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Rib0
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Posted - 2006.03.19 11:21:00 -
[31]
Originally by: Sabarius Personally as a newish player (couple of months or so) I really dont have the skills to be tracking quickly therefore I use my Moa in an anti-frig/supprt role for the fleet stuff. Particularly useful when supporting miners in belts although rubbish at PvP as I've found out.
Anyways I tend to use:
High ----- 2 x 150mm (II) - Antimatter 2 x 125mm (II) - Antimatter 2 x Namesd Standard Launcher - Sabretooth (depending)
Med ----- 10MN AB 3 x Large Shield Extender. Medium Shield Booster
Low ----- Varies but usually some armour hardners as a backup, not really had a proper play with the lows yet. Suggestions?
The result is a pretty nice close range frig killer that can passive tank for ages and shield recharge nicely too. Not the greatest setup but It's fine for doing Lev II missions as well.
if you want to use frigate railguns on your moa, i would suggest that you go for 4x 150mm and fit a webber incase they get in too close, this will also give you greater range, in your low slots, you could try magnetic field stabilizers to increase your damage or power diagnositic units to boost your tank
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Lsv1
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Posted - 2006.03.23 11:46:00 -
[32]
Originally by: Sabarius
Med ----- 10MN AB 3 x Large Shield Extender. Medium Shield Booster
WTB : Moa with 5 midslots
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Necroth
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Posted - 2006.03.23 13:17:00 -
[33]
Originally by: Lsv1
Originally by: Sabarius
Med ----- 10MN AB 3 x Large Shield Extender. Medium Shield Booster
WTB : Moa with 5 midslots
3 shields extanders with a med shield booster...  -------- Necroth |

Xantina
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Posted - 2006.03.23 14:35:00 -
[34]
Originally by: Spoony Edited by: Spoony on 29/12/2005 01:01:43 Moa can Defeat any tier 3 cruiser on its own (ive done it) except a platermaller.
I haven't run into a Moa yet that would pose too much of a problem for my platerupture.
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Jim McGregor
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Posted - 2006.03.23 14:58:00 -
[35]
Originally by: DualityX with this setup I was able to tank a 22 mill sp player in a ferox for like 35 mins straight and my cap stayed steady at 60% 9I have 4.5 mill sp)
So a moa with 2 missiles, 3 guns and 3800 shield will win vs a ferox with 5 missiles, 2 guns and probably about 10k shield (if not more)?
Ill believe it when i see it.
--- "Automatic override. Manual control overridden by autopilot. Please wait for operation to complete. You can override the automatic autopilot override in 28 seconds. Then you can make it wait" |

Madepo
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Posted - 2006.03.30 15:42:00 -
[36]
I'm a pretty casual player with almost 6 million skill points. I'm pretty well set with caldari cruiser at lvl5 and an assortment of gunnery, shield and missile skills. I fly a Moa and have never been involved with a corp. When I am logged on playing I'm typically running security missions for a high quality agent and my set-up works for PVE. The problem I have is I've never come out ahead when my mission running has crossed the path of a player pirate. Recently I've become good enough to escape with some of my hull still intact so things are looking up. So here's my question: Is there a set-up I should be using to play as I do but still have the tools ready to repel some pirate attack? Or should I join a corp to learn how to fight? I've never mined and for someone who's been a casual player for over 6months I've got very little ISK to show for it (replacing destroyed ships and modules has almost bankrupted me). I'm afraid I don't have the time needed to be in a corp but I'm willing to invest that time if it would help me. Any suggestions?
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Cade Morrigan
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Posted - 2006.03.30 17:25:00 -
[37]
Tell us your setup. Many PvE-centric setups will gimp you for PvP so there might be no way to set it up for efficient ratting/missions and effective PvP at the same time.
-= Save the Gila! Fix its grid and cpu! =-
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Lygos
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Posted - 2006.03.30 18:05:00 -
[38]
I don't fly this but I'm trying to figure out a proper snipe cruiser as a long range assist ship. There are a lot of pesky cepters around that will stay out of range and will only engage other cepters. They are long range fitted or the ever versatile Crow that would love for you to come in web range. These fights tend to be 1v1 and like most long range cepter fights end in a draw. Some instalock Moa sniper support would settle these quickly.
The ideal range of support would be 40-110km. Lower than that and a Cormorant is more useful anyhow.
I could use some input on stacking effects:
4x 250mm Rails 2x *pending*
1x Named t1 Sensor Booster 1x Named t1 Tracking Computer 2x *pending* (Named ECM for now, but I want to cut this down to 1 or fewer ECM)
2x Named Magnetic Stabilizers 2x *pending*
I assume that my friend will only have Engineering IV for awhile, so assume only 30pg/110cpu spare to fit new mods. It is not really important to fill the other two highs, though if it's lagniappe, fine.
Sniping is the only important function here. ECM is just to make a quick escape if things turn sour.
My question for the 2 lows is if tracking enhancers can in any way be used to assist without nerfing tracking? It seems that tracking enhancers and tracking computers don't really play well together.
I don't fly Caldari Cruisers so I can't test this and can't get on SiSi. I'd like to keep the setup relatively innexpensive, so no t2 please.
Again, no tank, and no stabs desired. If he loses it supporting my Claw, I'll just buy him a new one.
--- Set Orbit
Eunoia: The persistent suspicion that the universe is secretly conspiring to quietly improve one's life |

Thanos Firebringer
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Posted - 2006.03.30 18:33:00 -
[39]
Edited by: Thanos Firebringer on 30/03/2006 18:34:16 IDK....i think u either snipe or u don't.
4 250mm 2 assault launchers
2 sensor booster 2 (maybe a passive targeter for element of suprise) 2 tracking comp 2
3 mag stab 2 tracking enhancer 2
I can also see the use of the ecm but i probably wouldn't be sniping by myself unless i was in an Eagle.
just a thought
...sorry just noticed u say no t2, just fit named stuff instead  ----------------------------------------- Pimpin' hoes and slammin' cadillac doors......
ZYDRINE ON MY NECK, ZY-ZYDRINE ON MY NECK..... |

Madepo
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Posted - 2006.03.30 18:35:00 -
[40]
Originally by: Cade Morrigan Tell us your setup. Many PvE-centric setups will gimp you for PvP so there might be no way to set it up for efficient ratting/missions and effective PvP at the same time.
High: 2xT2 250mm rails 2xT2 150mm II rails 2xStandard Launchers (I use these primarily for light defenders I have these skilled to lvl5 so incoming missiles from PvE never touch me but they've never helped during PvP) Med: 1xT2 10MN AB 1xT2 Med Shield Booster 1xTarget Painter 1xHardener (varies depending on enemy) Low: 2xMagStabs 1xNano 1xInertia Stabilizer
Also what are your thoughts on joining a corp? I've read somewhere that an additional program for talking to corp mates might be necessary?
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Lygos
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Posted - 2006.03.30 18:46:00 -
[41]
Doesn't the lone tracking enhancer, which adds lots to optimal range, and little to tracking, and is passive, nerf the tracking and/or range boost of the 2nd active tracking computer midslot? Or are they on different stacks now ala sensor boosters/sensor damps?
I view the tracking low as nothing more than an ammo type upgrade for rails. Like getting to use thorium charges at the same range you would use iron instead.
Also, for your setup, to fit the assault launcher along with just t1 guns, you'd need advanced gunnery upgrades II. To fit T2 250s, you'd need AGU IV, or an RCU.
What kindof volley damage and locking time do you get generally? 1-2 shot a Cepter? What if it's already into armor most cases?
--- Set Orbit
Eunoia: The persistent suspicion that the universe is secretly conspiring to quietly improve one's life |

GC13
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Posted - 2006.03.30 18:58:00 -
[42]
I ran numbers on the Moa v the Caracal with level four in all of their relevant skills, level five in medium hybrids and heavy missiles, and no points in specialization (so these numbers aren't perfect). Kinda distressing, to be honest...
Quote: Both with 2x T2 damage mods for their primary weapon, Moa with 2x tracking computer I. Caldari Cruiser 4.
MOA STATS:
Railguns (250mm II, Lead ammo) Range: 55.437 km + 13.8 km falloff Damage: 88.384 Rate of fire: 3.92 seconds Quantity: 4 Total DpS: 90.187755102040816326530612244898
Missiles (Heavy II, Scourges) Range: 73.5 km Damage: 202.5 Rate of fire: 9.5 seconds Quantity: 2 Total DpS: 42.631578947368421052631578947368
Ship's total DpS: 132.81933404940923737916219119226
CARACAL STATS:
Missiles (Heavy II, Scourges) Range: 102.9 km Damage: 294.03 (245.025 without Scourges) Rate of fire: 7.73 Quantity: 5 Total DpS: 190.18758085381630012936610608021 (158.48965071151358344113842173351 without Scourges)
With that at the Moa's optimal range, the third volley from the Moa will hit just after the Caracal's missiles hit, meaning it's already done about 700 damage before the Caracal does any, and brings that total up to a bit over 1k after the Caracal's missiles hit (the missiles which will hit for over 1400 damage). Also, conveniently, the Caracal fires another volley at about the same time its missiles hit.
Basically, the Moa can get a quick advantage in raw damage, but its damage will fall behind the Caracal quite quickly. Why oh why must the Moa be so un-leet?
I think this problem would be a lot less pronounced if the missile range skills were only 5% per level (and maybe drop the velocity on ships like the Caracal to 7.5%, or just leave them at 10%). That right there would be a 26.5% penalty to this Caracal's range. Also, railguns getting their optimal improved would be nice (but perhaps unbalancing). Then again, a Moa skill increase to railgun damage would be better...
---
New to Eve? Interested in manufacturing stuff, or doing research on blueprints? Check out my fully-updated Science and Industry guide. |

Thanos Firebringer
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Posted - 2006.03.31 15:36:00 -
[43]
Originally by: Lygos Doesn't the lone tracking enhancer, which adds lots to optimal range, and little to tracking, and is passive, nerf the tracking and/or range boost of the 2nd active tracking computer midslot? Or are they on different stacks now ala sensor boosters/sensor damps?
I view the tracking low as nothing more than an ammo type upgrade for rails. Like getting to use thorium charges at the same range you would use iron instead.
I thought they fixed the penalty w/ the med and low tracking mods w/ the last patch. I don't really fly a moa. I have a few fitted for sniping for fleet. I fly an eagle and it's a similar setup to what i use when i'm sniping.
I've been wanting to play w/ some dual 150mm setups for the moa w/ a big tank but i just haven't had the time. ----------------------------------------- Pimpin' hoes and slammin' cadillac doors......
ZYDRINE ON MY NECK, ZY-ZYDRINE ON MY NECK..... |

Marcus Alkhaar
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Posted - 2006.03.31 16:15:00 -
[44]
Blaster Moa:
4x Heavy Ion Blaster II, 2x med "knave" nos or better (named)
10mn AB II 20km Scram Web Large shield extender II (its way better than a Medium shield booster)
3x Magnetic Field Stabilizer II 1x Reactor Control Unit II
or damage control instead of 1 mag stab II.... with gang bonus I get 5098 shield HP, and thats with a +3% shield implant
or....
4x Heavy Ion Blaster II, 2x med "knave" nos or better (named)
10mn AB II 20km Scram Web Large shield Booster II (Havent Tried the booster, but it has to run 13 cycles before it give a better effect than a Large Shield Extender II, and that takes a lot of cap)
2x Magnetic Field Stabilizer II 1x PDS II 1x Reactor Control Unit II
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Justin Cody
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Posted - 2006.04.23 13:50:00 -
[45]
Originally by: Drigan
Quote: With all you said, does the Ferox suffer fromt he same problem? Ferox would have the same range as a Moa but with 1 more turret. You can't really use blasters on such a slow ass battlecruiser and it would be outdamaged by the monstrous Brutix.
I bet the new tier 3 rail bs will suffer the same problems.
If only the Caldari rail snipers were given a range and damage bonus for railguns. Gallente blaster ships should be given a damage bonus for blasters only. This keeps their roles separate.
range and damage you say?
check out the eagle good sir. Please resize your signature graphic to be smaller than 24,000 bytes in filesize - Jacques
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Grey Macabre
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Posted - 2006.06.11 07:13:00 -
[46]
any advise on this setup
4 250mm rails 2 assault 1 med shield booster 1 large shield extender 1 web 1 10mm afterburner or MWD (Have the skill think it will drain cap to much though)
1 damage control 1 PDU 2 basic tracking enhancer Archura Caldari |

Magnus Tregarth
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Posted - 2006.06.11 12:16:00 -
[47]
Best pvp setup i've tried:
3x Heavy Electron Blaster II - 3xMedium Nos (best named)
Medium shield booster II - 10MN MWD - 7.5 Scramble - Webber
2PDU - 1 Damage control (named) - 1 Magnetic field Stabilizer II
Moa have good natural resistances. With nos your cap can support easy guns, web, scramble and Med Boost indefinitely. I've destroyed without problems any other tier3 cruiser (except a vexor with 2xrep and cap boost) because this fit simply turn off your opponet before he kill you.
Have fun.
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Nice Melons
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Posted - 2006.06.16 17:41:00 -
[48]
my setup. workes pretty good for .3 ratting. pvp probably suxs. but what do i know.
hi-- 1x hvy missile 1x med. nos 2x 250 scout rail 2x heavy ion blaster
med.--- 2x large ext. I 1x inv. shield 1x ballistic deflection
low--- 3x pda I 1x shield relay
gives me 5300hp on shields and with the nos. i can run for ever.
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Takitoo
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Posted - 2006.06.18 08:16:00 -
[49]
Edited by: Takitoo on 18/06/2006 08:18:16
[edit: Typos 4tl]
I'm a little sketchy about the particulars, but the Moa is one of the few Cruisers (aside from the Thorax) I've had luck pirating in. But you really do need a tackler for this to work.
Highs 4x Scout 250mm's (Iridium Ammo) 2x Standard Launchers (just in case) Mids 1x Medium Shield Bootser T2 (just in case) 1x AB as many passive hardeners as fit (just in case) Lows T2 Damage Mods (Tracking Enhancers and Magnetic Fields Stabs, T2 is an absolute must)
This should put your ideal at around 60km, with a 3.something second RoF. Your tackler just has to survive long enough for you to kill the stuff. ___________________________
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Anders Kraneled
Caldari
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Posted - 2006.07.23 19:48:00 -
[50]
Edited by: Anders Kraneled on 23/07/2006 19:51:18 I've been messing around with quickfit for a while, just trying to find a nice layout for PvP. Now, I haven't got any PvP experience, other than being ganked a few times in my frigate, so take this with a grain of salt.
Highs: 3 x Medium Nosferatus I 3 x Limited electron blasters I
Mediums: 1 x Warp scrambler I 1 x Stasis webifier I 1 x Large shield extender I 1 x 10MN Afterburner I
Lows: 2 x Power diagnostic systems I 1 x Shield power relay I 1 x Magnetic field stabiliser I
The idea with this setup is to Nos whatever cruiser or frigate I stumble over till it can't shoot, hopefully before it kills me. I fitted 3 Medium Nosferatus' as I've seen a couple of setups with two, now three's better than two right? Haha. In all seriousness, I fitted three in order to out-Nos anyone that has two fitted.
Any comments, flames etc?
Edit:Forgot something.
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Cletus Graeme
Caldari Mordu's Elite
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Posted - 2006.08.12 12:08:00 -
[51]
Originally by: Jacinto Naysmith
It seems to me that the fundamental problem with the Moa is its badly paired bonuses and hardpoints. It has a +10% hybrid optimal and +5% shield resistances per level, and has 5 rail/missile mounts. This makes it suffer from the typical "jack of all trades, master of none" problem, and this is coming from some one who's a huge fan of flexibility in combat.
Get your facts correct. Moa has 4/2 turret/missile hardpoints. It is the Ferox which has a 5/5 layout. The Moa layout is a problem becuase (as i think you correctly point out later on) it does crappy damage at its optimal when fitted for long range. The solution to this would be to improve the damage it does by changing the ship bonus or alternatively, by giving it a 5th turret hardpoint so it can mount an extra rail for more DPS.
Originally by: Jacinto Naysmith
The optimal bonus and ship description show that it was clearly intended to be a long range rail gun ship. With Scout 250mm rails, cruiser IV, Sharpshooter III, some range mods and iron ammo I got around an 80-90 km optimal range. For PVP, I'd hardly call that "Long Range" and you're going to be doing pathetic DPS while you're at it. In PVE the Caracal can achieve similar range, without sacrificing any DPS and not having to worry about a target warping out before the missiles hit. While I don't have a whole lot of gunnery skills, compared to heavy missiles the 250mm rails loaded with antimater did pathetic damage, had a fraction of the range, and were harder to fit at the same time.
Spot on. I totally agree with you here - the Moa damage when used for it's intended role as a long range sniper is too low.
As a result, for pvp BlasterMoa > RailMoa which is just silly.
Originally by: Jacinto Naysmith
Now to complain about the second bonus, +5% shield resistances. If the ship is being used as its intended ("long range") then this bonus is fundamentally flawed. By staying far away you are attempting to keep out of the enemy's weapons range, thus taking away the need for a big tank. A Hybrid (or specifically Railguns) damage bonus would have made it a lot more useful at its intended role. Even with the tanking bonus, focusing on tanking with it in PVP isn't do able. Similar tier cruisers will be able to chew though its tank. Additonally the ship is not particularly small or fast, so battleships will be able to chew through it without much trouble (even more so if there are a couple target painters on it).
I see your point but don't forget that Moa only has 4 mids and only enough grid to fit either 4x250mms OR a good tank. The resists allow you to get away with at the most 2 tanks mods (e.g. booster + invul field) so you can fit EW mods in the other mids and also have enough grid for all 4 rails.
Originally by: Jacinto Naysmith
If you load it up with Heavy Missiles which do more damage and in general have as good/better range then railguns... why not use a Caracal? It gets bonuses to Missiles, can fit more of them, and is significantly cheaper to build/buy at the same time. If you slap on some blasters, then you're basically just using a makeshift thorax without the MWD and damage bonus.
Correct and correct. Playing around with ship setups if fine imo butt hey should always be good at what they are supposedly designed for - the Moa is not.
Originally by: Jacinto Naysmith
I think CCP needs to take a good look at the Moa to make it a viable PVP and or PVE ship, as it stands it has no real role that I can think of that other ships can't perform significantly better and for a lower pricetag. Being one of the ugliest ships in the game doesn't help it either. 
Thankyou for an excellent post. I agree with you 100%. There is a reason you hardly ever see Moas in PvP - for their price and the skills you need to train them they do a poor job of dealing damage long range.
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Malik Fett
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Posted - 2006.08.16 18:48:00 -
[52]
what do you guys think of the modal neutron partical accelerators?
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CaptainMabufo
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Posted - 2006.09.08 21:23:00 -
[53]
I need advice on my setup:
hi slots - 4x 200mm Railgun I's (I couldn't afford scouts) 2x 'Malkuth' Assault launchers
Med Slots - 2x Medium Shield Boosters 1x 10MN Afterburner 1x Shield Recharger I
Low Slots - 1x Tracking Enhancer I 2x Shield Flux Coils 1x Shield Power Relay
Now, with my 457k of SP - this leaves me with 2241 shields, with a recharge of 344 sec, which is not the best for a passive tank. With the use of my Shield Flux coils I can keep my cap stationary when firing my railguns at a max range of 39km (which will become greater in time)... The assault launchers are used at 29km, if I need them. I desperately want to rid myself of the damned Afterburner, but I have to maintan a cetain distance so I can keep my range advantage - this really sucks up my cap. I bought 200mm guns because I could not, for the life of me, fit my ship with 250mm guns and get away with anything else.. I also am not yet able to fit myself with a large extender in place of the two med extenders, because my skills aren't high enough to fit the grid requirements.
So here's a light version... this setup leaves me with: Velocity of 201m/s (375 or so with AB). Shield HP of 2241 Shield Recharge of 344 Cap Recharge of 530 Max range of 39km CPU: 359/414 GRID: 919/936
Also, my DPS is not too great - though I'm sure I could get that up with some skill training. Please get back to me with suggestions, and advice on what skills I should train to improve this setup, or what skills will allow me to move towards a better setup.
PS: This is used primarily for lvl 2 agent missions atm.
Thanks.
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Eclipsen413
Shadows of the Dead Knights Of the Southerncross
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Posted - 2006.09.08 21:31:00 -
[54]
H: 4x 250mm Railgun II's(spike ammo) M: 2x sensor booster II's | 2x Tracking comp II's L: 1x signal booster(named) | 3x Tracking enhancer II's
with that setup i can instapop frigs at about 140km with cal cruiser at lvl 3
__________________________________________________ you're slower than Stephen Hawking in a snow storm |

Vladimir Norkoff
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Posted - 2006.09.08 23:12:00 -
[55]
Originally by: CaptainMabufo I need advice on my setup:
hi slots - 4x 200mm Railgun I's (I couldn't afford scouts) 2x 'Malkuth' Assault launchers
Med Slots - 2x Medium Shield Boosters 1x 10MN Afterburner 1x Shield Recharger I
Low Slots - 1x Tracking Enhancer I 2x Shield Flux Coils 1x Shield Power Relay
First, might want to relabel those Boosters as Extenders.. For the low slots, I'd swap the Flux Coils for Power Diagnostic Units and/or another Shield Power Relay.. Loosing shield hit points is never a good idea for a passive tank.. Plus the PDU will give you more power grid to hopefully fit a Large Extender, and more shield points and a faster recharge rate..
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bigbaldy29
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Posted - 2006.09.09 10:31:00 -
[56]
IM working on a gang setup of a bb, with ecm and a ferox for power, i was going to use a moa aswell this is my setup for tanking either gates or other players.
Hi: 6x med ghoul nos med: y38 10 mn ab 2x med shield booster ||'S 1x j5b warp thing (7.5k) lows: 2xrcu 2x... unsure atm, maybe spr any suggestiosn would be good
then i hve either 3 acolyts or 3 warriors
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Hectic
Reikoku Band of Brothers
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Posted - 2006.09.09 13:18:00 -
[57]
Moas are overpowered in a big way TYVM.
that is all...
RIP MGRL |

NotNowKato
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Posted - 2006.09.11 10:40:00 -
[58]
Ive no idea how to outfit my moa so playing around with several of the ideas here
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CaptainMabufo
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Posted - 2006.09.14 01:23:00 -
[59]
Let me know what you guys think:
Highs: 4x Heavy Neutron Blaster Is 2x standard missle launchers
Mediums: 1x invuln field 1x Large shield extender 1x Magnetic Scattering Amplifier (EM resist++) 1x Stasis Webifier
Lows: 3x PDS I 1x Magnetic Field Stabalizer
3x light scout drones in the bay.
A simple strategy, get within 10km - web... and blast away. An alternate setup would be swapping the damage mod in the low with another PDS - and fitting another large extender in place of the webifier. I pretty much just kill belt rats with this... but when a pirate warps in I can give them a pretty good fight... So far I've bagged 2 interceptors (crow, and crusader), and 2 cruisers (a rupture, and stabber). What do you guys think?
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Ohmy Fugod
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Posted - 2006.10.10 20:56:00 -
[60]
Originally by: CaptainMabufo Let me know what you guys think:
Highs: 4x Heavy Neutron Blaster Is 2x standard missle launchers
Mediums: 1x invuln field 1x Large shield extender 1x Magnetic Scattering Amplifier (EM resist++) 1x Stasis Webifier
Lows: 3x PDS I 1x Magnetic Field Stabalizer
3x light scout drones in the bay.
A simple strategy, get within 10km - web... and blast away. An alternate setup would be swapping the damage mod in the low with another PDS - and fitting another large extender in place of the webifier. I pretty much just kill belt rats with this... but when a pirate warps in I can give them a pretty good fight... So far I've bagged 2 interceptors (crow, and crusader), and 2 cruisers (a rupture, and stabber). What do you guys think?
Well I think I don't understand why your opponents just didn't warp away. I guess they took for granted that they were being warp scrambled? Could that happen... four times?
Anyway, I'd swap the magnetic scattering amp for a scram and NOS for a launcher, maybe both, but, would that fit?
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Quod Natura non da, Salamantica non praesta |
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