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Somoya
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Posted - 2006.02.11 12:21:00 -
[1]
Just got me new 720 II's and was really just wondering what damage I should be expecting.
Yet to get a wrecking but against hull, i managed to get this with emp. What kind of dmg has everyone else been getting???
2006.02.11 10:53:16<t><color=0xffff0000>combat<t><color=0xff bbbb00>Your 720mm Howitzer Artillery II places an excellent hit on Sansha's Ravisher, inflicting 586.4 damage.
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LUKEC
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Posted - 2006.02.11 14:01:00 -
[2]
enough to kill AF in one volley if you are lucky.
I use no guns... i smack to death. |

smallgreenblur
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Posted - 2006.02.11 14:31:00 -
[3]
I don't worry too much about wrecking shots since they don't show how much damage you do overall. I have, however, found that my rupture with 4 720mmIIs and 3 gyros on, quake ammo fitted, outdamages roughly 3/4 of battleships on killmails. So yes, they pwn :)
sgb
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ParMizaN
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Posted - 2006.02.11 14:36:00 -
[4]
Edited by: ParMizaN on 11/02/2006 14:35:58 They need boosted DPS-wise imo
buy lots and lots of quake though 
Phenomena of ironies, cast the litany aside How intelligible, blessed be the forgetful
I Luv Teh Parm!!1 - Imaran |

smallgreenblur
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Posted - 2006.02.11 14:37:00 -
[5]
Originally by: ParMizaN Edited by: ParMizaN on 11/02/2006 14:35:58 They need boosted DPS-wise imo
buy lots and lots of quake though 
Got a bpo? 
sgb
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BlackDog Rackh'am
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Posted - 2006.02.11 14:43:00 -
[6]
They are awesome guns,but they have a hefty cost on the rest of your setup. I use them on a muninn which is a beast for ganking (4 gun-related bonuses on that ship),but i think they would do well on a rupture as well, despite having less bonuses.
The price you pay is having to train a lot of support skills to fit them properly, unless you want to totally gimp your setup with lows full of reactor control units. I have engineering,electronics,weapon upgrades (CPU requirement reduction) and advanced weapon upgrades (grid requirement reduction) all at lvl5, and i still need 2xreactor control tech2 to fit them on a muninn with a slight tank.If i don't tank at all i still need one RCU II.
With EMP, medium artillery spec lvl4 and 3xgyro II fitted i can hit decently up to 30-40km with a rof of 6-7 seconds,minimum damage against t1 cruisers is 150-200 per shot. Multiply by 7 guns and that's a lot of damage,which still is just the minimum threshold. An alliance mate can get wreckings above 1k damage with a pure gank setup.
Expect somewhat lower performance on a rupture,but they are still some of the best alpha strike guns you can get on a cruiser-sized vessel,which comes with a heavy powergrid usage.
Before the agility of cruisers got boosted, i've heard of killing an omen with a muninn before it could align for warp.
Originally by: Black Lotus I vote u for KIA spokesperson.
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Kael D'mende
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Posted - 2006.02.11 15:15:00 -
[7]
iirc u can wreck for about 1400 points of damage, but as someone else stated, that not the best way to calculate overall damage :O)
best with t1 ammo is about 1100 i think..
/Kael
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Kaylana Syi
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Posted - 2006.02.11 16:34:00 -
[8]
Back before the stacking penalties, an armageddon with 7 720 IIs was a perfect mid range gank ship
As it stands now its mediocre. You could do this :
Armageddon ---------- 7 720mm II, 1 Large Smart bomb/NOS
1 Sensor Booster, 1 Tracking Computer, 1 Large Cap injector
4 Damage mods, 2 WCS, 1 1600 plate, 1 Large Armor Repariers
belly of drones
but you might as well do this :
Cyclone ------- 5 720mm II, 2 assault launchers, 1 standard launcher
1 AB, 1 large Shield Booster II, 2 Invuln Fields, 1 Tracking computer
2 PDU's, 2 Gyro IIs
drones
Originally by: "Oveur" I don't react to threats any better than you do
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smallgreenblur
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Posted - 2006.02.11 17:08:00 -
[9]
/emote cries for the poor abused geddon.
Nice cyclone setup however, although i wouldn't want anything to get close. 220mm autocannons ftw
sgb
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Chekin
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Posted - 2006.02.13 13:01:00 -
[10]
I use 720 II's on my rupture. Love it. Did one of those blood monk 4/10 complex things last night, took a while ('bout an hour and 20mins), but with tremor ammo, and an ab you can stay well out of range of the cruisers and sentries and still hit for between 100 and 250+ per shot (tremor's tracking is a bit sucky, so using 'Remain at Distance' to keep perfectly aligned with your target is a must).
Currently the setup is:
4 720 II's (emp (incase you need to keep your speed up), quake or tremor) 2 arb assualts - 10mn tII ab 1* sensor booster II 1* tracking comp II - 1 small tII repper 3* gyro II's 1* tII rcu
_______________________________________________
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Testy Mctest
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Posted - 2006.02.13 13:16:00 -
[11]
720s arent that good imo - even though its a different ship altogether, 180 and 220 based ships are so much more effective at a wider scope of things, 720s just dont figure as theoretically good.
That being said, I do fly 720 based Ruptures in gangs.
The Eve Guild Wars Project! |

Kaylana Syi
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Posted - 2006.02.13 13:26:00 -
[12]
Edited by: Kaylana Syi on 13/02/2006 13:26:42
Originally by: smallgreenblur /emote cries for the poor abused geddon.
Note I said before stacking penalties. Back in the day you could put 7 720 IIs, 2 tracking computers, 1 sensor booster and 6 damage mods and a 2x wcs and it was an uber gank platform. Afterall, the geddon is matari designed.
Originally by: "Oveur" I don't react to threats any better than you do
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Adago Vilon
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Posted - 2006.02.13 13:37:00 -
[13]
Can't wait to throw them on my Rapier as I really need as much damage from it as possible.
What do people think I can kill with 3 T2 720's and 3 gyro's? I've already spanked inties, not had an opportunity with anything larger tho. Assume max skills if that helps!
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