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Sarmaul
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Posted - 2005.12.15 11:31:00 -
[1]
Edited by: Sarmaul on 15/12/2005 11:33:03 RMR Rupture
Max PG: 1075 (Engineering 5), 1182.5 (RCU), 1236.25 (RCU II) Max CPU: 406.25 (Electronics 5), 434.6875 (CoPro), 446.875 (CoPro II)
Lets try and keep a high ratio of signal to noise in this one, and if you think a setup sucks, post a better one 
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Sarmaul
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Posted - 2005.12.15 11:32:00 -
[2]
Edited by: Sarmaul on 15/12/2005 11:34:15 This setup was an attempt to try and get an 800mm plate and cruiser-sized guns on, along with all the timmings. I had to drop down to the lowest-tier autocannons, but it fits with maxed skills.
High Slots 4x Dual 180mm Autocannon II 2x Medium Nos
Total: 666pg, 106cpu
Mid Slots 1x 10mn Y-T8 MWD 1x Fleeting Web 1x 20k Faint Warp Prohibitor
Total: 152pg, 104cpu
Low Slots 1x RCU 1x Medium Accom Armour Rep 1x 800mm Rolled Tungsten Plate (T1 or named)
Total: 350pg, 59pg
Final Ship: 1182.5pg, 406.25cpu Modules: 1168.5, 269cpu
Remaining: 14pg, 137.25cpu, 2 low slots.
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Sarmaul
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Posted - 2005.12.15 11:32:00 -
[3]
Edited by: Sarmaul on 15/12/2005 11:32:41 dbl post
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Sentani
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Posted - 2005.12.15 11:34:00 -
[4]
cool setup... with the two remaining lows you can either gank it or tank it... ____________ The cargo bay is overloaded and cannot be made to fit Expanded Cargohold I. It is currently only capable of fitting 8772.12 units and it is currently jammed full with 9558.33 units. |

Testy Mctest
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Posted - 2005.12.15 11:40:00 -
[5]
Yep, like that setup. Or:
4x Dual 180 OR 220 depending on what you want to hunt 2x Assault Launcher
MWD, Web, Scram
Med Accom, 3x Gyro, 1x Tracking Mod
Damn, going out, want to talk about ruptures all day :( Seeya later!
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Sarmaul
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Posted - 2005.12.15 11:52:00 -
[6]
Edited by: Sarmaul on 15/12/2005 11:53:07 Pure gank setup
High Slots 4x Dual 220mm Autocannon II 2x Heavy Missile Launcher II
Total: 584pg, 146cpu
Mid Slots 1x 10mn Afterburner II 1x Fleeting Web 1x 20k Faint Warp Prohibitor
Total: 167pg, 104cpu
Low Slots 1x Medium Rep II 3x Gyrostab II
Total: 176pg, 118cpu
Final Ship: 1075pg, 406.25cpu Modules: 927pg, 357cpu
Remaining: 148pg, 49.25cpu, 1 low slot
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Sarmaul
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Posted - 2005.12.15 12:34:00 -
[7]
Pure gank, high-end autocannons + assaults. Remember that with the 425mms, you sacrifice a bit more damage for less tracking and you may wish to drop down to 220mms.
High Slots 4x 425mm Autocannon II 2x Assault Launcher II
Total: 649pg, 133cpu
Mid Slots 1x 10mn MWD II 1x Fleeting Web 1x 20k Faint Scrambler
Total: 167pg, 104cpu
Low Slots 1x Medium Armour Rep II 3x Gyrostab II 1x Tracking Enhancer II
Total: 177pg, 133cpu
Final Ship: 1075pg, 406.25cpu Modules: 993pg, 370cpu
Remaining: 82pg, 36.25cpu
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Hehulk
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Posted - 2005.12.15 12:40:00 -
[8]
Edited by: Hehulk on 15/12/2005 12:40:42 I'm going to be very happy with:
Highs 3 720mm Howitzler Cannons 3 Assault Launchers
Mids 1 Sensor Booster 2 Cap Rechargers
Lows 1 Medium Armour Repairer 1 Kinetic Armour Hardener 1 Thermal Armour Hardener 1 Explosive Armour Hardener 1 400mm plate.
Last time I ran the numbers, with all my skills it fits, just about. ---------- "EvE isn't a game, it's a lifestyle" Jaegerknack, 5punkorp
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Sarmaul
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Posted - 2005.12.16 19:18:00 -
[9]
bump - some more arti setups would be nice
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Kyozoku
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Posted - 2005.12.16 19:53:00 -
[10]
Heh tried to make a rupture set up and came up with the same thing as first but with 220s. That means it must be the winner.
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Phlaago Rexor
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Posted - 2005.12.16 20:00:00 -
[11]
Edited by: Phlaago Rexor on 16/12/2005 20:02:22 artillery you say... 4x 720mm named (T2 if your advanced weapon upgrades skill is high) 2x malkuth standard launchers
Mwd, web, 20km warp disruptor
small T2 armor rep, 3x gyro II, rcu
1177pg without advanced weapon upgrades. didnt bother with cpu calculation, should be plenty of that left over.
Edit: the small repairer is mostly for the convenience of not having to dock to repair armor damage, might consider dropping it for a CPR to run mwd+web+disruptor longer
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Sarmaul
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Posted - 2005.12.16 20:10:00 -
[12]
Originally by: Kyozoku Heh tried to make a rupture set up and came up with the same thing as first but with 220s. That means it must be the winner.
with an RCU II it *should* fit, and I'm 3 days away from being able to use them \o/
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Phlaago Rexor
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Posted - 2005.12.16 20:19:00 -
[13]
Edited by: Phlaago Rexor on 16/12/2005 20:32:59 AC setup: Hi: 2x small diminishing nos, 1x named 220mm autocannon, 3x 220mm T2 autocannons Med: mwd, web, warp disruptor Low: 3x hardeners, 1600mm plate, small T2 armor repairer
Advanced weapon upgrades 5 required. Pg use 1067, cpu use 366 or lower with the new stacking formula replacing the 3 hardeners with 3 energized nano membrane II might be even better. switching one of the small diminishing nosses or the T2 armor rep for a cheaper named version would free up 1 pg allowing you to change the named 220mm to another T2
Edit: lets have some out of the box setups too.. something to tank npcs with maybe? Dual medium rep rupture anyone? :)
1x small diminishing nos 3x T2 rocket launchers 2x dual 180mm scout autocannons
2x Large capacitor battery II 1x named cap recharger (at least 17.25%)
2x medium T2 armor repairer 2x energized nano membrane II 1x cap power relay
1031pg use without any fitting reducing skills taken into account. 414.5 cpu use without any fitting skills taken into account.. this is over the limit but you will have some fitting skills required for these items so the actual amount of cpu used will be lower.
level 5 cap skills required to be able to run both repairers forever with level 5 armor repairer skill without relying on the nos, with a cap recharger 1 instead some support from the small nos is needed eventually.
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xKillaH
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Posted - 2005.12.16 20:33:00 -
[14]
IMO mwd on a rupture is stupid.... the ruppie doesn't have enuf cap to spend 25% of it for mwd.... I would use ab instead..... except on a rax cuz he has bonus on mwds
Need a Sig? Check Gallery
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Drunkeh
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Posted - 2005.12.16 20:39:00 -
[15]
Originally by: Sarmaul Edited by: Sarmaul on 15/12/2005 12:20:55 This setup was an attempt to try and get an 800mm plate and cruiser-sized guns on, along with all the trimmings. I had to drop down to the lowest-tier autocannons, but it fits with maxed skills.
High Slots 4x Dual 180mm Autocannon II 2x Medium Dim Nos
Total: 666pg, 106cpu
Mid Slots 1x 10mn Y-T8 MWD 1x Fleeting Web 1x 20k Faint Warp Prohibitor
Total: 152pg, 104cpu
Low Slots 1x RCU 1x Medium Accom Armour Rep 1x 800mm Rolled Tungsten Plate (T1 or named)
Total: 350pg, 59pg
Final Ship: 1182.5pg, 406.25cpu Modules: 1168.5, 269cpu
Remaining: 14pg, 137.25cpu, 2 low slots.
^^ Win, it does only 20% less damage than a munnin for about 1/10 the cost.
Originally by: Omeega I R NO WORK.
I SELL MY KIDS FOR ISK.
YAAAAAAAAAAAAAAAR.
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Sarmaul
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Posted - 2005.12.16 20:56:00 -
[16]
Edited by: Sarmaul on 16/12/2005 20:57:32
Originally by: Drunkeh
Originally by: Sarmaul stuff
^^ Win, it does only 20% less damage than a munnin for about 1/10 the cost.
\o/ I have my very on Drunken-approved "win" setup 
when I saw the powergrid for the highslots I knew I was on to something 
Originally by: Testy McTest Artillery Extreme Ammo - fires typhoons that launch claws with autocannons that launch guys in space suits that have machine guns that fire ninjas
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Capt 69
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Posted - 2005.12.22 03:21:00 -
[17]
just a thought but arn'y ou people fitting a 5 mil ship with 80 mil in mods? if were talkin rat hunting, then fine but as a pvp ship? rather you than me.
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Berak FalCheran
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Posted - 2005.12.22 04:38:00 -
[18]
Originally by: Sarmaul Edited by: Sarmaul on 15/12/2005 12:20:55 This setup was an attempt to try and get an 800mm plate and cruiser-sized guns on, along with all the trimmings. I had to drop down to the lowest-tier autocannons, but it fits with maxed skills.
High Slots 4x Dual 180mm Autocannon II 2x Medium Dim Nos
Total: 666pg, 106cpu
Mid Slots 1x 10mn Y-T8 MWD 1x Fleeting Web 1x 20k Faint Warp Prohibitor
Total: 152pg, 104cpu
Low Slots 1x RCU 1x Medium Accom Armour Rep 1x 800mm Rolled Tungsten Plate (T1 or named)
Total: 350pg, 59pg
Final Ship: 1182.5pg, 406.25cpu Modules: 1168.5, 269cpu
Remaining: 14pg, 137.25cpu, 2 low slots.
with 220's, rcu2, ab instead of mwd and 800mm t2 plate it's the win :)
Originally by: Malthros Zenobia In short: Cry me a river, build a bridge, and get over it.
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Sarmaul
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Posted - 2005.12.22 10:32:00 -
[19]
Originally by: Capt 69 just a thought but arn'y ou people fitting a 5 mil ship with 80 mil in mods? if were talkin rat hunting, then fine but as a pvp ship? rather you than me.
all of the T2 mods take up more powergrid and cpu, meaning you can drop down to t1 and still have it all fit. However, if you do decide to put some serious equipment on it, you know it'll still fit. ------------- Please make Minmatar overpowered, CCP |

Alksentrs
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Posted - 2005.12.22 12:02:00 -
[20]
Originally by: Sarmaul Edited by: Sarmaul on 15/12/2005 12:34:27 Pure gank setup, medium-tier autos and heavy launchers.
High Slots 4x Dual 220mm Autocannon II 2x Heavy Missile Launcher II
Total: 584pg, 146cpu
Mid Slots 1x 10mn Afterburner II 1x Fleeting Web 1x 20k Faint Warp Prohibitor
Total: 167pg, 104cpu
Low Slots 1x Medium Rep II 3x Gyrostab II
Total: 176pg, 118cpu
Final Ship: 1075pg, 406.25cpu Modules: 927pg, 357cpu
Remaining: 148pg, 49.25cpu, 1 low slot
Running Good  <- download it, rename it for eve.ico & use it for your EvE R.M.R. desktop icon ;)
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KilROCK
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Posted - 2005.12.22 14:17:00 -
[21]
Drunk approved setup to die   
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R31D
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Posted - 2005.12.22 14:19:00 -
[22]
Originally by: Sarmaul Edited by: Sarmaul on 15/12/2005 12:20:55 This setup was an attempt to try and get an 800mm plate and cruiser-sized guns on, along with all the trimmings. I had to drop down to the lowest-tier autocannons, but it fits with maxed skills.
High Slots 4x Dual 180mm Autocannon II 2x Medium Dim Nos
Total: 666pg, 106cpu
Mid Slots 1x 10mn Y-T8 MWD 1x Fleeting Web 1x 20k Faint Warp Prohibitor
Total: 152pg, 104cpu
Low Slots 1x RCU 1x Medium Accom Armour Rep 1x 800mm Rolled Tungsten Plate (T1 or named)
Total: 350pg, 59pg
Final Ship: 1182.5pg, 406.25cpu Modules: 1168.5, 269cpu
Remaining: 14pg, 137.25cpu, 2 low slots.
2x gyrostabs and that setup will be insane - I'm off to buy a Rupture
Free bumpage for all |

KilROCK
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Posted - 2005.12.22 14:22:00 -
[23]
I was using the same setup before he posted it, but with an AB, and 3 gyros.
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Sarmaul
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Posted - 2005.12.22 14:28:00 -
[24]
Originally by: R31D 2x gyrostabs and that setup will be insane - I'm off to buy a Rupture
lovely isn't it   ------------- Please make Minmatar overpowered, CCP |

Wizie
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Posted - 2005.12.22 14:31:00 -
[25]
I still like using
4 dual 180 IIs
assault/standard launcher small nos
MWD Web Warp disruptor
small rep II 3 gyro stabs 1600mm plate
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Omatje
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Posted - 2005.12.22 14:45:00 -
[26]
4x 220 II / 2x assault launcher 10mn AB II / Web / Scram small AR II / 1600 plate / 3x Gyro II
i'm a paintshop nono |

Imhotep Khem
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Posted - 2005.12.22 14:58:00 -
[27]
You shouldn't need an MWD and a webbifier. If your going to use an MWD it must mean that once you close, you take FAR less damage to compensate for what you took coming in as well as the cap loss and the cap penalty. So the MWD needs to be accompanied by a tracking Disruptor vs. turreted ships, or you can hope that enemy is not prepared to deal with your nosferatu. I wouldn't fight a missile boat with that setup.
vs. Missile boat perhaps this
H - 4x220 Autocannon II (The Best) H - 2xRocket Launcher (defenders during closing) M - 10MN MWD M - Warp Disruptor M - Medium Cap Booster L - Medium Rep L - Plate L - Power Mod as needed L - Gyro as able
You can try smartbombs in place of the RLs perhaps. ____ If your not dyin' your not tryin'. |

Sarmaul
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Posted - 2005.12.22 15:00:00 -
[28]
I generally use the MWD to get in-close, and then turn it off when in web-range. When you have exactly 5 seconds to reach your target before they warp out of the belt, you're gonna kick yourself for fitting that AB :) ------------- Please make Minmatar overpowered, CCP |

Imhotep Khem
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Posted - 2005.12.22 16:02:00 -
[29]
I know what you mean. But if you MWD in on an equal enemy in any cruiser but a thorax, you will loose. Of course there are situations where you ave an imbalance and you can win. Like you have a better ship, or he is long range and can't shoot you.
But in general, what are you doing once you get close that was worth the activation and fitting of the MWD? ____ If your not dyin' your not tryin'. |

Testy Mctest
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Posted - 2005.12.22 16:43:00 -
[30]
Edited by: Testy Mctest on 22/12/2005 16:43:40
Originally by: Imhotep Khem Of course there are situations where you ave an imbalance and you can win.
Those are the situations that you play for, though. If he's a long range ship, your speed and being able to fire sooner are cancelling factors to your incrased sig radius. And once you get under those guns, you're laughing. If you're fighting a closerange ship, your increased sig radius on approach isnt a problem.
Not to mention, that a lot of people will simply try to warp away, and an mwd will decide whether you get to him to scramble or not.
If you see a ship that's going to wreck you by turning your mwd on, then you dont turn it on, and run away. No setup beats everything. You just have to know when to pick your fights.
Edit:That sounded very condescending, it wasnt meant to be, sorry :)
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