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Thread Statistics | Show CCP posts - 0 post(s) |
Jennifae
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Posted - 2006.03.07 23:14:00 -
[31]
720s t2's are teh win. But anything is gonna suck if you have just a couple mil in gunnery...you know?
Skill that ****zle up and watch the munnin turn some heads.
Only problem with munnin or any hac frankly is that nos are teh ir win button against it.
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Midgen
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Posted - 2006.03.08 05:30:00 -
[32]
I know there are more set ups out there for this fine hac PVP of course.
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Sentille
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Posted - 2006.03.08 10:37:00 -
[33]
Hi Midgen
For Arty pvp you really want to be in a gang as the ROF is quite poor
Small gang/fleet setup go: 5 x 720 II's, remote armour rep
10mn AB, SB2, Racial or multispec ECM
3 x gyro II, small rep 2, prolly a RCU/PDS II
Use ammo to determine range, the new tech II ammo gives some awesome options.
For solo pvp you want autocannons 180/220 II's and NOS Speed,scram,web Armour tank, try avoid using power mods if possible
Needless the say the Vaga is a better autocannon boat but the Muninn is by no means bad, it does have 4 gunnery bonuses. I've had wreckings of over 200 with 180/220 autos and 800+ with artys, I know people who have had more. best role in gang/fleet is insta popping frigs/AF's/Inties.
Also like other Minmatar ships the Muninn is skill intensive, preferably all skills at lvl4+. Enjoy it :)
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Midgen
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Posted - 2006.03.09 02:02:00 -
[34]
Bump for the munin thread
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Lunarfury
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Posted - 2006.03.13 12:57:00 -
[35]
This ship really need some rework. It need at least 300 more pg and remove one missile slot. Change high slot configuration from 5t/2m to 5t/1m. Then give it another low slot make it 6 high-(5t/1m), 3 med, 6 lows. This change will make this ship more artillery friendly. It's current configuration is just plain pointless. Is it a ship for pure ganking/alpha strike by design? Because that is what this ship is right now. Use AC on this ship is a waste since vagabond is much better with the right bonus for AC.
If you planning to get a ship for solo pvp or pve, stay away from this ship and get a vagabond.
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Rexy
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Posted - 2006.03.13 13:09:00 -
[36]
think someone already pointed out deimos/eagle were doing better damage at range, anyhoo i'd consider using a ruppy instead, it can can fit a full rack without grid upgrades, and thus get an extra damage mod on, it's about 15% less damage then a munin and off course the optimal/tracking and resists bonusses, but still hurts pretty good. taking a high and giving it another low would definetly improve it a bit i'd say
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Wulfgard
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Posted - 2006.03.13 17:24:00 -
[37]
About the Munin being a mediocre HAC and Rupture being excellent cruiser, I agree. I had 2 fights with the same player, in both occasions he used a t2 blater thorax.
I won in the munin but with only a narrow margin (t2 220s), made me feel very unconfortable tbh, almost pwned by a t1 cruiser.
A few minutes later same encounter, this time im in rupture t2 180s and same setup (mwd-scram-web-armor tank). Again, to my big surprise I won
So yeah I am rather unimpressed with munin unless w/ 720s, with leaves you totally defensless in pvp.
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Sarmaul
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Posted - 2006.03.13 17:29:00 -
[38]
my rather awful level 3 mission setup:
425mm ac II x 5 assault launcher x 2 ab II x 1 90% web x 1 large shield booster x 1 gyrostab II x 2 pdu x 2 med rep II x 1
med rep is for when I get a mission vs the amarr and I cba to change fitting, and also for patching up when things go wrong with the shield booster. it looks quite bad but actually works a charm, which is all that matters at the end of the day.
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Kopper
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Posted - 2006.03.14 20:52:00 -
[39]
Around what is the targeting range of a Munnin with a sensor booster fitted?
Can you lock past 100k?
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smallgreenblur
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Posted - 2006.03.14 21:55:00 -
[40]
Edited by: smallgreenblur on 14/03/2006 21:57:04 5 x 720mm II, rocket launcher (defenders), small remote rep
2 x sensor boosters, tracking computer II
3 gyrostabs, whatever, rcu II
Does a nice job of instapoping frigs in battles, and hits out to 120ks or so with tremor M (must train hac 5). Up close (30ks ish) a combination of EMP and Quake M rips apart just about anything. Just make sure they're shooting at your buddy first :)
sgb
edit - nos don't hurt this setup first as i don't engage under 30ks :)
Also, whoever said the sleipnir was the ultimate 720mm platform lied, i tried it out and it sucks - falloff bonus instead of optimal. With autos on, however, it's nice and shiny (700 + dps with t2 ammo)
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Sgt Mayhem
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Posted - 2006.03.20 13:26:00 -
[41]
My setup for PVE
Hi 5 x 720mm T2 2 x assault ML
Med 1 x Gistii A-Type shield booster 1 x Webby 1 x Invulnerability Field
Low 3 x Gyro T2 1 x RCU T2 1 x Psuedoelectron(sp?) damage control
What do you people think?
Can run everything indefinitely thanks to the gistii obviously. Repairs nearly as much as a medium T2 booster. It's not the greatest tank but the alpha strike is amazing. Got a 960 wrecking shot
Regards
Sgt Mayhem
* Any non-greedy corps with the BPO doing a more reasonable pricing structure?
* Are you serious? This is eve mate. |
XNothingX
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Posted - 2006.03.20 21:16:00 -
[42]
5x 720mm II 1x Assault Launcher 1x Rocket Launcher with defenders
1x Large Shield Extender II 1x Medium Shield Booster II 1x Invulnerability Field II
4x Power Diagnostic System II 1x Gyrostabilizer II
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Wizie
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Posted - 2006.03.20 21:22:00 -
[43]
Originally by: Kopper Around what is the targeting range of a Munnin with a sensor booster fitted?
Can you lock past 100k?
Yes 1 sensor booster lets you lock beyond 100K
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Midgen
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Posted - 2006.03.28 16:53:00 -
[44]
Can you snipe with a munin or what? i want o try tat any one have any experiences they have had trying this dont know if 720's II's have the best tracking over that kind of space... between you and the target at 100k... Hi my name is Midgen |
Nick Parker
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Posted - 2006.03.28 18:23:00 -
[45]
Here is a descent PvP setup if you don't wanna be arsed with Nos's.
5 220's t2, 2 Heavy Missle launcher t2's 10MN AB2, Med Cap injector 2(800s) Warp scram or web 1 t2 kinetic hardener, 1 t2 Explosive hardener, 1 EANM (or faction membrane) t2, Gyrostab or 400mm plate t2, Med armor rep t2.
Gets your lowest resists in the mid 70's, cap lasts a long time, even against nos cruisers if you use your injectors wisely. And you can carry at least 5 800 charges, which should last you for any PvP Encounter (Unless your doing a big fleet engagement or your up against a suckdom, which just leave alone or use artilleries)
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Bondage Betty
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Posted - 2006.04.28 06:52:00 -
[46]
Originally by: Boogyman I don't think that will fit. You will need an RCU2 and PDS to get those 720s on (all relevant gunnery, engineering, elec, space command at lvl 5)
All relevant gunnery must include Advanced Weapons Upgrade 5, which enables me to fit 5x 720:s without any RCU or PDU.
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EL TITAN
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Posted - 2006.04.28 07:09:00 -
[47]
a muninn is better with 720s, the vagabond the is AC user tbh
vaga can fit 3x gyros and a good passive shield tank 2x large shield exntenders. which beats a ac muninn with a not as good armor tank, with just 1 gyro or none _________________________________________________ <3 hi |
Testy Mctest
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Posted - 2006.04.28 07:21:00 -
[48]
Originally by: smallgreenblur Edited by: smallgreenblur on 14/03/2006 21:57:04 5 x 720mm II, rocket launcher (defenders), small remote rep
2 x sensor boosters, tracking computer II
3 gyrostabs, whatever, rcu II
That.
Except:
Lo: 3x Gyro, 1x Tracking Enhancer, 1x RCU II (I use Sansha RCU cos I cant use RCU II )
Or if you want a bit more range, 2x Gyro II and 2x Tracking Enhancer II.
The Muninn doesnt need a grid boost, artillery needs a grid usage reduction across the board.
Testy's Eve Blog!
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Guma
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Posted - 2006.05.12 17:23:00 -
[49]
High: 5 720mm t2 arty's ; 2 assault launcher Mids: 3 sensor boosts t2 Lows: 4 gyro t2 ; 1 rcu t2
Use it for Hit and Run Ops
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Spektral
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Posted - 2006.05.12 18:40:00 -
[50]
Originally by: Sgt Mayhem My setup for PVE
Hi 5 x 720mm T2 2 x assault ML
Med 1 x Gistii A-Type shield booster 1 x Webby 1 x Invulnerability Field
Low 3 x Gyro T2 1 x RCU T2 1 x Psuedoelectron(sp?) damage control
What do you people think?
Can run everything indefinitely thanks to the gistii obviously. Repairs nearly as much as a medium T2 booster. It's not the greatest tank but the alpha strike is amazing. Got a 960 wrecking shot
my friend, 960 is the tip of the iceberg.... you can approach 1200+ with quake as raw damage.. Un fricking believable.
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Lonectzn
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Posted - 2006.05.12 21:57:00 -
[51]
5 x 720 II
3 x Sensor Booster II
2 x Tracking Enhancer II 2 x Gyro II 1 x RCU
Fit with tremor. 100km optimal, one of the best frig poppers around.
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Dor Daedeloth
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Posted - 2006.05.12 22:00:00 -
[52]
Wrecking for 1k+ with 720II 3x damage mod setup ^O^!
Insta pop ceptors! Pve and Pvp
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daPing
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Posted - 2006.05.13 07:50:00 -
[53]
Originally by: Testy Mctest The Muninn doesnt need a grid boost, artillery needs a grid usage reduction across the board.
Has anyone posted this as a formal request yet? I agree that artillery either needs a reduction in power grid useage or the advanced weapon upgrade skill needs to reduce 5% per level instead of 2%...
As for the muninn, I'm loving it. Did some tanking tests with willing corp members and shield boosting wins by a mile - medium booster II with a boost amp keeps the cap. usage down whilst providing a decent enough boost. I prefer plugging the kinetic rather than going for an all round invl. field. The gun bonuses bring the 720s to life...
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Praenor
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Posted - 2006.05.14 14:17:00 -
[54]
Edited by: Praenor on 14/05/2006 14:23:27 Two sniper setups.
Snipe-snipe:
5 x 720mm II [Tremor M], whatever (assaults, cloak, nos) 2 x sensor booster II, tracking comp II 1 x rcu2, 2 x tracking enhancer II, 2 x gyrostab II.
Strike for 18 (ammo) x 15.174 (gun) x 5 (turrets) = 1366, mostly explosive. This is with damage-affecting skills @ IV and before relevant implants. With this damage output, it's easy to forget this is a snipe config. You will lock at 160km with a 119km optimal range (sharpshooter V). If you train HAC and other gunneries to V, it gets even better.
Power-snipe:
5 x 720mm II [Tremor M], whatever 2 x sensor booster II, tracking comp II 1 x rcu2, tracking enhancer II, 3 x gyrostab II.
Optimal drops to 109km, but damage increases to 1483 per volley. Faster RoF too.
A lesser RCU might be sufficient depending on what you put in the highslots.
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Wizie
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Posted - 2006.05.15 00:02:00 -
[55]
Originally by: Dor Daedeloth Wrecking for 1k+ with 720II 3x damage mod setup ^O^!
Insta pop ceptors! Pve and Pvp
With the way plated dmg control fitted ceptors go.. its very rare to 1 volley any ceptor.
I gave up on a munin for anything other than sniping in a choke point or home system.
Even in that place, I would prefer to use a pest.
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Adrielle Firewalker
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Posted - 2006.05.15 02:55:00 -
[56]
Originally by: daPing I agree that artillery either needs a reduction in power grid useage or the advanced weapon upgrade skill needs to reduce 5% per level instead of 2%...
3% would do tbh ================
~Adrielle
Original MinmatarT |
Dr Fighter
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Posted - 2006.05.15 03:41:00 -
[57]
Originally by: Sgt Mayhem My setup for PVE
Hi 5 x 720mm T2 2 x assault ML
Med 1 x Gistii A-Type shield booster 1 x Webby 1 x Invulnerability Field
Low 3 x Gyro T2 1 x RCU T2 1 x Psuedoelectron(sp?) damage control
I used a very similar setup for lvl 3 missions a while back, damned good it them it was too. I used an AB instead of web and an pdu instead of dmg control, mine worked great and the setup above looks good too
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Grouchtor
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Posted - 2006.06.02 16:29:00 -
[58]
This has got to be the most frustrating T2 ship to outfit in the game, especially for PvP Ops.
My initial setup kicks like mule at range, an excellent for reaching out and touching someone- stupid damage is possible all the way out to the edge of SB range. However, with those pathetic kin and exp resists, it sports giant gaping holes in the armor:
HIGHS:
5X 720mm Howitzers II (Tremor M) 1X Standard Missile Launcher II 1x Assault Missile Launcher II
MIDS:
1x Tracking Computer II 1X Sensor Booster II 1X 10mn AB II
LOWS:
2X Gyrostabilizer II 2X RCU II 1X Med Armor Rep II
Shield tanked, she proves a tough nut...but loosing the AB and damage mods make her slow and reduces the punch.
HIGHS:
5X 720mm Howitzers II 2X Assault Missile Launchers II
MIDS:
1x Large Sheild Extender II 1X Sensor Booster II 1X Medium Shield Booster II
LOWS:
1X Gyrostabilizer II 1X RCU II 1X PDS II
Fitting AC and leaving the shields tanked results in a ship with a DPS no better than a properly-configured Cyclone.
Annoying.
Let's face it- having only three mid slots on a ship like this is a crime. I really hope CCP revisits this ship and addresses the fact that, as it stands now, the Muninn is so borked that it is essentially a really, really expensive (and completely uninsurable) battlecruiser.
-------------------------- http://www.blitzpigs.com/photos/brassknucklerecsigsml.gif
Your Sig is to large, please read the forum rules - Ductoris |
Sarmaul
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Posted - 2006.06.02 18:09:00 -
[59]
Originally by: Tiuwaz
Originally by: Oriodus Edited by: Oriodus on 02/06/2006 18:06:06 Sniping setup with tackling assist:
High-slots: 5x720 Howitzers T2 (Tremor) 2xHeavy Missile T2 (Precision) Mid-slots: 1xLarge Shield Extender T2 1xSensor Booster T2 1xTracking Computer T2 Low-slots: 3xGyrostabalizers T2 2xReactor Control Unit T2
i like this one, does it fit tough?
with maxed shield upgrades and awu4 or 5 it should do. you really need those 2 RCU IIs tho :/
Originally by: General Apocalypse the game is very well balanced
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Tiuwaz
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Posted - 2006.06.02 18:13:00 -
[60]
Originally by: Sarmaul
Originally by: Tiuwaz
Originally by: Oriodus Edited by: Oriodus on 02/06/2006 18:06:06 Sniping setup with tackling assist:
High-slots: 5x720 Howitzers T2 (Tremor) 2xHeavy Missile T2 (Precision) Mid-slots: 1xLarge Shield Extender T2 1xSensor Booster T2 1xTracking Computer T2 Low-slots: 3xGyrostabalizers T2 2xReactor Control Unit T2
i like this one, does it fit tough?
with maxed shield upgrades and awu4 or 5 it should do. you really need those 2 RCU IIs tho :/
could you plz lobby for the RCUII skill reqs. to be droped down to Energy Grid Upgrades 4?
Originally by: Oveur This is not the conspiracy you are looking for.
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