| Pages: 1 [2] 3 4 :: one page |
| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

ErrorS
|
Posted - 2005.02.04 22:28:00 -
[31]
Edited by: ErrorS on 04/02/2005 22:36:39 On mine with 7m SP
High - one 150mm prototype rail, 3 125mm scouts and the rest normal 125s, give or take a named gun. One rocket launcher with rockets (or defenders).
Med - small shield booster, AB, sensor booster, web for the small ships that wont get off your ass
low - rail damage mod
insane ship. I tear through frigates like it's nothing.. Finished a lv4 complex with little trouble (it took some time, however). Killed a few 90k rats, a few 50k, a 45k and a ton of ~10k rats.
Use iron ammo with the AB and you can snipe just about any cruiser NPC in the game. Keep at around 31k and they can't hit you. 20dmg per rail * 7, every 2.2 seconds. Not bad for a 1m isk ship.
Great ship.. sadly I lost mine trying to take a Blaster Thorax at close range in a complex :(
and the booster is a must. This ship has a locking range (for me) of about 34km without a booster.. my weapons were effective up to 40km with lv1 destroyer skill. Can't imagine how insane this ship would be with LV5 destroyer. ________
I'm strict Caldari
"The grass is always greener on the other side" - Maybe they're not as uber as you think?
-ErrorS |

ErrorS
|
Posted - 2005.02.04 22:35:00 -
[32]
Edited by: ErrorS on 04/02/2005 22:35:22 guys, this ship's strength is it's RANGE. It cannot handle very many shots.. cruisers rip the cormorant apart like it's nothing. But you can take ANY cruiser NPC in the game if you keep at range. Train the destroyer skill and use the furthest reaching guns you can fit.
35k(about, may be less. I forget) optimum range with iron on a 150
+10% = 38k +10% = 42k +10% = 46k +10% = 51k +10% = 56k
nearly 56k OPTIMUM. (this is rough, dont pick it apart please) You can hit for good shots much further. Insane tracking speed bonuses mean you can hit just about anything up to 70k depending on your gunnery skills.
it's a quick ship. AB or MWD and you can stay out of range of any cruiser in the game. ________
I'm strict Caldari
"The grass is always greener on the other side" - Maybe they're not as uber as you think?
-ErrorS |

Mahq Mur
|
Posted - 2005.02.06 13:02:00 -
[33]
Originally by: R31D You guys can actually get 7x 150mms on it!!! I should really get a MAC
just got an Osprey for mining.....However, I'm working very hard to get 7x150mm Tech 2 Railgun and destroyer lvl 5.
How insane will it be? 
|

R31D
|
Posted - 2005.02.06 23:04:00 -
[34]
Edited by: R31D on 07/02/2005 18:36:04 My setup (PvP) currently is (This pretty much beat an Assault Frig (he flew away when he realised he couldn't win)):
7x 125mm (all named) 1x Rocket w. Defenders
3x Sensor Dampners(switch for Cap recharger/shield boosters for PvE) 1x MWD
1x Warp Core Stabilizer
It works pretty well in a PvE situation as well (beat a Thorax the other day)
|

Ethan Tomlinson
|
Posted - 2005.02.07 17:40:00 -
[35]
hey mahq mur try this...
train learning skills to lvl 4 atleast or go to 5 and then the advanced learning skills depending wether your in the game for the long haul or not
then train electronics/engineering lvl 5...guarantee u will be able to fit most anything u want
then train whatever u want
hint: it will be a long time before u will be usin assault frigs effectively so get good with caldari cruisers for PvE and destroyers for PvP 
P.S. caldari cruiser lvl 5 I get 144units ore/miner II thats with only lvl 4 mining so its like having 6 miner II's instead of 3 
A healthy setup for a cormorant I would figure to be 7 t2 125mm rails and a standard launcher or 5 t2 150mm rails 2 small nosferatu's and a standard launcher at least 1 tracking comp II, maybe a t2 or gistii shield booster, 2 cap rechargers and a magnetic stab II or PDU II in the lows but i dont fly em really
|

Mahq Mur
|
Posted - 2005.02.08 03:08:00 -
[36]
Originally by: Ethan Tomlinson hey mahq mur try this...
train learning skills to lvl 4 atleast or go to 5 and then the advanced learning skills depending wether your in the game for the long haul or not
then train electronics/engineering lvl 5...guarantee u will be able to fit most anything u want
then train whatever u want
hint: it will be a long time before u will be usin assault frigs effectively so get good with caldari cruisers for PvE and destroyers for PvP 
P.S. caldari cruiser lvl 5 I get 144units ore/miner II thats with only lvl 4 mining so its like having 6 miner II's instead of 3 
A healthy setup for a cormorant I would figure to be 7 t2 125mm rails and a standard launcher or 5 t2 150mm rails 2 small nosferatu's and a standard launcher at least 1 tracking comp II, maybe a t2 or gistii shield booster, 2 cap rechargers and a magnetic stab II or PDU II in the lows but i dont fly em really
Thanks for the advice. 
I recognize the fact on getting Electronics & Engineering lvl 5, it'll boost your cpu/grid usage. My priority now is a small rail specialization. Yep, seems like I still got a long way to go before my comr really look dangerous.  I've got all that to lvl 4 already, and now is the painfully waiting time for lvl 5.
Personally, I prefer the 125mm over the 150mm for the RoF, not forgetting destroyer has 25% penalty on RoF. Of course Gunnery lvl 5 will solve this (damn! not another lvl 5 skill?).
Currently I'm only Caldari cruiser lvl 2 on my Osprey, but I can filled 4 giant cans in less than an hour, what's gong to happen if I got cruiser lvl 5? (double Damn on yet another lvl 5 skill!).
p.s. all my learning skills r at lvl 4 now, and most of the lvl 5 skills (x1 time multiply) takes about 7 days w/o any implants. I've no intension to train learning and attribute skill to lvl 5 cos look kinda stupid on wasting my 6 weeks subscription on these.
|

Mahq Mur
|
Posted - 2005.02.08 03:20:00 -
[37]
Originally by: Ethan Tomlinson hey mahq mur try this... A healthy setup for a cormorant I would figure to be 7 t2 125mm rails and a standard launcher or 5 t2 150mm rails 2 small nosferatu's and a standard launcher at least 1 tracking comp II, maybe a t2 or gistii shield booster, 2 cap rechargers and a magnetic stab II or PDU II in the lows but i dont fly em really
btw, whats a PDU?
And hey, do tracking comp need gunnery 5? 
How do you all keep your nerve during the lvl 5 learning time? 
|

R31D
|
Posted - 2005.02.08 20:09:00 -
[38]
Edited by: R31D on 08/02/2005 20:09:41 PDU = Power Diagnostic Unit, damned useful
Yep,it needs Gunnery 5
By not worrying about what I'm training. As long as I'm training something, I don't mind.
|

Zork100
|
Posted - 2005.02.08 22:34:00 -
[39]
After going over the 16mil SP threshold you really dont look at the training times ne more. You think what you want and what will be most useful. Currently I have almost all engineering and electronics skills to lvl 5. Including Tactical shield manipulation lvl 5 which was the latest and greatest training time 
|

DoctorDanny
|
Posted - 2005.02.08 23:47:00 -
[40]
I'm looking for a nice setup that will take care of them irritating 4000mps inties that stay out of webby range and use 20kms scramblers. I want them to die before they realize they're being hit and warp out.
Was thinking something along the lines of 7 150's and 4 tracking comps. Would a) the commorant's cpu allow this and b) this setup be as effective as I hope it to be? 
|

Kin Oreyn
|
Posted - 2005.02.09 02:03:00 -
[41]
Originally by: lythos miralbar Gate camping setup =
High :- 7x 150mm prototype gauss guns + AM Mids :- 2x sensorbooster II, webber, 20km disrupter Low :- micro aux power core
General flying around looking for a fight =
High :- 7x 150mm prototype gauss guns + AM Mids :- 20km disrupter, webber, 1X multipsec jammer, 1x galentine jammer (anti taranis grrrr) Low :- micro aux power core
The first is normally used with support.. you can disrupt almost anything, but if you catch an inty and it fights, its toutch and go if the other guy knows what hes doing.
The seconds is for general roaming around PvP. You'll be able to decimate taranis's with this. Just lock and fire on em ASAP.. then wait till he gets in close and web/scramble/jam them..
If you listen very carefully you can almost hear the taranis pilot scream as he realises hes going to lose his inty.. and theres NOTHING he can do about it.. muuuhhahahahahha 
My suggestion to the original poster is create a setup that is completely your own like Lythos' second setup here. It is the only setup in this thread that my standard setup on my Taranis does not automatically counter in some way. I can't even remember how many Cormorants I've killed solo with my Taranis. IMHO you should find something that works and keep it to yourself
|

Mahq Mur
|
Posted - 2005.02.09 11:58:00 -
[42]
Originally by: Zork100 After going over the 16mil SP threshold you really dont look at the training times ne more. You think what you want and what will be most useful. Currently I have almost all engineering and electronics skills to lvl 5. Including Tactical shield manipulation lvl 5 which was the latest and greatest training time 
omfg! I'm just a little over 1mil SP 
And do you still do kill mission during the long training time? I'm damn worry about losing any ship for those stupid mission cos then I'll have to do crazy mining for 2 days to get back what I've lost. 
|

Channler
|
Posted - 2005.02.10 21:44:00 -
[43]
Edited by: Channler on 10/02/2005 21:51:37 Well I'm fairly new to this game (16 days) but my setup is like this
Hi Slot
7 x 125mm Carbide Rails
1 x Limo's Launcher
Med Slot
2 x (I'm not sure what they are called) Kenetic Dampeners?
1 x AB
1 x Small Shield Booster
Low Slots
1 x Type E diagnostics system (SP?) I'm not sure about this one...
So hows that.. I didn't think too bad since this is only meh 16 day
BTW I only got I think 300k skill points
|

KamikazeHamster
|
Posted - 2005.03.06 19:55:00 -
[44]
If anyone still cares about this thread, use a Cap Booster with 3x 100 Charges. It owns. MWD's can go on for as long as you want (I know this was a big problem, when I was a noob)
|

Mahq Mur
|
Posted - 2005.03.07 02:07:00 -
[45]
Originally by: KamikazeHamster If anyone still cares about this thread, use a Cap Booster with 3x 100 Charges. It owns. MWD's can go on for as long as you want (I know this was a big problem, when I was a noob)
Mwd hurt the accuracy of railguns. As far as I concerned, I'll utilize mid-slot to extend my shield HP, and rain the rats with all my railguns. The faster the rat dies, the higher the surviving chance I have. Sad to say, comr is not fit for draggy warfare.
|

Mirian Blake
|
Posted - 2005.03.12 22:21:00 -
[46]
If you wan't to take down drones. I would suggest you try out with couple of Small tech 2 plasma smartbombs. But you have to be carefull or you might end up travelling in a pod.
|

DaHuaLian
|
Posted - 2005.03.14 04:32:00 -
[47]
Originally by: Mirian Blake If you wan't to take down drones. I would suggest you try out with couple of Small tech 2 plasma smartbombs. But you have to be carefull or you might end up travelling in a pod.
Thats why I'll leave this skill alone until I can fight in 0.0 
But I found fitting 2x t2 neutron blaster will be able to handle the drones well, thx to the tracking speed.
|

Havoc Unleashed
|
Posted - 2005.04.03 21:53:00 -
[48]
my setup for a cormorant, even though i rarely use it is the following,
Hi: 7x125mm rails (antimatter) 1x assualt launcher (deffenders)
For the turrets they deal more dammage plus the added factor of antimatter, track speed really dosn't mater in this case cause of a webber which will be installed. The assualt is the fasstest small missle launcher, so use it for deffenders in case a frig fires one at ya.
Med: 1xNormal webber or named 1x1mn Afterburner or 1mn MWD 1xSmall armor repairer 1xSmall sheild booster
So what if your grid cant hanndle this setup, raise your skills that boost you powergrid output and leave moduals that arnt being used at the time offline. The webber helps to keep the sppedy swarm around you nice and slow for the turrets to blast away at.
Small:
Possibly 1x nammed weapon mod or what evr the hell ya want. And dont ***** at this setup, it works if you know how to use it.
|

Montero
|
Posted - 2005.04.03 22:43:00 -
[49]
armour repairs go in low slots....
|

Famine Aligher'ri
|
Posted - 2005.04.14 06:04:00 -
[50]
New Patch requires new setups!
-High- 4x Small Named NoS 4x 75m II (Just playing with)
-Medium- 1x AB II (Might go MWD, Havn't tried) 2x ECM - MultiJammer I or II (High EW required) 1x Named WS
-Low- Power Diagnostic II
Setup pretty much rocks cept for speed. Affraid to do MWD but going to try tomorrow. The NoS's really do a lot with helping run most of the eletronic platform. It's designed to solo support the Multi-Jammers, but do to the new EW. You get a lot of jams just cycling threw 1 ECM. However, it's not made to solo jam forever. Just long enough to put down the victim. Worked good on a number of cruisers tonight. Can't beat 211.8 vampiric energy every 20 seconds (ECM Cycles). So if you don't cripple your opponent with the ECM, you will with the NoS. Only flaw is like I said, not capping 500+600m/s.
Famine Aligher'ri, of The Aligher'ri -The Frig- |

Conrad Baal
|
Posted - 2005.04.14 07:59:00 -
[51]
Here's mine:
Hi:
3x 150mm 'Scout' Accelerator Cannon 3x 125mm 'Scout' Accelerator Cannon 'Malkuth' Standard Launcher with Defender Missiles Cloaking Device 1
Med:
Cold-Gas ArcJet Thrusters Photo Scattering Heat Disipation Either Kinetic or Explosive depending on enemy
Low:
Mag Stab 1
Works for me - see what you think.
|

Kaylona Tso
|
Posted - 2005.04.14 09:12:00 -
[52]
Edited by: Kaylona Tso on 14/04/2005 09:15:56
Originally by: Mahq Mur
Originally by: Stregone I mined in my Comorant before I got an osprey, so 
Say, would you kindly put your Osprey ultimate mining config to the forum also? 
For 0.0
3 Miner IIs, 2 rocket launchers w/ defenders
1 MWD, 2 cap rechargers, survey scanner
3 x Inertia Stab II
8 light drones
Use the Inertias to align to warp quickly and get the hell out of dodge if some nasty spawns get on you fast. If you get into trouble use your drones as cheap decoys. -----
|

Refinerix
|
Posted - 2005.04.20 08:48:00 -
[53]
Edited by: Refinerix on 20/04/2005 09:43:20 Forget about the afterburners and mwd's for pvp, your Cormorant can't catch anything unless the target makes a mistake.
Basic anti-frig/inty setup: HI: 7x 125mm rails, 1x rocket launcher MED: 2x webbys, 1x 7.5km scrambler, 1x T2 shield booster LOW: damage mod
One webby is not enough to slow down a fast inty, it can still escape if it has mwd, but you could try to fit one EW and a sig amp in the low slot. No use changing the rocket launcher for a standard missile launcher, since if the target is over 10km away from you, you can't web it so light missiles can't catch it. Rocket launcher also has better DOT.
EDIT: Haven't really thought about blasters but they could work if the target is brave enough to come close enough, but then you have no countermeasure to a Crow pilot orbiting 20km from you |

marioman
|
Posted - 2005.04.20 09:20:00 -
[54]
For lvl 2 missions when i feel like flying it:
7x 125mm Rail IIs with Iridium, 1 arbalest std launcher 1 small shield booster II, 2 named passive hardeners depending on NPC type, 1 cap recharger II 1 magnetic field stabilizer II
As for a full rack of 150mm IIs, its possible but it totally gimps it, we need MAPC IIs for it to fit em, it leaves about 4 grid with MAPC engi 5 and 7 150mm IIs...so u can say fit a small shield booster II and a rocket launcher...with 3 slots left heh.
|

Voltron
|
Posted - 2005.04.21 03:05:00 -
[55]
This works quite nicely vs ceptors
hi 1 x 150mm 6 x 125mm 1 x rocket w defenders
med 1 x ab 1 x 20km scram 1 x web 1 x target painter
lo 1 x hybrid dmg mod
|

Giladh
|
Posted - 2005.05.09 19:56:00 -
[56]
Edited by: Giladh on 09/05/2005 20:00:10 since I just lost my first destroyer I thought I'd add my now revised setup for general poking arround /agent lvl 2 missions.
high slots: 7*125 Railgun (scout/compressed coil, loaded with Tungsten for range) 1* 5200 Rocket launcher(with Defender missiles)
medium slots: 1 MN AB I Small shield Booster I Magnetic Scattering amplifer I (to increase shield EM-resistance) and this is the revision : Langour Drive distruptor I (Webifier).
Low slot: Power diagnostic System I (this one I will probably exchange once my engineering reaches lvl 4 and I find something better and more useful)
(reason of not using TECH II is that I am 2 weeks into the game.)
The story behind the loss of my ship: ("Si Dis Placet": Latin for "If the gods are willing") it was a normal rogue drone infestation mission (lvl2). I warp in, and target the 4 nearest enemies, somehow missing a drone even closer. My 7 railguns pound away, until I notice shields taking damage. So I target the new enemy and activate my afterburner, trying to leave him behind (400 m/s is ok for a guy in his 13th day into the game). The drone keep circling me, firing his puny weapon. Despite redirecting everything I have to firing against him I don't hit ****(125MMs have poor Tracking speed, and at 600m there's no chance I will hit him). Since he is 10x faster I cannot outrun him subspace. Chuckling softly to myself I try to warp to the nearest station. "Uhm, why didn't that work?", I ask myself. "Hey, did that box just say something about warm scrambling?". This is not good. I had just removed my warp descrambler. "I am soooo ******!". *booom*
:P So keep a webifier or a warp descrambler (preferably of level 2).
|

Orthud Mor
|
Posted - 2005.06.02 14:51:00 -
[57]
Well this is a little off topic, but if you're mining in the Osprey you might as well mine in the Moa. Here's my set up and it works solo mining in 0.5 no problem.
Hi: 2 x heavy missile launchers (any will do) 4 x Miner II
Mid: 1 x medium sh. booster 1 x medium sh. extender 1 x 10 MWD
Low: 4 x CPU II
With an additional drone bay of 3 basic mining drones this set up works just as well as a small mining barge with a lot more sting to it. I can even kill rats without stopping the mining :) (Just call in the drones). Note: the mid slots might not be totally accurate, I'm at work atm so I don't recall exactly the sh. setup. 
|

Abe LeRoy
|
Posted - 2005.06.02 17:16:00 -
[58]
PvP tackler Cormorant:
1x rocket launcher w/defenders 1x 150 mm railgun 5x 125 mm railgun 1x 75 mm gatling railgun
1x 1 mn micro warp drive 1x sensor booster 1x stasis webifier 1x warp scrambler
1x nanofiber internal structure I
Makes a good attrition unit 
|

Moondragon Jr
|
Posted - 2005.06.02 20:10:00 -
[59]
Edited by: Moondragon Jr on 02/06/2005 20:12:18 High: 7x 125mm Prototype Gauss Gun (or any other named gun) 1x rocket launcher with defender
Med: 2x Small Cap Booster IIs fitted with 150 Cap Booster Charges (fit 2 in each) 1x Medium Converse I Deflection Catalyzer* 1x X5 Engine Enervator (or any other named webber)
Small: 1x Micro Aux Power Core
*Had this for a long time but then replaced with Medium Shield Booster II when finished training the skill
With this setup, I was taking out 100k rats solo... You can play with the high slots, but as for low and med, for me this has proven to be the best PVE setup. In PVP, its deadly vs frigs, however assault frigs were still taking me out :(
PS Forgot to add: the only minus however is that I had to train Electronics and Engineering both to level 5 to get this setup fitted.
|

Retrax
|
Posted - 2005.06.06 14:09:00 -
[60]
PvE setup vs. frigates, drones and light cruisers:
2x 150mm Rails, 2x 75mm Gatling, 2x Ion Blaster, 1x Standard launcher 1x Small Shield Booster, 1x Afterburner, 1x Shield Extender, 1x Thermal Hardener 1x Magnetic Field Stabilizer
All |
| |
|
| Pages: 1 [2] 3 4 :: one page |
| First page | Previous page | Next page | Last page |