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Jin Entres
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Posted - 2006.05.07 21:22:00 -
[91]
Originally by: Wowa Ilyich Hmmmm .... interesting read. 
I am planning to take my Ferox to an extended corp visit in 0.0 - and survive.
Since I am really fond of the idea of passive tanking I've been reading all three threads on the Ferox.
However: A passive tank will give me some 100 regeneration rate if I have all the proper skills and T2 equipment. Is't that a little low for PvP? What if the DPS (damage per second) of an attacker is above 100 Hitpoints?
I've never so far been out in 0.0, so I really don't know much about PvP, but I'd figure that possible opponents will hit me for more than 100 hitpoints a second.
Shouldn't I then rather focus on an active tank with many hardeners (2x Invul II, 1x EM, 1x Thermal) and a decent booster along with PDS IIs in the low slots?
If a passive tank is as good as an active large shield booster, then with the incredibly high resistances from active hardeners I could actually suck in more damage fast - even though cap drain may become a problem.
This is just a question, and I would be happy to hear any suggestions/opinions on that matter. 
100 hp/s is actually a very good regeneration rate. With say an average resistance of 70%, that means you can tank 333 DPS. For comparison, Medium Armor Repairer II repairs 35.6 hp/s, Large Armor Repairer II 71.1 hp/s and XL Shield Booster II 120 hp/s. So for a battlecruiser that is very nice, and with a passive tank you have a lot of hitpoints aswell and no reliance on cap to run your tank.
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UrDaddy's Clone
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Posted - 2006.05.17 17:54:00 -
[92]
Hi Slots: 5x Heavy Launchers (or Hybrid Rail Guns to take advantage of the bonus) 1x Medium 250mm Railgun 1x Medium Destabilizer (dropping the rail for a second Med. Destabilizer would be very effective at eating cap on any frig instantly and burning cap on an active tank at a major rate to kill their tank.
Medium Slots: 2x Large Shield Extender II 1x Heat Dissipation Amplifier II 1x Magnetic Scattering Amplifier II 1x Invulnerability Field II
Low Slots: 4x Type-D Power Core Modificationi: Shield Power Relay
This is a little different than some I've seen and I've not had a chance to test it out yet. Comments would be greatly appreciated.
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Logan Feynman
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Posted - 2006.05.17 20:36:00 -
[93]
Originally by: UrDaddy's Clone Hi Slots: 5x Heavy Launchers (or Hybrid Rail Guns to take advantage of the bonus) 1x Medium 250mm Railgun 1x Medium Destabilizer (dropping the rail for a second Med. Destabilizer would be very effective at eating cap on any frig instantly and burning cap on an active tank at a major rate to kill their tank.
Medium Slots: 2x Large Shield Extender II 1x Heat Dissipation Amplifier II 1x Magnetic Scattering Amplifier II 1x Invulnerability Field II
Low Slots: 4x Type-D Power Core Modificationi: Shield Power Relay
This is a little different than some I've seen and I've not had a chance to test it out yet. Comments would be greatly appreciated.
Even without railguns, this would use far too much cap, and with 4 PRs, you get cap recharge time up to 1800-2000 sec, depending on skills. Not to mention that the neutralisers drain cap too.
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UrDaddy's Clone
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Posted - 2006.05.17 22:24:00 -
[94]
Originally by: Logan Feynman
Originally by: UrDaddy's Clone Hi Slots: 5x Heavy Launchers (or Hybrid Rail Guns to take advantage of the bonus) 1x Medium 250mm Railgun 1x Medium Destabilizer (dropping the rail for a second Med. Destabilizer would be very effective at eating cap on any frig instantly and burning cap on an active tank at a major rate to kill their tank.
Medium Slots: 2x Large Shield Extender II 1x Heat Dissipation Amplifier II 1x Magnetic Scattering Amplifier II 1x Invulnerability Field II
Low Slots: 4x Type-D Power Core Modificationi: Shield Power Relay
This is a little different than some I've seen and I've not had a chance to test it out yet. Comments would be greatly appreciated.
Even without railguns, this would use far too much cap, and with 4 PRs, you get cap recharge time up to 1800-2000 sec, depending on skills. Not to mention that the neutralisers drain cap too.
Yes, my cap recharge is around 1500. However, the only thing it is running is the Invulnerability II at around 36 cap every 10 seconds and the rail gun for 8 every 3.5 secs or so. The Destabilizer I can run for 2 minutes non-stop and burn 1830 cap of my target without any trouble. That will get any frigate/interceptor tackler cap dead in about 13 seconds (12 second cycle time) or 2 seconds if they have already used some on MWD and/or warping to me. Against a Brutix, it will put a serious cramp in his armor tank and we can see who pops first. My resists are a minimum of 64 with my current training and I'm healing 64 points of shield every tick (180+ gross damage per second I think is how it works out). The only change I was considering was to sub a nos for the railgun, but I don't expect to do that until I can figure out if I can pull going with T2 Missiles for the damage increase.
I don't see this as bad for a setup primarily designed to take on a tackler and his damage dealer buddy.
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Jerick Ludhowe
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Posted - 2006.05.17 23:04:00 -
[95]
Here is a decent small scale pvp support Ferox I put together.
High Slots: 5x 250mm Railgun II 2x Heavy Missle Launcher II
Med Slots: 1x Medium Shield Booster II 1x Sensor Booster 3x ECMs (what ever fits the situation best)
Low Slots: 3x Magnetic Field Stabilizer II 1x PDU II
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Greyshadow
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Posted - 2006.05.18 11:44:00 -
[96]
High:
4 x Named Heavies 3 x Med Nos t2
Med: 1 x Large SB t2 1 x Shield Amp 1 x Invul Field (t2 if so) 2 x 20km Scramblers
Low: 2 x Ballistic Control 2 x PDS t2
Its not a setup for everyone and I myself only use it every so often as 2 x 20km Scramblers aren't what every one wants but if your hunting at least you can be sure to hold him/her at a range and use your heavies to take him/her. Alot might go why 3 x Nos t2's, well I think if they get in range of them then I can suck them dry at least as well as keeping a good cap for shield boosting.
"Now you see me, now you don't!" |

Father Abel
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Posted - 2006.05.19 09:15:00 -
[97]
Any comments on this setup?
High:
4 heavy missile 3 gauss rail
Medium:
2 T2 large shield extender 1 medium shield booster 2 resist amps (or Invuln II + amp)
Low: 4 PDU's
I'm thinking about maybe trading in a PDU for a shield relay, but I am a little concerned about the steep drop in cap recharge rate with the relay.
As for fast, small targets, I'm hoping 5 light scout drones will be sufficient DPS, but AF's do have me concerned also.
This is strictly a PVE setup. Criticisms?
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Greyshadow
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Posted - 2006.05.19 17:18:00 -
[98]
Edited by: Greyshadow on 19/05/2006 17:18:46
Originally by: Father Abel Any comments on this setup?
High:
4 heavy missile 3 gauss rail
Medium:
2 T2 large shield extender 1 medium shield booster 2 resist amps (or Invuln II + amp)
Low: 4 PDU's
I'm thinking about maybe trading in a PDU for a shield relay, but I am a little concerned about the steep drop in cap recharge rate with the relay.
As for fast, small targets, I'm hoping 5 light scout drones will be sufficient DPS, but AF's do have me concerned also.
This is strictly a PVE setup. Criticisms?
I'd say you only need one T2 large shield booster, and 2 x Large shield extenders for a PVE setup, but keep in mind this is a PVP topic so we shouldn't go off the topic 
"Now you see me, now you don't!" |

Amasera
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Posted - 2006.05.19 19:02:00 -
[99]
Quote: This is strictly a PVE setup. Criticisms?
Other than the fact that you posted it in an expressed PVP Ferox thread? Nope. 
So how about some setups for what BCs are intended for? Small gang assist and support.
My setup to support small cruiser/BC/HAC gank squads:
1x Armored warfare link - damage control 1x Armored warfare link - passive defense 5x Heavy Launchers
1x Command Processor 1x Cap Injector with boosters 3x Jammers, you pick the flavor
Either:
1x Med Rep II 2x Hardner 1x 800 or 1600 Plate (I sometimes swap a hardner and the plate for 2x WCS, or a BCU and a DC, or whatever depending on the situation)
Or:
Swap the launchers for what ever remote rep/booster/cap transfer mods as you can fit and load the low slots for cap recharge with a Damage Control Gang mates will have to get close tho if they need rep/boost. -------------------
Sacred Dark is now Recruiting! |

Graalum
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Posted - 2006.05.22 07:11:00 -
[100]
ive been contemplatig something like this:
5 250mm rails best named or t2, 2 assault or heavy launchers 2 ts sensor boosters, 2 tracking comp, 1 extender II 2 damage mods, 1 damage control, and maybe a stab or a pdu or something
mainly good for solo gate sniping haulers and frigs, probably useful in a gatecamp as well, not much of a tank though
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Eisenhornx
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Posted - 2006.05.27 23:53:00 -
[101]
I have one question, why bother with a webber? basic heavy missles have a explosion velocity of 750 m/s without any skill, and unless they are using a mwd then you are not helping your DOT any. why not have a target painter in place of the webber?
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Greyshadow
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Posted - 2006.05.30 16:16:00 -
[102]
Originally by: Eisenhornx I have one question, why bother with a webber? basic heavy missles have a explosion velocity of 750 m/s without any skill, and unless they are using a mwd then you are not helping your DOT any. why not have a target painter in place of the webber?
Well the reason I use one is simple, I don't want them getting out of my nos range, and also if your using a 7.5km scrambler then you don't want them getting out of that range either.
"Now you see me, now you don't!" |

HolographicEntrypoint
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Posted - 2006.06.10 00:01:00 -
[103]
Whaddya think
5 Heavy Launchers 2 Medium Nos
Scramble Web 3 Multi ECM
Damage Control BCU 800mm Plate Medium Rep <- 'meditation', wouldnt fit otherwise. ---
Creating custom tags for 20 Mil, convo/evemail me!
My custom EvE Signatures |

Elaina Cosengo
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Posted - 2006.06.10 00:16:00 -
[104]
Edited by: Elaina Cosengo on 10/06/2006 00:17:28 good setup, i'd replace the webber with a cap injector to last that little bit longer.
Maybe replace the BCU with a dmg control?
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HolographicEntrypoint
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Posted - 2006.06.10 00:23:00 -
[105]
Well,I got 2 heavy nos so I think that will be enough... gotta try this out more, though. Also there can be only one dmg control active. ---
Creating custom tags for 20 Mil, convo/evemail me!
My custom EvE Signatures |

Elaina Cosengo
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Posted - 2006.06.10 00:29:00 -
[106]
Originally by: HolographicEntrypoint Well,I got 2 heavy nos so I think that will be enough... gotta try this out more, though. Also there can be only one dmg control active.
oops hehe missed that, didnt see the dmg control on there Imo people place to much faith in there NOS i prefer to be able to tank independant. 
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Waenn Ironstaff
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Posted - 2006.06.10 00:53:00 -
[107]
Odd odd setup icon_smile.gif
Of course everybody knows how to use the Ferox for mission or ratting with the passive setup but I do find its weakness in the fact that the cap is underused. For PvP, passive doesn't seem an ideal choice as well. here's my setup although untested.
5x250mm railguns (currently using Scout) T2 Large Shield Booster, Shield Boost Amplifier, Em hardner, Invulnerability Field I, Medium Cap Injector (with 400/800 charges) PDS/RCU for fitting and 1 MFS (T2).
No Launchers of any kind or Nos due to lack of grid (need better skill). With current skills, I am able to boost 213 hp/4sec for 115.7cap. if calculation are right, I should be able to activate guns and modules for 1min (more than enough for most combat) and the Cap injector will insure me that i can pursue the fight further should it require so (can be swapped for a Cap battery if you're not fan of cap charges, damn things are so bulky and I'm one to often forgot to reactivate a module after it recharged icon_razz.gif).
T1 setup for my skills doesn't allow full use of T2 but switch accordingly to yours.
Watcha think?
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HolographicEntrypoint
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Posted - 2006.06.10 14:17:00 -
[108]
I wonder what the best anti-thorax ferox would be... ---
Creating custom tags for 20 Mil, convo/evemail me!
My custom EvE Signatures |

Jin Entres
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Posted - 2006.06.10 15:03:00 -
[109]
Originally by: HolographicEntrypoint I wonder what the best anti-thorax ferox would be...
5 heavy launchers 2 med nos and a regular ferox tank? Or if you insist on rails, then a 100 kilometers more range or stabbed up  ---
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Max Hardcase
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Posted - 2006.06.10 21:09:00 -
[110]
Long range Ferox Hi slots 5x 250 tech 2
Med slots 2x largeshield extender ( exchange 1 for an AB if you want more mobility) 2x sensorbooster 2 1x Tracking computer2
Low slots 2x PDU II 1x Magstab II 1x Tracking enhancer II
room for 2 rocket launchers in missile slots.
---------------------------------------------- Max Hardcase > yawn-o-rama Max Hardcase > is this typical of RA warfare ? FreaKsh0 > yes boredom fitted in all their high slots |

AllY M
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Posted - 2006.06.16 10:58:00 -
[111]
Nice Setups Everyone
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Delkeerin
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Posted - 2006.06.16 22:12:00 -
[112]
HI SLOTS Arbalest' Heavy Missile Launcher x5 Modal Neutron Particle Accelerator I Small Graviton Smartbomb II
MIDSLOTS Large Shield Extender II x3 (10,838 Shields with 348 second regen) Magnetic Scattering Amplifier II Heat Dissipation Amplifier II
LOWSLOTS Shield Power Relay I x4
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SpiritWalker
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Posted - 2006.06.23 04:01:00 -
[113]
Originally by: Asarah First and most importantly, make sure you have your BC skill to 4 or 5 so that you can max out your resists
Then:
Hi: 5x Heavy Launchers 2x Med Nos
Mid: 1x 20k Scram 1x Invul Field 3x Large Extenders
Low: 2x SPR or CPR 2x BCU
Some people will say that you should never passive tank in PVP. Personally, the Ferox was born to passive tank and it also really frees you from having to worry about your cap, as long as one of those NOS is firing you'll be able to sustain your mods indefinitely.
I love this build, however I have run into a number of issues when fighting smaller/faster ships. The fact that NOS's only have a range of 10km makes little sense unless the ship in question is using EW and orbiting you at close range (which did in fact save my ship today..), plus the fact that for now I don't have enough PG to work 2 NOS's haha.. The slow response of missiles against faster ships again makes for difficulties against inties. I attempted to install 5 250mm Compress Coil Guns but again came into major PG issues.
Having fought an inty today I only escaped due to my NOS draining his cap to the extent where his warp scrambler went offline, of course he was not that close to destroying my ship (thanks to the wonderful shield build) but I was far more damaged than he was.
I'm wondering how best can i kit myself out for fighting faster ships? Is it worthwhile, is it my lack of skills? Are missiles the way to go for overall PVP? Any help would be wonderful.
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Waenn Ironstaff
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Posted - 2006.06.23 04:37:00 -
[114]
If you're intent is on figthing smaller ships then you'll need either Heavy Precision missiles or a web.
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SpiritWalker
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Posted - 2006.06.23 04:41:00 -
[115]
Edited by: SpiritWalker on 23/06/2006 04:42:57 I've since replaced my warp scrambler with a web, hopefully it will help the situation. Sorry if I made it seem as if I was going to actively fight with smaller vessels, I mearly wondered how to protect myself from them should they attack me, they appear to be my biggest weakness, so they should be the first thing I focus on degending against :)!
Any other suggestions?
How would adding 5 light drones help the situation, I am not much of a drone user so I am totally at a loss? What about EW drones?
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Cade Morrigan
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Posted - 2006.06.23 14:37:00 -
[116]
Originally by: SpiritWalker How would adding 5 light drones help the situation, I am not much of a drone user so I am totally at a loss? What about EW drones?
5 light drones would help in a big way, load them up!
-= Save the Gila! Fix its grid and cpu! =-
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Karasuman
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Posted - 2006.06.25 11:19:00 -
[117]
Right now I am running this setup:
High: 5 heavy missile (might do 4/3, prolly not because I still rat) 2 med nos
med: 3 multi spec ECM or 2 Multi/1 Ion ECM or 2 multi/1 10mn AB 1 med SB 1 20km warp scram (for the small guys that try to run )
Low: 3 WCS (for when I am the small guy trying to run ) 1 BCU
The problem is that when I am ratting I am slow as hell, so sometimes I'll throw in a 10mn AB and ditch a ECM to give me a speed boost. I might start running nothing but Magnetometric ECM because it seems I always end up in battles with Gallente ships .
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Waenn Ironstaff
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Posted - 2006.06.29 22:01:00 -
[118]
Here's my setup I've been working on.
High: Dual 150mm Railguns (named or T2), 2 Medium Nosferatus or 2 Heavy Launchers.
Medium: Large Shield Booster T2, Shield Boost Amplifier, Medium Cap Injector, EM Hardner, Invulnerability Field.
Low: 2x Magnetic Field Stabilizers T2, Damage Control, choice of ECCM Backup or Tracking Link.
Reasoning: the Ferox is not known for its damage output. A Brutix using similar setup (in terms of offense) will reach way higher damage output so I have decided to focus on what this Caldari Battlecruiser advantage, its tank.
A lot of people go for passive tank... something that I find rather lacking. The cap is only used for hardners and I feel it can be used for something else.Missile do take their time to reach the target as opposed to instant damage with Railguns.
The choice of Dual 150mm was for ease of fitting since they allow me to find a lot of other hungry mods. The remain grid/cpu can be used for Heavy Launchers to compliment the DPS or Nos to sustain the Tank (although I am favoring the Nos for protection against smaller ships...)
Now the beast. A Large T2 booster added with an AMP reaches around 312hp/4 sec for 115.7 cap with my skills. An EM Hardner to cover for the weakness of shield tanking and Invul Field for a nice round-up on the resists. And finally a Med cap booster to sustain this cap eating monster. Without the use of a cap injector, all mods should run near 70sec so add the cap booster accordingly and the tank should run for over 80-90sec (which is more than enough for most fights).
Choice of low was rather difficult but I went with a damage control to work even more on the resists, 2 damage mod to help with the DPS (2.57 rof with 2 x T2 MFS) and either a tracking link for more range/tracking or a backup ECCM for those pesky ECM bastards until the good nerf comes around (I lost my ferox thanks to beng permajammed).
What you guys think?
P.S: switch a nos for a Warfare Link module for FLeet setup.
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Sebyusion
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Posted - 2006.07.11 22:54:00 -
[119]
I don't understand how you find your shield regen. I would assume that it's your shield total divided by your recharge rate. for example i have 11525 shields and a recharge of 389 sec = 29.6 shields/second.
but on quickfit it says i have 74/sec. what gives?
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Warodoth
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Posted - 2006.07.17 11:56:00 -
[120]
4x arbalest heavy missiles 3x med nos
4x ECM (3 ratials + multi) 1x scr 20km
1x 1600 plate 1x med armor rep 2x PDU
And don't forget to use drones, ferox has 25m3 dronebay, wich meens you can take 5 lite T2 drones for small buggers, wich makes a big difference.
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