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shivan
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Posted - 2005.11.30 05:28:00 -
[211]
Originally by: Testy Mctest
Originally by: shivan OMG, this thread is almost a year old.
Should be renamed 'History Of The Tempest', or 'Tempests Through The Ages' or somethin.
LOL, I hear ya there 
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ArcheryTXS
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Posted - 2005.12.13 21:25:00 -
[212]
do not saw this on thead
6x 1400mm (any rar) 1x Med Neutralizer 1x Large Smartbomb (rar) 3x Sensor booster T2 2x Traking Comp. T2 1x Med Armour Rep. T2 5x Guro`s T2
Light Drones
EMP + Fusion + Proton Ammo
*/* Городская тоска... |

KaiDoh Maru
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Posted - 2005.12.18 14:13:00 -
[213]
Any changes to gank set-ups post RMR?
I am wondering if reducing the number of gyro's I have on board is a good idea as the penalties have been changed to penalise lots (e.g. 5) more so than a couple.
Also, I haven't bothered tanking before but now we have more hitpoints what are the views on how that affects us?
Any views on how RMR has affected set ups would be good  |

Krang Aucks
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Posted - 2006.01.05 17:25:00 -
[214]
Any new post RMR setups for PvP? (me vs pirates) -
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Akai Kuiper
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Posted - 2006.01.05 20:13:00 -
[215]
It seems it's not worth fitting more than 3 gyros now, so try 3x gyro and 3x tracking mods in lows, or any other variation you can think of.
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Olev
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Posted - 2006.01.06 13:14:00 -
[216]
Long range, 20km to 100km,
5 1400mm II, 3 rocket with defenders Mwd, Sensor boost, 3 tracking cpu 6 gyro 2
End result is guns that can hit approaching inties or battleships that orbit u at 10km, wrecking hits for over 2200 damage, and a nice 8 second RoF. 5 guns and 6 damage mods outgun 6 guns and 4 mods and 2 reactor control 2's. Can you say "instant-kill"?
and how in hell! can u fit 6x gyro T2 whit that setup?? i have max power skills,and still cant fit it..u MUST have atlest 1 PDU T2 or a reactor controll T2
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Matuk Grymwal
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Posted - 2006.01.06 13:23:00 -
[217]
Lol Olev, you may wanna read that post through a few more times. He states he fits 5 guns a few times there matey rather than 6.
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Wrayeth
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Posted - 2006.01.06 13:37:00 -
[218]
A medium-range setup that works surprisingly well against other battleships, and even cruisers beyond 60km:
6 1400 II 2 malkuth rocket launcher
1 XL C5L shield booster 1 heavy electrochemical cap injector 2 invulnerability field II 1 sensor booster II, shield boost amp, or tracking comp II
3 gyrostab II 1 RCU II 1 PDU II 1 Coprocessor II
With advanced weapons upgrades 5, you should probably be able to drop the PDU II for another mod of your choice. -Wrayeth
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HankMurphy
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Posted - 2006.01.06 14:58:00 -
[219]
Originally by: Wrayeth A medium-range setup that works surprisingly well against other battleships, and even cruisers beyond 60km:
6 1400 II 2 malkuth rocket launcher
1 XL C5L shield booster 1 heavy electrochemical cap injector 2 invulnerability field II 1 sensor booster II, shield boost amp, or tracking comp II
3 gyrostab II 1 RCU II 1 PDU II 1 Coprocessor II
With advanced weapons upgrades 5, you should probably be able to drop the PDU II for another mod of your choice.
wrayeth, thats hot 
i run somethin real close to the above from time to time (change up alot, i like to keep it interesting).
alot of times i'll run a lesser tank opting for speed to keep me at optimal,a good AB and a t2 large sh rep... and just 1 invul II, AND no injector (though i have done the thick tank thing, its nice :)
this allowed me to use just PDUs (2). w/ no inject. u then dont need that silly coproc and get to add a nano (yes a nano. dont look at me like that. if you wanna live in RMR as a minnie, you start using yer damn speed advantage).Also, w/o the cap injector, I can use both a sensor boost AND a track comp. Tech II is nice, faction is better, whatever you dont mind seeing blow up in space eventually :) The tougher tank on Wrayeths will allow you to survive alot longer, good especially if outnumbered. I prefer a faster more agile ship, but remember w/ the lesser tank, you really need to have wingmen for any kind of serious engagement.
Fast ships are fun. Let ppl think you fit the nano just so you can run away :) they will crap there drawers when you smite their tacklers from the sky in one volley, and then continue to keep them close enough to try to fight ya, but nvr close enough to match your DPS OR use NOS/webby/drones whatever...
you wanna solo w/ this setup though?? ...you do need to have a healthy sense of when to fight, when to ***, and when to hit the fence. (or common sense to stick w/ the bigger tank :P )
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Anjerrai Meloanis
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Posted - 2006.01.20 01:21:00 -
[220]
HIGH *6x Dual 650mm II *2x Heavy Dimi Nos
MED *1x x5 Webber *1x Warp Disruptor *1x Tracking PC *2x Ladar ECCM (I dislike being jammed, can easily put whatever you want here)
LOW *1x Large Rep II *1x Energized Adaptive Nano II *1x Energized Magnetic II *1x Energized Reactive II *1x 1600mm Plate II (Or whatever you want) *1x Gyro II
DRONE BAY *2x Berserker Webbing Drones *1x Valk II *2x Warrior II
Load the guns with Barrage or the best for what youre up against, this setup completely murders hac's  uh.
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rockmeister
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Posted - 2006.01.26 13:19:00 -
[221]
Edited by: rockmeister on 26/01/2006 13:19:56 My tempest setups:
Long-range(150km+)
6x1400 maybe cloaking device if u don't mind te loss of MM scan resolution 5 sensor boosters II (yes I know bout the stacking nerf tho it still helps a bit) 4 tracking enhancer II's and 2 damage mods II's
Tanking:
6x1400mm 2x heavy nos 1 large T2 shield booster 3 T2 hardeners (kin. explo. therm.) 1 shield boost amp 6x power diag II
not an uber tank but u can use the booster nonstop which ain't bad also the damage isn't great but still enough to hurt someone..
(edited bc of a typo saying 5 power diags ment 6:) )
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Olev
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Posted - 2006.01.28 03:13:00 -
[222]
Lol Olev, you may wanna read that post through a few more times. He states he fits 5 guns a few times there matey rather than 6.
ehh..and when did temp snipers use only 5 gunns,it whas an error when i sad 5x1400,it should be x6..u gitt
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hal 5000
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Posted - 2006.02.07 09:41:00 -
[223]
I have seen a lot of posts with T2 mods and other high skilled mods and although I agree the better your skills the better the Tempest, I thought I would share a set up for those of us that have not been playing forever yet. This set up so far is very effective on level 3 missions and although untested in fleet battles I would imagine would be a welcome addition to any strike force. At least it could dish out some good damage before it warps or bites it.
HS: 3 X 1400Æs 2 X 720 4 X siege launchers MS: AB, Targeting comp, 3 X cap rechargers LS: L armor rep, 3 X obvious hardeners, tracking comp for turrets, power mod.
My skills in power management are decent and my launcher skills are high. The only tech 2 units I am using are the AB, the cap rechargers and the missile launchers. You could use cruse missiles too for faster enemies. The 720Æs save major power and still take advantage of the turret tracking computer. They are very useful against those damn spider drones and small support ships that never seem to go away. It may not be as exciting as running 6 800 T2Æs but if you keep your speed up you can take out the close ones while also working on whatever ship they are protecting with the 1400Æs and 2 of the 4 launchers if they are available.
Never fear you can still have fun in a Tempest, just keep learnin and swapping out parts. Hal 5000
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Testy Mctest
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Posted - 2006.02.07 13:01:00 -
[224]
For posterity, since this thread deserves more post RMR setups:
'Classic' Snipest
6x 1400mm II 2x Arb Rocket
3x Tracking CPU II 2x Sensor Bootser II
1x RCU II 3x Gyro II 2x Warp Stab II
My Snipest
6x 1400mm II 2x Medium Neut
2x Multispec II 2x Tracking CPU II 1x Sensor Bootser II
1x RCU II 3x Gyro II 2x Warp Stab II
The Eve Guild Wars Project! |

King Dave
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Posted - 2006.02.07 13:04:00 -
[225]
Originally by: ArcticWolf Long range, 20km to 100km,
5 1400mm II, 3 rocket with defenders Mwd, Sensor boost, 3 tracking cpu 6 gyro 2
End result is guns that can hit approaching inties or battleships that orbit u at 10km, wrecking hits for over 2200 damage, and a nice 8 second RoF. 5 guns and 6 damage mods outgun 6 guns and 4 mods and 2 reactor control 2's. Can you say "instant-kill"?
you my sir are a noob,
why would u ever fit 5 1400mm II, it is reducing the damage by 1/6th if u fit 6 1400 it is alot more useful..
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Egoblast
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Posted - 2006.02.07 15:57:00 -
[226]
Originally by: hal 5000
HS: 3 X 1400Æs 2 X 720 4 X siege launchers MS: AB, Targeting comp, 3 X cap rechargers LS: L armor rep, 3 X obvious hardeners, tracking comp for turrets, power mod.
can i buy your 9 hi slot Tempest?
Teamwork. is a lot of people doing what I say.
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Famine Aligher'ri
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Posted - 2006.02.07 17:12:00 -
[227]
Here is another fun Tempest setup
-Highs- 6xDual 425 II's 1xHeavy Dim Nos 1xLarge YF SB
-Mids- 4xHypnos Multi Spec ECM's 1xWarp Disruptor
-Lows- 2xGyro II 3xHardner II's 1xLarge Armor Rep
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Octavio Santillian
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Posted - 2006.03.03 06:53:00 -
[228]
Question:
IÆve been toying with a heavy armor tank setup, and IÆm wondering if it is worth it to put a large and a medium T2 armor reap on. We get a lot of small harassing groups in our area. A BS and tackler, or a BC and some frigates, etc. IÆm trying to build something that can take fire from a few mixed ships but still grab hold on someone and make them pay.
The hi and mid slots arenÆt really important but IÆll list it all anyway (mostly named or T2).
H: 6x Dual 650s 2x Heavy NOS
M: 1xWeb 1xWarp Jammer (7.5 K variety) 1xTracking Comp 1xMWD 1xHeavy Cap Booster
L: 1 Large T2 Repairer 1 Explosive 1 Kin 2 Therm (there are a lot of Ammar and Gallente in the area) 1x ???
Light Drones
So, is putting a medium T2 repairer worth it, or it is just better to use another hardener/1600/Gyro II?
For example it would take roughly 112 seconds to repair the armor a 1600 would give me (with the medium alone that is).

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Sun Ra
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Posted - 2006.03.03 09:00:00 -
[229]
Originally by: Famine Aligher'ri Here is another fun Tempest setup
-Highs- 6xDual 425 II's 1xHeavy Dim Nos 1xLarge YF SB
-Mids- 4xHypnos Multi Spec ECM's 1xWarp Disruptor
-Lows- 2xGyro II 3xHardner II's 1xLarge Armor Rep
Fun while you bore them to death? 
Arcane Frankologies - 'plz stop guys it's xmas' |
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