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Thread Statistics | Show CCP posts - 1 post(s) |
NirvanaA
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Posted - 2005.07.18 20:01:00 -
[1]
my current setup is:
3x t2 150 mm AC, 1x OE-5200 Rocket launcher 1x t2 mwd, 1x webber 1x nanofiber kit, 1x cap relay, 1x 400 mm rolled tungsten, 1x micro auxilery powercore
Recently i was just fooling around and i found my self a hauler to kill, ok so i started to orbit at 1,000 m but really was something like 1200-1500 wasnt really paying attention.
I turned off the mwd once i got in and put on the webber on him, my guns were hitting him but cant remember what dmg it was. The only thing that was wrong was that my missiles didnt hit the hauler at all, they werent exploding either, and i need the rockets to hit in order to make my target not to align for a warp.
Im using thorns for rockets and titanium sabot... Should i use different rockets, different ammo?
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Zaintiraris
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Posted - 2005.07.18 20:04:00 -
[2]
I don't like volunteering my corpies for stuff, but if you wanna, I'd give Shelob EnB a convo in-game if you see him online. He's had (and lost) more claws than I can count, and is totally confident in his setups. Although he has yet to take on my crow ---
Originally by: CCP Hammer This game was so much better back before people knew math.
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BigJim Beef
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Posted - 2005.07.18 20:33:00 -
[3]
Since the last patch rocket flight time has cut from 10 to 2.5 seconds (iirc, might be different). Training the new missile skills might help, specifically the ones that increase flight time and velocity.
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Tul 'Kas
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Posted - 2005.07.18 20:34:00 -
[4]
Originally by: NirvanaA Im using thorns for rockets and titanium sabot... Should i use different rockets, different ammo?
Thorns not hitting a hauler from a 1000m orbit sounds like a bug, I doubt other rockets would fare any better. Consider petitioning, but maybe run a couple tests first to be sure.
As far as ammo, yes, you should probably switch to something with more damage and less optimal range - AC's have huge falloff but tiny optimal, so using ammo with a massive optimal penalty doesn't really affect your operating range. I generally like using a mix of EMP and fusion, though if you're mostly going after haulers I can see an argument for phased plasma, as haulers typically will be shield-boosting if tanking at all.
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Zaintiraris
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Posted - 2005.07.18 20:39:00 -
[5]
Missiles not working is a minor bug that I thought got corrected. Just train one of the new skills up from lvl 0. Should make everything right as rain and take less than 30 minutes. ---
Originally by: CCP Hammer This game was so much better back before people knew math.
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Tul 'Kas
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Posted - 2005.07.18 20:45:00 -
[6]
Originally by: BigJim Beef Since the last patch rocket flight time has cut from 10 to 2.5 seconds (iirc, might be different). Training the new missile skills might help, specifically the ones that increase flight time and velocity.
This occurred to me as well. It's 2 seconds, but @ base speed of 2250m/s that should be 4.5km range, and he said he was orbiting somewhere between 1k-2km. No industrial should be moving >2.5km in 2 seconds.
Regardless, I agree it's something the OP should pay attention to if he's going to continue playing around with rockets.
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BigJim Beef
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Posted - 2005.07.18 21:14:00 -
[7]
Originally by: Tul 'Kas
Originally by: BigJim Beef Since the last patch rocket flight time has cut from 10 to 2.5 seconds (iirc, might be different). Training the new missile skills might help, specifically the ones that increase flight time and velocity.
This occurred to me as well. It's 2 seconds, but @ base speed of 2250m/s that should be 4.5km range, and he said he was orbiting somewhere between 1k-2km. No industrial should be moving >2.5km in 2 seconds.
Regardless, I agree it's something the OP should pay attention to if he's going to continue playing around with rockets.
I knew it was something like that ... tbh i havn't really bothered much with missiles since the patch
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NirvanaA
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Posted - 2005.07.19 09:26:00 -
[8]
ok i got it to work, i have to orbit at 2500 meters but really is 2800 meters for them to explode.
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Julien Derida
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Posted - 2005.07.19 12:04:00 -
[9]
Don't bother with a launcher on the Claw now. You can fit something far nicer in that last high. ----------------------------------------
Chief Inspector of the Style Police - FRICK |
NirvanaA
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Posted - 2005.07.19 17:34:00 -
[10]
Originally by: Julien Derida Don't bother with a launcher on the Claw now. You can fit something far nicer in that last high.
like what?
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Julien Derida
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Posted - 2005.07.19 17:49:00 -
[11]
If you stick a Nos in that last high slot, you will have the cap to run a small armour rep for a reasonable amount of time. That will give you the edge to beat even other 400mm inties. I won't tell you the exact fitting, that would be no fun . ----------------------------------------
Chief Inspector of the Style Police - FRICK |
Seraph Demon
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Posted - 2005.07.19 18:10:00 -
[12]
w/ eng 5, micro aux gives 12.5 grid, and takes 15 cpu
400mm plating takes 30 pg, and around 20 cpu (named take a bit less)
so, for 17.5 pg and 35 cpu you can get the effect of this formiddable loadout.
However, the claw, more often than not, is tighter on CPU than it is on PG, so an alternative loadout using two 200mm plates in the place of a 400 and a MAPC can be used.
This costs 20 pg and 30 cpu, except that it's usually trivial to find named plates, so if you were using say, nanofiber plates (11 cpu) it would be 22 cpu used.
This can be a significant boon, allowing a gyro or other cpu intensive module to be fitted - such as T2 rocket launchers.
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Balistic Void
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Posted - 2005.07.19 18:14:00 -
[13]
If you want to kill haulers use a Stiletto.
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