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Charis Perceptum
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Posted - 2012.09.30 18:06:00 -
[1] - Quote
Hello everyone, I've been wanting to swap to Caldari for a while but am having a little trouble on trying to decide on a hull type/ship to run my LVL 4 High Sec missions in. I was thinking using a Nighthawk, but all of the builds I've put together don't seem really effective (enough pew, not enough tank). BS hulls I'm trying to decide between the Raven, Golem, Scorpion Navy Issue and Rattlesnake (m Gallente BS skill is high to make a effective use of the ship). I'm just wondering what the General consensus is. Thanks in advance. |
OfBalance
Caldari State
433
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Posted - 2012.09.30 18:11:00 -
[2] - Quote
Six of one, half dozen of another, all caldari bs are slowboats. Some have incredible dps at laughable range that's hard to apply, ex. golem. Some of them have mediocre dps, great range, and it's not as hard to apply, ex. CNR. Then you have the rattlesnake which is to lvl 4's what an abrams tank is to the daily commute. Yes, it's really safe, no it's not efficient compared to the alternatives.
Hope that helps. |
Charis Perceptum
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Posted - 2012.09.30 18:16:00 -
[3] - Quote
That narrows down my options. Thanks again for he input. |
Denuo Secus
64
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Posted - 2012.09.30 18:16:00 -
[4] - Quote
Charis Perceptum wrote:Hello everyone, I've been wanting to swap to Caldari for a while but am having a little trouble on trying to decide on a hull type/ship to run my LVL 4 High Sec missions in. I was thinking using a Nighthawk, but all of the builds I've put together don't seem really effective (enough pew, not enough tank). BS hulls I'm trying to decide between the Raven, Golem, Scorpion Navy Issue and Rattlesnake (m Gallente BS skill is high to make a effective use of the ship). I'm just wondering what the General consensus is. Thanks in advance.
All HM boats will be less effective when HM changes go live as proposed.
On the other side all cruise missile and torp boats will benefit a lot from the TE, TC and t2 missile changes. The Rattlesnake becomes stronger since drone damage mods will be boosted as well. But the NPC AI change could make drones a bit more challenging.
Regarding ships:
Navy Raven: best allrounder imho. Very good damage projection, selectable damage type, enough tank. ASBs are interesting in missions now. TE, TC changes are a big boost for this ship.
Navy Scorp: more tank, less damage. It's a bit newb friendlier or better in hard PvE environments.
Golem: a lot of micromanagement. TP cycles vs. torp cycles...torp ranges...and so on. With TC, TE changes this becomes easier maybe.
Rattlesnake: really a competitor to the CNR because of the drone damage mods now.
Tengu: loses effectivity because of HM changes. Still a very good option if you need a fast, agile ship for PvE...for instance in low/null sec. |
Charis Perceptum
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Posted - 2012.09.30 18:26:00 -
[5] - Quote
Well right now I'm using a Absolution w/ pulse lasers, which with the build I have works on the missions just is a little more time consuming ( 347 DPS, EHP 92.7K and cap stable) and requires me to be constantly moving. The idea behind going to BS, was just to remain stationary but provide sustained tank/DPS at snipe ranges. Watching my brother and a friend use their 'hawks in the same manner was got me on this path. Time to do a little theory crafting on PYFA. Thanks again. |
Denuo Secus
64
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Posted - 2012.09.30 18:34:00 -
[6] - Quote
Charis Perceptum wrote:Well right now I'm using a Absolution w/ pulse lasers, which with the build I have works on the missions just is a little more time consuming ( 347 DPS, EHP 92.7K and cap stable) and requires me to be constantly moving. The idea behind going to BS, was just to remain stationary but provide sustained tank/DPS at snipe ranges. Watching my brother and a friend use their 'hawks in the same manner was got me on this path. Time to do a little theory crafting on PYFA. Thanks again.
Then Navy Raven definitely. But since you have laser skills, consider the Nightmare as well. There is nothing better against EM/Therm weak rats. Downside: you really need to micromanage your cap on this ship. |
Charis Perceptum
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Posted - 2012.09.30 18:40:00 -
[7] - Quote
Tempting for the nightmare, but my skills right now aren't close enough to make proper use of it (where as my I only need to tweek my missile skills a little more a little Caldari lovin') |
serras bang
Lucien Coven
27
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Posted - 2012.09.30 18:42:00 -
[8] - Quote
Denuo Secus wrote:Charis Perceptum wrote:Well right now I'm using a Absolution w/ pulse lasers, which with the build I have works on the missions just is a little more time consuming ( 347 DPS, EHP 92.7K and cap stable) and requires me to be constantly moving. The idea behind going to BS, was just to remain stationary but provide sustained tank/DPS at snipe ranges. Watching my brother and a friend use their 'hawks in the same manner was got me on this path. Time to do a little theory crafting on PYFA. Thanks again. Then Navy Raven definitely. But since you have laser skills, consider the Nightmare as well. There is nothing better against EM/Therm weak rats. Downside: you really need to micromanage your cap on this ship.
dont buy raven or cnr unless you willing to shell out for em without ded and faction mods you will either have tank with no dps or dps with no tank |
Charis Perceptum
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Posted - 2012.09.30 18:45:00 -
[9] - Quote
Yeah, that's what PYFA is showing me , any suggestions? |
Denuo Secus
64
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Posted - 2012.09.30 19:17:00 -
[10] - Quote
Charis Perceptum wrote:Yeah, that's what PYFA is showing me , any suggestions?
[Raven Navy Issue, Dual ASB] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Co-Processor II Co-Processor II
X-Large Ancillary Shield Booster, Cap Booster 400 X-Large Ancillary Shield Booster, Cap Booster 400 Shield Boost Amplifier II Kinetic Deflection Field II Thermic Dissipation Field II Adaptive Invulnerability Field II
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Small Tractor Beam II
Large Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Warhead Flare Catalyst I
- 711 DPS without drones @max lock range (93km) with T2 missiles - tanks 1521 DPS against Serpentis (change hardeners for other NPCs) using one ASB - tanks 2981 DPS against Serpentis for 40sec -> should be avoided
Idea is to run one ASB per time. Never both at the same time except you really need to GTFO. Each ASB runs 40sec and reloads 60sec. Those missing 20sec can be managed with some practice. I never really had a problem when I run this fit.
Navy BCS are necessary because of CPU. Everything else is affordable t2 stuff. Except T2 rigs ofc...which can be downgraded. With navy or deadspace shield hardeners you free up CPU. With a more expensive co-pro it's maybe possible to squeeze in a TE which should help your applied missile damage (in case TE changes go live as proposed). Alternatively a sig amp can be useful in missions with more than 90km range. Or a named DC for more tank.
This ship is chill-mode in missions - imho. In my experience it's still very effective. 700+ DPS without drones, at all ranges and perfect damage type isn't really bad. Slowboat to the next gate in your mission while finishing all rats. With 90km lock range you are completely independent in terms of weapon range. So you can navigate according to your mission objective. No MWD or AB needed imo. Tractor is handy if you need to pickup something. |
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Charis Perceptum
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Posted - 2012.09.30 19:33:00 -
[11] - Quote
Whats the average required tank for Level 4's and how does that build handle alpha strikes? |
Caleidascope
Republic Military School Minmatar Republic
135
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Posted - 2012.09.30 19:41:00 -
[12] - Quote
Raven Navy Scorpion Navy Raven
A progression from Raven to Navy Scorpion is very natural. I generally encourage people go that way instead of jumping from Raven to Navy Raven. Life is short and dinner time is chancy Eat desert first! |
Charis Perceptum
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Posted - 2012.09.30 20:33:00 -
[13] - Quote
Denuo, quick question: I haven't used cap boosters before but why not use 800's over 400's? Evelopedia has the cargo volume as the same. Thanks again |
Paikis
Lycosa Syndicate Surely You're Joking
192
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Posted - 2012.09.30 20:51:00 -
[14] - Quote
Denuo Secus wrote:Charis Perceptum wrote:Yeah, that's what PYFA is showing me , any suggestions? [Raven Navy Issue, Dual ASB]
My suggestion? Don't use ASBs in missions. There is no need for all that extra tank, and it puts a VERY definite end-point on your tank. Cap charges don't regenerate, capacitor does. With even semi-competent capacitor management and shield skills this one will keep you alive perfectly fine and isn't 100% dependent on having cap charges.
Here is a basic T2(ish) fit for low skills that works perfectly fine for level 4 missions. This is a minimum for this hull. If you can't fit this, use a normal Raven until you can, and then wait a week.
Raven Navy Issue, PvE wrote: Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II [Utility Low Slot]
Heavy Capacitor Booster II, Cap Booster 800 Thermic Dissipation Field II Thermic Dissipation Field II Kinetic Deflection Field II Kinetic Deflection Field II Large Shield Booster II
'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile Small Tractor Beam I
Large Warhead Rigor Catalyst I Large Warhead Rigor Catalyst I Large Warhead Rigor Catalyst I
Hobgoblin II x5 Hammerhead II x5
Some notes. 1. Always aim to have your shield between 25-40% I would advise turning the LSB on at about 50% until you get used to it's usage, then slowly start leaving it off until lower and lower. I am at the point now where I can keep my shields sitting at peak recharge (30-ish%) for most of a fight. Beware that a Large SB may not be able to keep up with damage at the start of a fight, and may require you to kill off some enemy ships... having said that, I have always used a large (and not an XL) and have never lost a ship to PvE. 2. Similar idea with your capacitor. Peak recharge is around 30%, don't use cap charges unless you go below 15% or so. Pretend those cap charges are your life, because sometimes they will be, hold onto them as long as you can. 3. The utility slot in the lows can be used for several things. If you want more tank, fit a damage control. If you want more gank, fit a drone damage amplifier. If your lock range is too short, fit a signal amplifier. If you're short on powergrid, fit a Power Diagnostic Unit and if you're short on CPU, fit a co-processor. After the winter changes, I would fit a tracking enhancer for MOAR GANK! (Start with a damage control II) 4. Upgrade the Ballistic Control Systems to Caldari Navy as your first upgrade. This ship tanks by killing things. Kill things faster and your tank gets better. If you can afford T2 rigs, get 2x T2 rigors and 1x T1 flare rig. Upgrade to T2 (or Cal Navy) launchers as you can afford or have the skills. T2 is the end goal for launchers. A faction or Deadspace shield booster is nice, but not really required. 5. DO NOT FLY THIS IF YOU DON'T HAVE T2 LIGHT DRONES! A single webbing frigate that you can't kill fast enough will destroy your shiny ship. T2 hobgoblins are the minimum. I would recommend getting drone interfacing to IV, as well as combat drone operation and all the other supports to IV ASAP. Your light drones will save your ship, put some SP into them.
This is the base. If you can't use everything on this fit, don't fly a CNR yet. If you don't have Cruise Missiles IV and all your missile support skills to III at least, don't fly this ship. If you haven't run at least 10-20 missions in a standard Raven previously, don't fly this ship. If you don't have T2 hobgoblins, don't fly this ship. If this doesn't fit (due to lack of CPU/Grid) don't fly this ship.
Let me make this as clear as I can. This is the absolute minimum that I would fit on this ship. I know the missions like the back of my hand, I know this ship like it was my brother... and I consider this fit to be the bare minimum. Don't try to be a hero and end up losing your expensive battleship.
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Charis Perceptum
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Posted - 2012.09.30 21:00:00 -
[15] - Quote
Don't worry, learned that leason the hard way with a Navy Domi. I can meet both of your builds with the exception of the T2 Launchers, so let see what PYFA has to put out. Thanks for the help.
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Denuo Secus
64
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Posted - 2012.09.30 21:04:00 -
[16] - Quote
Charis Perceptum wrote:Denuo, quick question: I haven't used cap boosters before but why not use 800's over 400's? Evelopedia has the cargo volume as the same. Thanks again
The new Ancillary Shield Boosters don't take advantage of bigger cap booster charges. In fact it's vice versa.
Ancillary shield boosters cosume 1 cap booster charge per cycle - no matter what size the cap booster charge has. A x-large ASB has a capacity of 160m3. One 400 cap charge is 16m3 (= 10 charges per shield booster). A 800 cap chare is 32m3 (= 5 charges per shield booster). So you can run the ASB 10 cycles with 400 charges and only 5 cycles with 800s.
Please keep in mind: once an ASB runs out of charges the reload time is 60sec! The shield booster isn't usable in this time. That's why two ASBs. Run one while the other reloads. If things go wrong you can use an ASB without boosters as well (don't hit reload then, switch off auto-reload for that module). But they need much more cap compared to ordinary shield boosters then. So this isn't viable for prolonged use.
As mentioned one ABS runs only 40sec...while the other reloads 60sec. That's why aggro and shield booster management is important here. Don't run the shield boosters non stop. Pulse them only. This way one cap booster lasts more than 40sec...enough time to reload the other. And don't forget to put enough charges in your cargo ^^ Pick only those missiles you really need in your mission. Rest for cap boosters. They are cheap, consider them as ammo.
--- BTW: ofc there's a standard shield booster fitting for the CNR. But to make it really work you need deadspace boosters here. Which makes the ship more expensive. I try to aim for a ~800 DPS tank in missions - rat specific. Maybe this can be done with t2 standard shield boosters, I never tried it tbh. With deadspace shield boosters this is possible. But with cheap ASBs as well. Bonus: you're not vulnerable to neuting - in case you do Blood missions. |
John Ratcliffe
Red Federation RvB - RED Federation
35
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Posted - 2012.09.30 21:35:00 -
[17] - Quote
I use a Gila, CNR, SNI or Rattlesnake depending on what mood I'm in.
All are good choices if you have the necessary skills. The men waved their hats, the ladies their umbrellas. One felt they would have liked to touch the steel muscles of the most courageous champions since antiquity. Who will carry off the first prize, entering the pantheon where only supermen may go? |
HELLBOUNDMAN
The Proletarii
107
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Posted - 2012.10.01 17:46:00 -
[18] - Quote
Charis Perceptum wrote:Hello everyone, I've been wanting to swap to Caldari for a while but am having a little trouble on trying to decide on a hull type/ship to run my LVL 4 High Sec missions in. I was thinking using a Nighthawk, but all of the builds I've put together don't seem really effective (enough pew, not enough tank). BS hulls I'm trying to decide between the Raven, Golem, Scorpion Navy Issue and Rattlesnake (m Gallente BS skill is high to make a effective use of the ship). I'm just wondering what the General consensus is. Thanks in advance.
For now the Tengu is pretty good, but with eventual nerfs to it, I'm not sure.
Future rebalancing of ships may help the raven to become a better mission boat, however, it still can mission, it's just not as effective as many other t1 bs's.
if you don't wanna risk the tengu, then the scorpion navy is a pretty good cruise boat, however, it isn't an effective torp boat due to no range bonuses.
personally, I'm cross training right now for a nightmare. |
HELLBOUNDMAN
The Proletarii
107
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Posted - 2012.10.01 17:50:00 -
[19] - Quote
Denuo Secus wrote:Charis Perceptum wrote:Denuo, quick question: I haven't used cap boosters before but why not use 800's over 400's? Evelopedia has the cargo volume as the same. Thanks again The new Ancillary Shield Boosters don't take advantage of bigger cap booster charges. In fact it's vice versa. Ancillary shield boosters cosume 1 cap booster charge per cycle - no matter what size the cap booster charge has. A x-large ASB has a capacity of 160m3. One 400 cap charge is 16m3 (= 10 charges per shield booster). A 800 cap chare is 32m3 (= 5 charges per shield booster). So you can run the ASB 10 cycles with 400 charges and only 5 cycles with 800s. Please keep in mind: once an ASB runs out of charges the reload time is 60sec! The shield booster isn't usable in this time. That's why two ASBs. Run one while the other reloads. If things go wrong you can use an ASB without boosters as well (don't hit reload then, switch off auto-reload for that module). But they need much more cap compared to ordinary shield boosters then. So this isn't viable for prolonged use. As mentioned one ABS runs only 40sec...while the other reloads 60sec. That's why aggro and shield booster management is important here. Don't run the shield boosters non stop. Pulse them only. This way one cap booster lasts more than 40sec...enough time to reload the other. And don't forget to put enough charges in your cargo ^^ Pick only those missiles you really need in your mission. Rest for cap boosters. They are cheap, consider them as ammo. --- BTW: ofc there's a standard shield booster fitting for the CNR. But to make it really work you need deadspace boosters here. Which makes the ship more expensive. I try to aim for a ~800 DPS tank in missions - rat specific. Maybe this can be done with t2 standard shield boosters, I never tried it tbh. With deadspace shield boosters this is possible. But with cheap ASBs as well. Bonus: you're not vulnerable to neuting - in case you do Blood missions.
Don't listen to this information on ASBs as it's not true.
If you're using 400's then either the booster will compesate for the rest with capacitor or it will use 2 chargers (not sure as I've never used one)
The individual ASBs require a certain amount of cap per cycle reguardless of whether you use a smaller charge or not, so it's going to need to get that cap from somewhere. |
Zhilia Mann
Tide Way Out Productions
685
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Posted - 2012.10.01 17:56:00 -
[20] - Quote
HELLBOUNDMAN wrote:Don't listen to this information on ASBs as it's not true.
If you're using 400's then either the booster will compesate for the rest with capacitor or it will use 2 chargers (not sure as I've never used one)
The individual ASBs require a certain amount of cap per cycle reguardless of whether you use a smaller charge or not, so it's going to need to get that cap from somewhere.
Now, in reference to the question that was actually asked. 800 booster will give you more cap than 400's. I think based on skills and all a single 800 will give you more than 2 400.(not sure though)
You really oughtn't answer questions you don't know the answer to.
ASBs work exactly as described. As long as you have charges, they do not use cap and they do not consume more 400s than 800s. As such, you always want to use the smaller boosters as more fit per load.
You've also mucked up the question about cap boosters. A single 800 gives exactly the same amount of cap as two 400s. The difference is that the single 800 is injected all at once whereas the 400s are injected over two cycles. Obviously the downside to 800s is that you have to reload more often (and eat up more cargo space to hold the same number of charges). |
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HELLBOUNDMAN
The Proletarii
107
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Posted - 2012.10.01 18:01:00 -
[21] - Quote
Zhilia Mann wrote:HELLBOUNDMAN wrote:Don't listen to this information on ASBs as it's not true.
If you're using 400's then either the booster will compesate for the rest with capacitor or it will use 2 chargers (not sure as I've never used one)
The individual ASBs require a certain amount of cap per cycle reguardless of whether you use a smaller charge or not, so it's going to need to get that cap from somewhere.
Now, in reference to the question that was actually asked. 800 booster will give you more cap than 400's. I think based on skills and all a single 800 will give you more than 2 400.(not sure though) You really oughtn't answer questions you don't know the answer to. ASBs work exactly as described. As long as you have charges, they do not use cap and they do not consume more 400s than 800s. As such, you always want to use the smaller boosters as more fit per load. You've also mucked up the question about cap boosters. A single 800 gives exactly the same amount of cap as two 400s. The difference is that the single 800 is injected all at once whereas the 400s are injected over two cycles. Obviously the downside to 800s is that you have to reload more often (and eat up more cargo space to hold the same number of charges).
So wait... will 400's give just as much shield boost as 800's, if so then there's something really broken |
Zhilia Mann
Tide Way Out Productions
685
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Posted - 2012.10.01 18:43:00 -
[22] - Quote
HELLBOUNDMAN wrote: So wait... will 400's give just as much shield boost as 800's, if so then there's something really broken
That's correct: in an XL ASB 400s give just as much boost as 800s with no drawbacks -- plus more of them fit in the module so you can boost longer. |
Renier Gaden
Exanimo Inc Anger Management.
17
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Posted - 2012.10.01 18:43:00 -
[23] - Quote
800s are only useful for Cap boosting. They work in ASBs too, but they take up more space than 400s and boost shield for the same amount. |
HELLBOUNDMAN
The Proletarii
107
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Posted - 2012.10.01 18:44:00 -
[24] - Quote
Zhilia Mann wrote:HELLBOUNDMAN wrote: So wait... will 400's give just as much shield boost as 800's, if so then there's something really broken
That's correct: in an XL ASB 400s give just as much boost as 800s with no drawbacks -- plus more of them fit in the module so you can boost longer.
is that intended or broken? |
Renier Gaden
Exanimo Inc Anger Management.
17
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Posted - 2012.10.01 18:45:00 -
[25] - Quote
Intended.
Edit: Not to say they could not add variable boosts in the future, but currently the amount of shield boost is based on the module not the charge. |
HELLBOUNDMAN
The Proletarii
107
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Posted - 2012.10.01 19:01:00 -
[26] - Quote
Renier Gaden wrote:Intended.
Edit: Not to say they could not add variable boosts in the future, but currently the amount of shield boost is based on the module not the charge.
Yeah.. I think it should be variable, and to influence player to use 800s over 400s I think a single 800 should put out a little more than 2 400s.
Otherwise no one will ever use 800s.
Back on topic though. Dont bother using caldari ships till after they get at least to t1 bs rebalance cause the tengu is really the most efficient in their entire line up and it doesn't really have damage selection |
Hans Momaki
State War Academy Caldari State
21
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Posted - 2012.10.01 20:46:00 -
[27] - Quote
Denuo Secus wrote:Charis Perceptum wrote:Yeah, that's what PYFA is showing me , any suggestions? [Raven Navy Issue, Dual ASB] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Co-Processor II Co-Processor II X-Large Ancillary Shield Booster, Cap Booster 400 X-Large Ancillary Shield Booster, Cap Booster 400 Shield Boost Amplifier II Kinetic Deflection Field II Thermic Dissipation Field II Adaptive Invulnerability Field II Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Small Tractor Beam II Large Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Warhead Flare Catalyst I
DUDE, you want to tank an army?
Anyway, good luck with hitting stuff with furys :D
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Denuo Secus
64
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Posted - 2012.10.01 21:11:00 -
[28] - Quote
Hans Momaki wrote: DUDE, you want to tank an army?
Those ASBs will be used alternately, not together.
Hans Momaki wrote: Anyway, good luck with hitting stuff with furys :D
Denuo Secus wrote:Large Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Warhead Flare Catalyst I
Also: drones. The CNR has enough drone bay to carry light drones and medium drones as damage support.
I used this fit quite a while in lvl4 missions. I one-volleyed BCs with T2 missiles. Elite cruisers are a bit tough maybe. But they still die reasonable fast. |
Hirimatsu Yamamoto
Bunnie Slayers Redrum Fleet
3
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Posted - 2012.10.02 01:20:00 -
[29] - Quote
Getting through all the TL:DR, and replying directly to the OP, I quite successfully use a Drake for all of my Level 4 mission needs. |
Piugattuk
CLOROFLORFILAPLANKTONPLATES
69
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Posted - 2012.10.02 05:41:00 -
[30] - Quote
hard time fitting nighthawk...I love my lvl 4 NH, hi 6X HML II, Mid, Kenetic shield amp X 3 or mix for mission, 1 shield booster amp and medium meta 4 shield booster, low 3 X ballistic missle II, damage control II, and meta 4 power diagnostic, rigs, 3 X passive, completely cap stable, I can do any lvl 4 with this fit. |
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