> |

perfection
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Posted - 2005.04.19 22:15:00 -
[142]
Why hang around tanking? Kill the Sonofa**** 5 720II, 3 arbelest heavies,the rest damage mods and tracking mods...they dont last long... [ 2005.04.09 06:31:01 ] (combat) Your 720mm Howitzer Artillery II perfectly strikes Guristas Destructor, wrecking for 757.0 damage.
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d'hofren
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Posted - 2005.05.08 12:21:00 -
[143]
The cyclone is good fun with target painters and 720's
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Liet Traep
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Posted - 2005.05.10 00:54:00 -
[144]
Originally by: Celt Eireson
Originally by: Outcastino heh i got a new solo setup :) 5x425mm 3x heavy launcher 1x mwd, 1x distruptor, 1x web, 1x recharger 2x Medium Armor repairer II, 2x cap relay
7 HH in drone bay.
It rather hurts :)
But you're also pretty vulnerable against kinetic damage, so those Caldari ships with bonuses to kinetic missiles would be a fairly big threat. As well as explosive damage of couse, you've got 10% resist only against explosive which would be farily standard for use against armour, not sure your repairers could keep up with the damage if your opponent was using explosive. Of course if you are up against lasers you have little to worry about.
Not really. On all my laser boats with turrets I use explosive missiles. The lasers strip the shields away quickly and start tearing into the armor and then the explosive missiles hit. Unless they are setup to tank all 3 sorts of damage I'm dealing they're going to get hurt.
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Bartimaeus
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Posted - 2005.05.11 16:21:00 -
[145]
hey, i had a cyclone once, but i lost it a while back, but i will say that it was one of best ships i have ever owned, the reason i like it is because after i bought it, i went too 0.1 space to test it out, and on my way back, i ran into a gate camp of 2 scorps, thankfuly i warped into them at my opptimal range and they fired first, but i was ready, i asume that they were both noobs, because, i had them running off 30 seconds later, one was at 30% armor, while i was at a nice 50% sheild, i loved my cyclone, and it was great in fleet opps, i had a an awsome sheild tank, that centered around a t2 large sheild booster, sheild amp, hardners, and a cap recharger. the only problem i had with it was the cap, i could not run 2 hardners perpet. but it lasted long enough to bring the pain down on that scorp,
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Alowishus
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Posted - 2005.05.11 16:24:00 -
[146]
720mm 2, rockets with deffenders, four damps and lows with all Gyro 2s and maybe an armor rep and you have something great and usefull for small groups or gate camping with friends.
Think outside the box.
Raven 4TW! Rank(1) SP: 243745/256000 |

Damien Vox
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Posted - 2005.05.11 16:25:00 -
[147]
Run 720 II's and Heavies in the highs, if you can't fit that just run this:
5 280 II's, 3 Heavies 1 Target Painter, 1 Large Tech II booster, 1 Boost Amp, 1 Cap recharger 2 BCM, 2 Gyro II, RCU or PDU II depending on what you need.
That 'should' all fit and between the BCM's and Gyro II's you'll be a nightmare for frigs/inty's and most cruisers since the tank still holds wonderfully. You can lose one BCM for a PDU II if you wish but you'll still dish out an insane amount of damage with the 15x dmg mod on the 280 II's and the damage/ROF bonus on the missile launchers.
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Foulis
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Posted - 2005.10.09 06:53:00 -
[148]
hehehe, sorry to necro an old topic, but I saw most of the set-ups on here are pre-cold war and it needs updating since it's linked by the set-up sticky.
for pve I use...
HI: 5x 425mm ACs, 3x Assault Launchers
MID: 1x Large Shield Booster 1x Active Hardner, 1x Webifier, 1x Afterburner.
Low: 1x Gyrostab, 2x Tracking Enhancer, 1x Signal Amp
Haven't tested it thuroughly but so far the 425s have hit well. Add 6x med drones and 3x light drones with interfacing 4 and you can blow pretty much anything up in seconds =)
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Brechan Skene
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Posted - 2005.10.09 10:20:00 -
[149]
To whom it concerns,
I have been using the cyclone for a while and I intend to implemtent this variation:
Hi-Slots 2 x 650mm II Artillery with Med Phot(Gets 20 rounds in mag, Quicker rate of fire, better damage due to lower dam multiplier)
3 x 720mm II Artillery with Depleted Uranium(Gets 20 rounds in Mag, Effficient use of mag space(Phot gets 11 units to the 20 from the depleted uranium))
1 x Named Assault launcher with Flame light missiles
2 x Named Assault launcher / rocket pods with defender missiles (have not made my mind up yet)
medium slots 1 x Named Flame shield hardener
1 x Named Emp Shield hardener
1 x Large Shiled booster II
1 x Cap recharger II/ The largest Cap Battery you can use
lowslots
3 x Cap rechargers (that reduce shield boosting)
1 x Power Diagnostic unit II (the one that gives 15% to powergrid) or a targeting mod/ or Gyrostabilizer II
Also have 7 medium drones (Hammerheads II) as support for close in webbers.
Tactics: * Always try to keep at artillery range of your target to use your artillery and light missiles to kill. *The use of the 650mm Artillery was to increase the overall number of rounds that went to the target to ensure a quicker death. That is why I used a better ammmo. * The use of Depleted uranium with the 720mm was to ensure that I got the max number of shots before the 10 second reload time ensure more rounds going to the target and ensuring a quicker kill and less dead time when the gun reloads. *However if an eneamy ship comes underneath your effective range of your main weapos you use your 7 medium drones and light missiles to take them out. *The use of 2 named Assault launchers with Defenders was to ensure that eneamy missiles are nuetralized as much as possible to ease the effect on your shield tank. *I would prefer to use the med slot with the largest battery I could so I could get as much capactor power that I can rather than the tech II Cap recharger. *The use of the low slots cap rechargers despite the fact that for 20 - 25% reduction in cap recharge time you get a 10% shield boost reduction is that I used the ships 5%(possible more due to new changes) to offset as much of the shield boost reduction from the low slot modules.
Thankyou Brechan Skene
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JoCool
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Posted - 2005.10.09 10:42:00 -
[150]
I fought against a significant number of battlecruisers, so I can tell they all do need help in several ways. First, there is agility. I would decrease their intertia across the board closer to HAC levels, this will give them a better passive defense in many situations. Second, there are signature radii. We might think about reconsidering those, a 10% decrease for all would help it, together with the increased agility. Third is already in development: Since the focus of combat will shift more over to defense with the next patch, we won't see so many ganking setups anymore. This could also be a practical indirect little boost for the Battlecruisers.
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