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Spongepod Gatecamps
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Posted - 2005.12.13 11:46:00 -
[61]
Originally by: Xharky Edited by: Xharky on 20/09/2005 05:21:26
That's comparing direct stats, never said anything about it being *****ble ¼_¼ please read before posting
Edit: what the hell? F-I-T-T-A-B-L-E is censored?
The first 5 letters of that censored word is slang for vag*na in swedish... Didn't know that the censor module spoke swedish though. 
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nirana
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Posted - 2005.12.13 11:57:00 -
[62]
Edited by: nirana on 13/12/2005 11:58:22 why the hell not use 8 tachy IIs for u pvp setup as a basic platform ?(instead of the 7)
everyone who knows how to fit his apoc in pvp uses all 8 turret points.. thats what they are there for :P
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Jim Steele
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Posted - 2005.12.13 12:04:00 -
[63]
Edited by: Jim Steele on 13/12/2005 12:05:17
Originally by: nirana why the hell not use 8 tachy IIs for u pvp setup as a basic platform ?(instead of the 7)
everyone who knows how to fit his apoc in pvp uses all 8 turret points.. thats what they are there for :P
er... umm....
Must have been a typo   
Author of "The Apoc Guide" |

sinickal
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Posted - 2005.12.19 17:58:00 -
[64]
What would be a good tank for tanking sentries?
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Kyguard
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Posted - 2005.12.19 18:11:00 -
[65]
For tanking sentries use:
7 Mega Pulse 1 warp disruptor, 3 cap rechargers 2 large armor repairers, 3 armor hardeners (depending on sentries), and 2 CPR. -- I don't represent my alliance
God is on the side with the best artillery |

PKlavins
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Posted - 2005.12.19 20:38:00 -
[66]
ok here's my setup as of NOW:
HISLOTS 2x Cruise Missile Launcher I 6x Mega Afocal Maser I
MEDSLOTS 1x Supplemental Scanning CPU I 2x Barton Reactor Capacitor Recharger I 1x Fixed Parallel Link-Capacitor I
LOSLOTS 2x Large Inefficient Armor Repair Unit 2x Hardeners (depending on NPC, named) 1x PDU I 2x Capacitor Power Relay I
any improvements? i get 580damage with this setup, and i need to keep the PDU for powergrid, im training adv. weapons upgrades lvl3 now...otherwise i'd put a heatsink 2 onto it for sure, or another hardener...got loads of CPU left -----------------------------------------------
Need a sig/banner made? Eve-mail or convo me ingame. Base cost 5mill |

Dimitry
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Posted - 2006.02.06 09:46:00 -
[67]
Edited by: Dimitry on 06/02/2006 09:46:44 I would advise mission setup currently I use.....it's still not perfect but I am working on it....mostly it's ISK issue
HI: 8 Modulated Megapulses; another option is 6 Modulated/Named Megapulse and 2 Named Cruise Launchers MED: 4 Cap Recharge T2; another option is 3 Named Cap Rechargers (better than 20%) and AB/Web LOW: 4 Named hardeners depending from rat type + 2 LAR/Named (Core-X, Centus) + TS/DB CPR.
7500 capa on BS lvl 5, 212 sec recharge rate; perma LAR/hardeners/guns working; 10K+ armor; very good tanking (add armor repair drones if lack or use combat ones)
Ultimate tank platform I dream on is Navy Apoc, 6 named Pulses, 2 cruise 3 named capa rechargers, 1 web/AB 4 dmg type hardeners + 2 Centus/Core-X LARs + 1 named PDU (for PG and extra capa/rech)/heatsink + passive armor resist 28% to all This will bring to 15k+ armor with very good resists, best repair capability and good damage.
Alternatively Nightmare 4 named Pulses/Tachies, 4 Siege/Cruise (not sure is CPU enough - need to test) 3 named capa rechargers, 1 web/AB OR 4 named capa recharge because of capa issue on Nightmare 4 dmg type hardeners + 2 Centus/Core-X LARs + 1 named PDU (for PG and extra capa/rech)/heatsink + 1 passive armor resist 28% to all Need to test capa drain here, lack of capa bonus can ruin build or force to use 4 capa rechargers in mid. Did I mention 20k+ armor with all goodies in low?
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Emsigma
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Posted - 2006.02.06 10:46:00 -
[68]
Edited by: Emsigma on 06/02/2006 10:58:55 Edited by: Emsigma on 06/02/2006 10:53:16
Originally by: Jim Steele Other disadvantages are the damage types that lasers do, Thermal and EM, the two damage types are the easiest to tank, itĘs stuck with them unless it fits different turrets and there is no changing of ammo damage types like projectiles or missiles. They also have the worst fall-off but this is balanced by the ability to change optimal range quickly by changing crystals.
Let's look at a standard shield tanked ship (used caldari stats as they are the most common ships to shield tank). 1x EM hardener 1x therm hardener 1x kinetic hardener.
This will get you to: 50% EM 60% explosive 60% therm 70% kinetic
Now, lets picture multifreq (28 EM and 20 therm): 14 EM damage 8 therm damage 22 total damage
We spank the same ship with antimatter (28 kin, 20 therm) 8.4 kin damage 8 therm damage 16.4 total damage
And also EMP (20 EM, 16 expl, 8, kin) 10 EM 6.4 expl 2.4 kin 18.8 damage
Soooo.. against a STANDARD shield tank setup you are definitly best off with lasers. Now lets have a look at armor tanking ships.
Wee.. Standard armor tank (used amarr as default stats as we are talking about apocs) with: 1x explosive 1x kinetic 1x thermal
you will get: 60% em 60% eplosive 67.5% thermal 62.5% kinetic
Hit it with Multispec: 11.2 EM 6.5 therm 17.7 damage total
With Antimatter 10.5 kin 6.5 therm 17 damage total
And EMP 8 EM 6.4 expl 2.6 kin 17 total
So even here laser does the most damage... and also they rip your opponents shields away in one volley.
Sooo... exactly in what way is Lasers so bad against TANKD ships?
1st edit: Typo 2st edit: Missed that amarr have 20% expl in default and not 10% ----------
// emsigma |

Slaveabuser
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Posted - 2006.02.06 11:11:00 -
[69]
Edited by: Slaveabuser on 06/02/2006 11:14:42 Edited by: Slaveabuser on 06/02/2006 11:12:57
Originally by: Jim Steele
The 8 turret hard-points make the Apoc an ideal platform as a mining ship,
Please die.
[mr mean] Anyhow my 2 cents, Ive been flying Apoc for more than a year now and I thought your setups were 'ok' at best. [/mr mean]
Shhh!I'm busy thinking about complicated things you wont understand. |

Emsigma
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Posted - 2006.02.06 14:07:00 -
[70]
Originally by: Slaveabuser
You might want to reconsider the Tachyon setup since you can do much more damage with mega beams.
How on earth can 8x megabeam do MORE damage than 8x tachyons if both strap 3x heat sinks? ----------
// emsigma |

Slaveabuser
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Posted - 2006.02.06 14:37:00 -
[71]
Edited by: Slaveabuser on 06/02/2006 14:37:13
Originally by: Emsigma
Originally by: Slaveabuser
You might want to reconsider the Tachyon setup since you can do much more damage with mega beams.
How on earth can 8x megabeam do MORE damage than 8x tachyons if both strap 3x heat sinks?
Because the difference in rof makes up for it.
All tachs are good for is long range.
Shhh!I'm busy thinking about complicated things you wont understand. |

Emsigma
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Posted - 2006.02.06 14:44:00 -
[72]
Originally by: Slaveabuser
Because the difference in rof makes up for it. All tachs are good for is long range.
No, they don't
Tachyons have 2% more damage. ----------
// emsigma |

Slaveabuser
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Posted - 2006.02.06 14:50:00 -
[73]
Edited by: Slaveabuser on 06/02/2006 14:56:27
Doesnt matter imo, besides Tachyons are not what they once were
Shhh!I'm busy thinking about complicated things you wont understand. |

Gronsak
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Posted - 2006.02.06 15:04:00 -
[74]
Originally by: Emsigma Edited by: Emsigma on 06/02/2006 10:58:55 Edited by: Emsigma on 06/02/2006 10:53:16
Originally by: Jim Steele Other disadvantages are the damage types that lasers do, Thermal and EM, the two damage types are the easiest to tank, itĘs stuck with them unless it fits different turrets and there is no changing of ammo damage types like projectiles or missiles. They also have the worst fall-off but this is balanced by the ability to change optimal range quickly by changing crystals.
Let's look at a standard shield tanked ship (used caldari stats as they are the most common ships to shield tank). 1x EM hardener 1x therm hardener 1x kinetic hardener.
This will get you to: 50% EM 60% explosive 60% therm 70% kinetic
Now, lets picture multifreq (28 EM and 20 therm): 14 EM damage 8 therm damage 22 total damage
We spank the same ship with antimatter (28 kin, 20 therm) 8.4 kin damage 8 therm damage 16.4 total damage
And also EMP (20 EM, 16 expl, 8, kin) 10 EM 6.4 expl 2.4 kin 18.8 damage
Soooo.. against a STANDARD shield tank setup you are definitly best off with lasers. Now lets have a look at armor tanking ships.
Wee.. Standard armor tank (used amarr as default stats as we are talking about apocs) with: 1x explosive 1x kinetic 1x thermal
you will get: 60% em 60% eplosive 67.5% thermal 62.5% kinetic
Hit it with Multispec: 11.2 EM 6.5 therm 17.7 damage total
With Antimatter 10.5 kin 6.5 therm 17 damage total
And EMP 8 EM 6.4 expl 2.6 kin 17 total
So even here laser does the most damage... and also they rip your opponents shields away in one volley.
Sooo... exactly in what way is Lasers so bad against TANKD ships?
1st edit: Typo 2st edit: Missed that amarr have 20% expl in default and not 10%
which fool fits exp+kin+thermal hardeners? u fit 3x energized adaptive nanos t2 giving you +49% to all.
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Justin Cody
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Posted - 2006.02.06 15:54:00 -
[75]
interesting thing to note about lasers...
its not commonly known, but it can be observed that htey have a better chance of bleeding through shields in to armor and from armor in to structure before either layer is entirely gone.
I want a tactical frequency modulation skill to improve said chances ;) but that might cause another round of nerf's so I'll just be quiet...
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Emsigma
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Posted - 2006.02.06 16:38:00 -
[76]
Edited by: Emsigma on 06/02/2006 16:40:35
Originally by: Gronsak which fool fits exp+kin+thermal hardeners? u fit 3x energized adaptive nanos t2 giving you +49% to all.
Since you do have a funny name I must crunch the numbers for this as well :)
Edit: Didn't notice the T2, be right back with correct figures ----------
// emsigma |

Aduk
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Posted - 2006.02.18 02:39:00 -
[77]
Edited by: Aduk on 18/02/2006 02:39:47 awesome post Jim, very detailed. However there is one alternate setup that's been overlooked I think, we've seen combat and mining, pvp and pve. but we've not seen the loot collector 
8x tractor beams 100mn ab II + anything else ya fancy in the mids 7x local nano's
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