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Denamis
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Posted - 2003.08.15 06:45:00 -
[1]
I have a maller right now. Im now up to the point of battling pirates that are around 40k in bounty, what I need to know is what I need to change in my load out in order to compensate. These guys hurt me bad, they also have missles as well, anyways heres the load out I have right now 4 250mm rail guns with uranium charges 1 650mm with depleted 1 cap recharger 1 microwarp 1 small capacitor enhancer 2 reactor controls 1 basic capacitor relay 1 magnetic stabilizer and 1 photonic cpu
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Photon
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Posted - 2003.08.15 07:04:00 -
[2]
well first of all the maller is better off with lasers, get 4 heavy lasers for it and a couple of heatsinks. Drop the microwarp because it makes your shield 50% of what it should be all the time, even when you're not using it. This is my setup, and i like it: high slots: 4 heavy lasers (one of them a afocal maser)
Med slots: 1 medium shield booster, 1 cap recharger, 1 afterburner
Low slots: 2 heat sinks I's, 1 power diagnostic (mark I generator refitting diagnostic system) (for better cap recharge), 2 reactor control unit I, one nano processor. For laser crystals i use 2 gamma and 2 radio -------------------------------------------- My passion is to fly, nothing beats it, nothing can compare to it. Free as a bird. Bird of prey. |

Dragon Emperor
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Posted - 2003.08.15 07:20:00 -
[3]
long time ago since last use maller, but i remember I fit 3 250 proto, 2 dual 150 proto(before the capacity nerf, i use dual 150 as ammo bay :p), 1 small smartbomb, 1 shield booster, 2 ab,low fit as many stabilizer as possible I think.
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Slithereen
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Posted - 2003.08.15 07:22:00 -
[4]
I would recommend adding a smartbomb on the hi slot. This can be useful for blowing up missiles before they get to you. Needs some timing.
on the midslots I suggest a Medium Shield Booster an EM Shield Hardener a Thermal Shield Hardener
On the six low slots.
Fill it up with Power Diagnostics modules, Cap Relays and Cap Fluxes, anything to boost your cap recharge rate. I would recommend trying to get a cap recharge rate of around 200 and under, and at the most never be above 220.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Discorporation
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Posted - 2003.08.15 09:08:00 -
[5]
With 6 Cap Relays I (and Energy systems operation lvl 4), you can get the cap recharge time of a maller to 90 seconds.
140 seconds if you fit 4, and two heatsinks.
[Heterocephalus glaber]
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ULTIMA TREX
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Posted - 2003.08.15 12:15:00 -
[6]
discorporation train up energy management to lvl 4 also this will increase ur capacity but still recharge in same total time so in effect u recharge even faster per second.
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Random
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Posted - 2003.08.15 17:00:00 -
[7]
ok train cotroled burst attleast 3 energy managment 3 energy somthing (5% cap recharge) attleast 3
Use 3 hevy beams (named 1s if u find them) rado cristals Mwd 2 medslot cap rechargers
4-5 heatsinks (the best u find) 1-2 cap recharger (20% cap recharge -25%shield recharge)
stay in 25km - 33km range and blast them down missiles whont hit u there. This helps u to take down all the pirets in the game atm even if they are 100 and all 50k pirets.
just be carfull GL & HF
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Denamis
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Posted - 2003.08.15 20:41:00 -
[8]
Thanks guys for the arrangments, however rails use less cap each shot, I also take off more with them due to skill training, plus beams do em and thermal, not good against ships once you blasted through there shields. However the mid slots now have a monopropelant (unique afterbuner) med shield booster and a photonic damper whatever it is. I would like to find out what ammo to use with rails in order to obtain a better range
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Jarjar
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Posted - 2003.08.15 20:50:00 -
[9]
"on the midslots I suggest a Medium Shield Booster an EM Shield Hardener a Thermal Shield Hardener"
I agree. You'll NEED EM/Thermal hardeners to successfully kill the baddest sansha's out there in a cruiser. Of course, it's possible without, but you will probably take too much damage to chain them forver.
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Braccas
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Posted - 2003.08.25 14:45:00 -
[10]
Edited by: Braccas on 25/08/2003 14:45:06 Maller farming loadout:
High slots: - 3x Heavy modulated Energy beam (radio) - 1x med smartbomb
Med Slots: - 1x named med shield booster - 1x MWD - 1x cap recharger
Low: - 2x heatsink - 4x power diag
Got 27km optimal range, hitting 60-80 a shot, 130+ wrecking. All beams running nonstop, i can easily boost completely lost shield during that. Still got CPU/Power left for some smaller turret. Switching Diag for Heatsink is possible, but with high skills u already got an insane ROF. NPC groups of 6 at 40-50k are no problem. But i highly recommend not to use this setup for PvP, cause theyŚll toast u in no time
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Archain
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Posted - 2003.08.25 15:46:00 -
[11]
Edited by: Archain on 25/08/2003 15:49:49 I've got a setup that I use with a Moa that works really well against multiple Guristas Nullifers (50K). I'm sure you can alter it to work with whatever you are hunting...as it says above though, I wouldn't recommend this for PvP.
Some people don't like Pulse lasers, but they actually do a very good job against NPCs and you'll never have to run back to base for ammo.
I suggest arming something like this...(rough setup as I have never had a chance to do this with a Maller yet)
6 High Slots - Heavy Pulse Laser 1 w/ Multifreq (200 MW) - Heavy Pulse Laser 1 w/ Multifreq (200 MW) - Heavy Pulse Laser 1 w/ Multifreq (200 MW) - Heavy Pulse Laser 1 w/ Multifreq (200 MW) - Heavy Pulse Laser 1 w/ Multifreq (200 MW) - Energy Transfer Array (Wasted Space) (Total of 1000 MW, you may need to remove a laser or find a way to increase your PG)
3 Medium Slots - Medium Shield Booster - Thermal Shield Hardener - Electromagnetic Shield Hardener
6 Low Slots - Cap Power Relay 1 - Cap Power Relay 1 - Cap Power Relay 1 - Cap Power Relay 1 - Reactor Control 1 - Reactor Control 1
I've never set this up in a Maller yet, but I'm sure I could make something work (I've tested with a Moa and 4 Lasers instead, the setup above is merely an example).
The goal here is to have a cap recharge rate that is high enough to support your two shield hardeners forever. You will be able to fire all of your weapons and keep the hardeners going simultaneously. The operating cap will remain within the 40%-65% range from what I've seen on my ship setup. As your shield drops to a level requiring a boost you can turn it on as needed to bring it back up to where it needs to be (operating cap will drop from normal range to anywhere from 5%-50% depending on how much shield you need to recover).
I chose Pulse lasers because of the increased RoF and decreased CPU and PWG requirements. Pulse lasers also boast the best Damage over time for the Medium Energy weapons category (not by much).
Here is the reference -----> http://soltys.neostrada.pl/lvl1/damage_emedium_lvl1.htm
Using these means that your range will be reduced to engagements within 15K or so, but it doesn't really matter when you've got the hardeners running fulltime. It's also a great setup for CTD's because you actually recover capacitor while the hardeners and a booster are repeating (if you don't have weapons firing).
I'll post a moa loadout I had based on about the same concept...you can adapt to your combat style and enemy type.
Quote: The 2 hardeners were on indefinately The 4 Pulse Lasers were on as needed, only off to switch targets The shield booster was on only if the shields happened to get down to 50%. The booster recharged to full shields while bringing the cap down to 35-45% while fighting.
You can keep the 4 Lasers and 2 Hardeners active forever.
or
You can keep the shield booster and 2 Hardeners active and still regain cap.
You do lose cap, but the normal operating range is around 55-70% cap. Recharge time is 128 secs on 1540 cap.
Here's the setup on a Moa (Guristas hunting) H1 - Heavy Pulse Laser w/ Multifreq (Use higest DoT weps) H2 - Heavy Pulse Laser w/ Multifreq H3 - Heavy Pulse Laser w/ Multifreq H4 - Heavy Pulse Laser w/ Multifreq H5 - Energy Transfer Array H6 - Enegry Transfer Array
M1 - Medium Shield Booster M2 - Thermal Shield Hardener M3 - Kinetic Shield Hardener M4 - Medium Capacitor Battery
L1 - Capacitor Power Relay 1 L2 - Capacitor Power Relay 1 L3 - Capacitor Power Relay 1 L4 - Capacitor Power Relay 1
Stats Charge time - 128 Seconds Cap size - 1541 Farads Powergrid used - 899/900 CPU used - 324/402
Drain Items Medium Converse 1 Deflection Catalyzer - Drains 40 Farads/2.85 Secs Ballistic Deflection Field 1 - Drains 20 Farads/10 Secs Heat Dissipation Field 1 - Drains 20 Farads/10 Secs Heavy Pulse Laser 1 - Drains 19.55 Farads/3.96 Secs (stock is 23/5) Energy Transfer Array 1 - Drains 24 Farads/5 Secs (not normally used)
I only use Lasers because they don't expend ammo, but you could use the Hybrid DoT equivalent and arm 4 Heavy Ion Blaster 1's. Not only will you deal damage much quicker than Lasers, but you'll also use less energy per shot and use 60 less powergrid for each mount (240 Powergrid saved). Heavy Ion Blaster 1 - Drains 8 Farads/5 Secs (No skills taken into account) 425MM Autocannon - Might as well keep the booster on =P
DoT Comparisons (15 Sec DoT reference) Heavy Ion Blaster I - 128.25SHD 130.78ARM (Antimatter) 250MM Prototype I Gauss Gun - 114.0SHD 116.25ARM (Antimatter)
Heavy Pulse Laser I - 119.25SHD 68.06ARM (Multifreq) Heavy Beam Laser I - 113.57SHD 64.82ARM (Multifreq)
In terms of damage mods, I don't use them for NPC hunting....I usually have a problem keeping a spawn going unless they are the 40K or 50K variety, you actually put out damage fairly quickly
Space Invaders Movie Library - [SPVD]
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Nootami
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Posted - 2003.08.26 06:31:00 -
[12]
Here is my setup
3x Heavy beam lasers/multi 2x medium beam lasers/multi CL-5 medium shield booster Medium LD-Acid cap extender Cap Recharger 10% 6x Capacitor Power Relays
Originally by: Cortex Reaver [22:39:59] [Oi]Nootami1 joined channel [22:40:02] [Oi]Nootami1 quit
Oh,look! Someone joined for a whopping .3 seconds! -CR
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scam artist
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Posted - 2003.08.26 07:02:00 -
[13]
Edited by: scam artist on 26/08/2003 07:04:35 maller 3 x hvy mod beams or anodes mwd med shield booster cap extender 288 extra cap 3 weapon mods therm radiators best 1 pwr manager loot drop 2 cap rechargers
u should end up with 216 cap recharge which is good enough to deal with high end npc cruisers
if you wanna use hybrids go moa i think
avg dmg is 65 upto 110 wreck shots over 200
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Nootami
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Posted - 2003.08.26 17:11:00 -
[14]
<- 86 second cap recharge 
Originally by: Cortex Reaver [22:39:59] [Oi]Nootami1 joined channel [22:40:02] [Oi]Nootami1 quit
Oh,look! Someone joined for a whopping .3 seconds! -CR
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