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Rhovinian
Minmatar Galactic Accord State Navy Academy Accord Corporate Enterprise Syndicate
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Posted - 2007.10.02 13:17:00 -
[121]
Edited by: Rhovinian on 02/10/2007 13:39:23 Edited by: Rhovinian on 02/10/2007 13:20:20 New player (45 days). Been passive shielding level 1 & 2 mission in frig, dessi and cruiser.
I have to agree that for missions there is no reason to not utilize ship bonuses. (Should be maximize but play style is a reality - and I am comfortable with passive.)
SP = 100k electronics, 200k engineering spread out over a lot of skills but base on both is still IV. BC and Med Proj skills at III.
This is the setup I plan on trying for level 3 missions and looks appropriate in EFT.
3 X Arb Assualt Launcher 5 X Med 'Scout' Arti
Med Shield Ext EM Amp (will change when I can remember mission specific damage) Invulnerability Field (the only active I have prior exp with - again changed when I can remember) Med Shield Booster 10 MN AB II
Ball Ctrl Sys Track Enh 2 X Gyro
I am not used to cap maintenance so the 3 minute life with AB off scares me on the booster. I understand that the SB will not always be on but having not used active it is a surprising number to me.
As a result, I am looking at a Semi Mem and Cap Control rigging. Which will take me out to 5 minutes of cap running Inv Field and SB.
Any recommendations on Mids and Lows to get through low sec space, besides 2 warp stabs? - running not confronting (At 90 days I will seek a PVP mentor.)
Thoughts?
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Redora
Gallente Universal Exports
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Posted - 2007.10.04 03:34:00 -
[122]
Originally by: Rhovinian Edited by: Rhovinian on 02/10/2007 13:39:23 Edited by: Rhovinian on 02/10/2007 13:20:20 New player (45 days). Been passive shielding level 1 & 2 mission in frig, dessi and cruiser.
I have to agree that for missions there is no reason to not utilize ship bonuses. (Should be maximize but play style is a reality - and I am comfortable with passive.)
SP = 100k electronics, 200k engineering spread out over a lot of skills but base on both is still IV. BC and Med Proj skills at III.
This is the setup I plan on trying for level 3 missions and looks appropriate in EFT.
3 X Arb Assualt Launcher 5 X Med 'Scout' Arti
Med Shield Ext EM Amp (will change when I can remember mission specific damage) Invulnerability Field (the only active I have prior exp with - again changed when I can remember) Med Shield Booster 10 MN AB II
Ball Ctrl Sys Track Enh 2 X Gyro
I am not used to cap maintenance so the 3 minute life with AB off scares me on the booster. I understand that the SB will not always be on but having not used active it is a surprising number to me.
As a result, I am looking at a Semi Mem and Cap Control rigging. Which will take me out to 5 minutes of cap running Inv Field and SB.
Any recommendations on Mids and Lows to get through low sec space, besides 2 warp stabs? - running not confronting (At 90 days I will seek a PVP mentor.)
Thoughts?
See if you can squeeze in a large shield booster. It'll have more effect and will be necessary for some of the harder L3's. Take all the "Medium" Modules you've got (except guns) and upgrade to large, and you should be okay. Aside from that looks like a decent fit. For lowsec, I'd drop in a pair of Inertia Stabilizers, as they help you align for warp faster. Should make life a little easier for you if you do happen to run into a ganksquad in lowsec. ---
Redora
http://oldforums.eveonline.com/?a=topic&threadID=543553 |

Rhovinian
Minmatar Galactic Accord State Navy Academy Accord Corporate Enterprise Syndicate
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Posted - 2007.10.09 04:24:00 -
[123]
Thank you that is dead on. For instance Angel Extraveganza it works. But in Blockade the kill rate is too slow and the shield tank doesn't hold once they all gather together. I am training away and hope for enough skills before the mission expires. And have switched to rat specific hardners.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.09 09:34:00 -
[124]
Originally by: Rhovinian Edited by: Rhovinian on 09/10/2007 08:07:50 Thank you that is dead on. For instance Angel Extraveganza it works. But in Blockade the kill rate is too slow and the shield tank doesn't hold once they all gather together. I am training away and hope for enough skills before the mission expires. And have switched to rat specific hardners.
Follow up not sure why I didn't use Large before, as I seem to be able to fit it but didn't think I could. (Or maybe the cap life bothered me.)
Using a Large C5-L Emergency Shield Overload I now.
for missions, first train for turret tracking, you should be using 720mm's if you can fit them. against angel carry fusion m & nuclear m + havoc missiles. maximise your damage, even change your drones if you can.
angels go down fast agains a properly equiped cyclone. you still need a decent range at the start to take our the littlies though, then get close and personal with fusion, ensuring you have tracking to 4 (forgot the actual skill name).
you should be fine.
usually I fit a tracking enhancer v's a gyrostabilizer. if you miss too much or have poor range then a gyro isn't much help.
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Barakkus
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Posted - 2007.10.18 21:17:00 -
[125]
Ok, so this is what i've been using for a while now, it's a cheap setup but works:
Highs: E50 Med Nos 2x 425 Scout AC I (1 fusion, 1 proton) 2x 650 Scout Arty I (1 fusion, 1 proton) 3x Limos Heavy Launchers (scourge, havoc and thunderbolt)
Mids: Target Painter I X5 Webber LSB II 2x F-59 Reg Shield Extenders
Lows: Damage Control II Type-D Power Diag 2x Type-D Shield Power Relay
Drones: 3 Hammerhead I 2 Acolyte I
11,122 shield at 638 recharge with a 312 boost on the LSB II at 150 cap/cycle (2,735 total cap on the ship), I will usually run the LSB II to 50% cap when my shields are at 50% then back off for cap recharge for a while, usually works out pretty well, in a pinch I'll take it down to 25%. Usually I'll web a small ship that I let get in close and nos it to recharge some cap and just let it it alone till I have most of the others taken care of.
..all my gunnery skills are at 4 or 5 and don't have much trouble hitting smaller ships even if I don't have em webbed...
Definitely looking for recommendations to make this setup better tho, prolly going to fit 2 Core Defence Cap Sa***uard I's and a Core Defence Field Extender I once I get arount to making them.
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Aveyron
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Posted - 2008.01.10 01:11:00 -
[126]
High:
5x 720 Protoype Siege Canon 2x Malkutgh Heavy Launchers
Med:
Large SB T2, Invulner T2, 2 amplifiers T2, Shield Boost amplifier
Low:
3x Beta PDS 1x Cap Power relay
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Norwood Franskly
Minmatar Fleet of the Damned United Freemen Alliance
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Posted - 2008.01.10 02:59:00 -
[127]
Originally by: Aveyron High:
5x 720 Protoype Siege Canon 2x Malkutgh Heavy Launchers
Med:
Large SB T2, Invulner T2, 2 amplifiers T2, Shield Boost amplifier
Low:
3x Beta PDS 1x Cap Power relay
I used to use a similar setup but my lows are a lot different, that tank won't last more then about a minute so keep that in mind... Do some calculations, this will likely depend on your skills but it's probably better off ditching the Missile launchers (hence you won't need the PDS's) and fitting Gyrostabilizers in the low, depending on skills you will probably get better DPS then using a split Missiles / Artillery setup. I'm not sure 720 are the best artillery to use the DPS increase from 650 isn't really that much and they loose a lot on the tracking but depends what your using it for...
Heres my basic Cyclone setup
[High] 5*650 MM Artilery Cannon II (you can use named ones if you don't have skill for T2)
[Medium] Capacitor Recharger II Large Shield Booster II Invul Field II Boost Amplifier Magnetic scattering Amp II (can swap this for rat specific hardner)
[Low] Damage Control II 2 * gyro II Cap Power Relay II
[Drones] 4 T2 Medium
The 3 spare high slots give you some flexibility depending on your role, you can fit a couple of remote reps for gang stuff, you can stick in some neutrilizers (In old days I would use Nos) or even an assault missile launcher or two if your doing missions and need to kill the frigs.
That gives you resistances of around 60 and a tank that lasts a couple of minutes. If you drop the amplifier you can fit a sensor booster for gate camping things like that. I really like the cyclone since its dirt cheap and makes a good throwawy ship for PVP, not really a solo ship though as it lacks any tackle at all and the lack of a MWD can hurt it in some situations.
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Miss Miata
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Posted - 2008.01.10 03:21:00 -
[128]
Edited by: Miss Miata on 10/01/2008 03:24:26
Originally by: Barakkus Ok, so this is what i've been using for a while now, it's a cheap setup but works:
Highs: E50 Med Nos 2x 425 Scout AC I (1 fusion, 1 proton) 2x 650 Scout Arty I (1 fusion, 1 proton) 3x Limos Heavy Launchers (scourge, havoc and thunderbolt)
Mids: Target Painter I X5 Webber LSB II 2x F-59 Reg Shield Extenders
Lows: Damage Control II Type-D Power Diag 2x Type-D Shield Power Relay
Drones: 3 Hammerhead I 2 Acolyte I
11,122 shield at 638 recharge with a 312 boost on the LSB II at 150 cap/cycle (2,735 total cap on the ship), I will usually run the LSB II to 50% cap when my shields are at 50% then back off for cap recharge for a while, usually works out pretty well, in a pinch I'll take it down to 25%. Usually I'll web a small ship that I let get in close and nos it to recharge some cap and just let it it alone till I have most of the others taken care of.
..all my gunnery skills are at 4 or 5 and don't have much trouble hitting smaller ships even if I don't have em webbed...
Definitely looking for recommendations to make this setup better tho, prolly going to fit 2 Core Defence Cap Sa***uard I's and a Core Defence Field Extender I once I get arount to making them.
well its probally a bit late to say this but this setup is a bit `all over the place`
your mixing passive tanking modules with active tanking modules.
the spr`s are destroying your cap recharge that you need to run your lsb2
3 x power diags would be waaay better, or, use all spr`s dump the lsb2 and the target painter and fit large sheild extenders.
lastly either go arties or ac`s, if you go ac`s fit a afterburner.
my l3 nooby setup was somthing like
5 x 180/220mm acs 3 x haml`s or hams
10mn ab web (or specific hardner if u need more tank) large sheild booster 2 invul (or specific) large extender
3 x power diags 1 x gyro
i added more gyros for easyier missions and more power diags for hard ones, it worked a treat!
use named or t2 where possible, it really makes a difference
dont forget drones, i used 3 meds and 2 lights
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Yosarian
Hand Of The Tahiri Namtz'aar k'in
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Posted - 2008.01.10 11:06:00 -
[129]
Close-range mission / ratting setup:
5x 425mm T2 autocannon 2x arbalest heavy assault missiles 1x e50 prototype energy vampire (medium nos)
T2 Afterburner / MWD Webifier - named Invulnerability field - T1 (need T2) Pithi B-type small shield booster (outperforms medium T2) 5a prototype shield support (shield boost amplifier)
3x Gyrostabilizer T2 Damage control T2
Drones!
The shield booster is only small, but the gisti / pithi stuff is incredibly exensive except for the small stuff (which is about 50million isk / module). However the small booster outperforms a T2 medium booster, providing similar shield boosting per second at less than half of the capacitor use. On this ship I'm getting 110 shield boosted for 19.6 cap, every 2 seconds.
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NEMO AUS
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Posted - 2008.01.14 22:28:00 -
[130]
any thoughts on this pvp setup Hi slot 1720mm 'scout' artillery i Hi slot 2720mm 'scout' artillery i Hi slot 3720mm 'scout' artillery i Hi slot 4720mm 'scout' artillery i Hi slot 5720mm 'scout' artillery i Hi slot 6assault missile launcher i Hi slot 7assault missile launcher i Hi slot 8assault missile launcher i med slot 1medium shield booster ii med slot 2large f-s9 regolith shield induction med slot 3halcyon' core equalizer i med slot 4sensor booster ii med slot 5sensor booster ii low slot 1tracking enhancer ii low slot 2tracking enhancer ii low slot 3tracking enhancer ii low slot 4reactor control unit ii
as well as med drones
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3nkil
The Chocolate Factory
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Posted - 2008.01.14 22:58:00 -
[131]
to the above- you will want a MWD for any kind of pvp (even sniping)
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Aveyron
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Posted - 2008.01.22 20:54:00 -
[132]
Originally by: Norwood Franskly
I used to use a similar setup but my lows are a lot different, that tank won't last more then about a minute so keep that in mind... Do some calculations, this will likely depend on your skills but it's probably better off ditching the Missile launchers (hence you won't need the PDS's) and fitting Gyrostabilizers in the low, depending on skills you will probably get better DPS then using a split Missiles / Artillery setup. I'm not sure 720 are the best artillery to use the DPS increase from 650 isn't really that much and they loose a lot on the tracking but depends what your using it for...
Heres my basic Cyclone setup
[High] 5*650 MM Artilery Cannon II (you can use named ones if you don't have skill for T2)
[Medium] Capacitor Recharger II Large Shield Booster II Invul Field II Boost Amplifier Magnetic scattering Amp II (can swap this for rat specific hardner)
[Low] Damage Control II 2 * gyro II Cap Power Relay II
[Drones] 4 T2 Medium
The 3 spare high slots give you some flexibility depending on your role, you can fit a couple of remote reps for gang stuff, you can stick in some neutrilizers (In old days I would use Nos) or even an assault missile launcher or two if your doing missions and need to kill the frigs.
That gives you resistances of around 60 and a tank that lasts a couple of minutes. If you drop the amplifier you can fit a sensor booster for gate camping things like that. I really like the cyclone since its dirt cheap and makes a good throwawy ship for PVP, not really a solo ship though as it lacks any tackle at all and the lack of a MWD can hurt it in some situations.
Thx man, I will change some stuff ;-)
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Aryy
Minmatar Mogul Cartel Free Trade Coalition
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Posted - 2008.03.04 10:30:00 -
[133]
I recently decided to give the cyclone a go in pvp since i had one lieing around. Here is the setup i came up with, sadly did not get to test it due to a total lack of targets.
Highs: 5x 220mm Vulcan Autocannon I 3x 'Malkuth' Rocket launcer I (lowest cpu use)
Meds: 1x 10mn MicroWarpdrive II 1x Medium Capacitor Booster II (/w 800s) 1x X-Large C5-L Emergency Shield Overload I (or X-Large tech 2 if you ditch the rocket launchers) 1x J5 Prototype Warp Inhibitor I 1x X5 Prototype I Engine Enervator
Lows: 3x Gyrostabilizer II 1x Damage Control II
Dronebay: a mix of Hobgoblins II and Warriors II
Rigs: Anti-Kinetic shield rig Anti-Tjermic shield rig Anti-EM shield rig The rigs are cheap anyway.
Dps is around 380 with my skills. The plan is to stay outside web range vs similar size or bigger targets and go in vs smaller ones. Also the tank is not that bad.
How's that looking? Another version could be to replace the XL booster with a large one and web with Invul Field II, allowing to fit 2 medium neuts to deal with smaller ships within web range.
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Raastah Fedajin
Classis de Gloria
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Posted - 2008.03.19 15:33:00 -
[134]
Thought about a basic simple shield tanking:
Low: 4 x Type-D Power ... Shield Power relay
Mid: 4 x large shield extender II 1 x AB (10 NM AB II for infinite running slower or faster with time cap 100 NM AB II)
High: Whatever is needed or liked
Is around 15.000 shield points and 35.000 overall hitpoints.
Any thoughts? Thanks
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Shakuras Reave
Adventurers
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Posted - 2008.03.20 23:43:00 -
[135]
I use; High 3 heavy missiles, 5 720mm artys
Medium 4 shield hardeners (switch them around for different missions), 1 medium shield booster
Lows 2 power diagnostic systems, 1 gyrostabilizer, and 1 tracking enhancer
this works very nice for every level 3 mission I've done, I'm not using any rigs on it at the moment either.
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BalZaak Swinging
Black Soul's Rejuvenate
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Posted - 2008.04.04 18:59:00 -
[136]
Highs: 5x 720s Arty, 3 Heavy Missiles Mids: Large Shield booster, 2 passive hardeners, 1 Invul Field, last slot for what you need (target painter, cap recharge, etc) Lows: PDUs, to fit everything, if you can take one off, use Gyro.
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