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Fearn
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Posted - 2005.05.17 19:43:00 -
[1]
hello..
im just wondering.. what sort of stuff can the tempest instakill?
post any opinions :P with any skillpoint minimum what it would take
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Soren
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Posted - 2005.05.17 19:53:00 -
[2]
Frig sized ships, indies and cruisers if your lucky... the smaller mining barges also I guess?
Not sure on the skill points needed.. but Tech 2 4tw. _________________________________________________________
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Cummilla
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Posted - 2005.05.17 20:16:00 -
[3]
I would think around 1.5 mil or so for gunnery SP......
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Nafri
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Posted - 2005.05.17 20:17:00 -
[4]
Originally by: Cummilla I would think around 1.5 mil or so for gunnery SP......
more like 5 million Wanna fly with me?
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Hast
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Posted - 2005.05.17 20:54:00 -
[5]
well. If you got tech 2 guns you *might* instafrag a cruiser if your lucky... Before I got t2 guns I usually used two volley's on a Caracal... One put him into half armor and the other one finished him off...
Frigs (assuming you can track it) dies from one gun , especially if they engage their mwd.
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Vathar
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Posted - 2005.05.17 21:14:00 -
[6]
with named T1 1400mm and decent skills (surgical strike, large turret and minnie BS lvl.4, just to consider damage potential) you can instafrag an untanked cruiser, but you have to use a gank setup (6*1400 + as many T2 gyros as possible) Anyway, if it's a cruiser you're after, a second volley will probably kill him before he warps away ... Tempest is a fast locking BS, and it gets worse if you use sensor Boosters  ____________
Space Shaman
Don't take life seriously, you'll not survive it anyway
(\_/) (O.o) (> <) yay, got my bunny too !! |

Cummilla
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Posted - 2005.05.17 21:21:00 -
[7]
Originally by: Nafri
Originally by: Cummilla I would think around 1.5 mil or so for gunnery SP......
more like 5 million
Those kind of gunnery SP numbers get you into specializations, etc. It's only ten percent more damage.
Don't get me wrong, I plan on doing the specs, but it's not a question of a spec'd character being vastly superior to an unspec'd one in gunnery. The difference isn't THAT large. Certainly nothing that a "out of the box" thinking setup cannot solve :)
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Shamis Orzoz
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Posted - 2005.05.17 21:25:00 -
[8]
A Tempest with t2 1400's can take out anything other than a BS in one volley.
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Fearn
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Posted - 2005.05.17 21:26:00 -
[9]
not assault frigs right?
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Tragar
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Posted - 2005.05.17 21:35:00 -
[10]
Originally by: Fearn not assault frigs right?
sure it can. insta killed a retribution in my poc with 6 x t2 tachs not long ago. If a poc can do it, tempest deffinatley can.
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Nafri
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Posted - 2005.05.17 21:37:00 -
[11]
Edited by: Nafri on 17/05/2005 21:43:47
Originally by: Cummilla
Originally by: Nafri
Originally by: Cummilla I would think around 1.5 mil or so for gunnery SP......
more like 5 million
Those kind of gunnery SP numbers get you into specializations, etc. It's only ten percent more damage.
Don't get me wrong, I plan on doing the specs, but it's not a question of a spec'd character being vastly superior to an unspec'd one in gunnery. The difference isn't THAT large. Certainly nothing that a "out of the box" thinking setup cannot solve :)
BS lvl5, engergy grid uprages lvl5, motion prediction lvl5, surgical strike lvl4, trajection analyse lvl4, large projectile lvl5, medium projectile lvl4, electronics lvl5 and so on, weapon upgrades lvl5
too be decent in a tempest, be ready to train like a *****, cause to fit 6x 1400 II and 5 damage mods and a RCU2, you need damm lot of skills
and no, its a real big difference, cause with good skills you get more good hits which do 1.5x normal damage, you can also barly find enough 1400er scouts to compensate and get only 8% less damage on each guns, which can be about 100 damage Wanna fly with me?
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Nafri
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Posted - 2005.05.17 21:38:00 -
[12]
Originally by: Fearn not assault frigs right?
even a HAC, BC and some cruisers can insta kill this little buggers
720 II 4tw, 5x 260er hits and nothing survives  Wanna fly with me?
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Sobeseki Pawi
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Posted - 2005.05.17 21:44:00 -
[13]
260er? 
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Nafri
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Posted - 2005.05.17 21:48:00 -
[14]
Originally by: Sobeseki Pawi 260er? 
perfects are 330 on my cyclone atm, but that is against unhardend targets, 260 is more realistic against ausault frigs Wanna fly with me?
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Sephiroth Repent
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Posted - 2005.05.17 22:00:00 -
[15]
i lost an apoc last week to a tempest with tech 2 1400s. i had the best tanking setup and they tore through me VERY quickly. might have had something to do with the fact i was scrambled but even so it was less than 40 seconds as a conservative estimate. but im not complaining too much as i got a sacrilidge as replacement :)
Your Tachyon Modulated Energy Beam I perfectly strikes Sansha's Tyrant, wrecking for 1589.6 damage. Muhahahaha |

Acwron
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Posted - 2005.05.17 22:02:00 -
[16]
Edited by: Acwron on 17/05/2005 22:04:06 I've insta-gibed a FoE Cerebus in a Fleetbattle (actually it was only 5 not 6 shots because it had slight shield damage).
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Nafri
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Posted - 2005.05.17 22:05:00 -
[17]
Originally by: Sephiroth Repent i lost an apoc last week to a tempest with tech 2 1400s. i had the best tanking setup and they tore through me VERY quickly. might have had something to do with the fact i was scrambled but even so it was less than 40 seconds as a conservative estimate. but im not complaining too much as i got a sacrilidge as replacement :)
yeah, their burst damage is good to overcome tanking within a few volleys and getting the structure before the enemy can repair
if you meet a suprised enemy he might even turn on his armor tanking after your first volley, where you can already be in his armor, next volley will kill half of his armor probably before he can run 1 repair cycle, next volley should getting close to none armor left, where the 4th volley should start to eat the structure Wanna fly with me?
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Epofhis
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Posted - 2005.05.17 22:25:00 -
[18]
Originally by: Cummilla
Originally by: Nafri
Originally by: Cummilla I would think around 1.5 mil or so for gunnery SP......
more like 5 million
Those kind of gunnery SP numbers get you into specializations, etc. It's only ten percent more damage.
Don't get me wrong, I plan on doing the specs, but it's not a question of a spec'd character being vastly superior to an unspec'd one in gunnery. The difference isn't THAT large. Certainly nothing that a "out of the box" thinking setup cannot solve :)
umm my min speced pilot has over 5 mil in gunnery (1400t2 ftw) and Id take on any 1.5 mil gunnery temp pilot any day and wtfpwn his ass before he could say bbq? and you dont think, that i cant think outside of the box w/ more gunnery sp's? Temp is the most skill intesive ship there is. You can one valley all kinds of sheet, but dont let some1 fool u that its a good ship w/out all the supporting skills, its not on par w/ anyother ship until you get at least 3 mil dedicated in gunnery to it and bs lvl 4. Any1 else who tells you differntly is one of three things 1. n00b 2. Doesnt fly the temp 3. Hasnt used a temp w/ t2 gear. nuff said, and btw its only 10% more damage at spec lvl 4, 15% at lvl 5, and the extra 5% you get from having large project at 5 numb nutz, gives you at total of 20% more damage over some1 w/ large project 4, so take a normalized wrecking of 1500 w/ large 4 that turns into 1675 w/ just the t2 gun (taking damage mod into account) ad skill (20% more damage), w/ normalized wreaking of 2010, so 510 more damage, thats nothing to laugh at.
there are you happy now, my sig fits every rule. Now, no delete me pls, I promise to be good!!!11010101!! |

Bruchpilot
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Posted - 2005.05.17 23:26:00 -
[19]
Tempest with 6 1400mm II and may be 2-3 DMG mods kills any Cruiser in one volley. HACs usually don't survive the third volley at EMP range.
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Aitrus
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Posted - 2005.05.18 02:39:00 -
[20]
Keep in mind that a 5% bonus goes a LOT further on arties than other guns.
Higher base modifier = higher bonus amount.
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Canine Fiend
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Posted - 2005.05.18 03:55:00 -
[21]
with a 17x dmg mod I can one volley a cruiser, Assault frig, and usually two volley a HAC. 1400 IIs and Gyros in all but 1 low slot 4tw. ----------------------------------------------
Proud Member of Celestial Horizon Corp.
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Nafri
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Posted - 2005.05.18 07:54:00 -
[22]
the last zealot I met survived 3 volley from my 1200 II, sadly enough it didnt worked on the deimos (phased plasma 4tl)  Wanna fly with me?
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Epofhis
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Posted - 2005.05.18 16:37:00 -
[23]
What ammo do u guys use at range? Do you go for mid range ammo and use large falloff, or do u go long range ammo and screw falloff? I find myself in fleet engagements using proton or nuke. And I have insane ranges.
there are you happy now, my sig fits every rule. Now, no delete me pls, I promise to be good!!!11010101!! |

Vashna
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Posted - 2005.05.18 17:01:00 -
[24]
How much effectivenes you lose for every additional Gyro II you place at the normal Gyro II bonuses?
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xaioguai
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Posted - 2005.05.18 19:09:00 -
[25]
Originally by: Vashna How much effectivenes you lose for every additional Gyro II you place at the normal Gyro II bonuses?
-------------------------------------------------- 1 1.1100000 X damage, 10.50000% ROF 2 1.1738535 x damage, 17.01945% ROF 3 1.2426674 x damage, 22.34306% ROF 4 1.3094116 x damage, 26.93070% ROF 5 1.3753232 x damage, 30.99023% ROF 6 1.4410712 x damage, 34.64091% ROF 7 1.5070724 x damage, 37.96031% ROF 8 1.5736129 x damage, 41.00293% ROF --------------------------------------------------
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Gariuys
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Posted - 2005.05.18 19:50:00 -
[26]
Originally by: Epofhis What ammo do u guys use at range? Do you go for mid range ammo and use large falloff, or do u go long range ammo and screw falloff? I find myself in fleet engagements using proton or nuke. And I have insane ranges.
( people are probably gonna disagree with me, but ) I use short/med range ammo, and go way into falloff, without using a single tracking comp, it takes some fiddling but you can really push into falloff a long way before you notice a drop in damage. Low transversal velocity and a nice big sig radius target really help. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Epofhis
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Posted - 2005.05.18 21:03:00 -
[27]
i think ill try some med range ammo 2night and see what i get
there are you happy now, my sig fits every rule. Now, no delete me pls, I promise to be good!!!11010101!! |

Vashna
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Posted - 2005.05.18 21:30:00 -
[28]
ok check carefully this fitting:
High Slot 6x 1400mm II 1x Cloacking Device 1x Assault Launchers
Med SLot 1x AB II 2x Target Painters 1x Tracking Comp II 1x ECM Multispectral Jammer
Low Slot 1x RCU II 5x Gyro II
You decloack... aim and fire... the problem is: can you get istant kill or at max 2 volley kills agains everything? I put in ECM multispectre just for defense agains ceptor if you get catched in an ambush.
It is obliviously that your character have very high skills...
pls opinions...
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Shafty
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Posted - 2005.05.18 23:01:00 -
[29]
The downer with your plan is the delay after uncloaking. People see you sat there and bugger off before you can lock, especially without boosters.
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Shirei
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Posted - 2005.05.18 23:11:00 -
[30]
Edited by: Shirei on 18/05/2005 23:14:23 Edited by: Shirei on 18/05/2005 23:11:59
Originally by: Shamis Orzoz A Tempest with t2 1400's can take out anything other than a BS in one volley.
Not normally. The only thing you are pretty much guaranteed to one-volley are all frigs or smaller cruisers (BB, Caracal etc.), assuming you get no tracking problems. Larger cruisers (e.g. Moa) or HACs often take two volleys (unless you get a wrecking hit or a few excellent) especially if they have some hardeners. BCs have too much HP.
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Cummilla
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Posted - 2005.05.18 23:27:00 -
[31]
I asked this question once before but for the life of me I just can't recall where and therefore have no idea if it was ever answered ^ ^ 
At any rate: The question was\is: How many max damage(some tracking in mids and all lows are gyro2s cept for one med\large arm rep)tempests with 1400s and carbonized would it take to kill an average BS BEFORE it could warp off? This is somewhat of a question that fleet veterans might be able to answer. My GUESS would be 4 to 5 would be the answer.
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Twin blade
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Posted - 2005.05.19 02:12:00 -
[32]
Originally by: Cummilla I asked this question once before but for the life of me I just can't recall where and therefore have no idea if it was ever answered ^ ^ 
At any rate: The question was\is: How many max damage(some tracking in mids and all lows are gyro2s cept for one med\large arm rep)tempests with 1400s and carbonized would it take to kill an average BS BEFORE it could warp off? This is somewhat of a question that fleet veterans might be able to answer. My GUESS would be 4 to 5 would be the answer.
Well if there noobs you might get them in like 3 vollys since most noobs do not tank the first bs due to lack of skills.
I think for most BS your looking about 6 or 7 vollys if you got good skills but could be lower if you wreck a few time's for i think the max is 2k damage.
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Levin Cavil
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Posted - 2005.05.19 06:15:00 -
[33]
Siddy claims to have downed an Apoc in 9 seconds with 2 Tempests and Tech 2 1400s.
------------------------------
<Hammerhead> we can't do anything that requires programming
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Nafri
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Posted - 2005.05.19 08:06:00 -
[34]
Originally by: Levin Cavil Siddy claims to have downed an Apoc in 9 seconds with 2 Tempests and Tech 2 1400s.
could be possible 9 seconds = 2 volleys a 5000 damage
and when someone got a wrecking it was like 7000 damage + 5000 + 5000 + 5000 Wanna fly with me?
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Ryy Kishin
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Posted - 2005.05.19 13:12:00 -
[35]
Looking at all these Tempest set ups, are there any decent set ups using 1200mm named. Live Hard Die Young Leave A Good Looking Corpse!
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Twin blade
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Posted - 2005.05.19 13:14:00 -
[36]
Originally by: Ryy Kishin Looking at all these Tempest set ups, are there any decent set ups using 1200mm named.
I have not used a 1200 set up but should work the same just a tad lower damage but a faster ROF might get a small shield tank if you want to fill the lows with damage mods.
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Cilppiz
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Posted - 2005.05.19 13:29:00 -
[37]
Edited by: Cilppiz on 19/05/2005 13:29:08 but AFAIK with 1200mm you can forget real sniping and you have to stay under ~100km?
PS: Just changed 1400mm's to my fleetcombat setup since the range was too short.
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Ryy Kishin
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Posted - 2005.05.19 13:49:00 -
[38]
Guess I'll be switching to the 1400mm...
Thanks. Live Hard Die Young Leave A Good Looking Corpse!
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Nafri
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Posted - 2005.05.19 14:17:00 -
[39]
1200 II also work easily up to 100km, you just need good skills Wanna fly with me?
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Vashna
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Posted - 2005.05.19 20:39:00 -
[40]
Originally by: Nafri 1200 II also work easily up to 100km, you just need good skills
The damage delivered by the 1200mm is too much under the 1400... and minmatar are based on damage
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FoRGyL
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Posted - 2005.05.20 16:36:00 -
[41]
Originally by: Vashna
Originally by: Nafri 1200 II also work easily up to 100km, you just need good skills
The damage delivered by the 1200mm is too much under the 1400... and minmatar are based on damage
Many Bs out there that is not?
But the world of cray fittings that opens up with the 1200's is abit fun or just confusing, always keep in mind that the number of situations that may rise a fitting Q is overhelming in the historybooks.
And the Tempest is the most confusing of them all considering what u can do with the layout(and skills). next in mind comes a dominx imho.
If u fit 1200's, 2 med SmB II Med: a sheild tank with 1 free slot for what eeever , maybe a webber to hold peps to get inside that 4-5k barrier.
Put that infront of a tempest with 1400's ..who will win? With similar skills the 1200's will win but hey..just a wicked situation of hundreds possible.
As u seee I have no clue but 3 setups on the road is expensive to loose put almost preferable 
-out-
********************************************************* Ohhhh iyayaayaya puff ohh iyaayaya puff puff PVR =Player vs Roid! Burr, scary peps!!! |

Karanis
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Posted - 2005.05.20 19:29:00 -
[42]
i myself personally one shotted a caracal from 160km away using tech21400mm emp too lol got a wrecking for 2300 carcal went boom then later the pod follow . skillpts in gunnery almost 7mil only in projectiles .
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lollerskates
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Posted - 2005.05.20 22:05:00 -
[43]
How on earth did you hit 160km with EMP ammo?
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keepiru
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Posted - 2005.05.20 22:32:00 -
[44]
Possibly because - I was incredulous when this was explained to me - wrecking hits lie outside the normal optimal-falloff-tracking calculations.
Basically, if the target is inside optimal + 2* falloff you can wreck him, regardless of tracking or the chance-to-hit of falloff, which is why you'll get the 1/2000 chance to wreck on an inty orbiting @ 5000m with 1400mm.
Nevertheless, it is rather suspicious. -------------
Originally by: Gnauton It was purely accidental. We really don't have a sense of humour at all.
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shivan
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Posted - 2005.05.21 00:05:00 -
[45]
i can insta kill a bb in my temp, done it before, will most prob do it again --------------------------------------- (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

shivan
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Posted - 2005.05.21 00:10:00 -
[46]
Originally by: Karanis i myself personally one shotted a caracal from 160km away using tech21400mm emp too lol got a wrecking for 2300 carcal went boom then later the pod follow . skillpts in gunnery almost 7mil only in projectiles .
thats immpossible with emp, even with 5 tracking comps your optimal will only be around 60-70km afaik.
Plus acc fall off at around 40km, which is ur 100%-50% damage range then ur doulbe acc falloff which u would of been hitting in, means u would only of been hitting for 50%-0% of ur max damage.
You my good sir are a lier, how do i know this, as ive been flying the tempest for over 18 months now. --------------------------------------- (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

Von Korona
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Posted - 2005.05.21 00:47:00 -
[47]
I dont think wreckings are affected by any sort of falloff, if you can possibly hit them then you can get a wrecking. I'm basing this purely from experience - I've hit stuff on crazy orbits with wrecking and ive hit outside my normal ranges with wrecking.
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keepiru
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Posted - 2005.05.21 00:53:00 -
[48]
Originally by: Von Korona I dont think wreckings are affected by any sort of falloff, if you can possibly hit them then you can get a wrecking. I'm basing this purely from experience - I've hit stuff on crazy orbits with wrecking and ive hit outside my normal ranges with wrecking.
theyre not. if you have the possibility - any possibility, as in, its within optimal + 2falloff, you can wreck. the dice throw for wreckings is not affected by by other factors than that. -------------
Originally by: Gnauton It was purely accidental. We really don't have a sense of humour at all.
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Nafri
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Posted - 2005.05.21 08:42:00 -
[49]
Originally by: Vashna
Originally by: Nafri 1200 II also work easily up to 100km, you just need good skills
The damage delivered by the 1200mm is too much under the 1400... and minmatar are based on damage
but you can fit much more while using 1200 II, and thy still hit up to 1000 damage with perfect hits Wanna fly with me?
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Griffin Smith
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Posted - 2005.05.22 09:42:00 -
[50]
tp2s what is the staking penalty
tempest with 2 and t2 1400s fiering on a raven 480m sig radius
480m x 1.5 = 720m x 1.5 = 1080m what will this do to the shots u get, what kind of hp damage can u expect?
anyone who has the skills, can u graph it for us thx
All that is truely urs, is whats in ur head. |

GFLTorque
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Posted - 2005.05.22 13:19:00 -
[51]
Originally by: Vashna
The damage delivered by the 1200mm is too much under the 1400... and minmatar are based on damage
Respectfully, While this was once very much the case, TomB's changes to the 1200's now make them very much closer inline with the 1400's. Without going into why to use 1400's vs 1200's I can tell you there are many Excellent setups that are using 1200mm II's atm.
The 1200mm II is the most underated large gun in EvE atm imo.
Just dont use it in the wrong setup.
4 out of 3 people have trouble with fractions
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Spektral
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Posted - 2005.05.22 15:27:00 -
[52]
Edited by: Spektral on 22/05/2005 15:28:25 Edited by: Spektral on 22/05/2005 15:27:11 I find that arty in general is a very good choice for a gun nowadays. However like everyone else here is saying it requires more pilot skill and player skill, since they do track poorly. If that small obstacle can be over come then a minmitar pilot can do some true damage!
<-(This bit centers it) Currently the cook of Celestial Apocalypse, Serving Scrambled Egg 24/7
[/url]
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Spektral
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Posted - 2005.05.22 15:29:00 -
[53]
Edited by: Spektral on 22/05/2005 15:33:46 Edited by: Spektral on 22/05/2005 15:33:00 Edited by: Spektral on 22/05/2005 15:31:22 I find that arty in general is a very good choice for a gun nowadays. However like everyone else here is saying it requires more pilot skill and player skill, since they do track poorly. If that small obstacle can be over come then a minmitar pilot can do some true damage!
Currently the cook of Celestial Apocalypse, Serving Scrambled Egg 24/7
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Scaramouche
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Posted - 2005.05.23 10:40:00 -
[54]
Originally by: Spektral Edited by: Spektral on 22/05/2005 15:33:46 Edited by: Spektral on 22/05/2005 15:33:00 Edited by: Spektral on 22/05/2005 15:31:22 I find that arty in general is a very good choice for a gun nowadays. However like everyone else here is saying it requires more pilot skill and player skill, since they do track poorly. If that small obstacle can be over come then a minmitar pilot can do some true damage!
Currently the cook of Celestial Apocalypse, Serving Scrambled Egg 24/7
On a recent visit to GW, i got myself into a spot of bother with a npc BS. I had killed all his buddies and, locking the BS, i discovered he was closer than i had expected. I started shooting him with all 5 of my T2 1400mm's but, because he was gaining space, he was starting to decrease my armor. I thought it would be wise to look for a moon or other object to warp to, until i had shields back again so, hit the 'warp-to' on a object. While turning to align, the npc BS suddenly disapeared. On checking my logs i found this little kiddie:-
2005.05.04 11:15:39combatYour 1400mm Howitzer Artillery II perfectly strikes Arch Angel Commander, wrecking for 2475.9 damage.
That was like, 24KM distance and using PP with 5 Gyro II's, couple of Tracking comp II's and 3 x Sensor Booster II's. I also have maxed Projectiles.
Nice hit though eh?
Remember, only dead fish and broken sticks go with the flow. |

FoRGyL
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Posted - 2005.05.23 14:19:00 -
[55]
Originally by: GFLTorque
Originally by: Vashna
The damage delivered by the 1200mm is too much under the 1400... and minmatar are based on damage
Respectfully, While this was once very much the case, TomB's changes to the 1200's now make them very much closer inline with the 1400's. Without going into why to use 1400's vs 1200's I can tell you there are many Excellent setups that are using 1200mm II's atm.
The 1200mm II is the most underated large gun in EvE atm imo.
Just dont use it in the wrong setup.
Signed, especially for more allaround fittings.
-out-
********************************************************* Ohhhh iyayaayaya puff ohh iyaayaya puff puff PVR =Player vs Roid! Burr, scary peps!!! |
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