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Testy Mctest
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Posted - 2006.01.25 12:53:00 -
[1]
Yes, we all know the AC-Rupture is nice. Very nice.
How about the poor old artillery Rupture? It has 'superior firepower' so let's give it some long ranged loving!
[Pure Arty-Sniper]
4x 720mm II 2x Arbalest Heavy
2x Tracking CPU 1x Sensor Booster II
3x Gyro II 1x Tracking Mod II 1x RCU II
[EW-Arty]
4x 720mm II 2x Arbalest Heavy
2x Hypnos ECM Multispec 1x Sensor Booster II
2x Gyro II 2x Tracking Mod II 1x RCU II
[Arty w/ group support]
4x 720mm II Small Cap Transfer Array Small Remote Armour Rep
2x Hypnos Multispec ECM Sensor Booster II
3x Gyro II 2x Tracking Enhancer II
Anymore for anymore?
The Eve Guild Wars Project! |

FoRGyL
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Posted - 2006.01.25 13:16:00 -
[2]
In the first setup of your's I would ditch a Track against a ab or TP!
Bored at work think more are =)
-out-
********************************************************* Pay or don't!
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Testy Mctest
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Posted - 2006.01.25 14:25:00 -
[3]
Edited by: Testy Mctest on 25/01/2006 14:25:16
Originally by: FoRGyL In the first setup of your's I would ditch a Track against a ab or TP!
Bored at work think more are =)
-out-
Dunno, I think I prefer tracking/range over sig radius which does very little. An AB...I guess is down to personal preference, I prefer to focus snipers on sniping.
Bored at work...yep. Totally :)
The Eve Guild Wars Project! |

Khaldorn Murino
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Posted - 2006.01.25 15:30:00 -
[4]
It all depends on what your fighting really for med slot layout in some of those setups.
However, Artilleries are more useful than autocannons in one vital respect. In average fleet actions, artilliries allow you to start hitting a target immediately usually, whereas autocannons require you to close in upon the target. So therefore i find artilleries more useful from a fleet perspective, which is afterall where the majority of combat occurs.
I could be wrong obviously, just an opinion. -
- The fire burns..
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FoRGyL
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Posted - 2006.01.25 15:58:00 -
[5]
Originally by: Testy Mctest Edited by: Testy Mctest on 25/01/2006 14:25:16
Originally by: FoRGyL In the first setup of your's I would ditch a Track against a ab or TP!
Bored at work think more are =)
-out-
Dunno, I think I prefer tracking/range over sig radius which does very little. An AB...I guess is down to personal preference, I prefer to focus snipers on sniping.
Bored at work...yep. Totally :)
The TP is for the missles + drones. The AB is just nice ok a few here, having your distance and be able to play with it, traveling and some minor take loot get away thing.
But if it is warp in frig poping u have in mind I still change against a sensor booster in mid.
o/
Well I'm truly bored aswell 
-out- ********************************************************* Pay or don't!
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Dark Eulogy
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Posted - 2006.02.01 20:09:00 -
[6]
Anything that isn't loaded with T2 items and therefor has lower requirements and is more useful for PvP?
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Agnar Koladrov
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Posted - 2006.02.02 10:15:00 -
[7]
I finally got a Rupture for 0.0 fleet support and ratting.
I was thinking about 2 type of setups: A) 4x 650mm II 2x Assault II
1x AB II/Tracking comp 1x med shield booster II 1x Tracking comp
2x Gyro II 2x Tracking Enhancer II 1x Signal Amplifier II
B) 4x 720mm II 2x Assault II
1x AB II/Tracking comp 1x med shield booster II 1x Tracking comp
1x RCU II 1x PDU II 2x Gyro II 1x Tracking Enhancer II / Signal Amplifier II
I don`t know what would be best, or if all will fit CPU wise, the 650mm II with Tremmor will have a optimal of a proximately 50km, and with my skills they`ll do 10.27 dmg, rof arround 6.5. Though the 720mm`s pack more punch they have too limited ammo cap for my liking. So I am skill pondering about wich setup I want to use.
Any thoughts on it?
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Thercon Jair
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Posted - 2006.02.02 11:55:00 -
[8]
I used an arty ruppy fitted like this:
All items are unnamed T1 so that it doesn't hurt too much to lose this ship in PvP:
4x720mm I, 2x Heavy missile launcher I 1x Med Shield Booster I, 2x Invulnerability Field I 2x Gyrostabilizer I, 2x tracking enhancer I, 1x PDU (lows might have been slightly different, not sure if you need 2 PDUs) The whole setup fits with around 1TF and 0.25MW PG left with AWU 4 
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Lexor SLice
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Posted - 2006.02.02 20:23:00 -
[9]
get a muninn 
ESE is Recruiting skilled Miners and Pvp'ers!
Proud Member of the FIX alliance....
Originally by: O |

smallgreenblur
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Posted - 2006.02.10 19:09:00 -
[10]
Originally by: Lexor SLice get a muninn 
Why do i need to spend 80 mil on a munin when i can get my 6 mil rupture, stick 4 720mmIIs and quake ammo on it and outdamage battleships? Seriously, as long as you're a small ship lost amongst larger targets you can dish out some hurt.
sgb
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Cleric Fallon
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Posted - 2006.02.12 07:42:00 -
[11]
what ammo?
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caldicott
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Posted - 2006.02.23 12:15:00 -
[12]
4x 720 II, 2x sensor booster II, 1x tracking comp II, 3x Gyro II, 2x tracking enhancer II, with quake you can hit from 15-30, Fusion 30-50, carb lead 50-70, Tremor.... whats your lock range? 
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Lodhi
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Posted - 2006.02.23 13:55:00 -
[13]
Originally by: caldicott 4x 720 II, 2x sensor booster II, 1x tracking comp II, 3x Gyro II, 2x tracking enhancer II, with quake you can hit from 15-30, Fusion 30-50, carb lead 50-70, Tremor.... whats your lock range? 
Only time i wish i had a muninn is when im using tremor 
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Fundine
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Posted - 2006.02.27 14:01:00 -
[14]
I am looking to outfit my first cruiser, and was hoping to go with a max range type build. Not going to have the skills for II's, but can I get decent range with I's? Likely have most of the base skills to use the range extending mods, and while I gather the ISK to outfit it (and have enough left over I am not broke when I lose her) will be training up skills.
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M00dy
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Posted - 2006.02.27 14:59:00 -
[15]
Originally by: Fundine I am looking to outfit my first cruiser, and was hoping to go with a max range type build. Not going to have the skills for II's, but can I get decent range with I's? Likely have most of the base skills to use the range extending mods, and while I gather the ISK to outfit it (and have enough left over I am not broke when I lose her) will be training up skills.
How to set up ships really depends on what you want to do with it. Check out the ship set ups thread at the top, or be more specific on what you will be doing with it.
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IncendiumDiabolus
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Posted - 2006.02.27 15:08:00 -
[16]
I was looking at fitting my Rupture with artillery, but the minuimum MW usage for an artillery gun is like 200MW. Once you've fitted 4 of those you have 60MW to play with, hardly anything really. How do you get around that? With a couple of standard missile launchers or assault launchers weighing in at 50MW, how can you fit 4 artillery guns and 2 missile launchers?
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Lodhi
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Posted - 2006.02.27 17:44:00 -
[17]
Originally by: IncendiumDiabolus I was looking at fitting my Rupture with artillery, but the minuimum MW usage for an artillery gun is like 200MW. Once you've fitted 4 of those you have 60MW to play with, hardly anything really. How do you get around that? With a couple of standard missile launchers or assault launchers weighing in at 50MW, how can you fit 4 artillery guns and 2 missile launchers?
2 multi spec's, 1 disruptor 3 stabs in low, 2 dmg mod
Voila! lame rupture number one , works great tho 
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Imhotep Khem
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Posted - 2006.02.27 19:11:00 -
[18]
Well if your fighting beyond 20km then you need an assistant. So you won't yourself need a scrambler. And in this case, I go with little defence and strong 720 offence.
If your fighting under 20km so you can scramble them, then I would fit 650s and even more defence.
Don't let people discourage you from TP usage. I use TP all the time and it makes a Huge difference. If you have T2, you can boost it even more with the T2 skills. If your minmatar you might as well get with it because thats what CCP gave us.
Remember, with the worst tracking we benefit the most from painters. ____ If your not dyin' your not tryin'. |

Katyaa
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Posted - 2006.03.01 17:59:00 -
[19]
What is a tracking mod II please tell me
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Lienzo
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Posted - 2006.03.01 18:20:00 -
[20]
Is a single web enough to track an ABing inty with 720s at least 20% of the time? Are two webs needed? I would prefer one web and all light drones I suppose. That way I can reserve a mid for helping in mid range encounters.
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Triscuit
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Posted - 2006.03.01 23:34:00 -
[21]
Originally by: Katyaa What is a tracking mod II please tell me
Tracking Computer II (Larger bonus/Active/Mid-Slot)
and
Tracking Enhancer II (Smaller bonus/Passive/Low-Slot)
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smallgreenblur
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Posted - 2006.03.02 02:48:00 -
[22]
Originally by: Lienzo Is a single web enough to track an ABing inty with 720s at least 20% of the time? Are two webs needed? I would prefer one web and all light drones I suppose. That way I can reserve a mid for helping in mid range encounters.
Pretty much no chance of hitting an inty with 720mms under 30ks. This type of rupture is not for close, solo combat, i think the posters have made this clear. Where i find it is useful is as support in a fleet of similar sized or larger ships. If there's any great chance of you getting shot at then go for the ac / tanked rupture, cos the 720mm one is made of paper. Thin paper.
sgb
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Harfang Neige
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Posted - 2006.03.10 20:52:00 -
[23]
Been playing with the Rupture for a few days now, started with 4x720 Arty and a couple of missile launchers, have since switched to 3x650 Arty and 3xHeavy Missile. I am doing l2 missions and found a couple with fast moving and faster regenning webbers that get in real close really fast, the heavy missiles still do the job (with a couple of drones). For long range, this thing takes out angel rats in under one round. With this setup, I am forced to use a PDU and a CPU enhancer thingy til I get my skills up (about 800k SP at the moment). Also shield tanking - which works okay most of the time, from far range I barely get hit. If I get in close, I find I run out of cap fast - also keep a med armor repair in the cargo bay. Well this setup has seen me through Human Cattle 4 - the interceptor at the end was tough, but I got him eventually. We'll see about HC 5 
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Cummilla
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Posted - 2006.03.10 20:59:00 -
[24]
Originally by: Lexor SLice get a muninn 
yeah, but for tons less the ruppy can saddle up with 4 720s t2.
How much less damage will it do than the munnin?
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M00dy
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Posted - 2006.05.08 17:15:00 -
[25]
Originally by: Cummilla
Originally by: Lexor SLice get a muninn 
yeah, but for tons less the ruppy can saddle up with 4 720s t2.
How much less damage will it do than the munnin?
The Munnin can fit 5 720s where the Rupture can only fit 4. Also the Munnin gets an optimal range bonus. Yes, a Munnin is a much better sniper than the Rupy, but I still don't think it's worth the extra 100 mil. :)
ISSN Recruitment Thread |

Rexy
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Posted - 2006.05.08 17:30:00 -
[26]
a munin needs a grid mod to fit a full rack, ruppy doesnt, so you can happily run 3x gyro's in lows and two tracking enhancers. plus you can loose well over 10 fully t2 fitted ruppy's for the loss of just one munin, wich performs 20-40% better in terms of damage, depending on how big a boost you get off the tracking bonusses. then again who fits a full on gank muninn without any form of tanking whatsoever
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Lexor SLice
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Posted - 2006.05.08 17:34:00 -
[27]
ruppie
4x 720 II's 2x std II's
2x sensor booster 1x tracking comp
3xgyro II 1x rcu 1x med rep II
with tremor my optimal is 78km and i lock very quickly ____________________________________________
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Vee
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Posted - 2006.05.08 17:35:00 -
[28]
Can a T2 Arty Rupture one-volly a Frig/Stealth Bomber/Inty?
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Hoshi
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Posted - 2006.05.08 18:13:00 -
[29]
Originally by: Testy Mctest
Dunno, I think I prefer tracking/range over sig radius which does very little. An AB...I guess is down to personal preference, I prefer to focus snipers on sniping.
Bored at work...yep. Totally :)
30% increase in sig radius = 30% increase in tracking when it comes to hit calculations (which is more than any tracking computer can give you, plus you don't get stacking penalty from combining them with tarcking enhancers).
There are 2 reasons why you would prefer a tracking computer over a target painter: 1. The extra range you get is important to you. 2. You shoot from out side the effective range of the target painter (around 100km). --------------------------------------------------------------------------------
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turnschuh
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Posted - 2006.05.08 18:51:00 -
[30]
the real question is, can you setup a rupture or muninn to target and hit at 100km?
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dibblety
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Posted - 2006.05.08 19:08:00 -
[31]
If you have the skills for a Muninn, why not just train a little longer and get a Sliepnir(spelling?) It has 7 turrets, and a falloff bonus. I am no expert, but it would seem to be the superior sniper of the two.
As far as the rupture, It is still my top of the line ship, I used a 4 720mm 2 assualt launcher set-up until i ran into some Angel intys with warpscramblers. And that was the end of that set-up. But I switch to an AC set-up for solo missions and I use a similar build as the Testy's pure arty set-up for flying with the corp in a fleet,doing missions and whatnot. I still have to use 3 RCu's to fit it all though. For the role i play with my ship, i use a target painter in my mid slot though, to help my missles and the heavy ships in my fleet out.
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Octavio Santillian
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Posted - 2006.05.08 19:16:00 -
[32]
This is a quick hitting, frigate killing set up. You can warp in, pop off a volley or two at range, and warp out before people know what happened. ItÆs not for slugging it out, but real guerilla.
720 II x4 (put what you like here, I use Arbalest Std X2)
SB X3
Gyro II X2 Beta Nano X3
 ôWeÆre not doing for ISK...........WeÆre doing it for a ****load of ISK!ö
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Sion Gerge
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Posted - 2006.06.05 15:34:00 -
[33]
Rupture
650mm Artillery Cannon II [23xPhased Plasma M] 650mm Artillery Cannon II [23xPhased Plasma M] 650mm Artillery Cannon II [23xPhased Plasma M] 650mm Artillery Cannon II [23xPhased Plasma M] 'Arbalest' Standard Missile Launcher [48xSabretooth Light Missile] 'Arbalest' Standard Missile Launcher [48xSabretooth Light Missile]
Medium Capacitor Battery II Patterned Stasis Web I Warp Disruptor I
400mm Reinforced Steel Plates II 400mm Reinforced Steel Plates II Gyrostabilizer II Gyrostabilizer II Small Armor Repairer II
Berserker SW-900
I was toying with something like this, it has an optimal of 12k and it hits HARD and i think it can tank pretty good.
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Sion Gerge
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Posted - 2006.06.05 15:37:00 -
[34]
Edited by: Sion Gerge on 05/06/2006 15:36:58 Double post srry
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Umit Davala
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Posted - 2006.06.05 16:06:00 -
[35]
Edited by: Umit Davala on 05/06/2006 16:06:42 I've been messing around with a Rupture for a couple of weeks now. The best set up i had, with my admittedly slightly rubbish skills (was a Miner for my sins) was:
4x 650mm 2x Heavies
10mn AB 1 Web (for if anything gets close in large frig swarms)
800mm plate med repper 3x gyro
Use it for missions and belt ratting. OK its not totally amazing but its very cheap (all cheap named stuff ie Malkuth) and works great while i get my skills/ISK levels up for the T2 stuff. Range is about 40km with sharpshooter 2.
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Lexor SLice
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Posted - 2006.06.05 17:01:00 -
[36]
post changes, i'm using this
4x 650 II 2x assualt II
10mwd II 2x sensor booster II
3x gyro II 1x rcu II 1x med 'accomidation' repper.
its a tight fit with adv uprades 5, but i like it.
____________________________________________
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Kcel Chim
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Posted - 2006.06.05 18:17:00 -
[37]
this is my general roaming variant, depending on the gang composition
Rupture
4 x 720mm Howitzer Artillery II Small Remote Armor Repair System I / Standard Launcher II Small Remote Armor Repair System I / Standard Launcher II
Sensor Booster II Tracking Computer II / Warp Disruptor I 10MN Afterburner II
Small Armor Repairer II 3 x Gyrostabilizer II Tracking Enhancer II
6 x Hornet II / Warrior TP / Hornet EC
if i would setup one for fleetbattle i would throw the AB out for another Sensorbooster t2 so my lockrange is 140km and switch a gyro for another Tracking enhancer so Optimal + Falloff is about 105km with Tremor M. Tracking comp t2 in the meds is then a must and the 2 highs could be fitted with rockets (w/ defenders) tho i guess it wont make much of a difference apart from a cozy feeling :). never use 650s they are horrible tbh.
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Ruds Snikja
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Posted - 2006.06.05 20:34:00 -
[38]
Edited by: Ruds Snikja on 05/06/2006 20:33:58 Not a sniping setup, but an arty Rupture nonetheless. I use this for L3 missions with ~2M skillpoints. Can't handle portal to war, but I don't have much trouble with any other missions my Minmatar agent gives me (occasional warpout, but never any real risk of death). Probably useless for PvP, but I don't have any experience there:
3x 650 named [fusion for angels, phased plasma otherwise] 3x assault named [rat-specific damage]
named webber named painter t2 medium battery (if it's a light-tanking mission, swap for AB)
t2 medium repper named damage control 3x hardeners (if it's a light-tanking mission, swap one or more for tracking enhancer or damage mod for faster killing)
3x medium drones
Even with my low skillpoints (and no real concentration -- damn you Minmatar!), it has no problems a) with cruisers that hang out at 25km (a little slow, but these tend to be tankable), b) with webbed frigates under 10 km (though angel webifiers and angel vipers take a while). Some instapops; if I aggro a group of 5 frigates at 40km, I usually only have to web one or two of them. The main problem is that I can't run the repper constantly.
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Aion Gerge
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Posted - 2006.07.05 21:41:00 -
[39]
I am unshore about what to fit in my last to low slots i have RCU 2x Gyro. I was thinking about fitting maby a third gyro and a wcs or 2 wcs or tracking enhancers what would you guys sugest?
Were is my avatar :(
Satansplauge killboard |

Laekon
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Posted - 2006.07.11 05:54:00 -
[40]
Could anyone recomment a set up for a very(very)low sp player looking to run lvl2 missions? I have my Rupture set up with auto cannons at the momment but I want to try out long range fighting before I decide what race and ship type I want to specialize in. My only concern is most of the mission seem to have frigates and drones as the targets. I also have a rifter that I could try out the long range wpns on.
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Darien
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Posted - 2006.07.11 07:51:00 -
[41]
dont think i saw an answer to this... so can a 720mm arty rupture one volley a frig since the hp boost?
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Aion Gerge
Minmatar
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Posted - 2006.07.14 21:19:00 -
[42]
Originally by: Darien dont think i saw an answer to this... so can a 720mm arty rupture one volley a frig since the hp boost?
Yes! If you use quake its 100% and im pretty shore its the same with tremore i meen you can wreck 1k with ruppy 
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Atha'an
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Posted - 2006.09.17 06:31:00 -
[43]
Hmmm, i used to use 720mm, but then i discovered the joys of cheap 650mm's. I'm wondering for PvP, arty against AC, because unless i fit agility mods, i can never orbit right with AC, and end up either overshooting or standing still (i think i have fears because last time i fitted AC's i was bested by a Caracal with a MWD). I used to use nos, but what do i use the cap for? tech 2 armour rep, great. what else?
current setup: 4x 650mm scouts 2x Makulth heavies AB Scram Tracking disruptor II/Tracking computer II 3x energized adaptive armour rep tech II and some sortof agility mod
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Roland 99
Minmatar Battlestars Imperium Alliance
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Posted - 2006.09.17 22:54:00 -
[44]
4 x 720 II
2 X SB's 1 Tracking
1 RCU 2 Gyro II 1 tracking II 1 small repper/WCS/ets
I like it ^_^ _______ My pod is filled with beer. Dont make me spring a leak
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Praleon
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Posted - 2006.12.17 20:59:00 -
[45]
Edited by: Praleon on 17/12/2006 20:59:38 Here is one of my n00b setups:
High: 720mm Howitzer Artillery I 720mm Howitzer Artillery I 650mm Artillery Cannon I Malkuth Heavy Missile Launcher I Malkuth Heavy Missile Launcher I Malkuth Assault Missile Launcher I
Med: 10MN Afterburner Large Shield Extender Large Shield Booster
Low: Power Diagnostic System Power Diagnostic System Power Diagnostic System Reactor Control Unit Co-Processor I
I use a mix of medium and light drones with this setup, and use the drones mainly to fight off frigates that get to me.
I basically go into the mission and begin flying directly away from my enemies and hammer them with artillery. If they get close I allow them to start hitting me and then deploy drones.
This setup is capable of lvl 2 mission running and can do all level 2 Gallente Federation missions. In general, I use Phased Plasma Ammo and Flameburst/Widowmaker missiles... but I swap if I am fighting something that it would be logical to swap for.
Alternatively: High: 720mm Howitzer Artillery I x4 Malkuth Assault Missile Launcher I
Med: 10MN Afterburner Large Shield Extender Large Shield Booster
Low: Power Diagnostic System x2 Reactor Control Unit x3
(If you have better skills you can fit another launcher, easily)
With both of these setups, afterburning away from your opponent is VERY important. You have to control the range at which the battle takes place long enough to destroy the enemy. With the latter setup, I managed to complete a lvl 3 mission, and nearly complete a 2nd level 3 mission, but died because I could not destroy the bigger ships in good time.
Any input would be welcome.
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Areconus
Caldari Cereal Killerz
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Posted - 2006.12.17 23:35:00 -
[46]
Originally by: Praleon Edited by: Praleon on 17/12/2006 20:59:38 Here is one of my n00b setups:
High: 720mm Howitzer Artillery I 720mm Howitzer Artillery I 650mm Artillery Cannon I Malkuth Heavy Missile Launcher I Malkuth Heavy Missile Launcher I Malkuth Assault Missile Launcher I
Med: 10MN Afterburner Large Shield Extender Large Shield Booster
Low: Power Diagnostic System Power Diagnostic System Power Diagnostic System Reactor Control Unit Co-Processor I
I use a mix of medium and light drones with this setup, and use the drones mainly to fight off frigates that get to me.
I basically go into the mission and begin flying directly away from my enemies and hammer them with artillery. If they get close I allow them to start hitting me and then deploy drones.
This setup is capable of lvl 2 mission running and can do all level 2 Gallente Federation missions. In general, I use Phased Plasma Ammo and Flameburst/Widowmaker missiles... but I swap if I am fighting something that it would be logical to swap for.
Alternatively: High: 720mm Howitzer Artillery I x4 Malkuth Assault Missile Launcher I
Med: 10MN Afterburner Large Shield Extender Large Shield Booster
Low: Power Diagnostic System x2 Reactor Control Unit x3
(If you have better skills you can fit another launcher, easily)
With both of these setups, afterburning away from your opponent is VERY important. You have to control the range at which the battle takes place long enough to destroy the enemy. With the latter setup, I managed to complete a lvl 3 mission, and nearly complete a 2nd level 3 mission, but died because I could not destroy the bigger ships in good time.
Any input would be welcome.
...what in the hell......3 rcus and 2 pdus??? dam what is your engineering lvl? 1?
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Mortuus
Minmatar Just-fun
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Posted - 2006.12.18 03:00:00 -
[47]
4x720mm t2, whatever missles you can cram in 1x SB t2, 1x 20km Disrupter/Web/other cpu using mod, 1x large shield extender 4x Gyro t2, 1x PDU/RCU dependent on skills.
With warp to 0, its even easier to use. But yes, this thing hurts.
ex-Occassus Republica <3 |

Praleon
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Posted - 2006.12.18 16:30:00 -
[48]
Yes, my skills are pretty low. I've spent most of my time on marketting and drones and random things with no real direction, just experimental...
I was thinking of putting a cruise launcher on one of these, but, it's about all that will fit and the ship would be absolutely defenseless against smaller ships... plus... I don't think I can even target far enough with a rupture to take full advantage of the cruise missile... I don't really know.
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Trracer
Foundation R0ADKILL
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Posted - 2006.12.18 17:06:00 -
[49]
Originally by: Mortuus 4x720mm t2, whatever missles you can cram in 1x SB t2, 1x 20km Disrupter/Web/other cpu using mod, 1x large shield extender 4x Gyro t2, 1x PDU/RCU dependent on skills.
With warp to 0, its even easier to use. But yes, this thing hurts.
Hmm, thought the idea with artillery was range? 
Welcome to Caldari online! |

Megan Maynard
Minmatar RONA Deepspace
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Posted - 2007.04.26 16:19:00 -
[50]
Edited by: Megan Maynard on 26/04/2007 16:19:47 Some of you are full of it and clearly don't fly rupture's too often. Four 650's are the way to go on this beast, DPS is much better.
My ACTUAL set-up that I use, for all you folks who don't have the skills or isk to fit four t2 720's.
Highs: 4x 650 scouts 1x assault launcher 1x standard launcher
Mids: Target painter sensor booster tracking computer
Lows: 2x gyros energized explosive plate named 400 mm plate med armor rep
Forget tackling in this thing, just warp into your optimal and unleash hell. I usually use photon or nuclear ammo for a good mix of range and firepower, and phased plasma for damage dealing.
Drones: 2x vespa's 2x hobgoblin's
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Mortuus
Minmatar Oblivion's Gate Privateer Alliance
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Posted - 2007.04.26 17:06:00 -
[51]
Originally by: Trracer
Originally by: Mortuus 4x720mm t2, whatever missles you can cram in 1x SB t2, 1x 20km Disrupter/Web/other cpu using mod, 1x large shield extender 4x Gyro t2, 1x PDU/RCU dependent on skills.
With warp to 0, its even easier to use. But yes, this thing hurts.
Hmm, thought the idea with artillery was range? 
Heck no, the purpose it to own close range ships before they know whats going on =) You CAN use it at range, myself, I like it in a gang where I warp in at optimal from my target with the hardest hitting ammo I can get my hands on. Evaporated an NPCing Ishtar in 3 volleys with Quake. I use arty for the Alpha, usually popping haulers very fast. I enjoy that part, they think they are safe with WCS, who needs to keep them around if they die in a volley.
But yes, you can use Tremor or Proton and call it a sniper...sorta.
ex-Occassus Republica <3 |

Wayward Alt
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Posted - 2007.04.26 17:13:00 -
[52]
Originally by: Megan Maynard Edited by: Megan Maynard on 26/04/2007 16:19:47 Some of you are full of it and clearly don't fly rupture's too often. Four 650's are the way to go on this beast, DPS is much better.
My ACTUAL set-up that I use, for all you folks who don't have the skills or isk to fit four t2 720's.
Highs: 4x 650 scouts 1x assault launcher 1x standard launcher
Mids: Target painter sensor booster tracking computer
Lows: 2x gyros energized explosive plate named 400 mm plate med armor rep
Forget tackling in this thing, just warp into your optimal and unleash hell. I usually use photon or nuclear ammo for a good mix of range and firepower, and phased plasma for damage dealing.
Drones: 2x vespa's 2x hobgoblin's
What do you use this Rupture for? I will assume it has never been to 0.0.
High: 4x720mm Arty 2xStandard Missile Launcher
Mid: 1x10mn MWD 1xSensor Booster 1xTracking Computer
Low: 1xDamage Control 3xGyro 1xRCU
Drones: 6xWarrior
T1 or T2 don't matter.
The above is a great small gang ship and its not so slow that it gets caught and killed in every bubble.
Missiles + Drones are for point defense -vs- tacklers.
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Kryniss Negakhar
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Posted - 2007.05.15 20:30:00 -
[53]
*** LOW SP SETUP AHEAD[1.5m] ***
Started doing Level 2 missions with this setup last night, and it feels like overkill, fits with Engi IV, Elec IV, WU III:
4x 650mm Artillery I(Carbonized Lead M with Sharpshooter II will hit around 50km) 2x Standard Missile Launcher(Fit for appropriate NPCS)
1x 10mn Afterburner I(10mn AB II is 2.2 million, AB I is 56k.. go figure). 1x Stasis Webifier I 1x Sensor Booster I
1x Medium 'Accomodation' Vestment Reconstructor 1x Energized Adaptive Nano Membrane I 2x Rat Specific Hardeners(1 day till N-type hardeners..) 1x Gryostabilizer I (F3 Munition Suspension gives 9% instead of 7% and isn't too hard on the wallet).
Drones: 4x Warrior I (Toss a Valkyrie I on there when Drones V is done)
This fits for me with 2 grid left and a big(50-odd) chunk of CPU.
Use the AB to keep range on slower targets, use drones and standard missiles to obliterate frigs that get close.
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gallianna
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Posted - 2007.05.17 04:38:00 -
[54]
I loved my arty ruppies and have now moved onto the Muninn, and thought I would give you guys some stats to compare to the ruppie. This is for fleet and gate camp, roaming gang :) It absolutely pwns on gates in a gang as long as the enemy isn't in a ceptor doing 14km/s with crazy traversal. You can drop to 650's for even more tracking if thats what you want. I personally like the massive hurt the 720's put out.
High: 5 x 720mm Arty II Missile Launcher/improved cloak/whatever
Mid: 1 x YT-8 MWD 2 x Sensor Booster II
Low: 1 x PDS II 2 x Gyro II 2 x Tracking Enhancer II
Drones: 5 x Warrior II or Hammerhead II
PDS is only there to make the MWD fit. I never leave home without one in 0.0 as you need get out of the bubble, back to the gate, away for the DDD etc. You drop in a damage control II or another gyro II.
I don't have uber skills but these are the stats:
lock range - 160km scan res - 715 ROF - 7.61 Damage multiplier - 15.64
Tremor - optimal 87km, falloff 20km Quake - optimal 12km, falloff 20km EMP - optimal 24km, falloff 20km PP - optimal 30km, falloff 20km
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Dr Fighter
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Posted - 2007.05.17 05:06:00 -
[55]
4x 650mm II + 2x named or T2 heavy missile launcher II mwd large extender and a 20k scram 3x gryo, pdu II reactor II droneses
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GTus
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Posted - 2007.06.04 18:32:00 -
[56]
Rupture
650mm Medium 'Scout' Artillery I 650mm Medium 'Scout' Artillery I 650mm Medium 'Scout' Artillery I 'Arbalest' Heavy Missile Launcher 'Arbalest' Heavy Missile Launcher 'Arbalest' Heavy Missile Launcher
Large F-S9 Regolith Shield Induction Large F-S9 Regolith Shield Induction Invulnerability Field II
Power Diagnostic System II Power Diagnostic System II Power Diagnostic System II Power Diagnostic System II Co-Processor II
Rigs : Empty Slot \ Empty Slot \ Empty Slot \
7369 shield, 26.28/s, E/T/K/Ex=30/43/57/71 1641 armor, E/T/K/Ex=69/35/25/10 1519.382536500711 cap, +11.9/s, -3.2/s 250.0 m/s 0.0 DPS
I don't have the skills to fit it but QuickFit says it will fit.
I think it's a pretty nice weirdo fitting 
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Tar Moshak
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Posted - 2007.10.05 12:54:00 -
[57]
I'm low SP shield tanker and i have to test this rupture, but i think it may work on pve good (or in roaming gang with some other ecm support boat)
Hi 4x650mm, 2xHeavy Med Large Extender, SB, Inv Field Low 2xGyro, 2xPDU (i have to, if you can save grid fit better), 1x Suitcase
or, dropping the tank
Hi 4x720mm, 2xheavy Mid 2xSB, Track CPU Low 3xGyro, 2xRCU ( )
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Infektia
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Posted - 2007.10.31 02:00:00 -
[58]
Hey all, I'm looking to improve my current Rupture set up for PvE. (I am already planning out a Cyclone Battlecruiser.) I am currently running level one missions, and would like to run level two, but I know I could use a better setup. SP: ~1.3 mil
High: Assault Missle Launcher I Upgraded 'Limos' Standard Missile Bay I 650 MM Artillery Cannon x2 720 MM Howitzer Artillery Dual 180MM Gallium I Machine Gun
Medium: Y-S8 Hydrocarbon I Afterburner Ditrigonal Thermal Barrier Crystallization I Phased Weapon Navigation Array (Target Painter)
Low: 100 MM Reinforced Nanofiber Plates Nothing else in the other slots.
After reading through the ship building forums, I have realized that my current setup is incredibly ridiculous. I prefer long-range artillery action, and using my superior shield action (Engineering Lv 5) to keep from dying. Sorry for being such a n00b! Please assist!
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