| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Phillis Stein
|
Posted - 2006.02.13 16:58:00 -
[1]
I hope to order the Gallante Carrier for my second character soon. Any ideas for setups would be most welcomed. It would also help me to discover what skills I may be missing/low in.
|

lofty29
|
Posted - 2006.02.13 17:15:00 -
[2]
If you dont know how to fit it, you dont know how to fly it... Sorry, couldnt resist.
Im thinking leaing it till the next patch, when they will be releasing capital logistics stuff (reps, energy transfers)  ---------------------------
|

ElCoCo
|
Posted - 2006.02.13 17:55:00 -
[3]
Yo phillis wassup?
Until they get out capital sized noses/neutralisers it seems wise to invest on faction stuff. A heavy neutraliser with 30km range will be a nice investment for those pesky ceptors with longrange scramblers.
The drone range, speed and tracking modules seem like a good bet to fill the usual high/med and low tanking "leftover" slots.
And an officer web would be ideal  |

Gronsak
|
Posted - 2006.02.13 18:05:00 -
[4]
Originally by: ElCoCo Yo phillis wassup?
Until they get out capital sized noses/neutralisers it seems wise to invest on faction stuff. A heavy neutraliser with 30km range will be a nice investment for those pesky ceptors with longrange scramblers.
The drone range, speed and tracking modules seem like a good bet to fill the usual high/med and low tanking "leftover" slots.
And an officer web would be ideal 
would you not want n highs +1 drone mod specially on ther galante carrier and also perhaps one gang mod that would help yourself and the gang like armor rep.
-------------------Sig-----------------------
Decrease blaster CPU useage Decrease Hybrid cap useage Balance all weapon systems DO IT SOON |

SengH
|
Posted - 2006.02.13 18:07:00 -
[5]
why would you fit gang mods on a carrier when a T1 BC can do the same?
|

ElCoCo
|
Posted - 2006.02.13 18:24:00 -
[6]
Originally by: Gronsak would you not want n highs +1 drone mod specially on ther galante carrier and also perhaps one gang mod that would help yourself and the gang like armor rep.
I thought the drone control units were not ingame yet but now I see them on market so sure... there are 6 highslots to fill anyway.
But I'd never "waste" a slot on a 1.5bil rig (with fittings) to get some 2% bonus that a 30mil battlecruiser can do just the same. |

LUKEC
|
Posted - 2006.02.13 18:32:00 -
[7]
Originally by: SengH why would you fit gang mods on a carrier when a T1 BC can do the same?
Because you have pilot sitting on ss anyway... If you plan to show the carrier ... i think u made a mistake.
I use no guns... i smack to death. |

ElCoCo
|
Posted - 2006.02.13 18:52:00 -
[8]
Originally by: LUKEC Because you have pilot sitting on ss anyway... If you plan to show the carrier ... i think u made a mistake.
I think you'll be seeing more and more carriers be used in the frontline. They're certainly far more useful than dreads in day-to-day operations.
Not everything is 50vs50 battles (in which frankly I wouldn't take the carrier in atm) and I'll be damned if I play this game to be sitting at safespot to hear ppl on TS calling targets and twiddling my thumbs.
|

Grut
|
Posted - 2006.02.13 20:20:00 -
[9]
Originally by: ElCoCo
Originally by: LUKEC Because you have pilot sitting on ss anyway... If you plan to show the carrier ... i think u made a mistake.
I think you'll be seeing more and more carriers be used in the frontline. They're certainly far more useful than dreads in day-to-day operations.
Not everything is 50vs50 battles (in which frankly I wouldn't take the carrier in atm) and I'll be damned if I play this game to be sitting at safespot to hear ppl on TS calling targets and twiddling my thumbs.
2nd account ftw \0/
Kinsy > deadman you there? Kinsy > are either of us in pods, becase we dont know...
Mostly harmless [ 2005.12.09 19:22:50 ] (notify) You have started trying to warp scramble the Dreadnought |

Hllaxiu
|
Posted - 2006.02.13 20:58:00 -
[10]
Originally by: ElCoCo
Originally by: Gronsak would you not want n highs +1 drone mod specially on ther galante carrier and also perhaps one gang mod that would help yourself and the gang like armor rep.
I thought the drone control units were not ingame yet but now I see them on market so sure... there are 6 highslots to fill anyway.
But I'd never "waste" a slot on a 1.5bil rig (with fittings) to get some 2% bonus that a 30mil battlecruiser can do just the same.
2%? Do the math on using all 3 armored warfare links with squadron command 4 and armored warfare specialist 4. Then do the math on having both at 5 and the mindlink.
The latter is 22.5% reduction in duration, 22.5% across the board resist increase (w/o stacking penalty) and 22.5% decrease in in capacitor usage. Think about that for a second.
|

lofty29
|
Posted - 2006.02.13 21:01:00 -
[11]
Still aint gonna hold you up when you're primary  ---------------------------
Originally by: Wrangler I see boobies!! \o/
|

ElCoCo
|
Posted - 2006.02.13 21:05:00 -
[12]
Originally by: Hllaxiu 2%? Do the math on using all 3 armored warfare links with squadron command 4 and armored warfare specialist 4. Then do the math on having both at 5 and the mindlink.
The latter is 22.5% reduction in duration, 22.5% across the board resist increase (w/o stacking penalty) and 22.5% decrease in in capacitor usage. Think about that for a second.
Did I say otherwise? You still can do that in a battlecruiser, no?  |

Alan Bell
|
Posted - 2006.02.13 22:06:00 -
[13]
Edited by: Alan Bell on 13/02/2006 22:17:07
Originally by: lofty29 Still aint gonna hold you up when you're primary 
how big of a fleet are we talking? with some gang modules, u cld prolly take on some decently sized fleets.... solo (10ish)
to OP: im going to get an archon soon, and without all the capital sized mods, ive came up with some setups
3x armored warfare gang modules (1 of each) 2x faction L nos's(or DCU's if they are out) 2x command processers 2x t2 cap chargers 2x capial AR 3x t2 adaptive nano membranes 2x energized regenerative membrane
roughly 45k armor, 88/76/78/81 resists at lvl 4 carrier and compensation skills. 800 dps tank (3333 raw dps at lowest resist *explosive*) need to run cap test, as im not sure if its sustainable (probably not)
not sure how to calculate gang modules yet... http://coldfusion.online-guild.com |

Phillis Stein
|
Posted - 2006.02.14 01:03:00 -
[14]
Thanks for all the advice, some of it from old friends. I asked because Im not afraid to take advice from ppl with more experience.
The warning about using the Carrier in a "Fleet" action is warranted. Like any of the Newer ships, if there are only 1 or 2 of them then they will be the first to die.
So it looks like I will use it if accompanied by several other ships of similar type or in "Gang" fights only...
Anyway Im looking forward to flying it. Hopefully by then I wil be able to speak to more pilots with vaster experience than I have.
P. Stein
|

Malthros Zenobia
|
Posted - 2006.02.14 01:25:00 -
[15]
Originally by: lofty29 Still aint gonna hold you up when you're primary 
Throw some capital repair mods on there and it just might unless you're getting hit by alot of BSes and HACs.
Even then, fighters look to have the ability to shred a few BSes pretty fast.
Originally by: Istvaan Shogaatsu I'm probably one of the biggest Bush fanboys in Eve... This is like, Darth Vader, can't-reach-climax-without-killing-a-puppy evil.
RAWR!11 Sig Hijack!11 - Imaran  |

Ayms
|
Posted - 2006.02.14 01:47:00 -
[16]
Originally by: SengH why would you fit gang mods on a carrier when a T1 BC can do the same?
Because there are 12 types of gang mods, and if you have a carrier sitting back, why not have it doing some of them, and let BCs run the others?
|

SamtheDog
|
Posted - 2006.02.15 05:07:00 -
[17]
Edited by: SamtheDog on 15/02/2006 05:14:55 Edited by: SamtheDog on 15/02/2006 05:10:41 Nice choice on carriers...they are extremely strong & effective against all ships.
I fly the Archon (Amarr) carrier & have an extremely strong, versatile & dangerous (albeit expensive) setup.
high slots : 3 heavy diminishing nos (25km range) 9km kinetic smartbomb 7km explosive smartbomb
reasoning: smartbombs in dual sequence are excellent for drone defence. You'd be amazed that heavy drones last 8 seconds after these are activated. In a small way...you can use them every 4 sec for missle defences..though not entirely needed. They're best used to keep drones off you with confidence.
The nos are to keep your cap up & **** off ships that come within range....draining hac's, assualt frigs or anything you can bleed. Cap = life..which when taking is very good.
Med : 4 x cap charger II's (NO EXCEPTIONS...IF YOU ALTER THIS YOU WILL DIE)
These are the main defence against nos battleships that try to bleed you dry. I've had 3-4 nos bs's try to drain me...& with a cap recharge rate so high, it's very hard to do it. If you have 1 armor repairer running...they wont' have a chance. Your nos can neutralize the effect of 3 heavy nos...but also keep in mind that nos doens't dmg your armor. Fighters do..& once those bs's are taken out...the others won't stand a chance & be promptly crushed trying. But I cannot stress enough how important a very high cap recharge rate is. It's your main defence....if you lower it..you CAN be bled dry faster than you anticipate..& suddenly..out of cap means you're a sitting duck.
Low : 2 x capital armor repair 1 x 28.3% adaptive nano (with skills goes to ~34.3% to all) 3 x 64% harnder (kin/therm/exp) 1 x 25% cap relay
reasoning : The archon gets a nice bonus of 5% resistance to armor per lvl. At lvl4 you get a 20% bump b4 you start adding mods. With this setup..your EM sits at 80% while your thermal is near 89% (highest) while kinetic & explosive vary between 85-86% (depending on skills). If you have higher passive hardjning skills..you can bump these up a % or 1.5%...but nonetheless..it's an extremely strong tank.
You can run 1 cap repairer while holding a stable 70% cap forever. You can run 2 for around 25min b4 you need to recharge...but with your nos on..you're good to go. This setup will allow you to run 800hp's/sec repair at very high resistances. Ganking this ship would be extremely difficult.
Fighters: Einherji x 16 These are extremely fast, do very good explosive & kinetic dmg against shields at lvl4 & disgustingly high dmg on armor. Toasted a dominix's armor in 12 seconds @ lvl2 fighters. In larger numbers (say 8 or 9) with fighters @ lvl4 (80% bonus dmg) these ships will *****battleships & cruisers promptly.
If you warp away..they will follow you to your safespot & kill you there...& they will KEEP following youuntil you die or I call them back. You can also allocate fighters from a safespot to a gang member & the fighters will warp to your gang member & follow them in warp during ops. This makes the carrier almost impossible to find..but very able to cause dmg in gangs...an extremely versatile & deadly setup. My advice...buy some bpo's & get producing...they ar as strong as battlecruisers but alot more persistent & deadly. In many cases..if I lock you & engage...that's the same as hitting the "I win" button unless you can jump out of system or dock fast enough.
Keep in mind that this setup is extremely expensive, but worth every isk you spend.
Cheers!
Sam 
|

Diablique
|
Posted - 2006.02.15 06:39:00 -
[18]
How would you do the caldari carrier?
that was an excellent post m8
|

SengH
|
Posted - 2006.02.15 09:42:00 -
[19]
Edited by: SengH on 15/02/2006 09:43:11
Originally by: Hllaxiu
Originally by: ElCoCo
Originally by: Gronsak would you not want n highs +1 drone mod specially on ther galante carrier and also perhaps one gang mod that would help yourself and the gang like armor rep.
I thought the drone control units were not ingame yet but now I see them on market so sure... there are 6 highslots to fill anyway. But I'd never "waste" a slot on a 1.5bil rig (with fittings) to get some 2% bonus that a 30mil battlecruiser can do just the same.
2%? Do the math on using all 3 armored warfare links with squadron command 4 and armored warfare specialist 4. Then do the math on having both at 5 and the mindlink.
The latter is 22.5% reduction in duration, 22.5% across the board resist increase (w/o stacking penalty) and 22.5% decrease in in capacitor usage. Think about that for a second.
Eeep wrong. Carriers can only use 1 Gang mod at a time without command processors. Motherships have the +1 gang mod bonus per level not carriers. That means you'll be sacrificing 2 mids too to run 3 gang mods and you'll need squadron command 5. Thats a total of 5 slots gone 2 mids and 3 hi's that you could have. Furthermore by running just 2 command processors that already chews up 300 CPU. Carriers only have 650-775 CPU.
Ie. For the amarr carrier after paying 1.2 billion isk. *half your midslots gone *half your cpu used up *ruining any possible chance of a tank whatsoever
When you could get EXACTLY the same thing out of 22mil isk t1 BC and also not be so prominent a target. By the time you actually CAN use multiple gang mods on your carrier, you might as well get BC 5 and get a fleet BC so you can easily redeploy with the fleet.
Furthermore capital shield/armor reps not being affected by gang mods has been bug reported since dreadnoughts... If weve been through 2 patches and it still aint fixed. I wouldnt get my hopes up.
|

Admiral IceBlock
|
Posted - 2006.02.15 10:16:00 -
[20]
Originally by: Diablique How would you do the caldari carrier?
that was an excellent post m8
hislots anything
medslots 1 cap booster, 2 shield boost amps 4 hardners
lowslots cap relays all the way
that setup should work fine untill next patch :)
"We brake for nobody"
|

Terradoct
|
Posted - 2006.02.15 10:53:00 -
[21]
any1 asking for carrier setup should recycle himself. reavling setup for capital ships should banble offence.
|

Slapudan
|
Posted - 2006.02.15 11:47:00 -
[22]
Fit 5 guns on that mofo and blast away! Let a few BCs do the gang boosting I mean sheesh be REALLY useful not just a bit useful.
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |