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Merkar
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Posted - 2003.07.08 06:46:00 -
[1]
I've had a rifter and a stabber. Did pretty well with both of them. Actually liked the rifter best except for the small cargo size.
anyhow, i just got the rupture, and so far something seriously sucks with it. I can barely take on nomads and ambushers with it. It seems as though i either never hit the damn things, or if i do hit, i do pitiful amounts of damage. I wind up taking damage ... i never took any damage in the rifter. And i also burn through ammo like its garbage. It can take 50 rounds of medium emp and plasma to take out one ship.
I currently have the following setup: 650 artillery cannon - emp 250 light scout artillery - emp (2) 425 autocannons with plasma
I generally fire the first gun when i'm about 15k away from the target, the 2nd gun when about 10k and the last two when i get to within about 5-6k. Maybe i should replace the 425's with something with a longer range?
Oh and i keep 2 smart bombs to handle incoming missles.
medium slots i just have some ab's and shield booster. low slots i have a bunch of tracking enhancers and stablizers.
anyone have any suggestions for a good loadout for this ship? should i dump 1 of the guns and the smartbombs and pick up missles?
The only thing i can think of as to why i'm sucking so badly is i need to get in closer for the 425's to work since their optimal range is 971... how much of an impact does that have? say insteaf of 971 i'm at 5000? accuracy falloff is 7500
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glacius
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Posted - 2003.07.08 10:45:00 -
[2]
get rid of that emp ammo
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StoreSlem
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Posted - 2003.07.08 11:21:00 -
[3]
nah, emp is very nice for them artilleries and howitzers. For the autocannons it might be useful to use maybe photon or depleted uranium.
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Madboy
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Posted - 2003.07.08 12:51:00 -
[4]
get rid of the 425 autocannons they are close range weapons and are really not that good at what they are supposed to do, replace them with 650mm arts, stay out past 17-20k, you'll take no damge but will use a fair amount of ammo. When considering staying in close you are open to webing and warp jamming I'd rather stay at range. I'm still using the emp ammo and can take out blood arch reavers (20k bounty pirate cruiser) using about 60-70 ammo, apart from the guns i'm using an almost identicly set up, 2x ab, 1 shield booster, 3 lateral gyros, 1 beta-nought 1 5% powergrid upgrade.
Even if its not the 'Best" cruiser out there i will aslways love my Rupture :)
Edited by: Madboy on 08/07/2003 12:53:22
..... 2004.07.24 02:52:31combatYour 1400mm Howitzer Artillery I perfectly strikes Blood Dark Priest, wrecking for 1135.9 damage. |

Merkar
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Posted - 2003.07.09 04:26:00 -
[5]
well, i dont know that i can stay at 17k-20k range when against frigates. They are faster then the rupture and usually get in close with me, unless the are firing missles.
I've tried using the 650 and it hardly ever does any significant amount of damage. It misses a fair amount of the time. I've got med proj skill up to lvl3 (working on 4) and i have most of the secondary gunnery skills at lvl2. Maybe once per combat i'll see the 650 do 70 points of damage.
I just dont understand how the 'best' mimatar cruiser cant even take on frigates. I feel safer in my rifter going against frigates then i do in the rupture.
I suppose at least against another cruiser i can maintain that distance. But it seems to me like the rupture is just way under powered using projectile weapons. I havent used my rifter since the last patch, but i could routinely take out frigates a lot quicker with it then the rupture.
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Xelios
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Posted - 2003.07.09 09:15:00 -
[6]
My Rupture easily does 80 damage every hit, I've seen it hit as high as 320 after the last patch, both these values using artillery cannons with Phased Plasma ammo. Skills make a big difference, and the Rupture has 5 low slots, put them to good use. Just before the patch I had the damage mod on my artillery guns up to 12.3x, but that was more for fun as the SS skill was bugged ;)
BTW, I can assure you the Rupture is not underpowered at all using projectile weapons ;) A lot of it comes down to experience, knowing how to fly in relation to your target, knowing what ranges you can hit well at with what kind of ammo and knowing the capabilities of your ship. A Rupture fitted with artillery guns will NOT be good against a small frigate at close range, it will not be good against a frigate moving perpendicular to it even at 8km away, but if you get a cruiser in its sights it will do some serious damage.
Edited by: Xelios on 09/07/2003 09:20:13
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Merkar
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Posted - 2003.07.09 09:33:00 -
[7]
Ok, guess i'll have to test it against another cruiser then. I wanted to test it against some frigates first just to get a feel for it.
what range do you usually stay at when you get the 80 dmg as routine?
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FireLord
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Posted - 2003.07.09 19:12:00 -
[8]
no problems here in my stabber with 650s at range- doing various levels of damage at various ranges. I find my 425mm autocannons up close (anything less than 10km is good i find) do 30-40 damage average per hit, every 2 or so seconds. This is fine by me, although the ammo usage on them gets a bit horrendous :o) I dont use emp or phased plasma as these hurt the range too much, so i mainly use photon, titanium sabot, or D.U.
Edited by: FireLord on 09/07/2003 19:40:38
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Merkar
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Posted - 2003.07.09 22:01:00 -
[9]
ok, i'll give the different ammo's a try also. I assume when i look at the gun stats, i should try and remain in between the accuracy falloff range and the optimal range. I also assume that being closer to the optimal range is better. Is any of that incorrect?
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Capn Blood
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Posted - 2003.07.10 01:37:00 -
[10]
Not sure what you are doing wrong..I can only assume you are missing a few skills.
I have 2 scout 650s for range, and small turret prototype 280mm sige gun and heavy pulse laser for closing ranges of 25k and under.
My scout 650s start firing at 33km with phased plasma, and i cut them if target gets to 8km and switch to heavy pulse laser. The 280mm small turret starts firing at 27km with phased plasma...regularly hits for 50 or so, and have wrecked for 165.
Without damage modules in low slots I regularly hit in the 100s with the 650s and have wrecked for 367.
I have surgical strike lvl 3, sharpshooter lvl 3, trajectory analysis lvl 3, med proj turret lvl 4, gunnery lvl 5...a few others I can't remember.
But you should definitely be doing more than 80 even with the station bought 650s.
Skills are everything....as it should be...nice modules help a bit, but skills make or break you. ============================================== "Trust no man who says to you that 'The ends justify the means' or who says that 'We will do whatever it takes...'. These men have no honour, and are fit only to be politicians."
The book of Rab Chapter 1, Verse 3. ============================================== |

Merkar
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Posted - 2003.07.10 04:28:00 -
[11]
well, are you going against cruisers or frigates?
I have all the skills you mentioned, except i dont think i have trajectory analysis. I have medium proj at lvl4, gunnery at 3 (will be at 4 tonight) and all the others i have at lvl2. Even with the secondary skills only being lvl2 vs yours being lvl3, i dont think it should make that much of a difference.
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Capn Blood
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Posted - 2003.07.10 04:53:00 -
[12]
Ahhhh..yeah those figures were against Frigs.
Sorry for any confusion. ============================================== "Trust no man who says to you that 'The ends justify the means' or who says that 'We will do whatever it takes...'. These men have no honour, and are fit only to be politicians."
The book of Rab Chapter 1, Verse 3. ============================================== |
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