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mikeni
Templars of Space
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Posted - 2006.10.30 15:14:00 -
[31]
what would be a good omen setup for lvl 2 missions?
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Arhc
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Posted - 2007.02.25 22:03:00 -
[32]
What do you think of this set up for solo pvp.
highs: 3x heavy pulse 1x med nos
Mid: 10mn ab web 20km scram
low: small repper II 400mm plate 3x heat sinks
drone bay: 3x light drones
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Angus McLean
Gallente Divinity Trials
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Posted - 2007.02.25 22:21:00 -
[33]
4 Heavy Pulse II
----- 10mn Afterburner II web scram
----- Small Armor rep II DCU II 3x Heatsink II
Gank Omen with roughly 325 dps.
---------------- Freedom Of Speech Band of Brothers T-shirt |
Arhc
Amarr Skill Level Six
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Posted - 2007.02.25 22:28:00 -
[34]
thanks ill try that out.
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Tamirr U'tath
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Posted - 2007.02.25 23:40:00 -
[35]
Ok, not many amarr ships can solo really well, the few that can are the harbinger, curse, arbitrator etc...
why? cap.
Amarr lasers eat cap, meaning if you cant sustain it, you will die. So your cap regen lasts 95 secs huh? well, after that, you're dead. And if you're nos'ed? Dead dead.
The Omen is at it's best in a small gang as a close range DPS machine with minimum tank.
Heavy Pulse lasers, scrambler, MWD, damage and tracking mods and a CAP INJECTOR!!!!!
To be effective, amarr ships need cap injectors.
Because of the MUCH needed cap injector an ALL amarr setups, solo amarr ships must have a minimum of 4 mid slots.
1)Afterburner 2)Warp scram 3)Cap Injector 4)Web
In my opinion, all amarr ships are -1 mid slot. You simply cannot sustain cap regen for decent amounts of time without a cap injector. If you can, you've wasted at least 3 slots of cap power relays and rechargers.
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Angus McLean
Gallente Divinity Trials
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Posted - 2007.02.26 00:03:00 -
[36]
Originally by: Tamirr U'tath Ok, not many amarr ships can solo really well, the few that can are the harbinger, curse, arbitrator etc...
why? cap.
Amarr lasers eat cap, meaning if you cant sustain it, you will die. So your cap regen lasts 95 secs huh? well, after that, you're dead. And if you're nos'ed? Dead dead.
The Omen is at it's best in a small gang as a close range DPS machine with minimum tank.
Heavy Pulse lasers, scrambler, MWD, damage and tracking mods and a CAP INJECTOR!!!!!
To be effective, amarr ships need cap injectors.
Because of the MUCH needed cap injector an ALL amarr setups, solo amarr ships must have a minimum of 4 mid slots.
1)Afterburner 2)Warp scram 3)Cap Injector 4)Web
In my opinion, all amarr ships are -1 mid slot. You simply cannot sustain cap regen for decent amounts of time without a cap injector. If you can, you've wasted at least 3 slots of cap power relays and rechargers.
I partially agree. But not on the Omen. The deal with gank ships is that if your target isnt dead by the time you run out of cap, you did/ are doing something wrong.
But if your being nossed, injectors are only good on the Omen so far. The cap consumption on the Omen is already high enough, if your being nossed most likely even with an injector you will be sucked empty in moments. And when you inject you will have about 1 volley to fire before your empty again.
Not really worth the 100pg for it imo. On a side note, Im fairly sure even with Engineering 5 and AWU 5, you cant fit Heavy Pulse II, MWD and Injector. Maybe im wrong.
---------------- Freedom Of Speech Band of Brothers T-shirt |
Mortecai
Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.04.16 12:13:00 -
[37]
I dont like the Pulses cause I am not interested in running after every target I see. Beams are more flexible to target ranges :)
Heavy Beam Laser II [1xMultifrequency M] Heavy Beam Laser II [1xMultifrequency M] Heavy Beam Laser II [1xMultifrequency M] Heavy Beam Laser II [1xMultifrequency M] Launcher Slot
10MN MicroWarpdrive I Alumel-Wired I Sensor Augmentation Warp Disruptor II
Reactor Control Unit II Reactor Control Unit II Heat Sink II Heat Sink II Small Armor Repairer II
Rigs : Empty Slot \ Empty Slot \ Empty Slot \ Warrior II Warrior II Warrior II
1407 shield, 3.75/s, E/T/K/Ex=0/19/39/59 1953 armor, E/T/K/Ex=59/35/25/19 1171.875 cap, +8.58/s, -41.566/s 1499.0 m/s 210.6 DPS
At my skills I have 2.5 cpu over
DPS is calculated against a stock thorax under Quickfit stats
Radio best hit range is 51.8k @ 103dps with the drones MF best hit range is 18.8k @ 210dps with the drones Gleam best hit range is 11.3k @ 241dps with the drones Aurora best hit range is 57.8k @ 149dps with the drones
I stick to radio/mf crystal cause I dont like the tracking /range penalty or the T2 ammo these days.
This setup is ideal for roaming gangs/gate camps where you need get a fast lock and damage on the target. MWD is for getting out of trouble/bubbles, keeping up with a bigger target with mwd who is trying to run away.
The minus of this setup is cap that will run out after a couple of minutes even if you dont mwd/rep.
Repper is just for after combat / safe spot repairs.
I have flown this setup for over 6 months now and it delivers. First versions where variations of where I did not have the mwd on and had an extra heat sink and so on. I lost ships to bubbles too often or not being able to fly back to the gate fast enough. So MWD will save your ass often. The disruptor II is a late addition and the extra 4km scram range has been useful as well lately.
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pyyKtas
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Posted - 2007.06.27 17:48:00 -
[38]
Could anyone update on this please? Now using more than 1 heatsink penalizes you.
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Biced
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Posted - 2007.07.05 12:00:00 -
[39]
High: x4 T2 Focused pulse (Scorch) x1 Arbalest Assault luncher
Med: x1 Medium Electrochemical Cap Booster (800's) x1 j5 scram x1 y-t8 microwarpdrive or t2
low: x1 t2 heatsink x1 beta (or named) RCU x1 Named or t2 DCU if you have cpu left x1 Med Accomodation rep x1 CPR/OverDrive/Refuge nano/whatever you like
x3 t2 small drones
Fun to fly deals Good damage
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Soultaker Angel
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Posted - 2007.09.02 02:28:00 -
[40]
Originally by: Gwennec Edited by: Gwennec on 30/08/2006 15:55:35 Quad Light Beam Laser II [1xGleam M] x4 'Malkuth' Standard Missile Launcher I
10MN Afterburner II X5 Prototype I Engine Enervator J5b Phased Prototype Warp Inhibitor I
Heat Sink II x3 1600mm Reinforced Rolled Tungsten Plates I Power Diagnostic System II
3x light drones
raw dps about 300 with my skills. Could fit tech 2 laucher but I dont have the skills for it. Or one heat sink for energized adaptive nano 2, missle off and mwd for the ab.
That dps Never in ur life even with full skilled ... 195 dps max for ship and 240 with drones t2 Lie yourself.. not to others
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Julius Romanus
Free Space Development Cartel
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Posted - 2007.09.02 04:22:00 -
[41]
There is no "good" way to fit a bad ship. The omen is a bad cruiser. Almost as bad as a Gank Moa.
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Skavenger
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Posted - 2007.09.02 05:14:00 -
[42]
Edited by: Skavenger on 02/09/2007 05:15:40
Originally by: Soultaker Angel
Originally by: Gwennec Edited by: Gwennec on 30/08/2006 15:55:35 Quad Light Beam Laser II [1xGleam M] x4 'Malkuth' Standard Missile Launcher I
10MN Afterburner II X5 Prototype I Engine Enervator J5b Phased Prototype Warp Inhibitor I
Heat Sink II x3 1600mm Reinforced Rolled Tungsten Plates I Power Diagnostic System II
3x light drones
raw dps about 300 with my skills. Could fit tech 2 laucher but I dont have the skills for it. Or one heat sink for energized adaptive nano 2, missle off and mwd for the ab.
That dps Never in ur life even with full skilled ... 195 dps max for ship and 240 with drones t2 Lie yourself.. not to others
do the math before you flame, max skills this build does 405 dps with t2 assault launchers and t2 piranha fury missiles
but i cheated cuz i wanted to break 400 lol i put on some nice rigs, burst and collison one for eneryg weapons
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Gamesguy
Amarr D00M. Triumvirate.
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Posted - 2007.09.02 05:51:00 -
[43]
Originally by: Skavenger Edited by: Skavenger on 02/09/2007 05:15:40
Originally by: Soultaker Angel
Originally by: Gwennec Edited by: Gwennec on 30/08/2006 15:55:35 Quad Light Beam Laser II [1xGleam M] x4 'Malkuth' Standard Missile Launcher I
10MN Afterburner II X5 Prototype I Engine Enervator J5b Phased Prototype Warp Inhibitor I
Heat Sink II x3 1600mm Reinforced Rolled Tungsten Plates I Power Diagnostic System II
3x light drones
raw dps about 300 with my skills. Could fit tech 2 laucher but I dont have the skills for it. Or one heat sink for energized adaptive nano 2, missle off and mwd for the ab.
That dps Never in ur life even with full skilled ... 195 dps max for ship and 240 with drones t2 Lie yourself.. not to others
do the math before you flame, max skills this build does 405 dps with t2 assault launchers and t2 piranha fury missiles
but i cheated cuz i wanted to break 400 lol i put on some nice rigs, burst and collison one for eneryg weapons
Thats utterly bull****. 400 DPS LOL.
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Brother Welcome
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Posted - 2007.10.01 21:23:00 -
[44]
Bounty-hunter build.
2xHvy Pulse (Microwave Crystal) 2xFocused Med Pulse (Microwave Crystal) 1xArbalest Missile Launcher (Flameburst Missile)
1x10Mn Afterburner 2xCap Charge Array
1xDamage Control Unit 1xMed Armour Repair 2xReactor Control Unit 1xHeat Sink
3xWarrior Light Scout Drones
You could get more DPS, you could have more armour, you could be webbing or scrambling your target. What I like about this build is that the weapons open fire all at the same (long) range. The DCU, afterburner, and repair unit can be run for very lengthy periods, and while it doesn't have big tank numbers, it has resiliance. As for webbing targets, I'm thinking more honourable bounty-hunter than pirate: if they run, then I can take satisfaction in humbling them a little :) Besides, many pirates have ships so much better than this that it's crazy to think of trying to snare them. You'll be weeping with happiness and relief should they run.
Once I get better Engineering I'll try 2xHeat Sink.
-BW
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Killian Pirx
eXceed Inc.
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Posted - 2007.11.30 21:18:00 -
[45]
4x Named Heavy Pulse Lasers
10mn Afterburner 2 named web 20km scram
2x 400mm RRT plates EANM 2x Extruded HS
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