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Elisabeth Grayheart
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Posted - 2003.08.08 19:52:00 -
[1]
Good day all of eve!
I desided to start a new character and was drawn to Amarr with their beautifull ships and strong armour, well i put together my punisher and now i whant some ideas, moustly i need to know what modules i can "upgrade" change to improve the ship design(preformance).
My punisher.
Hight slots. Medium Afocal Maser I Medium Beam laserI and 2 empty slots.
Medium slots. Small Armour Repairer I and 1 empty slot.
Low slots. Basic reactor control unit Power Diagnostic System I 50mm Reinforced Steel Plates I Heat Exhaust system I
Powercore 53 (with 49 used) Cpu 137 (with 109 used)
when my ship is equiped like this the stats are.
Shield: 260 hp Rechargerate 439 sec
Capacitor: 312 rechargerate 197 sec
Armour: 367 hp structure: 262 hp
so what do you think, i whant to go with armour uppgrades and maby up shield resistance (1 module) to help it from falling to fast. i will still get shield skills all¦so that so it will take longer for them to get to my primary defence line.
Comments and thought sould be helpfull!
/Elisabeth Grayheart
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Jarjar
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Posted - 2003.08.08 20:46:00 -
[2]
Edited by: Jarjar on 08/08/2003 20:46:25 Nonono. "Medium slots. Small Armour Repairer I and 1 empty slot."
1) Never equip armor/hull repairers except when... repairing. 2) Never leave those sweet medium slots empty. My advice would be to switch the repairer for a a shieldbooster (small), maybe an afterburner or something in the other (I can think of LOTS of medslot equipment for a cruiser/battleship, but almost nothing for a frigate).
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Drusilla
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Posted - 2003.08.08 23:20:00 -
[3]
Ok, first, the name of the game is guns. Why bother flying a ship with 3 turret slots if you won't use them?
Get 3 medium beam lasers (the named, pirate dropped type if possible) and put them in high slots. Medium should have a small shield booster (preferably again a named, pirate dropped type like the small clarity ward).
You should have engineering 4 and electronics 4 at least to buff up your available CPU and Grid.
In low slots add as many "Power Diagnostic 1" and Heatsink units as possible.
Fit the beams with radio crystals and keep 3 multifrequency crystals in your hold. Use the radio crystals at long range, switch to multi when you close in.
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Entity
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Posted - 2003.08.08 23:54:00 -
[4]
My punisher loadout:
3x 250mm Scout arty cannon with EMP (could use Plasma+Sabot+EMP for nice blanket damage tho)
1x Medium (yes, medium!) shieldbooster 1x Small cap battery
4x Capacitor Relay I
Since the guns use no cap and deal enough insane damage on their own, all cap can be used for defense. The med shieldbooster can run forever with this setup (and proper skill).
For more durability in short skirmishes, you can replace the small cap battery with a tac shield of your choice (not VM15 tho), but you wont be able to run the med booster forever then unless Energy ops and Energy management are lvl 5.
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Stonyvision
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Posted - 2003.08.09 10:52:00 -
[5]
Edited by: Stonyvision on 09/08/2003 10:52:57 Add a dual modulated light beam to the setup (possible) and you're fine. Oh and never fight without a shield booster. I'd rather fight without getting the armor harmed.
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Basketcase
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Posted - 2003.08.09 11:44:00 -
[6]
I agree must have a shield booster and leave the repairer in your hanger.
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