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Thread Statistics | Show CCP posts - 1 post(s) |
Katamarino
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Posted - 2005.04.06 15:42:00 -
[1]
Hi,
I've just finished building my first ever BC! Built 2 for other people, but this is the first time I'll be flying one!
My current setup, for NPCing, is as follows..
4 x 250mm named rails 1 x Heavy Blaster, incase they catch up! 1 x small Nos (just cause it fitted, and i like them)
1 x AB 2 x shield hardener (rat specific) 1 x shield booster
2 x PDU 1 x small armour repairer, just in case
Could I have some comments? I realise as a newcomer to the field I'm likely to have made some poor choices!
Thankyou in advance :)
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Har Ganeth
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Posted - 2005.04.06 15:56:00 -
[2]
Edited by: Har Ganeth on 06/04/2005 15:59:51 Interesting going for the shield tanking rather than armour, especially with the brutix's bonus. Personally, I'd go for a Thorax and run missions in that until you can afford a Dominix or better. A Dominix is ~65m or so, but is a hell of a lot better to be honest.
Perhaps go with your 4 250mm rails and then 3 beam lasers... 3 tech I cap rechargers, 1 AB medium tech II armour repairer, two PDU I's, armour hardeners
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MadGaz
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Posted - 2005.04.06 16:08:00 -
[3]
What are your electronics / engineering skills? Looks like your not using all the slots to full effect. 7 high 4 med 5 low
If you want to stick with shield tanking try to fit 7 x 250mm rails and fill low slots with PDUs, not sure if theres enough CPU though
You could always try using 7x electron blasters with an armour tank (1 med armour rep II, 2x race specific hardeners) ------------------------------------------
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Katamarino
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Posted - 2005.04.06 16:11:00 -
[4]
Thanks for your replies. I'm embarrassed to admit I didn't notice the armour tank bonus! Although it IS nice to have shield up as an extra layer of protection, maybe thats just psychological!
I have Electronics and Engineering level 4, and am going to train the skill that reduces weapon turret CPU usage this evening to level 3.
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Ishtari
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Posted - 2005.04.06 16:51:00 -
[5]
Dont forget the drones. IMO drones are tyour best defense against close range frigates or smartbombs.
Galente = drones and armortanking.
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Dionysus Davinci
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Posted - 2005.04.06 17:14:00 -
[6]
Drop the blaster and use drones (Heavy if you can, else med scout) for what gets up close. Also, remember to warp into your mission point at 60km not 15km ;)
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Papermate
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Posted - 2005.04.06 17:36:00 -
[7]
To be honest, your setup looks crap to me.
Try 7 150mm rails 1 large cap battery 1 Ab 1 Webber 1 Med armor repairer 1 Small armor repairer 1600mmplate 3 hardeners 1 cap relay and DRONES
"Master of Papercuts" |
Har Ganeth
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Posted - 2005.04.06 17:49:00 -
[8]
10 medium drones will be more effective than 4 heavies tbh. :)
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Jeremiah Bullfrog
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Posted - 2005.04.06 18:03:00 -
[9]
Originally by: Katamarino ...
I have Electronics and Engineering level 4, and am going to train the skill that reduces weapon turret CPU usage this evening to level 3.
I think you're going to have trouble with this ship until you get Electronics 5, Engineering 5, Weapons Upgrades 4, Energy Management 4-5, Energy Systems Op. 4-5.
It's a brute to fit. And once you do, well, then there's the fight to keep some cap.
If you tried that fitting & went to a belt, turned on all the guns, the AB and the shield booster I think you'd see what I mean... I think I'd run out of cap in 15 to 20 seconds.
So, you can go for armor tanking & preserve your cap by using smaller guns (the setup with the 150's would do that) or you can go for the 250's, but you need to do something about cap
My Setup: High: 4x named 250's; 3x 150's Med: AB; 3x Cap Recharger I's Low: Med. Armor Rep.; Small Armor Rep.; 2x Hardners; Relay Control
Won't tank as well as the setup with the 150's... but that really hasn't been much of an issue so far.
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Caldorous
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Posted - 2005.04.06 18:05:00 -
[10]
7x heavy ions web, ab, med cap battery II, cap rech 2x hard, med armor rep II, rcu, cpr
Most items should be named and decent weapon upgrades skill is recommended and electronics/engineering V is essential -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage.
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Dionysus Davinci
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Posted - 2005.04.06 18:44:00 -
[11]
Originally by: Har Ganeth 10 medium drones will be more effective than 4 heavies tbh. :)
I doubt he has the skills to control all ten. I see 8 maybe 9 drone control. With 4 Heavy you do 88 damage and with even 10 medium you do only 80 base and don't forget they all fire at 2 sec ROF.
In since they are your close range backup, go with heavies.
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Elemmakil
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Posted - 2005.04.06 23:27:00 -
[12]
Mediums track better so hit more often to small targets
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DARTHxFREE
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Posted - 2005.04.06 23:44:00 -
[13]
it all depends on what u wanna do,
1 fire suport: a rack of Neut's, and damage mod's...unbeatable fire power in teh under BS domain.....i think
2 Mission's: get another ship 3 tanking: get another ship 4 other: get another ship >:-E3 !!!rrraY I'm an anti pirate,...life's the wrong way round. |
Mochica
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Posted - 2005.04.07 03:22:00 -
[14]
seems like alot of you fellas aren't too fond of the brutix... personally i love it for running missions and when with friends use it as a blaster boat in 0.0 it shreds even NPC battleships when you can loose the tank.
my settup is very loose cause i started flying it with rather poor skills yet never had a problem collecting my agents time bonus, now that i do have quite a few skills at level 5 i may try some new configurations, but i intend to use this ship till i can fly heavy assaults. my settup for missins goes like this... ohh and remember when i came up with this settup my skills were **** poor (skills all around level 3-4 none on 5) modules were all tech 1 then and it worked like a dream.
highs: 7 dual 150 scouts, with lead ammo to preserve cap, this also gives an optimal at around 15k... the range at which i find most cruisers keep from me though i havn't had a problem hitting under it when they do close and i'm quick enough to catch the ones that run.
meds: varies a bit but the standby is 1 tech 2 ab (for all the dead space missions and you need your cap for tanking so no mwd), and 3 named cap rechargers (worked with tech 1's it's just easier this way) if i know i'm fighting spider drones or an obscene number of interceptors i fit a webber instead of a cap recharger.
lows: 2 active armor hardeners npc specific, 1 tech 2 armor repair (also worked with named tech 1... you don't get enough power to last with 2 repairs though and i have never needed more than 1), 1 cap power relay, 1 tech 2 damage mod.
i keep 10 medium drones in my bay though i can only use 9, they manage to take down any of those pesky tacklers. the tank will run virtually forever when you consider the faster cap recharge time as the cap goes lower.
all the extra room in my power grid and cpu made me think i was doing something wrong at first, but please try it before you disreguard it. mind you i stay with this settup even though i have BS on 4 and all the skills to support one, it is just the right sized tool for the job (that being level 3 combat missions).
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Sadist
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Posted - 2005.04.07 03:31:00 -
[15]
Quote: highs: 7 dual 150 scouts, with lead ammo to preserve cap, this also gives an optimal at around 15k
This is really sad... Brutix is meant for damage...No matter what you use, you just wont get anywhere with dual 150mm's. Upgrade to 7 x 200mm or 5 x 250mm and drop the stupid tank for lvl3 missions (you're much better off with damage mods or nanofibers so the damned thing flies faster).
use something like 2 x damage mods 1 x med armor rep 1 x RCU II or better (Dark blood or true sansha would be cool) 1 x local hull nanofiber.
You will see a gigantic difference in damage output ---> faster missions. also more agility and faster speed ---> faster missions
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Katamarino
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Posted - 2005.04.07 10:24:00 -
[16]
I tried a level 4 complex using my setup last night, before reading these, and was very disappointed! Using Iridium ammo I was doing about 20-30 damage a hit from my named 250s...awful! When i switched to AM things improved, but I'm still very disappointed in the 250s.
I'll try some of the suggestions here, and am very tempted to move to blasters. I'm currently trraining drones 5 (2 days left), so for now thought about 4 heavy blasters and 3 smalls, for the frigates?
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Macel
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Posted - 2005.04.07 12:46:00 -
[17]
Better yet, for missions, drop gallente ships altogether and invest in caldari. I switched from brutix/thorax for missions to a caracal and its like night and day..
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Justice Bringer
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Posted - 2005.04.07 13:44:00 -
[18]
Originally by: Sadist
Quote: .......No matter what you use, you just wont get anywhere with dual 150mm's. Upgrade to 7 x 200mm or 5 x 250mm and drop the stupid tank for lvl3 missions (you're much better off with damage mods or nanofibers so the damned thing flies faster).
Well i don't agree with not using Dual 150s, as i'm able to do all lvl 3 missions using 7 x Dual 150 Compressed coils using AM ammo and an optimal range of 9km. Granted they don't have the same damage output of their bigger counterparts, but they track better so your shots hit more frequently and since it's all to do with damage over time (DOT), i think they are good.
Originally by: Sadist
Quote:
use something like 2 x damage mods 1 x med armor rep 1 x RCU II or better (Dark blood or true sansha would be cool) 1 x local hull nanofiber.
You will see a gigantic difference in damage output ---> faster missions. also more agility and faster speed ---> faster missions
Well again you must use the Brutix bonus so fit an amrmor repairer, preferably tech II if you have all mechanic skills to lvl 4 and your BC to lvl 4 you'll get 384 HP/9.6 seconds. It is a damage dealer so yes fit a damage mod, possible 2, but also you must compensate by being able to track and hit your target. It's no good doing 1 wrecking shot for 300 say, and the rest just scratch for 50 using 250 scouts, compared with 7 excellent shots at 90 - 110 all striking and at a much faster rate. So fit the following in the med slot if possible: Med slot Tracking comp, 2 x Cap recharger ( or 1 recharger and a webber = horrible death ), and AB II LO Slot: passive adaptive nano, 2 x active hardner, repairer II, damage/tracking mod
Just be creative according to your mission and fit more resists or more damage mods of even go the opposite way and fit all tracking mods to ensure your shots hit more frequently.
I'm not sure if any of you have been using combat analyser from EVE-i.com, but i think it's a great little program and if you analyse your data after a battle you'lll see which guns are more effective most of the time compared to those that give you the individual wrecking shot once in a while.
There are two caviats whilst doing missions in EVE:- 1 - Cap is life. 2 - To finish you must survive.
There are no hard and fast rules to ship fitting, so just have fun.
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mavskji
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Posted - 2005.04.07 13:50:00 -
[19]
7x 200m rails 1x sensor booster 1x tracking comp 2x cap recharger 1x RCU 4x mag stab
Should be able to kill everything before it gets in close, if things get close your only option will be drones tho. I like this setup but its probably crap in deadspace where you may start clsoe to the rats. I prefer fun setup ups to "I win" setups tho
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Katamarino
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Posted - 2005.04.07 14:13:00 -
[20]
Thanks for all the advice everyone! I think I might have discovered the key to my damage problem.....
"8 Gunnery skills trained, for a total of 26,903 skillPoints."
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Justice Bringer
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Posted - 2005.04.07 14:43:00 -
[21]
Originally by: Katamarino Thanks for all the advice everyone! I think I might have discovered the key to my damage problem.....
"8 Gunnery skills trained, for a total of 26,903 skillPoints."
Hehehehehhehehe
Yeah it helps a lot if you at least have all gunnery to lvl 3 to start off with. |
Alex Jerusalem
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Posted - 2005.04.07 15:13:00 -
[22]
I find the following is working well for me on level 3 missions so far, with a hefty amount of focussed skill training too (including BC up to level 4, which is a must).
High Slots: 3x named medium Ion Blasters with antimatter 4x named small Neutron Blasters with antimatter
Medium Slots: named Webber (the X5 one) named 10mn AfterBurner 2x Cap Recharger I
Low Slots: Tech II Medium Armour Repairer 1600mm Nanofiber Plate named Energised Explosive plating named Energised Thermal plating named Energised Kinetic plating
Drone Bay (I can fly 9 at once currently): 5x Hammerhead Medium drones 4x Infiltrator Medium drones
It's basically a port and improvement of what I was running on my Thorax, minus the Ogres of course.
[EVE Journal][Coreli Corporation Mainframe] |
Sadist
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Posted - 2005.04.07 16:52:00 -
[23]
Fitting a 1600mm plate on a brutix? that shaves off a dear 500 PG...and a slot. Personally i would fit an energized adaptive membrane (+20% to all) instead of adding more armor. _______________________________________________
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Luance DeAngeluotti
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Posted - 2005.05.09 08:51:00 -
[24]
I have a medium enery siphon fitted on my Brutix but I think against NPC-Rats that one is quite useless, since I can't really suck their cap. Am I right? Or does the minimum amount of cap sucked help? Does anybody know how much cap you can suck from a NPC?
We are recruiting! ---------------------------
[Coreli Corporation Mainframe]
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Liquid Metal
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Posted - 2005.05.09 09:42:00 -
[25]
I prefer mine with injection and blasters, and a mwd. Just annoys me that a ferox has better stats than a brutix in cap and pg (relatively). The brutix struggles to fit anything because of its poor grid.
"A strong man stands tall against all others, everything else is just a delusion for the weak.."
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Har Ganeth
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Posted - 2005.05.09 11:40:00 -
[26]
My current setup is the following:-
4 x 250mm compressed coils with AM 3 x 150mm scouts
3 x cap recharger I's, 1 x tech II AB
2 rat specific hardeners, 1 tech II medium armour repairer, 2 cap relays
Train the BC skill to 3 or 4 and it's fine for guristas or angels extravaganza level 3.
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DARTHxFREE
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Posted - 2005.05.09 11:45:00 -
[27]
I was once told the Brutix is an over sized destroyer,...well it is
i had 6 250mm's 3 target painters 2 tracking/range mod
can hit inty's at 10km,....maybe less i've never had a miss
with more suitable ranged ammo an inty may die before it waprs >:-E3 !!!rrraY I'm an anti pirate,...life's the wrong way round. |
Aversin
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Posted - 2005.05.10 06:11:00 -
[28]
i flew a brutix for about 2 weeks, does good on level 3 agents but go with blasters this is similar to the setup i used
high 5x named ion blasters (standard are ok) antimatter 2x named neutron blasters (standard are ok) antimatter medium t2 ab 3x cap rechargers (replace 1 charger for a web if drones and/or intys) low t2 medium armor repairer 2x rat specific hardeners (therm and em for guristas) capacitor power relay magnetic feild stabilizer II
when i used this i had electron insted of ion and ion insted of neutron, but in the last patch they reduced the pg useage of ion to 150 and electron to 100 so this should fit i would usually hit for 50 dmg on the normal hit however the tank holds well and i didnt usually miss(also the bigger guns work good). be careful of rogue drone missions as thats how mine died. i have now switched to minmatar ships
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Semjase
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Posted - 2005.05.12 09:08:00 -
[29]
Much has been said about how the brutix is a poor ship and onlyl good for 7 miner2's i have had great success with it and the bonus on the ship needs to be exploited.
4 250 rails, 3 150 (frigate) rails Ab, Webber, 2 Cap Rechargers Med Rep , Small Rep, 2 Magstab, 1 N Type Hardner.
antimatter in 250 and lead in 150 gives you optimal of 16-17k in both guns and works really well, for webbers switch to antimatter in 150's and it rips them up. Switch to longer range ammo like iridium or something similar for some long range pounding. The repair bonus gives you a decent repair rate , you could always switch out the small repairer and put in a rcu or pdu and fit another 250 , but since im using t2 guns the cpu is limited and the small rep gives u a nice boost for very little grid and cpu. Ive used it with 250 compressed and proto then got the skill for t2 guns and it works really well, ive done all lvl3 missions in it , also some lvl4 missions with a couple of bships on it, although it was tough it managed to do them, 10 valkeries or something similar are also a must. the bonus on ship demands a armor tank , shield boosting it is going against the grain.
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DARTHxFREE
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Posted - 2005.05.25 22:39:00 -
[30]
Edited by: DARTHxFREE on 25/05/2005 22:40:02 i flew me brute for a long time,...i have moved on now, but this is what i evolved to
generally for lvl 3 missions, rails are better cuase its a lazyer life not having to chase down enimys
use your 60km or so targeting range to lure the webifiers in, you wont hit them at that range but it takes the heavy mob a year to get to you
5 250mm 2 150mm
2 small cap boosters target painter web
1 smll rep 1 med reps 3 harners
for drones missions use blasters
i was never truely pushed with this tank, agustments can be made for less tank more fire power,
only caldari say you dont need cap boosters the brutix is far to cap draining to live of your cap charge, you have a cargo bay why not use it
*i may have had an RCU in thier some were,....not sure were* >:-E3 !!!rrraY I'm an anti pirate,...life's the wrong way round. |
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