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Phoenicia
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Posted - 2005.12.19 07:07:00 -
[1]
HI: 3x Limos Cruise Launcher, 1x Improved cloak MID: 1x Named Stasis Webifier, 2x Sensor Booster, 1x Cap Batt. II LOW: 1x MAPC, 1x PDU II
Needs above average skills to fit. I dropped the dampeners as they are borked and went in favor of a bit more cap (80-90AU warp range in one go), and a webber. With the new changes you can risk getting in close if the situation allows it. If you web an interceptor, it's dead in 1-2 volleys -> If it doesnt kill you inbetween 
"There is no peace, there is only BOOBIES!" |

Muckle
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Posted - 2005.12.19 07:13:00 -
[2]
I go with 2 sensor boosters in mids, with a multi-spec jammer, and a passive targeter, Lows i have a MAPC and a good nano-fibre. Hi's are a no brainer 
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Tulia
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Posted - 2005.12.19 07:34:00 -
[3]
What skills do you need to 'comfortably' fly a manticore?
Currently I am looking at equipping a manticore with
XT9000 cruise Cap Batt II sensor boosters imp cloak
and whatever else I can fit to make it work good.
I was thinking Covert ops III or IV, electronics V engineering V weapon upgrades V adv weapon upgrades IV?
lastly, what effect does the 'cloaking' skill have on manticores now that they can recloak after a volley is launched?
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Alcander
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Posted - 2005.12.19 07:35:00 -
[4]
MAPC? -------------------------------------------------- You can run, but you'll only die tired. |

Jin Entres
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Posted - 2005.12.19 07:48:00 -
[5]
Originally by: Alcander MAPC?
Micro Auxilliary Power Core.
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Jon Hawkes
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Posted - 2005.12.19 09:23:00 -
[6]
Originally by: Tulia What skills do you need to 'comfortably' fly a manticore?
Ideally, you should have Covert Ops and Weapons Upgrades both to at least level 4, but getting them to 5 will really help to squeeze the launchers in. Electronics 5 and Engineering 5 are a must. Energy Grid Upgrades 4 will help to fit a Tech II Capacitor Battery, and Advanced Weapons Upgrades will also shave a few powergrid off the launchers. These last 2 are not vital, but very useful nonetheless.
Free production, refining and POS resouces site |

Cmdr BuzzBuxton
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Posted - 2005.12.20 14:37:00 -
[7]
So whats the deal with the sensor dampeners? Why are they now no good? -------------------------- Audaces Fortuna Iuvat |

Koori
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Posted - 2005.12.20 14:41:00 -
[8]
Arent Advenced Weapons Upgdated skills working only for the modules that needs this skill? I think that ther was something about that in patch notes (but not sure) |

Simon Illian
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Posted - 2005.12.20 14:43:00 -
[9]
it's advanced space ship command, advanced weapon upgrade work well on my frig :p [Eve Tool for the mass]
Maximum signature image filesize is 24000 bytes - Udat |

Cmdr BuzzBuxton
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Posted - 2005.12.20 18:53:00 -
[10]
So any recommended setups? Still not sure what the deal with the Sensor Dampeners is? ... -------------------------- Audaces Fortuna Iuvat |
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Muckle
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Posted - 2005.12.20 19:08:00 -
[11]
sensor dampers work fine, for longer range lock breaking, but i belive they have been stealth nerfed. i figure a multi-spec will work better anyway, especially if someone manages to get close to me. (heaven forbid) the passive targeter is there for that extra element of surprise if they are sleeping (see my last previous post for full fitting) |

shakaZ XIV
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Posted - 2005.12.20 19:23:00 -
[12]
Originally by: Cmdr BuzzBuxton So any recommended setups? Still not sure what the deal with the Sensor Dampeners is? ...
A ship that has sensorboosters almost completely cancels their effect out.
I tested it out yesterday... i activated 4x tech2 dampeners on my alt who was in a cerberus:
Base cerb lock-range with my alt's skills = 96 km 4x dampener II, no sensorbooster active = 11km lockrange 4x damp, 1 sensor active = ~40km lockrange 4x damp, 2 sensor active = 120+ km lockrange (dont remember exact numbers, but it was something like that - and 4,5 sec locktime on a frig)
so yeah, dampeners are 4TL 
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Cmdr BuzzBuxton
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Posted - 2005.12.21 12:52:00 -
[13]
So basically you are saying that if, for example, you had 2 x Sensor Booster II's and 2 x Sensor Dampener II's then activating them at the same time effectively cancel out their benefits ...
If that is the case then obviously something has to go and it would have to be the dampeners as you need to keep the range that the boosters give you. My Cruise Missle and other associated missle skills are now quite high and I can hit targets at 120km - 150km range. Obvously I could not target anything without the boosters at this range. So if I keep the Sensor boosters - what would you put in the two free mid slots? ECM Multi's only have a limited range and I'm not keen on the idea of getting that close. If they get any closer than 100km i'm out of there ... -------------------------- Audaces Fortuna Iuvat |

Jeaila Brightstar
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Posted - 2005.12.21 13:01:00 -
[14]
Originally by: Cmdr BuzzBuxton So basically you are saying that if, for example, you had 2 x Sensor Booster II's and 2 x Sensor Dampener II's then activating them at the same time effectively cancel out their benefits ...
If that is the case then obviously something has to go and it would have to be the dampeners as you need to keep the range that the boosters give you. My Cruise Missle and other associated missle skills are now quite high and I can hit targets at 120km - 150km range. Obvously I could not target anything without the boosters at this range. So if I keep the Sensor boosters - what would you put in the two free mid slots? ECM Multi's only have a limited range and I'm not keen on the idea of getting that close. If they get any closer than 100km i'm out of there ...
pay attention as you still haven't understood: sensor dampeners hurt your target's targeting range. sensor boosters help you target farther out.
if your target has 2x sensor boosters, then using sensor dampeners on them will barely effect them at all.
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Crellion
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Posted - 2005.12.21 13:11:00 -
[15]
There is a whole other thread of a gazillion pages about the erred (?) stacking sequence on sensor boosters - dampeners. Indeed it seems that damps are borked against ships with 2xsens boosters. That means damps are usefull only in particualr situations (long range fleet battles) against these particualr ships (set up for long range fleet battle ).
Still ur damps will work very well on HACs (even the Eagle very rarely has 2xboosters all the rest simply dont) and all other ships in game almost (incl BS like ac tempy and blasterthron and uber tank raven and some domi set ups etc etc).
Everybody can reach their own conclusions about this and post it in that thread. Now about this thread:
I await tech II cruise missles which I feel will potentially benefit the Manticore a lot. I would like to ask if anybody has tried fitting 3xtechII cruise launchers on it and if that is at all possible even if gimping the set up (for example using 2xMAPC and proto instead od improved cloak). Thank You
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xKillaH
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Posted - 2005.12.21 14:20:00 -
[16]
I would probably go with 3 cruise II/named 1 cloak
1 sensor booster 1-2 sensor dampner 1 warp scrambler 0-1 target painter
for the lows is 1 bcu and the rest wcs
Need a Sig? Check Gallery
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Jana De'Morte
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Posted - 2005.12.21 14:31:00 -
[17]
Originally by: xKillaH for the lows is 1 bcu and the rest wcs
BCU?
Why do I do this? Because the money's good, the scenery changes, and they let me use explosives, okay? |

Linavin
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Posted - 2005.12.21 15:10:00 -
[18]
Originally by: Jana De'Morte BCU?
Ballistic Control System, abreviated BCU because unit is better than system
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Cmdr BuzzBuxton
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Posted - 2006.01.17 12:31:00 -
[19]
Any further comments / updates now the patch has been implemented for a while?
I'm pretty maxed out on skills to fly this now but I'm still struggling to fit items into the low slots. I'm still using a CPU II and a MAPC in the lows even with maxed skills. It seems the only thing left to do would be to buy some implants to give me the bonuses I need !?
Current set-up is as follows. Any improvements recommended? ...
HI 3 x Cruise II's 1 x Cloak
MID 2 x Sensor Boosters II 2 x Sensor Dampener II
LOW 1 x CPU II 1 x MAPC (+10 power) -------------------------- Audaces Fortuna Iuvat |

Grifter Treysik
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Posted - 2006.01.17 15:24:00 -
[20]
From what I have heard, dampners are borked right now. Is there a point to using them right now? I haven`t used them yet myself, I just see a lot of posts about them not working aka "borked".
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Derran
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Posted - 2006.01.17 16:41:00 -
[21]
Improved Cloak, 3x XR-3200 Cruise
Small Shield Booster II, Sensor Booster, Disruptor, cap recharger
2 Power Diagnostics
I can swap disruptor for ECM mod or whatever I need. Cap usage is okay. I was using sensor dampeners up until 5 of us attacked a megathron and used about 5-6 damps on it and it still sniped us from 50k.
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Zac Paris
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Posted - 2006.01.17 16:47:00 -
[22]
High: 3x Cruise Launcher I (cheap setup, the ship costs enough), 1x Improved Cloak II Med: 1x 1MW AB II, 1x Sensor Booster II, 1x Target Painter, 1x Named Web Low: 2x MAPC (this gives me more power than I need, I need to experiment a bit, and get the advanced weapons upgrades levelled up)
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Suhadi
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Posted - 2006.01.17 16:54:00 -
[23]
Edited by: Suhadi on 17/01/2006 16:54:30
Originally by: Grifter Treysik From what I have heard, dampners are borked right now. Is there a point to using them right now? I haven`t used them yet myself, I just see a lot of posts about them not working aka "borked".
From what I understand, dampeners are borked against a ship that uses sensor boosters. Not many ship setups do. -------------------------------------------------- - Suhadi |

Harlequinn
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Posted - 2006.01.17 17:37:00 -
[24]
Edited by: Harlequinn on 17/01/2006 17:37:33 Here's one I've been using with success..
Highs 3 x Cruise Launchers (best named you can affford to lose) Improved Cloak II
Mids 2 x Sensor Booster 1 x 20km warp Scrambler 1 x Passive Targeter
Lows Nanofiber BCU
Quick to lock and warp scramble from cloaking, I might even try it with a 3rd sensor booster and lose the passive.
It will decloak, get your ship and your little pod too. Yarr!
In case you couldn't tell, I like to kill up close in my bomber. The less missile flight time, the better. Ranged bomber combat needs a tackler.
--Victory needs no explanation, defeat allows none.-- |

Cmdr BuzzBuxton
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Posted - 2006.01.18 11:54:00 -
[25]
Originally by: Harlequinn Edited by: Harlequinn on 17/01/2006 17:37:33 Here's one I've been using with success..
Highs 3 x Cruise Launchers (best named you can affford to lose) Improved Cloak II
Mids 2 x Sensor Booster 1 x 20km warp Scrambler 1 x Passive Targeter
Lows Nanofiber BCU
Quick to lock and warp scramble from cloaking, I might even try it with a 3rd sensor booster and lose the passive.
It will decloak, get your ship and your little pod too. Yarr!
In case you couldn't tell, I like to kill up close in my bomber. The less missile flight time, the better. Ranged bomber combat needs a tackler.
Interesting! So you do your killing within 20km of the target?! I always assumed this ship was for long range engagement where the targeted ship could not hit you back? So flowing with you on this theory (a) Can you give details of the punishment it can take being so close and (b) what is a tackler? -------------------------- Audaces Fortuna Iuvat |

Car Wars
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Posted - 2006.01.18 12:34:00 -
[26]
Edited by: Car Wars on 18/01/2006 12:35:05 You will take no punishment if you decloak, passive lock, warp scram, fire and cloak. Think the warp scrambler will run out its cycle time once. 
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Romulus Maximus
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Posted - 2006.01.18 14:01:00 -
[27]
I dont see bombers as effective long range v much tbh. Target can just warp, and any frig that is moving isnt gonna get hurt much.
Im running
3 XT 150 II Rail Imp Cloak II
Sensor Booster II Target Painter II Shadow Web Phased Muon
MAPC Nano
That same setup on sisi, i took out every ceptor who got close to me,though i ended up with armour dmg most times :/ But with web and painter, inties arent so scary close range. Ofc, plated inties etc could well be different, i have no idea of the setups they used. Havent had time to use in pvp on TQ yet. Anything long range will just warp off,only reason i have dampner is to break targets lock so i can cloak. Ie sniping bs etc.
I think u really need to be in a small gang of bombers to be effective against much other than indies. And some form of armour rep would be nice.
Current RKK Ranking: (AMM10) Commodore
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Harlequinn
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Posted - 2006.01.18 14:38:00 -
[28]
Originally by: Cmdr BuzzBuxton Interesting! So you do your killing within 20km of the target?! I always assumed this ship was for long range engagement where the targeted ship could not hit you back? So flowing with you on this theory (a) Can you give details of the punishment it can take being so close and (b) what is a tackler?
A) I don't often take return fire. Usually I cloak before I get shot at. If I don't cloak, it's because I know either my target will die in one volley, or won't be able to target or kill me before my second volley.
b) a tackler is any ship with a web and a warp scrambler who can keep your target from leaving while you shoot at him. --Victory needs no explanation, defeat allows none.-- |

Cmdr BuzzBuxton
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Posted - 2006.01.25 14:28:00 -
[29]
OK - so can we have some up close and personal setup suggestions and the limits of what you would consider attacking with such a setup ... -------------------------- Audaces Fortuna Iuvat |

Harlequinn
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Posted - 2006.01.25 15:45:00 -
[30]
Originally by: Cmdr BuzzBuxton OK - so can we have some up close and personal setup suggestions and the limits of what you would consider attacking with such a setup ...
The suggestion I made above, is my favorite. The one with a 20km scram in a mid-slot is great for solo-ganking, the scrambler is very important then. If you have a tackler then the options open up with your mid-slots. I wouldn't ever field a bomber with less that 2 sensor boosters though, the lock-time reduction is way too important.
As far as what to fight, if your solo you only attack what you can kill in two volleys or what can't fight back. This means tech one frigs, destroyers, intys with zero velocity (this almost never happens), barges, industrials, covert ops, shuttles, and some assault frigs (not ones that are tanked vs the damage you do). If you attack up close you can pick off these targets even if their with larger gangs. They won't be able to fire back on you after you have re-cloaked. I've done this several times now.
You do great damage to cruisers and HACs, but I only have attacked them in a supporting role where a gang or tacklers can hold/distract them. I often get the final blow in as well. These kinds ships can do way to much damage back, and sometimes lock too quickly, to be worth engaging solo.
Battleships are fun to engage, but not likely you can do much to one. They are basically helpless vs. a bomber as very few have the lock-time needed to get you locked in between your cloaking/decloaking/firing routines. I drove off a sniper megathron as it sniped at my gang mates the other day. I was close to it, but it was outside my gang mates range. So I uncloaked, fired, cloaked, and kept repeating this until the mega was at half armor and warped off. ThatĘs about the best a bomber can do vs a BS, and usually they mount a tank, so the can shrug off your damage.
--Victory needs no explanation, defeat allows none.-- |
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