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Teutonis
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Posted - 2006.01.18 01:37:00 -
[1]
A thread has been created to replace the old ship setup index, so the time seems right to to begin this old conversation. I'll choose tristan since I like using them, but have an absolutely horrible setup for my chosen purpose. I watched a corpmate succesfuly take on .4-.2 rat spawns in this little T1 frigate, and I can't figure out how. I know he used at least 1 nos, a rocket launcher, and an MWD. This is what I'm trying, with very little luck:
Highs 2 x rocket launchers 2 x Nos
Meds 1 x MWD 1 X Web
Lows 1 x nanofiber internal structure 1 x Power Diagnostic System 1 x Smaller armor repper
this is the best I could come up with for a rat cruiser killer. I know someone out there has something better.
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Schroni
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Posted - 2006.01.18 02:31:00 -
[2]
if you wanna go rat hunting, try something like this:
high: 2x 125mm, 2x standard launcher med: 1mn AB, web, cap recharger low: small rep, maybe a plate or fitting stuff. (i'm not too sure on the low slot amount on the Tristan atm. a rat specific hardener is also good.
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Veto Forums my videos |

Malka Badi'a
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Posted - 2006.01.18 02:54:00 -
[3]
Edited by: Malka Badi''a on 18/01/2006 02:54:57
Quote: i'm not too sure on the low slot amount on the Tristan atm
If you don't know how to fly the ship already, don't give fuzzy advice. And hardening frigates is a quickfire way to lose your capacitor in low-security hunting. shame on you
From my previous flying experience with the tristan across multiple characters -glares at veto-, I would recommend:
2xion blasters 1xrocket launcher 1xnos
1xAB 1xWeb 1xCap recharger
1xsmall armor rep 1xPower diagnostic system 1xcapacitor power relay
The ion's will allow you to fly underneath the guns of low-sec cruisers and battlecruisers, while the nos will help you easily sustain your tank in case you take focused fire against a frigate NPC escort. If you have the advanced skills swap out the PDU for a relay and swap out the nos for another rocket launcher, but until you have the Powergrid, the extra capacitor is going to generally be more important. Try both and see, your experience may differ than mine.
Otherwise if my reasons for choosing a certain module above are confusing, let me know. I'll clarify my reasonings. --------------
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Kitty O'Shay
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Posted - 2006.01.18 03:00:00 -
[4]
Great for PvE, web two targets, approach, point a blaster & rocket at each. Collect cans.
Fit is tight, but doable with minimal skills.
HIGH-SLOTS : ~~~~~~~~~~~~ > Rocket Launcher I > Rocket Launcher I > Modal Light Neutron Particle Accelerator I > Modal Light Neutron Particle Accelerator I
MED-SLOTS : ~~~~~~~~~~~ > Civilian Afterburner > Stasis Webifier I > Stasis Webifier I
LOW-SLOTS : ~~~~~~~~~~~ > Small Armor Repairer I / Micro Auxillary Power Core (If you want a real afterburner.) > Energized Adaptive Nano Membrane I > 100mm Reinforced Rolled Tungsten Plates I
Or for a Engineering 5/ Electronics 5/ Weapons Upgrade 4 skill set:
HIGH-SLOTS : ~~~~~~~~~~~~ > Rocket Launcher I > Rocket Launcher I > Modal Light Neutron Particle Accelerator I > Modal Light Neutron Particle Accelerator I
MED-SLOTS : ~~~~~~~~~~~ > Cold-Gas I Arcjet Thrusters > Stasis Webifier I > Tracking Disruptor I
LOW-SLOTS : ~~~~~~~~~~~ > Thermic Plating I > Magnetic Plating I > Energized Adaptive Nano Membrane I
Not as much armor, but better resists, and the tracking disputor will prevent a lot of damage.
Regardless of setup, it's a fun ship. -- Beware the Intaki Redhead of Doom! Meow! I'm looking for a good corp, check my bio. |

Teutonis
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Posted - 2006.01.18 03:39:00 -
[5]
wow, very few mwd fans... Every time I've tried to go low-sec rat hunting in my tristan, I take a lot of damage on the way into those cruisers. the extra cpu and power left from using an AB instead makes up for it?
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Malka Badi'a
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Posted - 2006.01.18 03:44:00 -
[6]
Originally by: Teutonis wow, very few mwd fans... Every time I've tried to go low-sec rat hunting in my tristan, I take a lot of damage on the way into those cruisers. the extra cpu and power left from using an AB instead makes up for it?
MWDs are great for ships that can support the capacitor loss (due to the -25% reduction in total avaliable cap). The MWD is only used for closing if you are any ship other than an interceptor due to the cap used per MWD activation.
Keep in mind that the MWD has a signature penalty, making your Tech 1 frigate the size of a small moon. This means it easier for larger guns (cruiser/battleship class) to hit you as you approach. You end up getting there faster, yes, but at the risk of beign popped by the overwhealming amount of accurate cruiser damage. And by the time you get there, you may be so drained from armor repairing and MWDing that it's a lost cause. --------------
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Tido Maliyu
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Posted - 2006.01.18 03:47:00 -
[7]
For ratting in a frigate i would reccommend Rifter because of it's speed and low cap usage. It can dodge cruisers and Battleships while only tanking missiles which will be doing laughable damage. Reason people don't use mwd's is the 500% increase in signature radius which makes you easier to hit and you will get full damage from missiles, therefor fit an ab instead.
if your eally want a tristan i'd fit something like: 2xBlasters, Ion or Neutron 1xRocket launcher 1xNos
1xAfterburner 1xcap recharger
2xCapacitor Power Relays 1xSmall armor repairer(t1 should be enough for .4 spawns)
Make sure not to directly approach the rat and orbit so they won't hit you. --------------------------
Draximus Cane: wheat barley kill anything? are you oats of your mind? I corn belive you just said that, rice I' |

Malka Badi'a
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Posted - 2006.01.18 03:49:00 -
[8]
Edited by: Malka Badi''a on 18/01/2006 03:50:49 I take it you, like the Veto pilot above you, have rarely flown the tristan? That would explain using almost my identical setup (read the entire thread first, before posting) and your lack of the third med slot while also ignoring that using neutrons isn't an optimal note, but requires a complete loadout change due to the nessessity of MPACs or RCUs.
That third med slot makes or breaks the tristan's capacitor. And save your rifter fanoism for the rifter thread. Any tech 1 frigate can fly under cruiser/battleship weaponry. --------------
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Tido Maliyu
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Posted - 2006.01.18 04:07:00 -
[9]
Edited by: Tido Maliyu on 18/01/2006 04:09:32 Edited by: Tido Maliyu on 18/01/2006 04:08:26
Originally by: Malka Badi'a Edited by: Malka Badi''a on 18/01/2006 03:50:49 I take it you, like the Veto pilot above you, have rarely flown the tristan? That would explain using almost my identical setup (read the entire thread first, before posting) and your lack of the third med slot while also ignoring that using neutrons isn't an optimal note, but requires a complete loadout change due to the nessessity of MPACs or RCUs.
That third med slot makes or breaks the tristan's capacitor. And save your rifter fanoism for the rifter thread. Any tech 1 frigate can fly under cruiser/battleship weaponry.
first of all note the i'd fit something like: meaning it could be made better/modified
and then let's do some math 38 pg x1.2(engineering lvl 4)=45.6 38 pg x1.15( - lvl 3)=43.7 2x7(ion blasters which i said could be used instead of neutrons)=14pg 1x8(small nosferatu)=8 1x4(rocket launcher)=4
1x10(afterburner)=10 2x10(cap recharger)=2
1x5(repper)=5 2x0(relays)=0
that should equal: 43pg
i don't know about the CPU but this setup isn't very CPU hungry
Sorry i didn't know i couldn't post the setup i'd reccommend either, which is what teh author of this thread probably wanted.
PWND!
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Draximus Cane: wheat barley kill anything? are you oats of your mind? I corn belive you just said that, rice I' |

Malka Badi'a
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Posted - 2006.01.18 04:45:00 -
[10]
Quote: first of all note the i'd fit something like: meaning it could be made better/modified
Then don't post assumptions.
Quote: 2x7(ion blasters which i said could be used instead of neutrons)=14pg
And I said, you can't throw in "ions or neutrons" with that math. The neutrons take up almost 2x as much PG as ion blasters, eliminating all of your math above and below due to the need of a MPAC or multiple RCU.
Quote: Sorry i didn't know i couldn't post the setup i'd reccommend either, which is what teh author of this thread probably wanted.
That's sweet and cuddly of you. But the forum is already littered with enough "Well this is what I would do, but.." and then end up not even filling all of the ship slots. Save theorism for Blues Clues. --------------
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Tido Maliyu
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Posted - 2006.01.18 05:01:00 -
[11]
Originally by: Malka Badi'a
Quote: first of all note the i'd fit something like: meaning it could be made better/modified
Then don't post assumptions.
Quote: 2x7(ion blasters which i said could be used instead of neutrons)=14pg
And I said, you can't throw in "ions or neutrons" with that math. The neutrons take up almost 2x as much PG as ion blasters, eliminating all of your math above and below due to the need of a MPAC or multiple RCU.
Quote: Sorry i didn't know i couldn't post the setup i'd reccommend either, which is what teh author of this thread probably wanted.
That's sweet and cuddly of you. But the forum is already littered with enough "Well this is what I would do, but.." and then end up not even filling all of the ship slots. Save theorism for Blues Clues.
Because of the original posters setup i assumed it had 2 med's when making the first post... i later remembered that it had 3 but doesn't really matter because it could fit in anyways.
I won't post anymore because this is really pointless... i've had a good laugh though =)
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Draximus Cane: wheat barley kill anything? are you oats of your mind? I corn belive you just said that, rice I' |

Malka Badi'a
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Posted - 2006.01.18 05:03:00 -
[12]
Quote: I won't post anymore because this is really pointless... i've had a good laugh though =)
pwned. --------------
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Teutonis
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Posted - 2006.01.24 22:45:00 -
[13]
Ok, so the thread got a little less friendly than I would have liked, but hey, it got the job done. Malka's fitting was perfect for the task at hand. cruisers and even destroyers were mostly easy kills. I only ran into a problem and got popped when I tried to take on a 4 17-22k frig spawn. so, great for cruisers, not so great for lots of frigs.
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Kargn
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Posted - 2006.01.27 06:07:00 -
[14]
Originally by: Malka Badi'a
2xion blasters 1xrocket launcher 1xnos
1xAB 1xWeb 1xCap recharger
1xsmall armor rep 1xPower diagnostic system 1xcapacitor power relay
This is essentially my setup.
Since my cap skills are ok, I went with a bit more of a tank in low.
Swap the PDS for MAPC and then the CPR for 200mm plates.
Against NPC this gives you a bit more life to get close.
Also dont forget your drone. They are a great decoy to distract NPC from killing you until too late.
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Teutonis
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Posted - 2006.01.29 19:29:00 -
[15]
Guess I should have just asked you when i saw it happen, huh? :)
Originally by: Kargn
This is essentially my setup.
Since my cap skills are ok, I went with a bit more of a tank in low.
Swap the PDS for MAPC and then the CPR for 200mm plates.
Against NPC this gives you a bit more life to get close.
Also dont forget your drone. They are a great decoy to distract NPC from killing you until too late.
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SpikePT
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Posted - 2006.02.03 02:35:00 -
[16]
I got a huge Question here. (for me at least :) )
Why Armor tanking instead of shield tanking.
take the basic: Small armor Booster - 40 cap - 60 Armor - 6 sec + 40 Cap = 60 in 6 sec Small shield repairer - 20 cap - 20 shield - 2 sec + 40 cap = 40 in 6 sec and the T2: Small armor Booster II - 40 cap - 80 Armor - 6 sec + 40 cap = 80 in 6 sec Small shield Repairer II - 20 cap - 30 shield - 2 sec + 40 cap = 60 in 4 sec
I see that armor tanking gives more time*cap*rep but i have been playing in a shield tanking method and it's been nice playing that way.
1 - You don't have to wait for your shield to come up to go to the next belt. 2 - no waist on cap ( when the guys start hitting i start managing my cap with the shield booster), if you have a armor tank, what do you do till you get to armor? 3 - Efficiency managing. Since Shield tanking is 3 times shorter then Armor tanking and about 2 times less taking of cap, it's easyer to manage your cap. 4 - Since you have a nice amount of armour, when your cap is low, and your shield is down, you can wait for the cap cause you still have the situation under control. 5 - When your Caps out, shield's out and doomsday's coming, you still have some of your armor and full structure to get the hell out of there !!!
One of the Shield Problems is the EM Damage resistance, but since i'm fighting serpentis i have no problem in that. Serpentis does kinetic 1st and Thermal 2nd. Serpentis also does more damage to armor.
It's almost unquestionable the use of Armor tanking in Gallente and Amaar, Shield in Minmatar, and both in Caldari. I'm still not convinced.
I'm now going to take some of the advices i've read here, mainly with the power relays and the use of rockets and Ions.
I will after that, wright something here about my future fit test.
Please, comment...
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Miphor
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Posted - 2006.02.04 11:39:00 -
[17]
Hi, I'll comment on the individual items and then again a summary at the end...
Originally by: SpikePT 1 - You don't have to wait for your shield to come up to go to the next belt.
Shields are free. I usually dont give them a second thought.
Originally by: SpikePT 2 - no waist on cap ( when the guys start hitting i start managing my cap with the shield booster), if you have a armor tank, what do you do till you get to armor?
I use the cap to kill stuff. :) Eg use it for MWD to get close, or guns/webber etc.
Originally by: SpikePT 3 - Efficiency managing. Since Shield tanking is 3 times shorter then Armor tanking and about 2 times less taking of cap, it's easyer to manage your cap.
I consider shield a free bonus to protect my armor.
Originally by: SpikePT 4 - Since you have a nice amount of armour, when your cap is low, and your shield is down, you can wait for the cap cause you still have the situation under control.
Kind of depends on your playstyle. Using armor repairer I can repair armor for free, shields regen by themselves for free. It means reduced costs.
Originally by: SpikePT 5 - When your Caps out, shield's out and doomsday's coming, you still have some of your armor and full structure to get the hell out of there !!!
When relying on armor, you need to keep an eye on cap. If your cap runs out, you will usually die quickly.
Originally by: SpikePT
One of the Shield Problems is the EM Damage resistance, but since i'm fighting serpentis i have no problem in that. Serpentis does kinetic 1st and Thermal 2nd. Serpentis also does more damage to armor.
It's almost unquestionable the use of Armor tanking in Gallente and Amaar, Shield in Minmatar, and both in Caldari. I'm still not convinced.
I'm now going to take some of the advices i've read here, mainly with the power relays and the use of rockets and Ions.
Well, personally, the main reason I armor tank my Tristan (and other Gallente ships generally) is that armor tanking leaves mid slots free for other nice toys. 
Like afterburner/MWD, statis webber, warp scrambler, tracking computer, target painter, ECM modules and so on.
Majority of this stuff only comes in mid-slot form, so if you use your mids for shield tank, you wont be fitting these modules.
Having said that, if you use a shield tank and it works for you, keep on with it! There is no one correct way to fit or fly a ship. The key thing is that you find what works for you with your skills and play style.
If you have a nice shield-tank setup that works, please share it with us.
--
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HowlerVonGrowler
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Posted - 2006.02.14 11:02:00 -
[18]
I tried this setup recently against Guritas Pirates in 0.3 space, it dealt with cruisers really well, it even dealt with a ferox nicley once i got close, however you really need to pick the fights with it. i found it really struggled against frigates of all types, especially the webbing interceptors and the missle boat kestrels. But it is a very fun ship for the 500kish spent on it.  --------------------------------------------- A drone is for life, not just for Christmas. |

OneSock
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Posted - 2006.02.14 12:23:00 -
[19]
My Setup:
Hi: 2x Limited Light Ions, 1x Small Concussion Bomb, 1x Small Nos.
Mids: 1x Named Shield booster, 1x Named AB, 1x Named webber.
Lows: MAPC, Small inefficient AR, 100mm Rolled Tung.
Might not yet be ideal having both sheild and armor repers but due to fitting contstraints, it does no harm.
I mostly use this for 0.5 ratting and lvl 1 missions. The Nos and Smartbomb make light work of the lvl 1 rats who all come and orbit under 3k. I can swap out the smart and nos for a couple of rocket launchers if I go up against harder rats. I prefer the smart though as it deals damage to more targets simultaneously.
Regarding the shield vs armour tank issue. I also tend to favour the shield tank. Just seems to work better. If the rats get through my shield and my cap runs out, I have full armour to make my escape. If I rely on armour, the reper tends to suck up more cap and by the time that runs out (quick) there's just the hull to go. Not nice.
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Corellia Orsam
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Posted - 2006.02.27 19:24:00 -
[20]
im currently using the above set up without smartbombs using a missle instead. i like having both shield and armor repair also as the approach is the biggest problem but once ur orbiting (600 default)the 2 named ions do like 80 damage a shot with my skill and with the nos to get ur cap back u used getting there shield boosting, the config works well.. my only question is what guns would have best range and deal good damage on approach and on orbit? id like to orbit at 4km of the target so i can nos and fly at a good speed.
and is there any ship faster than this with the same kinda fittings? in this range price wise and skill wise..
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Duradam
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Posted - 2006.03.02 20:13:00 -
[21]
Edited by: Duradam on 02/03/2006 20:14:38 I'm struggling with a good setup for doing lvl 1 agent missions,where I'm sent to kill pirates- mostly frigates I think, sometimes drone swarms. I had 2 150mm scout guns on my first frigate and orbited at 18km. That was great, but they just killed my power grid, and I'm starting to have some other good mods I want to use. I'm still pretty low on skills, I just finished getting hull upgrade, sheild operation, the first repair skill, afterburner, and installed my first capacitor booster. About 3 days worth of skills so far, with a chunk of that going into learning skills.
Heh, it was an easy choice when I had gunnery 3 and not many other skills for getting modules, but haven't found a set up for the Tristan yet that lets me use some of these intresting mods, and decent guns.
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Kadrush
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Posted - 2006.03.18 11:58:00 -
[22]
Well thats my build, with noob skills
Highs
2x Modal Ion Blasters 2x Rocket Launchers
Mediums
1x AB 1x Web 1x Cap recharger
Low 1x 100 mm armor 1x small armor repair 1x Basic Cap power relay
With my current skills I have 44/44.7 power and 125/135 cpu
Its not a really good build (no hardners), but its working so far.
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DeathWarrior
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Posted - 2006.03.18 12:41:00 -
[23]
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 7 | 12] 125mm Railgun II > [ 7 | 12] 125mm Railgun II > [ 3 | 12] Rocket Launcher II > [ 3 | 12] Rocket Launcher II
MED-SLOTS : ~~~~~~~~~~~ > [ 15 | 25] Phased Monopropellant I Hydrazine Boosters > [ 1 | 21] X5 Prototype I Engine Enervator > [ 1 | 34] J5 Prototype Warp Inhibitor I
LOW-SLOTS : ~~~~~~~~~~~ > [ 5 | 4] Small 'Accommodation' Vestment Reconstructer I > [ 0 | 2] Local Power Plant Manager: Capacity Power Relay I > [ 0 | 2] Local Power Plant Manager: Capacity Power Relay I
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Segmentor
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Posted - 2006.03.18 19:02:00 -
[24]
I had a thought about ratting in 0.0 in a tristan... Is it possible?
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DeathWarrior
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Posted - 2006.03.19 11:25:00 -
[25]
I reckon intys would eat you apart 
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Daelan Ketine
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Posted - 2006.03.25 19:18:00 -
[26]
Ok, I bought a Tristan, though I couldn't use all the equipment reccomended because of a lack of the right skills.
I have: 2 Rocket Launchers 2 Limited Light Ion Blasters
1 Stasis Webifier 1 1MN Afterburner 1 Small Shield Booster(switch this to extender when I get the skill?) 1 Small Armor Repairer 1 Basic Expanded Cargohold
I also know little about what good ammo is, I'll just be using this for complexes and ratting in high-sec space for now.
I noticed my launchers seemed to have a very hard time hitting rats in a 0.6 belt. Missile Launcher Operation and Rockets skills don't seem to increase accuracy, and motion prediction(which is level 1 right now) is good for tracking, but I couldnt hit a rat coming straight at me from 5km.
And of course, I was taking a lot of damage from the two rats I encountered. My shield booster didn't last long, nor did my armor repairer, and since I don't have the right skills yet, my capacitor couldn't keep up.
Any reccomendations other than getting the skills ASAP for a power diagnostic system and nosferatu?
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Daelan Ketine
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Posted - 2006.03.26 19:58:00 -
[27]
bump
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Livia Tarquina
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Posted - 2006.03.26 21:15:00 -
[28]
Rockets only travel to about 5km without extra skills. You need to train up missle projection or missle bombardment or fit a standard launcher and fire light missles. "Big guns and heavy armor what else is there?"
--Amarrian Admiral before entering battle against Jove Navy |

Solahn Merav
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Posted - 2006.03.27 03:51:00 -
[29]
Originally by: Daelan Ketine Ok, I bought a Tristan, though I couldn't use all the equipment reccomended because of a lack of the right skills.
I have: 2 Rocket Launchers 2 Limited Light Ion Blasters
1 Stasis Webifier 1 1MN Afterburner 1 Small Shield Booster(switch this to extender when I get the skill?) 1 Small Armor Repairer 1 Basic Expanded Cargohold
I also know little about what good ammo is, I'll just be using this for complexes and ratting in high-sec space for now.
I noticed my launchers seemed to have a very hard time hitting rats in a 0.6 belt. Missile Launcher Operation and Rockets skills don't seem to increase accuracy, and motion prediction(which is level 1 right now) is good for tracking, but I couldnt hit a rat coming straight at me from 5km.
And of course, I was taking a lot of damage from the two rats I encountered. My shield booster didn't last long, nor did my armor repairer, and since I don't have the right skills yet, my capacitor couldn't keep up.
Any reccomendations other than getting the skills ASAP for a power diagnostic system and nosferatu?
Lose the cargo hold as it slows you down and cargo doesn't help you win fights. Drop the rockets and pick up light missiles, it will give you damage ranges out to around 17-18k or so. I'd also suggest you forget trying to shield tank and fit a nice cap recharger in a mid slot and use your armor repairer for keeping you in the fight. The web is also probably not needed against the frigates you will see in a 0.6 belt as your blasters should be able to track them just fine. Fit a AB and you will find you can get in range with your blasters to actually do damage instead of getting beat on as you slowly approach as you do now.
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Daelan Ketine
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Posted - 2006.03.27 17:25:00 -
[30]
I saw that the PDS recommended would give me a small increase in recharge rate, and a Nos will help too, is there another module besides those two to help with my cap?
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Rens Doggery
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Posted - 2006.03.27 17:43:00 -
[31]
What i use against ceptors (PvP).
2x Small NOS 2x Rocket 1x 2x Web 1x Scram 1x Armor Rep 1x 200/400mm RT Plate(cant really remember wich atm)
Its no much use against other ships, xcept maybe AF and of course t1 frigs.
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Kaffeine
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Posted - 2006.03.27 17:59:00 -
[32]
Edited by: Kaffeine on 27/03/2006 17:59:25 2x Anode Light Electron Particle Cannon I 2x 'Malkuth' Standard Missile Launcher I
Cold-Gas I Arcjet Thrusters X5 Prototype I Engine Enervator F-b10 Nominal Capacitor Regenerator
N-Type Reactive Membrane I Energized Adaptive Nano Membrane I Small Inefficient Armor Repair Unit
For escort I swap the webber with a warp scrambler, but in general I wouldn't recommend PvP with a Trist. :) I still fly mine on occasion just because they're fast and fun.
Honestly though, if you fly Gallente tech1 frigs, you might as well use the Incursus. 3 ion blasters > 2 electron blasters & 2 missile launchers. Plus it's faster. I know, it doesn't look as sexy though. :D
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Jaofos
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Posted - 2006.03.28 22:41:00 -
[33]
I've been using this step for NPC Rat and defending myself against Player rats (or wannabe's):
2x ION 1x Nos 1x Rocket
1x AB 1x Web 1x Cap Recharger
1x Small Rep 1x Magstab 1x Local Power Relay
I've found that I can take about 4 NPC frig's with this setup. I just armor tank 3 while focusing all fire on 1, they drop quickly. I've also nailed a few 500k Serp cruiser's in this setup.
I'm working with basic skills here (550k SP) and was able to successfully defend myself twice against a Rifter who thinks is cool to jump me after an NPC fight.
Plus, this setup is pretty much a non-loss throw-away setup, the ship is about 200k, cheap components about 120k, so 310k total spent, 290 covered by insurance so 20k total loss if/when you get nailed. Not bad for a noob ship setup. I get my money's worth ratting in 0.3.
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Michael Loridan
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Posted - 2006.03.29 00:17:00 -
[34]
Here's the setup I'm currently using. It's primarily for Tier 1 Agent missions, and the occasional bit of high-sec ratting. I haven't really tried it for .5 or lower ratting, but Tier 1 NPC frigates absolutely melt under fire with this rig.
Highs: 2x Modal Light Neutron Particle Accelerator I 2x OE-5200 Rocket Launchers
Mediums: 1x Cold-Gas I Arcjet Thrusters 1x Small Converse I Deflection Catalyzer 1x Sensor Booster
Lows: 1x 100mm Reinforced Nanofiber Plates I 1x rat specific Armor Hardener I 1x Small Armor Repairer I (offline)
Drone: 1x Hobgoblin
Admittedly I'm still pretty new, and the vast majority of my skill training has been devoted to Learning skills, so there are probably some things I'd change (the booster, for one) once I acquire the skills. However, as I said before, this setup melts NPC frigates. Velators and other very light ships pretty much take one volley and die. Other Tristans tend to take a pretty good beating, but still go down pretty rapidly. The drone certainly helps too.
The AB uses little enough cap that I usually turn it on and leave it once I engage. The main issue is getting close enough to bring all four weapons to bear, and 550+ max speed, the AB allows that to happen pretty quickly.
The main weakness is in the shields. I don't have anything to reduce cap drain yet, so when I turn on the booster it drains my cap rather quickly. On the other hand, it usually provides the survivability I need to get through an engagement. Basically, if my cap is empty, my shields are gone, and my armor's passing 50% damage, it's time to leave the party.
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Thoris Levithar
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Posted - 2006.03.29 21:29:00 -
[35]
Edited by: Thoris Levithar on 29/03/2006 21:31:45 My Tristan currently has the following setup:
Hi: - Light Electron Blaster (with iridium charges) - Dual Light Laser (with multi-freq crystal) - "Malkuth" Rocket Launcher (with EM-rockets) - "Knave" energy drainer (small nosferatu module)
Med: - Coldgas Arcjet afterburner - Kinetic Deflection Amplifier (+32.5% kinetic damage resistance for the shield) - small shield extender
Low: - small armor repairer I - shield flux coil I - shield power relay I
Also: a warrior I drone
Its of course a pve setup, but so far it has worked well for me. The only active modules are the AB (can run pretty much infinitely), and the armor repairer. The many shield modules may seem overboard, but they offer a lot of protection against not too heavy damage. And IF damage manages to come through, I can start armor tanking :)
I have run all lvl 1 missions successfully with this ship, have gone through some 3/10 DED complexes and have killed some 50k bounty rats in a 0.4 system (serpentis chief spies and agents). Those big opponents were actually pretty trivial, since they never hit me...finished fight with full shield ;)
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Pang Grohl
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Posted - 2006.03.30 01:10:00 -
[36]
High: 2x 'Malkuth' Standard Launcher w/emp or exp depending target status 2x Neutron Blaster w/Plutonium
Med: Cold-Gas Arc S Cap Recharge named Shield Boost (on manual)
Low: Small Armor Rep II Hybrid Damage Mod Damage Control I
1 x Hobgoblin drone Belt rats down to .5 are toasty & level 1 mission swarms are manageable Forum: A place where ideas come to prove their worth. Portraits rock!
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Ashkin
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Posted - 2006.03.30 12:16:00 -
[37]
ok, this is more of a question than a response so be nice :p
I think some of the suggested close range setups mentioned above are great for taking out big stuff because they cant hit you back. But I am not so sure they would hold up against a bunch of frigs/destroyers.
I've never used a Tristan myself but from my experience of caldari and amarr frigate tactics vs NPCs I would think a long range setup to pop high sec frigate rats before they get into range would be good for new players (it works in most caldari ships)
so i'd like to know if anyone has any opinion on a NPC setup like this:
maxed out skills:
High: 2x standard launcher 2x 125mm rails
Mid: 1mn AB Webber
Low: small armour repairer micro aux power core
lower skills and explanation:
High: 2x standard launcher (you can get enough range out of these to kill almost any other frigates that dont have them before they can fire back) 2x 75mm rails (you will need the longer ranged ammo to get enough range to keep up with your missles. e.g tungsten)
Mid: 1mn AB: (should help you keep your distance) webber: (if anything does get close it helps to hold them back a bit)
Low: small armour repairer (saves repair bills and time, although shouldnt really have to be used with the tactic above)
the main thing to keep in mind is that you shouldnt need defences if you can keep out of their range so focus on fitting the nastiest weapons your grid and cpu allow before worrying about defence.
this tactic is best used by finding out the max range of your missles/guns and then orbiting enemies at that range. it can get slightly boring but most frigates literally can't touch you, especially lazer and blaster rats. handy if you are just starting out and want a safe and easy method to start with.
these are theoretical setups as i cannot test them in-game myself and my ship fitting program is out of date -.-.. although they should work as ive used this tactic with the merlin and the kestrel
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Alekseyev Karrde
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Posted - 2006.04.18 23:32:00 -
[38]
I noticed almost all of the set ups here use a Stasis Web.
Why? Are you really afraid of the NPC's running away lol?
When you're a frigate (esp one with a skill boost to tracking), you dont really need to slow things down, things need to slow you down.
Use that slot for ECM or tank or something else that's fun.
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Sentil Norai
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Posted - 2006.04.19 00:23:00 -
[39]
Originally by: Alekseyev Karrde I noticed almost all of the set ups here use a Stasis Web.
Why? Are you really afraid of the NPC's running away lol?
When you're a frigate (esp one with a skill boost to tracking), you dont really need to slow things down, things need to slow you down.
Use that slot for ECM or tank or something else that's fun.
For me, npc rats (and probably even in pvp) usually mwd randomly during fights, and I don't know where they tend to fly off to. The web keeps me from having to chase after a rat that zooms away at 1200 m/s.
For long range, light missile/rail setups, I agree that a web might not be needed. But for rocket/blaster ones, it makes life easier.
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Shivalla
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Posted - 2006.04.19 19:41:00 -
[40]
This is my shield tanking setup:
HI: 2x 150mm Prototype I Gauss Gun 2x ¦Arbalest¦Standard Missile Laucher
MED: Small F-S9 Regolith Shield Induction Small C5-L Emergency Shield Overload I Small F-RX Prototype I Capacitor Boost
LOW: Beta Reactor Control: Reaction Control I 2 x Photonic CPU Enhancer I
----
Shield Recharge with C5-L, if Capasitor is going to go low, F-RX, after that, we can rinse and repeat.
Arbalest is insanely bad Missile system, and 150mm Gauss gun is best rail ya can fit a Frigate.
I consider my build a Winner.
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Thoris Levithar
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Posted - 2006.06.01 06:51:00 -
[41]
A new tristan setup I've used successfully (all tech 1 except where noted):
Hi: 2x Light Ion Blaster 1x Rocket Launcher 1x Small Nosferatu
Med: 1x 1mn Afterburner 1x Stasis Webifier 1x Cap Recharger
Low: 1x Small Armor Repairer I (<- replace with tech 2 when you can!) 1x Damage Control 1x Capacitator Power Relay
1 Warrior Drone
This fits quite exactly with Engineering 4 (20-30 cpu and 1 grid left, so the tech 2 repairer will fit when I get one). I made a test outside a station to see how long I could let the repairer run: after about 3 minutes my cap still wasn't empty. So in a combat situation you should have plenty of cap if you also get to use the nos. The damage control allows you to use your hull as an extended tank (if you know you won't take sudden big hits). Actually hull resists with the damage control on are better than the armor resists :)
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Malibu Stacey
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Posted - 2006.06.09 04:04:00 -
[42]
I've been using a Tristan pretty much since I started playing properly (as in after I finished the newbie missions). My current setup is as follows:
High Slots: Turrets - 2* 125mm Compressed Coil Gun I (Iridium charges usually but sometimes Lead as I get lots from mission bonuses & can't be bothered buying more Iridium) Launchers - 2* 'Limos' Rocket Launcher I (One with FoxFire rockets, other with Thorn rockets)
Mid Slots: Cold Gas I Arcjet Thrusters (Afterburner) Fixed Paralell Link-Capacitor I (Capacitor Recharger) Empty!
Low Slots: Small Automated I Carapace Restoration (Armour Repair System) Power Diagnostic System I 100mm Reinforced Crystalline Carbonide Plates I
Drone: Hobgoblin I
I've been doing the learning skills mostly & the empty Mid-Slot is for a Stasis Webifier (have a few 'Langour' Drive Disruptor I's from loot in hanger) when I get Propulsion Jamming trained. Questions are thus. I've been given an Upgraded 'Limos' Standard Missile Bay I & could probably acquire another but the fitting constraints for Missile Launchers appear that I'll only be able to fit one (using 43 of 43.89 Power Units right now but I'll have Engineering III soon, plenty of CPU spare though, something like 30+ units). I do have a couple of named Small Nosferatu's (Knave & Ghoul IIRC, posting from work so I can't check right now) so should I go with one of those even though I never have Cap problems running the Afterburner & Armour Repairer? Saying that if fitting constraints are an issue I could drop the 100mm armour plate & fit a Capacitor Power Relay to free up the Power Units but I'd like the armour plate to stay as it gives me a nice warm feeling when I forget to switch my Armour Rep on & I've still got 1/3 armour left when I notice (just means I need to pay more attention if it swap it out). I see a lot of people use Blasters instead of Rails on this thread. I don't intend to PVP with this at all & earlier in the week I went with some of my corp to a 0.4 sector & while they mined in a belt I flew between the belts & killed a lot of Cruiser & Destroyer NPC Pirates (Vexors, Celestis' & Catalysts mostly but there was one spawn of 2 Thorax I took out) so I'm not sure if I should switch to Blasters. If I do switch to Blasters should I go for Electron, Ion or Neutron?
Just some general advice is what I'm asking for. I'm mainly running level 1 missions right now while I slog through the learning skills but as I said above I have been doing some "ratting" as is the parlance and I would like to do a bit more since the bounties & loot are far better than doing level 1 missions (plus it's not mindnumbingly boring). Is there anything I should try using as an interim module in my spare mid-slot until I get the skills to fit a Webifier? My skills are pretty basic still so please keep that in mind.
Thanks in advance. --- Nobody expects the Spanish Inquisition! |

Jon Engel
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Posted - 2006.06.09 05:22:00 -
[43]
Im an Incursus man myself, but the tristan is the only Gallente Frig that you can keep a tank on.
Heres my set up.
2 Neutron blasters 2 Malkuth Standards
Afterburner Warp scrambler Webber
Small Repper Mag stab BCU
That or course requires some decent skills to fit all of it, but it works great for belt ratting and pvp. And if your belt ratting in low sec you should fit for pvp anyways.
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Rethlen Larr
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Posted - 2006.07.10 06:22:00 -
[44]
Thought I'd post up my setup and vouch for it. I have relatively low skills, but to fit this equipment, you should have Electronics and Engineering around level three or four.
TRISTAN Ship type : Tristan
HIGH SLOTS - [ 7 | 11] Limited Light Ion Blaster I - [ 7 | 11] Limited Light Ion Blaster I - [ 4 | 14] 'Limos' Rocket Launcher I - [ 8 | 15] Small 'Knave' I Energy Drain
MEDIUM SLOTS - [ 10 | 15] Cold-Gas I Arcjet Thrusters - [ 1 | 21] X5 Prototype I Engine Enervator - [ 1 | 9] Cap Recharger I
LOW SLOTS - [ 5 | 4] Small Inefficient Armor Repair Unit - [ 2 | 25] Energized Adaptive Nano Membrane I - [ 0 | 3] Capacitor Power Relay I
DRONE BAY - Hobgoblin I (Light Scout Drone)
This puppy holds its own ratting in 0.1 space. I can take on three cruisers or two battlecruisers (each with an escort of a frigate or two) with minimal effort. Maybe warp out and come back every once in awhile, but rarely. As long as I keep moving, the transversal velocity and effective tank will keep me kickin'.
I use Thorn Rockets and Antimatter Charges, and primarily hunt Serpentis. Orbit as close as you can to the bigger stuff and unleash hell.
Relatively cheap, too. Hunting the rats I hunt, my Tristan pays for itself numerous times over on any given day. It's hardly devastating to lose, as rare an occasion as it is.
-------------------------------------------------------------------------------- Your signature is too large. Please see the Forum Rules for the limits - Serathu ([email protected]) |

Rheinhard Kurtz
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Posted - 2006.08.10 10:23:00 -
[45]
I have been using the following noobish tristan:
Hi 2 x standard missile launchers 2 x 75mm named railguns
Med 1 x 1MN Afterburner 1 x small shield booster 1 x small shield extender
Low 2 x 50mm plates, preferably rolled titanium 1 x small armour repairer
+ 1 hobgoblin drone in the bay
ammo and missiles as required: eg. bloodclaw/piranha missiles + some defenders in the hold just in case titanium ammo for the rails gives you full damage out to just under 10k
This give good survivability due to the double layer of protection (shields & armour) and choice of tactics: Either orbit at 10k vs. rocket/blaster armed ships keeping out of range. or orbit at 2500m vs. larger ships to get under their guns.
It also runs with minimal skills.
suggestions?
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TarAldir
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Posted - 2006.08.17 10:02:00 -
[46]
Hello
I am fitting my Tristan and still have not decided between ion blasters or railguns. I see that most of you select blasters, but I see that blasters range is about a third of railguns. Why do you prefer blasters?
Thx
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Kaomi Zorbaz
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Posted - 2006.08.24 15:08:00 -
[47]
As a Caldari training up Gallente ships skills and flying aa Merlin for the last month I decided to try out the Tristan on Sunday. I got my clock rung pretty good by .5 rats and had me back in the Merlin within 90 minutes.
That setup had rails and missile launchers along with a terrible plan of attack.
Lastnight I went with
2xNeutron blasters 1xRocket launcher 1xNamed Energy Vampire
1x10mn AF 1xWeb Stasis 1xShield Booster
1xPower Relay 1xSmall Armor Rep 1xKinetic Armor Resist
Warrior or Hornet drone
The goal was to use the web to get in close and orbit the frigs at 1500 meters. This setup didnt disappoint. I can clean house without even getting through my shields 4 on 1. Once I get the enemy into nos range it is over, the rockets and blasters rip them apart and the nos keeps my capacitor full.
Some will ask why a shield booster, simmple answer is, I ran out of cpu and power grid :( Something that will be fixed once I get more skills. I only have ~500K atm.
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Vasiliyan
PAX Interstellar Services Veritas Immortalis
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Posted - 2006.08.24 16:44:00 -
[48]
Originally by: TarAldir Hello I am fitting my Tristan and still have not decided between ion blasters or railguns. I see that most of you select blasters, but I see that blasters range is about a third of railguns. Why do you prefer blasters?
Blasters do signifigantly more damage than railguns. For PvP in a frigate you have to be within 10km anyway which isn't long enough range to be safe from anything, so you might as well get in close and maximise your damage.
For missions railguns generally result in you finishing the mission faster, as you don't have to close with each NPC individually to destroy it, you can just cruise through (keep moving!) and blow them away as you drive past.
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David Devant
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Posted - 2006.11.02 17:46:00 -
[49]
Arite, this is my cheapo setup and it owns rats down to 0.1, you could probably do serp Battleships in it but it'd take u a while.
HIGHS: 2x Neutron Blaster Is, 2x Malkuth Rockets
MIDS: Tech I AB, Langour Webber, Scram or Ewar
LOWS: Tech I Repper, Adaptive Nano and Whateverelseyoucanfit (Nanofiber, 50mm Plate, Cap Relay, Adaptive Plating)
This is a seriously adaptable ship, great for young players to get a decent bit of isk in. Hope you enjoy it as much as I have... 
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hinch
Gallente Furious Angels
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Posted - 2007.01.15 21:04:00 -
[50]
just kitted one out tonight not had chance to test it yet though.
high slots: 2x regulated ligh ion phase cannon 1's 2x de-5200 rocket launchers
mids 1mn mwd 2pt scrambler f-392 baker nunn targeting disrupter
lows 2x rampart explosive hardners 1x nanofibre internals Furious Angels are recruiting Furious Angels |
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Black Tortoise
Gallente m3 Corp
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Posted - 2007.03.25 15:08:00 -
[51]
Hi Guys, well i've had a lot of success with the following ratting in 0.3 0.4 and lower. I find the frigates the biggest issue destroyers and battlecruisers go down easily once under thier weapon range.
Highs; 2x 'Limos' Rocket Launcher I 2x Anode Light Ion Particle Cannon I
Mids; 2x Webbers 1x Cold-Gas I Arcjet Thrusters
Lows; 1x Power Diagnostic System 1x 100mm Reinforced Nanofiber Plates I 1x Small Armor Repairer I
Drone; Hobgoblin I or II
The idea of the twin webbers is for fighting groups of rats 1 cruiser or battlecruiser with 2 frigate escorts. I tend to lock the frigates and web them. Concentrate on one then the other. Once the support is dead turn on the main ship. My shield is usually gone by then or near to it and once under the firing range of the cruiser you can pick it to pieces no problems. The Drone gives them something else to shoot at which lowers the agro on you.
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Captain Sherrypie
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Posted - 2007.04.30 13:10:00 -
[52]
Edited by: Captain Sherrypie on 30/04/2007 13:08:21 Edited by: Captain Sherrypie on 30/04/2007 13:08:09
Originally by: Kitty O'Shay Edited by: Kitty O''Shay on 18/01/2006 03:10:08
Great for PvE, web two targets, approach, point a blaster & rocket at each. Collect cans.
Fit is tight, but doable with minimal skills.
HIGH-SLOTS : ~~~~~~~~~~~~ > Rocket Launcher I > Rocket Launcher I > Modal Light Neutron Particle Accelerator I > Modal Light Neutron Particle Accelerator I
MED-SLOTS : ~~~~~~~~~~~ > Civilian Afterburner > Stasis Webifier I > Stasis Webifier I
LOW-SLOTS : ~~~~~~~~~~~ > Small Armor Repairer I / Micro Auxillary Power Core (If you want a real afterburner.) > Energized Adaptive Nano Membrane I > 100mm Reinforced Rolled Tungsten Plates I
Is there any substitution for the Modal Light Neutron Particle Accelerator I ? I've just started and can't really afford those 1million+ ISK guns 
Regards Sherrypie
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Hammer Kerrian
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Posted - 2007.05.09 15:00:00 -
[53]
I'm going for this build with a short-range orientation. I have mainly industrial skills and haven't played long, so this should be an easy low-skillpoint fit for anyone.
Tristan
Limited Light Electron Blaster I [200xUranium Charge S] OE-5200 Rocket Launcher [30xFoxfire Rocket] OE-5200 Rocket Launcher [30xFoxfire Rocket] Limited Light Electron Blaster I [200xUranium Charge S]
Cap Recharger I 1MN Afterburner I F-392 Baker Nunn Targeting Scrambler
100mm Reinforced Rolled Tungsten Plates I Small Armor Repairer I Basic Magnetic Field Stabilizer
Rigs : Empty Slot \ Empty Slot \ Empty Slot \
391 shield, 1.56/s, E/T/K/Ex=0/19/39/59 693 armor, E/T/K/Ex=59/35/35/10 350.0 cap, +4.3/s, -10.88/s 490.0 m/s 32.1 DPS
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Nalar Marnith
Minmatar Tetranex Consolidated
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Posted - 2007.05.14 23:19:00 -
[54]
I put together this:
high 2 'limos' rocket launchers (malkuth use less cpu) 2 light ion blasters
mid jb5 scrammer, ab, 'abbadon' tracking disruptor
low repper, 2x type-d CPRs
This fit is damn tight on cpu and grid, but it fits. The named modules on this fit are there only to get it to work. Aside from the limos launchers, it's all about as cheap as the plain t1 stuff anyway.
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Canelien
Gallente Federal Navy Academy
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Posted - 2007.08.08 12:04:00 -
[55]
Ive been floating around in my Tris for a couple of days, and have basic skills still (started acct 3 days ago). So far I have basic mounts too, 3 of which are civ modules. Right now my main concern is getting skills up so I can upgrade the differnt mounts, civ modules gatta go LOL.
High: 2x missle launcher (fireclaw) 1x 150mm rail (tungsten) 1x 125mm rail (same as above)
I cant remember my Med/Low settings, but I have the civ versions of AB, SB, and AR. I used a NOS on my incursus, and was pretty happy. With the config I have right now, I cake walked the WC mission lastnight with my Tris, mostly I rip rats apart before they could land a shot on me. Only time I took visual dmg was when I was swarmed by 5 or more, which were cleaned out fairly fast, so I wasnt worried. Im thinking of swapping out one launcher with a NOS for the rare times I need to turn on my AR. Any suggestions will be most welcomed.
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Fionn MacChuaill
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Posted - 2007.09.06 11:28:00 -
[56]
Edited by: Fionn MacChuaill on 06/09/2007 11:30:38 Edited by: Fionn MacChuaill on 06/09/2007 11:30:14
Originally by: Malka Badi'a I would recommend:
2xion blasters 1xrocket launcher 1xnos
1xAB 1xWeb 1xCap recharger
1xsmall armor rep 1xPower diagnostic system 1xcapacitor power relay
Otherwise if my reasons for choosing a certain module above are confusing, let me know. I'll clarify my reasonings.
I'm going with your design because others have agreed with it. The only piece I'm missing now is the nos which I'll equip as soon as I'm finished training in about 12 hours. Please bear with me as I'm only playing two days. When others asked me about your build which I'm following they wondered why I don't have a long range weapon as right now the rockets I have equipped will only go 5,000m and I upgraded my rocket skill to level 2 to see if this would give them a better range but it doesn't. People are telling me I should use a missiles instead not only for range but because they track so I was wondering if you could clear up for me why you chose rockets?
Perhaps the ship you built in solely intended for close quarters dogfighting? Rats are engaging me at the moment from 10-20k so when I test the build (without nos) after the server reboots I'm hoping they won't kill me before I get them in range. I have a missile launcher in the place of the nos at the moment.
I have the rocket launcher loaded with Gremlin Rockets for EM damage and Phalanx Rockets for explosive damage. I'm loading the two blasters solely with Antimatter because they do the most damage and even though the range is so poor if I'm out of range I can just use rockets.
On your dual rocket launcher build without nos would you keep one launcher loaded with EM damage and one expolosive or start both with EM and switch both to explosive? I only ask considering it takes 10 seconds to switch.
If you answer all my questions I will very much appreciate it :)
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Stable Vegie
Silver Monkeys Mass Destruction.
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Posted - 2007.09.06 12:01:00 -
[57]
If you want to improve the range of your rockets train Missile Bombardment(10% bonus to flight time) and Missile Projection(10% bonus to missile velocity). ____________________________________________
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Fionn MacChuaill
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Posted - 2007.09.06 17:32:00 -
[58]
Edited by: Fionn MacChuaill on 06/09/2007 17:32:54 Thanks Stable Veggie. Do you prefer rockets or regular missiles with the tristan? Missiles seem to do everything a rocket can and more from long or short distances - maybe I'm missing something.
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Invay
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Posted - 2007.12.13 18:49:00 -
[59]
Edited by: Invay on 13/12/2007 18:51:27 Rockets are being used on these set ups since for the most of the builds listed are for short range combat.
The other reason rockets are being used is that they have a much lower cpu and powergrid requirement.
Missiles and Rails are great for PVE engagements against frigates and drones.
Blasters and Rockets are better for PVP engagements and PVE where you have to go after larger ships that tend to have horrible short range abilities, but would blow you to bits if you tried taking them out at long range.
Rails low requirements/long range/medium damage Rockets low requirements/short range/low damage Blasters high requirements/short range/high damage Missiles high requirements/long range/high damage
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