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BlackMoon Thrawn
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Posted - 2006.05.29 13:17:00 -
[151]
Edited by: BlackMoon Thrawn on 29/05/2006 13:21:27 While admittidly skill intensive, this ship will solo all level 3's.Most of them will be quite boring. For high em damage npc's (Sanshas, Blood Raiders) you will need a passive em mod.
High Power slots ~~~~~~~~~~~~~~~~
5 720 Scout Artillery 2-3 Heavy Missile Launchers 0-1 Small Tractor Beam
Medium Power Slots ~~~~~~~~~~~~~~~~~~
1 10mn Afterburner II 1 Medium Shield Booster II 1 Thermal Hardener II 1 EM Hardener II 1 Kinetic Hardener II
Low Power Slots ~~~~~~~~~~~~~~~
3 Gyrostabalizer II 1 Power Diagnostic System II
Tactics:
Warp in and aggro with the heavy launchers. Keep range with the ab, this will also keep the transversal down and negate alot of damage. Point defense is your drones responsibility. You get a fairly generous drone bay so use it 3 mediums and 2 lights gives you the best dps. If you dont have the skills for 5, 4 mediums will work too.
I use a Tractor beam to help clean up the loot quicker but a third missile could be mounted too. The hardeners and ab dont really take much cap, and with the ships bonus you don't need to run the Booster as often.
The PDS is there to fit the artys (everything fits with weapons upgrades 4 and eng/elec 5) and t1 works as well. Once I get some advanced weapons upgrades I will see if I can mount a tracking enhancer II instead.
BC is a nice class of ship because level 3 missions are a great way to improve your faction standing with oposeing factions. So this ship could be relevant your entire mission running career.
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Dras Sun
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Posted - 2006.06.01 11:23:00 -
[152]
High 5x650 scouts 1xArb Hvy Launcher 2xArb Assault Launcher
Med 1xthermal hardner 1xkinetic hardner 2xInvul sheilds 1x Med SBII
Low 1xgryo 1xtracking unit 1xballistic cont 1xsheild recharger
Works great I use drones and the assault launchers to take care of nething closer range. I get rid off all close range first and then let loose on the long range guys with my drones and assault launchers ne1 over 20km doesn't make it to 15km.
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AsfALT
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Posted - 2006.06.23 14:49:00 -
[153]
Edited by: AsfALT on 23/06/2006 14:50:54 I was thinking of a close range setup for the cyclo and came up with 2: one that is shield tanked (not very good resists... only 1 invulnera) and has lots of dmg mods and dmg (aprox 500 dps) and one that is armor tanked and has 2*ecm multy in meds but deals around 200 dps.
What is the general opinion (like there is such a thing :P)... which has more chances in solo pvp. Thnx
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AsfALT
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Posted - 2006.06.26 11:33:00 -
[154]
Nothing... no opinion... u force me to create a new thread :D
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O8535510N
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Posted - 2006.07.04 10:40:00 -
[155]
O8535510N's Magic Cyclone Mission Running Kit:
This baby can easily do all of the level 3 missions. All of them. Warp in at 40km, 720mm and heavy missiles are for long range (30-50km), and once they close past 30, then you can use all 8 weapons. On fast orbiting frigs, sic your drones and use the 250mm+all missiles. I have found that the big artillery can still hit most rats up to even 10km, cruisers at 8. So you get plenty of range to work with.
Fit the two hardeners depending on what you are fighting, and you get almost 8k of tough-ass shield. With the PDU's the passive recharge rate is good enough for any level 3 mission situation. At least you have plenty of time to bounce if your tank isn't going to hold, and there won't be any surprises. Although I haven't seen a mission yet that this tank can't reasonably handle.
Of course it's slow like old people screwing, but then you take a second ship to pick up loot. ------------- 4x720mm Prototype Siege Cannons (Or Scouts.) 1x250mm Gallium Light Artillery (All artillery loaded with Proton.) 2xXR-3200 Heavy Missile Bay (With explosive missiles.) 1x'Arbalest' Assault Missile Bay (With EM missiles.)
1xKinetic Shield Hardener 1xV-M15 Braced Multispectral (Invulnerability field.) 1xThermal Hardener 2xLarge Extenders (Azeotropic.)
2xPDU (The one with 5 bonuses.) 1xTracking Enhancer 1xGyrostabilizer
In Drone Bay: 4xHammerhead I (Or IIs.) -----------------
Enjoy, this is a money making tool.
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Apertotes
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Posted - 2006.07.04 14:31:00 -
[156]
Originally by: O8535510N O8535510N's Magic Cyclone Mission Running Kit:
This baby can easily do all of the level 3 missions. All of them. Warp in at 40km, 720mm and heavy missiles are for long range (30-50km), and once they close past 30, then you can use all 8 weapons. On fast orbiting frigs, sic your drones and use the 250mm+all missiles. I have found that the big artillery can still hit most rats up to even 10km, cruisers at 8. So you get plenty of range to work with.
Fit the two hardeners depending on what you are fighting, and you get almost 8k of tough-ass shield. With the PDU's the passive recharge rate is good enough for any level 3 mission situation. At least you have plenty of time to bounce if your tank isn't going to hold, and there won't be any surprises. Although I haven't seen a mission yet that this tank can't reasonably handle.
Of course it's slow like old people screwing, but then you take a second ship to pick up loot. ------------- 4x720mm Prototype Siege Cannons (Or Scouts.) 1x250mm Gallium Light Artillery (All artillery loaded with Proton.) 2xXR-3200 Heavy Missile Bay (With explosive missiles.) 1x'Arbalest' Assault Missile Bay (With EM missiles.)
1xKinetic Shield Hardener 1xV-M15 Braced Multispectral (Invulnerability field.) 1xThermal Hardener 2xLarge Extenders (Azeotropic.)
2xPDU (The one with 5 bonuses.) 1xTracking Enhancer 1xGyrostabilizer
In Drone Bay: 4xHammerhead I (Or IIs.) -----------------
Enjoy, this is a money making tool.
well, i have seen at least two worse fittings. have fun with your ship.
Apertotes, the Guybrush Threepwood of New Eve |

Roland 99
Minmatar Battlestars Imperium Alliance
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Posted - 2006.09.24 07:11:00 -
[157]
My baby Slepnir ^_^
I got a thing about fitting t1 **** with t2 mods but f-ck it :)
5 425 Autocannon II's 3 assault launchers
10 MN AB II Large shield booster II Boost amp EM hardner Invul field
1 nano 1 CPU 2 Gyro II's
Ive been PVP'ing with this lately with very nice results and it can be adapted easily for whatever rats you are fighting for npc'ing or missions. The DPS output of this setup is seriously nasty and doesn't take insane skills to fit ( outside of having medium guns specialized) _______ My pod is filled with beer. Dont make me spring a leak
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Marco P
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Posted - 2006.09.24 08:11:00 -
[158]
Guess you have someone else tackling.
Why 425s over 220s? Without a web can you hit the small close tgts with 425s? Also would 220s allow you to drop the CPU and replace it with another gyro or a PDS?
Just wondering cos its very close to my setup!
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Felinuszzz
Caldari Templars of Light Knights Of the Southerncross
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Posted - 2006.09.30 06:09:00 -
[159]
I use the following setup for solo ratting in 0.0. I have electronics and engineering 5, and I am quite sure this setup needs them - but if you don't have these skills yet you need to get them.
With my (admittedly somewhat mediocre) skills in gunnery and engineering, this cyclone setup can take any battleship spawns I encounter, up to triple 1.25M. In my preferred ratting system I don't see rats above the 1.25M bs, making this ship a perfect ISK chewer. However, it sometimes has trouble with BC/C/Frig spawns that attack from range, since I need to get close to nos for my tank, and kill with my guns.
For the below setup to be effective, you NEED to use good named or t2 fittings or have insane skills.
Here is my Named/T2/Skills setup for maximized DPS:
Highs: 5 x 220mm Scout Autocannons 2 x Arbalest Heavy Launcher Best named medium NOS you can find.
Mids: Y-S8 10MN AB V-M15 Invulnerability Field T2 Large Shield Booster (Essential, C5-L doesn't cut it with this setup - your cap will die due to overuse) Booster Relay Best named Capacitor Recharger you can find.
Lows: Two Counterbalanced Weapon Mount (Best named gyro-stabilizer) Two PDU (T2 if you have the skills).
Get close, NOS, orbit, chew the rats. Very high dps. Due to only 2 PDU and one NOS, the cap will fail you without good skills.
For a cheaper, less capacitor intensive setup, use the same platform with slight modifications.
Just swap the two gyros for one gyro and a third PDU, or drop both for two more PDU (4 in total). Or keep both of the gyros, drop a launcher, and add a second medium NOS in high.
I really like this ship and its performance. After a bit of work and a few weeks of specific skilling (and I only have BC level 3, need to train level 4 still) it is ratting as well as a poorly fitted battleship - kills VERY fast. Ratting 0.0 in this setup also allows one to focus on medium gun skills (and buy cheap medium gun specific implants), which is a great lead-in to piloting a HAC or a Recon ship soon and effectively.
I'd love some comments or suggestions on what I'm playing with right now .
Cheers. --------- |

Roland 99
Minmatar Battlestars Imperium Alliance
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Posted - 2006.10.02 19:04:00 -
[160]
Originally by: Marco P Guess you have someone else tackling.
Why 425s over 220s? Without a web can you hit the small close tgts with 425s? Also would 220s allow you to drop the CPU and replace it with another gyro or a PDS?
Just wondering cos its very close to my setup!
I like the range on the 425's With motion pred 5 i haven't had too much touble hitting things unless they get a lot of transversal. That one is more suited for gatecamps with , yes, someone tackling.
I tried it with 220's but I like to be able to hit consistantly past 15KM because this thing is as slow as a battleship and I dont want to take the cap penalty of a MWD because it can take damage like one too. Another variation I like is 5 425's 3 arbalest hvy's 2 sensor boosters lrg booster II Photon scattering field 20k scram.
Most of the smaller targets once locked are popped before they can get their transversal up. Those guns with my skills hit between 80-120 every 1.6 seconds and by the time a small fast target gets a MWD going the heavy missiles will be there and usually finish the job. _______ My pod is filled with beer. Dont make me spring a leak
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Prokonsul Piotrus
Minmatar Guns'n'Roses
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Posted - 2006.10.05 06:10:00 -
[161]
I wonder if I am doing the right thing by running a (large) shield extender. Any suggestions that I should drop the extender and use sth else?
My fit: 3x heavy missile 4x 720mm 1x tractor beam (saves so much time!) 1x large booster 1x boost amp 1x large shield ext 1x invu field 1x AB 3x power diagnostics 1x tracking enhancer -- One day, we will return to the planets... please, CCP? :) |

Apsa1ar
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Posted - 2006.10.09 19:00:00 -
[162]
Edited by: Apsa1ar on 09/10/2006 19:01:09 Nublet here. Is there any reason why I shouldn't fit a cap booster on a mission running Cyclone? Without the booster, and with a LSBII and two active hardeners running, I drain my cap waaaay too quickly - I have to warp out all the time due to my cap being drained. All relevant engineering skills are at 4, except for engineering, which is at 5. With a medium cap booster w/ 800s, I can run the LSB for a dang long time.
L3 setup (from memory) H: 5x 720s, 3x missles of some sort M: LSBII, boost amp, invuln, rat-specific hardener II, cap booster L: 1x RCU, 3x gyro IIs (I think - may be 2x gyros and a tracking enhancer)
Somethin' like that...
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Kassidus
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2006.10.12 23:07:00 -
[163]
This is my mission setup and so far works good.
5x 650mm scout arties 3x Arbalest Heavy Missles
1x Y-S8 Hydrocarbon AB 1x Large Sheild Booster II 1x Invuln Field 1x Target Painter II 1x Cap Recharger II
3x Gyro II 1x Tracking II
6x Light T2 drones (mission specific)
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Akkarin Pagan
Minmatar Raddick Explorations Myriad Alliance
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Posted - 2006.10.13 06:31:00 -
[164]
Thread necromancy aside, I recently hit upon the best Cyclone setup I've yet used!
His, 5 x P-Type 720mm arty, 3 x Heavy missile launchers (limos?)
Meds, Large shield booster II, 3 rat specific hardeners (2 x primary damage, 1 x secondary), 1 x Eutectic cap recharger
Lows, Damage control (pseudoelectron iirc), 2 x Power diagnostic IIs 1 x Gyro II.
If you run the booster for too long you run out of cap, however with care it will run any level 3 without warp outs except Massive Attack, and the new Mordus Headhunters one.
Akkarin
P.S. I needed advanced weapons upgrades 3 to make this work. If you don't have advanced weapons upgrades, I suggest you get it! Linkage
<3 - Immy
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MaJPayne Killerz
Minmatar Shadow Of The Light Vertigo Coalition
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Posted - 2006.11.02 19:55:00 -
[165]
Can anyone post some good, successful pvp setups for the Cyclone fighting in a group? Thanks.
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Guurzak
Minmatar
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Posted - 2006.11.02 20:13:00 -
[166]
Originally by: MaJPayne Killerz Can anyone post some good, successful pvp setups for the Cyclone fighting in a group? Thanks.
A traditional tank-n-shoot cyclone doesn't have much place in PVP: You can do pretty much the same DPS in a Rupture, with much better mobility and a much lower pricetag.
Some players report excellent results in small group pvp by ignoring the boost bonus, armor tanking the ship, and using the mids for ECM.
All bets are off once Kali comes out, of course.
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Nicocat
Caldari New Age Solutions
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Posted - 2006.11.02 20:47:00 -
[167]
I use mine as an anti-Gallente/Amarr device. 5 autos, 3 nos, 2 hardeners, SB, web, scram, gyros, and a DCU. Typical cruiser and BC cap drops like a rock, booster or not. ----------------------------
Please don't try to troll in your signature -Eldo([email protected])
I tried? |

Alowishus
Shadow Company Alektorophobia
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Posted - 2006.11.02 21:05:00 -
[168]
After playing around a bit, I was left wondering, what is the point of using a Cyclone rather than a Rupture? They both do about the same DPS. Then it occured to me, every setup I could think of with a Rupture I could put on a Cyclone (but with an extra gun and extra launcher, or whatever, of course) and have mid slots left over for tasty things like EW. Plus, most of my Rupture setups lack a tank, when both ships are tankless the Cyclone is obviously sturdier.
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Nicocat
Caldari New Age Solutions
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Posted - 2006.11.02 21:38:00 -
[169]
Originally by: Alowishus After playing around a bit, I was left wondering, what is the point of using a Cyclone rather than a Rupture? They both do about the same DPS. Then it occured to me, every setup I could think of with a Rupture I could put on a Cyclone (but with an extra gun and extra launcher, or whatever, of course) and have mid slots left over for tasty things like EW. Plus, most of my Rupture setups lack a tank, when both ships are tankless the Cyclone is obviously sturdier.
Precisely. Just because a ship is bigger doesn't mean it will do more damage (Scorpion versus Brutix, anyone?). The Cyclone is a Rupture on *****, same (maybe a bit more) damage, but much more fun stuff to bring to the table. Try these new flavors from your local grocer:
Tank n' Gank (as many weapons as humanly possible, 3 hardeners, booster, gyrostabs, scrambler or tackler (tackler means +1 hardener) )
I Can Hit You From Here (Artillery in highs, ECM and TCs in mids, Gyros/TEs in lows)
Soul-Sucker (4 Nos, ECM, **** fine drone skills, good autos, Gyros, and a Bible. Essentially an ECM boat for people with no Caldari skills. Support only.)
And many more.
----------------------------
Please don't try to troll in your signature -Eldo([email protected])
I tried? |

Roland 99
Minmatar Battlestars Imperium Alliance
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Posted - 2006.11.06 02:54:00 -
[170]
gatecamps i liek to run 5 425II's 3 assaults
1 AB 1 large booster II 2 sensor boosters 1 20k scram
3 gryoII's 1 tracking II _______ My pod is filled with beer. Dont make me spring a leak
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Rik'tik'ticheck
Minmatar Isendeldik Enterprises
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Posted - 2007.02.15 23:15:00 -
[171]
well i know i am doing a nasty thing ignoring the SB bonus but i have passivetanked setup
4x650mm atry I 3xHeavy missile 1xsalvager
2xwebs (if i take too much damage in a mission switch for hardeners) 3xLarge extender I
4xSPR I
4x med drones
gives me with my crappy shills an non named mods somewhat past 60/s top regen on the shield (11k/435s) if i get too much damage i tend to fit a hardener or two, also sometimes using 1 web 1 painter
------- Well atleast you don't have to type that name for invites or coms..... My buddies loved me in EQ2 i can tell you... |

vanBuskirk
Caldari
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Posted - 2007.04.19 10:40:00 -
[172]
Mission fit for this ship:
5x 720, 3 Malkuth heavies (proton/EMP) med SB II, named EM, named therm hardeners, LSE (named), shield boost amp II named DCU, PDS I x2, gyro (named)
I have around 10% grid and CPU left (advanced weapon upgrades 4 helps!)
All missile and guns skills are pretty good; for example tech 2 guns/launchers are within my reach.
Any suggestions for improvement, other than changing out the hardeners for each mission? I haven't tried it yet - this is for my alt, who has only just graduated to level 3 missions. I use a boring, and easy, old passive Drake. 
Incidentally, boost amp II was cheaper than I where I am. 
---------------------------------------------- "Violence is the last refuge of the incompetent."
*Snip* Removed - link not eve related - hutch please email [email protected] for more information. |

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.04.19 18:41:00 -
[173]
Originally by: vanBuskirk Mission fit for this ship:
5x 720, 3 Malkuth heavies (proton/EMP) med SB II, named EM, named therm hardeners, LSE (named), shield boost amp II named DCU, PDS I x2, gyro (named)
I have around 10% grid and CPU left (advanced weapon upgrades 4 helps!)
All missile and guns skills are pretty good; for example tech 2 guns/launchers are within my reach.
Any suggestions for improvement, other than changing out the hardeners for each mission? I haven't tried it yet - this is for my alt, who has only just graduated to level 3 missions. I use a boring, and easy, old passive Drake. 
Incidentally, boost amp II was cheaper than I where I am. 
Thats pritty regular mission fare, it does the job.
Couple of idea tho, if your using a gyro try fitting 650mm arties for the extra tracking or swap the gyro for a tracking enhancer. Also Tho many argue, 2x Invulnerability modules for the resists do infact work well in allot of situations.
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Ten Benson
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Posted - 2007.06.23 14:56:00 -
[174]
3 x E50 NOS 5 x 425mm a/c II loaded with Barrage M
2 x Large F-S9 Regolith Shield Induction 1 x Medium F-S9 Regolith Shield Induction 1 x Supplemental Screen Generator 1 x Invulnerability Field I
2 x Shield Power Relay I 1 x Power Diagnostic System I 1 x Damage Control II
Shield: 12224HP / Recharge Rate 553sec
I normally fly a Hurri but wanted something a little more "throw-away" for gate camping and PvP. I put this setup together out of rat loot and stuff kicking about in my hangar.
This setup works great on all lvl 3 missions, will hold off sentries for a while and has raped a corpmate's armour-tanked Hurricane...twice so far!
I much prefer 425s to 220s - my gunnery skills are all pretty much maxed out though, so maybe lesser mortals need 220s to hit frigs; my 425s instapop them at 21km. |

Progg
Minmatar The Mavericks
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Posted - 2007.08.10 16:39:00 -
[175]
Thinking about EW Cyclone for Gang/Fleet:
2 Med Nos II / 5 425mm AC II
10mn MWD II / Warp Disruptor / 3 Remote Sensor Dampeners II
3 Gyro II / 1 MAR II OR 3 Overdrive Injectors II / Inertia Stab II ???
How well do you think it would perform as a Minmatar EW ship??
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