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Midgen
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Posted - 2006.03.06 01:23:00 -
[1]
Hello just got my munin wanting to know what set ups for pvp. thank you no flames plz just set ups
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Voltron
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Posted - 2006.03.06 02:26:00 -
[2]
5 x t2 dual 180mm 2 x med nos
1 x 10mn mwd 1 x scram 1 x web
1 x t2 med rep 1 x t2 800mm plate 1 x t2 exp hardener 1 x t2 kin hardener 1 x rcu i think....cant remeber low slot as I prefer to use my vaga.
full load of light t2 drones or ew drones.
Volt
Chuck Norris is far too over-hyped......Dan Akroyd FTW. |
Wizie
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Posted - 2006.03.06 04:16:00 -
[3]
Originally by: Voltron 5 x t2 dual 180mm 2 x med nos
1 x 10mn mwd 1 x scram 1 x web
1 x t2 med rep 1 x t2 800mm plate 1 x t2 exp hardener 1 x t2 kin hardener 1 x rcu i think....cant remeber low slot as I prefer to use my vaga.
full load of light t2 drones or ew drones.
Volt
For autocannons a vaga is much better, the Munin really shines with artillery though.
5 720 IIs 2 launchers/empty/crap
1-2 sensor booster IIs 1-2 Tracking comp IIs 1 ECM/dampner/painter
1 RCU/RCU II 3 gyro stabs 2x tracking enahancer IIs, stabs, nanos, small rep...
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Midgen
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Posted - 2006.03.07 06:08:00 -
[4]
Bump for this thread.
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Boogyman
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Posted - 2006.03.07 14:16:00 -
[5]
Originally by: Wizie
Originally by: Voltron 5 x t2 dual 180mm 2 x med nos
1 x 10mn mwd 1 x scram 1 x web
1 x t2 med rep 1 x t2 800mm plate 1 x t2 exp hardener 1 x t2 kin hardener 1 x rcu i think....cant remeber low slot as I prefer to use my vaga.
full load of light t2 drones or ew drones.
Volt
For autocannons a vaga is much better, the Munin really shines with artillery though.
5 720 IIs 2 launchers/empty/crap
1-2 sensor booster IIs 1-2 Tracking comp IIs 1 ECM/dampner/painter
1 RCU/RCU II 3 gyro stabs 2x tracking enahancer IIs, stabs, nanos, small rep...
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)
This is an PVE load out i use.
His: 5 720 IIs, 2 Assault IIs Med: Med SB II, Tracking Comp II, Misc. Lo: 3 Gyro IIs, 1 RCU II, 1 PDU II
5 light drones |
LUKEC
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Posted - 2006.03.07 14:21:00 -
[6]
actually rcuII is enough. You are doomed to std or even rocket launchers though.
I use no guns... i smack to death. |
Naughty Boy
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Posted - 2006.03.07 14:26:00 -
[7]
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)
Muninn with max skills has 1187.5 MW and uses 1237.5 MW for 5 720mm t2 * With a RCU t2, that's 1365.625 MW so there's 128.125 MW left for 10 slots (2 missile hardpoints, 3 mid slots, 5 low slots). Giving up assaults you can fit a medium shield booster. * With a TS/DB RCU, you have 1371.5625 MW so there's 134 MW for 10 slots, which is still too short for a (named) t1 large shield booster/medium armor rep.
Sincerly Yours, The Naughty Boy.
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Boogyman
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Posted - 2006.03.07 15:06:00 -
[8]
Edited by: Boogyman on 07/03/2006 15:12:05
Originally by: Naughty Boy
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)
Muninn with max skills has 1187.5 MW and uses 1237.5 MW for 5 720mm t2 * With a RCU t2, that's 1365.625 MW so there's 128.125 MW left for 10 slots (2 missile hardpoints, 3 mid slots, 5 low slots). Giving up assaults you can fit a medium shield booster. * With a TS/DB RCU, you have 1371.5625 MW so there's 134 MW for 10 slots, which is still too short for a (named) t1 large shield booster/medium armor rep.
Sincerly Yours, The Naughty Boy.
my bad
edit: i'm an idiot |
Boogyman
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Posted - 2006.03.07 15:32:00 -
[9]
I truly am an idiot.
I do not need the PDS II. What do ya'll think would be a better low slot option? Keep in mind this is for a PVE setup.
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Naughty Boy
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Posted - 2006.03.07 15:37:00 -
[10]
Originally by: Boogyman I do not need the PDS II. What do ya'll think would be a better low slot option? Keep in mind this is for a PVE setup.
tracking enhancer, and then a shield boost amp or an hardener (maybe an invulnerability field) in the mid slot that was used for the tracking computer? That's what I'd do, but it really depends on how you like to fly the ship.
Sincerly Yours, The Naughty Boy.
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Adril Alatar
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Posted - 2006.03.07 15:39:00 -
[11]
Originally by: Boogyman I truly am an idiot.
I do not need the PDS II. What do ya'll think would be a better low slot option? Keep in mind this is for a PVE setup.
For PvE?
5 x 220mm Vulcan II 2 x Heavy Missile Launcher
1 x Afterburner II 1 x Webifier 1 x Large Cap Battery
1 x Medium Armor Rep II 1 - 3 x Hardener 1 - 3 x Gyrostabs
For Sanshas i use 1 Therm Hardener and 3 Gyros. The armor rep and afterburner are sustainable (at least for more then 10 minutes -_-)
i use this fitting for belt ratting in 0.0, never tried it in missions....
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zoturi
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Posted - 2006.03.07 15:43:00 -
[12]
Edited by: zoturi on 07/03/2006 15:42:35 imo artys for PVE, autocannos eat too much ammo.
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Adril Alatar
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Posted - 2006.03.07 15:46:00 -
[13]
Originally by: zoturi Edited by: zoturi on 07/03/2006 15:42:35 imo artys for PVE, autocannos eat too much ammo.
yeah i know, but i like the autocannons ;-)
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Midgen
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Posted - 2006.03.07 15:49:00 -
[14]
PLZ ONLY PVP set ups
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Severa Crest
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Posted - 2006.03.07 15:51:00 -
[15]
Autocannon Muninn is your best bet for solo pvp - I vary my setup but its something along these lines.
high - 5 x 220's + 2 med nos
med - MWD, web, scram
low - med rep, kin and exp hards, gyro, PDS
Its quick, does ok damage can tank a bit and nos your opponent. You can swap out the web for another scram 4 points usually does the trick.
If you are in a group the 720 setup can also work well.
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OrangeAfroMan
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Posted - 2006.03.07 15:54:00 -
[16]
Not a solo setup, but due to the Munnin's resists I would:
5x 720 IIs 2x Assault Launchers (keep the frigs off yer butt, no use losing a 100m ship because a rifter tackled you)
(Heres where it gets contraversial...) 1x Shield Booster (Medium, sustainability) 1x Boost Amp 1x Extender *Main thing IMO is the extender, but my point is a shield tank would be sexy (look at resists) and you can put:
3-4x Gyrostab IIs 1x RCU or Damage Control if you are a fitting god :D
Oh and btw to the OP, please edit the title to say "Munnin," that is how it's spelled :)
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Rexy
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Posted - 2006.03.07 16:01:00 -
[17]
Edited by: Rexy on 07/03/2006 16:04:35
Originally by: OrangeAfroMan
oversized setup
did you even try to fit that?
max fitting skill and advanced weps 5x720 2x assualt launchers and an RCU II you have less then 40 grid. have a brain and post something that works, not something you dream about
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Naughty Boy
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Posted - 2006.03.07 16:03:00 -
[18]
Edited by: Naughty Boy on 07/03/2006 16:03:49 Edit: nevermind :/
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Severa Crest
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Posted - 2006.03.07 16:08:00 -
[19]
Edited by: Severa Crest on 07/03/2006 16:08:48
Originally by: Rexy Edited by: Rexy on 07/03/2006 16:04:35
Originally by: OrangeAfroMan
oversized setup
did you even try to fit that?
max fitting skill and advanced weps 5x720 2x assualt launchers and an RCU II you have less then 40 grid. have a brain and post something that works, not something you dream about
Thats a bit harsh - it doesnt fit but theres potential.
drop the assaults for standards, use 3 gyros the 4th doesnt add much and use an RCU 2 and a PDS 2. Still not sure if it fits but worth a try
Edit - will only fit a med shield extd 2 though.
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Drake Rabies
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Posted - 2006.03.07 16:10:00 -
[20]
Ok give me some love for the arty setups. I have near negligible shield and missile skills, the latter wont matter as I wont be using this to hunt solo (thats what the vagas for), I do have nearly maxed out everthing else though.
Someone post a nice 720 t2 setup and for the love of god PVP only :P
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Bhal'rog
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Posted - 2006.03.07 16:13:00 -
[21]
Edited by: Bhal''rog on 07/03/2006 16:13:49 acs are the way to go if you are looking for pvp.
220's and med nos in the highs web, scram, ab in the meds armor tank in the lows
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Severa Crest
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Posted - 2006.03.07 16:14:00 -
[22]
720 setup
720's in high
mix sensor boosters and tracking comps in mids (2 x sensor boosts, 1 tracking comp for frigs) (2x tracking comp , 1 sensor boost for range)
4 gyros and an RCU in lows
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Rexy
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Posted - 2006.03.07 16:24:00 -
[23]
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 0 | 0] Launcher Slot > [ 0 | 0] Launcher Slot
MED-SLOTS : ~~~~~~~~~~~ > [ 1 | 10] Sensor Booster II > [ 13 | 58] Medium Shield Booster II > [ 1 | 35] Tracking Computer II
LOW-SLOTS : ~~~~~~~~~~~ > [ 1 | 30] Gyrostabilizer II > [ 1 | 30] Gyrostabilizer II > [ 1 | 30] Gyrostabilizer II > [ 0 | 15] Power Diagnostic System II > [ 0 | 15] Power Diagnostic System II
fitting more then 3 gyro's is a waste, you wont get more then 1% damage increase of it. fitting 3 is questionable even. the med booster runs for prettty much forever or drop a pdu for a rcu2 and you can squeeze in a large shield booster. remote reppers/cloak/assorted junk goes into the 2 launcher slots, no grid for heavy's and if you're close enough to use smaller missiles you might as well fit auto's to begin with. alternatively you can drop the large for an extender and the tracking comp for a med booster
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Severa Crest
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Posted - 2006.03.07 16:31:00 -
[24]
Originally by: Rexy HIGH-SLOTS : ~~~~~~~~~~~~ > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 247 | 24] 720mm Howitzer Artillery II > [ 0 | 0] Launcher Slot > [ 0 | 0] Launcher Slot
MED-SLOTS : ~~~~~~~~~~~ > [ 1 | 10] Sensor Booster II > [ 13 | 58] Medium Shield Booster II > [ 1 | 35] Tracking Computer II
LOW-SLOTS : ~~~~~~~~~~~ > [ 1 | 30] Gyrostabilizer II > [ 1 | 30] Gyrostabilizer II > [ 1 | 30] Gyrostabilizer II > [ 0 | 15] Power Diagnostic System II > [ 0 | 15] Power Diagnostic System II
Thats very similar to my PVE setup. i use 3 gyros, a tracking enhancer, and an rcu in lows. In the mids I use a sensor booster, medium shield booster, and a boost amp.
The cap doesnt last as long as your setup but the boost amount is better for when you take a lot of damage.
I've never tried a large shield booster though always assumed it'd use too much cap.
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Rexy
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Posted - 2006.03.07 16:37:00 -
[25]
wel cap usage for large/med booster is the same per shieldpoint, large just boosts faster. i ran the simulation and it should run a med booster on just two pdu2's, barely uses any cap anyway. |
darth solo
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Posted - 2006.03.07 16:41:00 -
[26]
i tried a muninn before and i was really un-impressed.. having to fit a RCU just so u can fit 5 720s used to really annoy me... its also got big holes in the resistance with kin and exp... i then just about lost the muninn against a blaster thorax.... muninn is a BIG no to ACs
I then tried a cyclone and realised id rather be in that if i was using ACs..
then u have the ultimate 720 platform in the sleipnir... which is total nails.
d solo.
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OrangeAfroMan
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Posted - 2006.03.07 17:05:00 -
[27]
Just trying to get my idea across, and having little grid left after the highs isnt that huge of an issue, most of the rest of the fitting is more CPU dependant.
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Wizie
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Posted - 2006.03.07 17:14:00 -
[28]
Originally by: darth solo i tried a muninn before and i was really un-impressed.. having to fit a RCU just so u can fit 5 720s used to really annoy me... its also got big holes in the resistance with kin and exp... i then just about lost the muninn against a blaster thorax.... muninn is a BIG no to ACs
I then tried a cyclone and realised id rather be in that if i was using ACs..
then u have the ultimate 720 platform in the sleipnir... which is total nails.
d solo.
LOL Dsolo, you post this in every Munin thread... you should have a txt doc with it on desktop to just copy/paste everytime you see a Munin thread.
And yes, I agree with D solo... Munin blows with Autos (in real usability), and sniping in a cruiser is severely limited specially when you have no tank whatsoever to speak of.
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OrangeAfroMan
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Posted - 2006.03.07 17:18:00 -
[29]
Originally by: Wizie
Originally by: darth solo i tried a muninn before and i was really un-impressed.. having to fit a RCU just so u can fit 5 720s used to really annoy me... its also got big holes in the resistance with kin and exp... i then just about lost the muninn against a blaster thorax.... muninn is a BIG no to ACs
I then tried a cyclone and realised id rather be in that if i was using ACs..
then u have the ultimate 720 platform in the sleipnir... which is total nails.
d solo.
LOL Dsolo, you post this in every Munin thread... you should have a txt doc with it on desktop to just copy/paste everytime you see a Munin thread.
And yes, I agree with D solo... Munin blows with Autos (in real usability), and sniping in a cruiser is severely limited specially when you have no tank whatsoever to speak of.
I posted that rediculous setup for a reason.... basic idea being snipe with a bit of a shield tank in mids (and perhaps a tracking comp) and then gyros/fitting mods in lows......
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Midgen
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Posted - 2006.03.07 22:52:00 -
[30]
comon guys keep it clean set ups and insightful comments please thank you..
P.S snipe setups outthere? perf 720II's based
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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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Isonkon Serikain
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Posted - 2006.06.02 18:49:00 -
[61]
My question is, how much success have people had with the muninn as an AC boat in PVP... I know vagabond is choice, but how does the muninn hold out when compared to the usefulness of a zealot or deimos in close range setups? Ison's notches |
Sarmaul
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Posted - 2006.06.02 18:52:00 -
[62]
Originally by: Isonkon Serikain My question is, how much success have people had with the muninn as an AC boat in PVP... I know vagabond is choice, but how does the muninn hold out when compared to the usefulness of a zealot or deimos in close range setups?
I have setups I refuse to share for the ac muninn because I know tux will swipe it with the nerf bat :).
Originally by: General Apocalypse the game is very well balanced
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Isonkon Serikain
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Posted - 2006.06.02 19:06:00 -
[63]
Sarmaul.... I'll be in touch :) I know that muninn does good damage with ac's, but I was concerned with its tank... Ison's notches |
Sarmaul
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Posted - 2006.06.02 19:13:00 -
[64]
Originally by: Isonkon Serikain Sarmaul.... I'll be in touch :) I know that muninn does good damage with ac's, but I was concerned with its tank...
you need no such concerns if you set it up correctly
Originally by: General Apocalypse the game is very well balanced
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Gronsak
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Posted - 2006.06.02 19:15:00 -
[65]
Originally by: Sarmaul
Originally by: Isonkon Serikain My question is, how much success have people had with the muninn as an AC boat in PVP... I know vagabond is choice, but how does the muninn hold out when compared to the usefulness of a zealot or deimos in close range setups?
I have setups I refuse to share for the ac muninn because I know tux will swipe it with the nerf bat :).
i can read minds
dura muninn,
option of 5x ac t2 +2x std launcher with mwd/web/20km/2dmg mod/1600mm plate/2 hardeners[energized or t2 55%]
or 5ac t2, 2x med neut, mwd/web/20km/2dmg mod/2hard/800mm plate
something close to thpse lines
-------------------Sig-----------------------
welcome to eve, a game for the unemployed, the t2 bpo winners, GTC sellers, macro miners and agent *****s |
Oriodus
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Posted - 2006.06.02 22:40:00 -
[66]
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 :/
it fits - but only just...i have level 5 adv. weapons upgrades as Sarmaul pointed out, so without this it doesnt fit - sadly. Also those 2 Reactor Control Units are essential, but none-the-less the damage and abilities of the ship are quite effective.
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Khatred
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Posted - 2006.06.02 22:52:00 -
[67]
Muninn is a mediocre ship for solo PvP. Fit for damage and don't fly alone. _______________________________________________
Every time you whine a little HAC is destroyed. Please think of the little HACs |
Svetlana Scarlet
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Posted - 2006.06.21 00:20:00 -
[68]
Anyone tried using 650s since they were bumped up a bit? Might be a good tradeoff now, but I haven't tried it out yet. I'd also be curious to see any level 4 missioning setups, even though they are not quite as optimal for that (on the other hand, I can get two and a half Muninns for the price of one Vagabond right now, so...). -- CAPT Svetlana Scarlet Chief of Diplomatic Staff Captain, CNS Silken Voice Caldari Independent Navy Reserve |
Calendril
Omni-Core Freedom Fighters Center for Disease Creation
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Posted - 2006.07.11 15:19:00 -
[69]
Yeah
Did any1 try a 3x t2 650 + 3x t2 heavy launcher setup??
Curious what u guys think of that
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Shuo Ban
Minmatar
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Posted - 2006.07.16 14:51:00 -
[70]
How about 650's ?? although lower DPS u can get a better fitting ... ill give it a try still i think 720's and shield tanking is about the only reasnable setup for this odd HAC -----------------------------------------------
An attempt to understand slavers language and behavior |
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Famine Aligher'ri
V i L e
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Posted - 2006.07.16 14:59:00 -
[71]
Edited by: Famine Aligher''ri on 16/07/2006 15:02:35
My Muninn that has more DPS than most Vagabonds (Being Muninn damage bonus is off cruiser level not HAC level as well 7 highs instead of 6 like the Vaga). Then agian, don't I wish I had Vaga's range :)
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 175 | 23] Medium 'Knave' I Energy Drain > [ 8 | 22] Small Graviton Smartbomb II
MED-SLOTS : ~~~~~~~~~~~ > [ 55 | 25] 10MN Afterburner II > [ 1 | 21] X5 Prototype I Engine Enervator > [ 1 | 32] Faint Warp Prohibitor I
LOW-SLOTS : ~~~~~~~~~~~ > [ 200 | 23] 800mm Reinforced Rolled Tungsten Plates I > [ 173 | 28] Medium Armor Repairer II > [ 2 | 30] Energized Magnetic Membrane II > [ 2 | 30] Energized Adaptive Nano Membrane II > [ 1 | 30] Gyrostabilizer II
5xWarrior II's 5% Medium Projectile Damage Bonus Implant
DPS : 329.494
--------------- Vile - Recruiting 0.0 Pirates |
Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2006.07.16 16:20:00 -
[72]
Why are you guys trying to turn the munin into a vagabond? Thats damn silly if you ask me. The munin is ment for gate camps and sniping:
5x 720 2x stnd
3x sensor booster (930 scan res with sig anal 3, frigs lock in 2 seconds)
4x Gyro's 1x anything (sure the 4th gyro is subject to the stiff penalty - 1/3 of one of hte first three - it still adds ALOT of damage to the high base damage arty's)
5x warrior t2 (between these and the 2x stnd's, inty's get smoked)
I got a 1348 wrecking on a caldari control tower (no exp resist)
Forget tank, anyone who attempts to fit a tank on this thing is utterly silly. Sure, you can put in a 3 slot armor tank, but it'll be laughable at best since it'll be snailing around, waiting to get killed. In fact, a simple t2 - stabber would probably be more survivable and hence do more damage at a fraction the cost. ---------------------------------------- Friends Forever
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Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2006.07.16 16:23:00 -
[73]
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 :/
Heavy missles?
You're sacraficing a low slot so that you can put heavy missles in + a single large shield extender? What are either of those going to do for the munin?
With tremor you'll be hitting at around 100km. That's three times the range of the heavy missles...and if the target ever gets within range of your heavy'es, then your arty's are going to be useless cause of ****ty tracking.
Also, if you're sniping, then I doubt you'll be taking damge from anything so the shield extender is useless...in fact, if anything stickss around long enough to do damage to you, its going to do so under your arty's, making them useless and you dying slightly delayed..cause you have a large shield extender.
So, that setup is retarded. ---------------------------------------- Friends Forever
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Sarmaul
0utbreak
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Posted - 2006.07.16 16:26:00 -
[74]
Originally by: Haniblecter Teg Why are you guys trying to turn the munin into a vagabond? Thats damn silly if you ask me. The munin is ment for gate camps and sniping:
You obviously haven't seen the nasty things a tanked AC muninn can do when setup correctly. It doesn't have the speed and range of the vaga, but it sure as hell packs a punch and takes a beating (and it also about 120m cheaper).
TEAM MINMATAR FORUMS - In Rust We Trust - Suvetar, care to confirm these rumours about you being an unstoppable sex machine? LOL -Suvetar |
Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2006.07.16 16:26:00 -
[75]
Edited by: Haniblecter Teg on 16/07/2006 16:27:39 In fact, the only effective setup for a munin is the one I posted. Disregard any fit besides it.
Sure you can get a decent AC fit, but why? The Vagabond is twice the AC ship as the munin. If you're complaining about cost, then fly t1. Because attempting to turn the munin into a 'budget' vagabond is the Kmart strategy of the month, cheapos.
If you insist on putting a tank on a range/arty setup, then fly a battleship or BC, because the munin isnt where you're going to find it. ---------------------------------------- Friends Forever
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Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2006.07.16 16:34:00 -
[76]
Originally by: Sarmaul
Originally by: Haniblecter Teg Why are you guys trying to turn the munin into a vagabond? Thats damn silly if you ask me. The munin is ment for gate camps and sniping:
You obviously haven't seen the nasty things a tanked AC muninn can do when setup correctly. It doesn't have the speed and range of the vaga, but it sure as hell packs a punch and takes a beating (and it also about 120m cheaper).
But its still nothing compared to a vagabond, which does more damage, more range, more speed and a better tank/ECM.
The munin is a fearsome arty platform, and fun to on gate camps. No need turning it into something it isnt. ---------------------------------------- Friends Forever
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Famine Aligher'ri
V i L e
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Posted - 2006.07.16 17:00:00 -
[77]
Originally by: Haniblecter Teg
Originally by: Sarmaul
Originally by: Haniblecter Teg Why are you guys trying to turn the munin into a vagabond? Thats damn silly if you ask me. The munin is ment for gate camps and sniping:
You obviously haven't seen the nasty things a tanked AC muninn can do when setup correctly. It doesn't have the speed and range of the vaga, but it sure as hell packs a punch and takes a beating (and it also about 120m cheaper).
But its still nothing compared to a vagabond, which does more damage, more range, more speed and a better tank/ECM.
The munin is a fearsome arty platform, and fun to on gate camps. No need turning it into something it isnt.
Talk about Clueless. The setup wasn't suppost to be an attempt to be a Vagabond, otherwise I think I would of made it MWD, WCS, and full speed... Which it's not...
I also don't know if you know this, but the Muninn has more DPS than a Vagabond with Autocannons fitted...
So why do people choose the Vagabond over the Muninn? Well because of two bonuses. Speed and Falloff bonus. These do not equal more DPS mmk? These equal more utility... It's not that the Muninn can't kill a Vagabond because it has well over the amount of DPS a Vagabond can do, I assure you. It's the fact the Muninn can't catch nor hit the Vagabond because as well should know. The Vagabond has very high speeds as well very extream long ranges where a Muninn can't ever hit nor catch up too.
Muninn = Tactical ship Vagabond = Point and Click
--------------- Vile - Recruiting 0.0 Pirates |
Lonectzn
Pelennor Swarm Knights Of the Southerncross
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Posted - 2006.07.17 09:01:00 -
[78]
Originally by: Famine Aligher'ri Edited by: Famine Aligher''ri on 16/07/2006 15:02:35
My Muninn that has more DPS than most Vagabonds (Being Muninn damage bonus is off cruiser level not HAC level as well 7 highs instead of 6 like the Vaga). Then agian, don't I wish I had Vaga's range :)
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 175 | 23] Medium 'Knave' I Energy Drain > [ 8 | 22] Small Graviton Smartbomb II
MED-SLOTS : ~~~~~~~~~~~ > [ 55 | 25] 10MN Afterburner II > [ 1 | 21] X5 Prototype I Engine Enervator > [ 1 | 32] Faint Warp Prohibitor I
LOW-SLOTS : ~~~~~~~~~~~ > [ 200 | 23] 800mm Reinforced Rolled Tungsten Plates I > [ 173 | 28] Medium Armor Repairer II > [ 2 | 30] Energized Magnetic Membrane II > [ 2 | 30] Energized Adaptive Nano Membrane II > [ 1 | 30] Gyrostabilizer II
5xWarrior II's 5% Medium Projectile Damage Bonus Implant
DPS : 329.494
Yeah I'm going to be buying a Muninn again, just because it tanks much better and is so insanely cheaper than a vaga.
I drop the nos and sb for 2 x heavy launchers, the kinetic for another EANM II. And you can drop the rep II for a named, and can fit MWD then if you want.
I took that setup into test a few weeks ago, at one of the FFA's found myself in a 1vs1 with a vaga. I died halfway through it's armour (passive shield tank, it would've been dead in another 5-10s). First I'd thought 'oh my got the Muninn sucks'. Then I looked at the death mail, saw another vaga had been shooting me the entire time, in fact did more damage than the first.
After that I fell in love with it it can manage quite a good tank with that plate resists and rep.
-----------------
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Jake Ryan
Minmatar Academy of Decadence
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Posted - 2006.08.05 02:22:00 -
[79]
Edited by: Famine Aligher''ri on 16/07/2006 15:02:35
My Muninn that has more DPS than most Vagabonds (Being Muninn damage bonus is off cruiser level not HAC level as well 7 highs instead of 6 like the Vaga). Then agian, don't I wish I had Vaga's range :)
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 175 | 23] Medium 'Knave' I Energy Drain > [ 8 | 22] Small Graviton Smartbomb II
MED-SLOTS : ~~~~~~~~~~~ > [ 55 | 25] 10MN Afterburner II > [ 1 | 21] X5 Prototype I Engine Enervator > [ 1 | 32] Faint Warp Prohibitor I
LOW-SLOTS : ~~~~~~~~~~~ > [ 200 | 23] 800mm Reinforced Rolled Tungsten Plates I > [ 173 | 28] Medium Armor Repairer II > [ 2 | 30] Energized Magnetic Membrane II > [ 2 | 30] Energized Adaptive Nano Membrane II > [ 1 | 30] Gyrostabilizer II
5xWarrior II's 5% Medium Projectile Damage Bonus Implant
DPS : 329.494
How the hell does that fit, im stuck with 3 Powergrid missing if I try to build the nos in- and the small smartbomb has no grid too :(
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Delta Pyro
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Posted - 2006.08.05 04:36:00 -
[80]
Originally by: Jake Ryan Edited by: Famine Aligher''ri on 16/07/2006 15:02:35
My Muninn that has more DPS than most Vagabonds (Being Muninn damage bonus is off cruiser level not HAC level as well 7 highs instead of 6 like the Vaga). Then agian, don't I wish I had Vaga's range :)
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 175 | 23] Medium 'Knave' I Energy Drain > [ 8 | 22] Small Graviton Smartbomb II
MED-SLOTS : ~~~~~~~~~~~ > [ 55 | 25] 10MN Afterburner II > [ 1 | 21] X5 Prototype I Engine Enervator > [ 1 | 32] Faint Warp Prohibitor I
LOW-SLOTS : ~~~~~~~~~~~ > [ 200 | 23] 800mm Reinforced Rolled Tungsten Plates I > [ 173 | 28] Medium Armor Repairer II > [ 2 | 30] Energized Magnetic Membrane II > [ 2 | 30] Energized Adaptive Nano Membrane II > [ 1 | 30] Gyrostabilizer II
5xWarrior II's 5% Medium Projectile Damage Bonus Implant
DPS : 329.494
How the hell does that fit, im stuck with 3 Powergrid missing if I try to build the nos in- and the small smartbomb has no grid too :(
329 dps is more than the average dps from Vagabond pilots? I get about 350 in my Vaga . . .
Oh and having 7k shields + 350 dps + 3000 m/s speed in my Vagabond is much better than your slow ABing Muninn.
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Jaeger J
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Posted - 2006.09.17 03:44:00 -
[81]
Originally by: Delta Pyro
Originally by: Jake Ryan Edited by: Famine Aligher''ri on 16/07/2006 15:02:35
My Muninn that has more DPS than most Vagabonds (Being Muninn damage bonus is off cruiser level not HAC level as well 7 highs instead of 6 like the Vaga). Then agian, don't I wish I had Vaga's range :)
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 101 | 16] 220mm Vulcan AutoCannon II [80xBarrage M] > [ 175 | 23] Medium 'Knave' I Energy Drain > [ 8 | 22] Small Graviton Smartbomb II
MED-SLOTS : ~~~~~~~~~~~ > [ 55 | 25] 10MN Afterburner II > [ 1 | 21] X5 Prototype I Engine Enervator > [ 1 | 32] Faint Warp Prohibitor I
LOW-SLOTS : ~~~~~~~~~~~ > [ 200 | 23] 800mm Reinforced Rolled Tungsten Plates I > [ 173 | 28] Medium Armor Repairer II > [ 2 | 30] Energized Magnetic Membrane II > [ 2 | 30] Energized Adaptive Nano Membrane II > [ 1 | 30] Gyrostabilizer II
5xWarrior II's 5% Medium Projectile Damage Bonus Implant
DPS : 329.494
How the hell does that fit, im stuck with 3 Powergrid missing if I try to build the nos in- and the small smartbomb has no grid too :(
329 dps is more than the average dps from Vagabond pilots? I get about 350 in my Vaga . . .
Oh and having 7k shields + 350 dps + 3000 m/s speed in my Vagabond is much better than your slow ABing Muninn.
Like everyone said.... Look at the cost. When it comes to bang for the buck the Munin does great.
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Wizie
Minmatar Euphoria Released Euphoria Unleashed
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Posted - 2006.09.17 04:06:00 -
[82]
In practical terms.
The Average solo Vagabond (not Stababond), will have a good amount more dps than the average solo Munin.
The solo Munin (autocannons) relies heavily on plates. Also, the munin is relegated to armor tanking. Which implies that at the LEAST 3 of its 5 slots will be used for armor tanking. 2x hardners and 1x rep. Most good setups will have a plate on. So that leaves 1 slot for gyro (and at best 2).
On the other hand, a good Vaga pilot can have anywhere from 2-3 gyros. However flying a Vaga with anything less than 2 means you will mostly be stuck killing npcers who are already being shot by rats (BS preferably) or someone with no exp hardner.
My personal setups never have less than 2 gyros. And mostly have 3.
At HAC 5, a Vaga does the same dmg with the same setup from guns as a Munin, at a decently higher range.
So, in closing, I don't like to use the munin with autocannons if I have a Vaga handy. The good thing about the Vaga despite its price tag... you SHOULDNT lose too many. An AC munin will die quite a bit more often. I can guarantee you this. ----------------- Sig removed by some noob |
Kard Fater
Caldari Wings of Turul Ascendant Frontier
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Posted - 2006.10.11 14:02:00 -
[83]
Edited by: Kard Fater on 11/10/2006 14:02:55 WOOT, PG corrected to 1100MW. Soon. edit: http://oldforums.eveonline.com/?a=topic&threadID=408998
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Jim McGregor
Caldari
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Posted - 2006.10.11 14:11:00 -
[84]
Edited by: Jim McGregor on 11/10/2006 14:11:52
Originally by: Kard Fater Edited by: Kard Fater on 11/10/2006 14:02:55 WOOT, PG corrected to 1100MW. Soon. edit: http://oldforums.eveonline.com/?a=topic&threadID=408998
Create a new Muninn ship setup thread when the changes come to TQ, so people dont get confused. :)
--- Eve Wiki | Eve Tribune | Eve Pirate |
Oriodus
HEFNER
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Posted - 2006.11.04 02:47:00 -
[85]
Originally by: Haniblecter Teg
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 :/
Heavy missles?
You're sacraficing a low slot so that you can put heavy missles in + a single large shield extender? What are either of those going to do for the munin?
With tremor you'll be hitting at around 100km. That's three times the range of the heavy missles...and if the target ever gets within range of your heavy'es, then your arty's are going to be useless cause of ****ty tracking.
Also, if you're sniping, then I doubt you'll be taking damge from anything so the shield extender is useless...in fact, if anything stickss around long enough to do damage to you, its going to do so under your arty's, making them useless and you dying slightly delayed..cause you have a large shield extender.
So, that setup is retarded.
Firstly: The setup works for me - i've been using it for a very long time Secondly: The main weapon type on the setup i use are its guns...i use my high drone skills and heavy launchers with precision to fend off against ceptors - which again, works. The heavy launchers with a combination of EMP/Fury missiles at optimal is a devastating use of the muninns potential - you may want to try it!?! Thirdly: The large extender increases the chances of 'out hitting' a ship or being able to withstand a small assault from tacklers And last but not least: Where was any constructive criticism in your reply?
The reply was opinion based as it is the setup i use - not a post to meet your approval.
When the changes come in from Revelations, the low slots should be able to have a fourth gyro and only need 1xPDU (but without being able to try it i am unsue...unless someone has any calculations?).
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ChuckNorris CRO
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Posted - 2006.11.30 11:37:00 -
[86]
I've tested few Muninn setups in 4-6 months and i can only say that Muninn with AC works very well.,
5 x 220mm vulcan II, 2 x med nos
mwd, 2 point scramb', fleeting web,
med armor rep II, explosiv and kinetic hardener, 2 x gyros II
We are talking about solo pvp and i can say that u'll have much better chances with AC and noses. I agree that Muninn is orginaly created for purpoes of hac's fleets and gangs fights or for snipe-ing, but tbh Vaga is too expensive for now and Muninn with AC works good enough.
Cheerz'
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Oriodus
The Caldari Confederation
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Posted - 2007.01.03 09:56:00 -
[87]
Edited by: Oriodus on 03/01/2007 09:59:58 Highs: 5x 720mm Howitzer T2 (Tremor/Phased Plasma/EMP) 2x Heavy Missile T2 (Precision/Fury/Standard) Mids: 1x Tracking Computer T2 1x Sensor Booster T2 1x Large Shield Extender T2 Lows: 4x Gyrostabilizer T2 1x Reactor Control Unit T2
Drones: Warrior T2
Regarding my previous post, with the changes in Revelations this fitting works perfectly. There is roughly 20PG and a small amount of CPU left with Adv. Weapons Upg. level 5. It can get nice damage and ROF with the 4 gyro's...i'm even happier now :)
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Tr4XX
Caldari The Black Rabbits Fatal Persuasion
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Posted - 2007.02.03 10:05:00 -
[88]
how do 650II + tank work out?
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Nerogk Shorn
Caldari Royal Hiigaran Navy
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Posted - 2007.02.11 05:12:00 -
[89]
Since i didn't have 720's or 220's on hand i tried this setup.
5 dual 180 autocannon II's 2 e50 nosferatu
1 20km warp disruptor 1 10mn Afterburner II 1 medium electrochemical capacitor booster
2 medium armor rep II's 1 shadow serpentis EANM 1 explosive hardener 1 gyrostabilizer
5 light drones
gets about 250 dps with emp (not sure with hail) I use cap 800's and only use them if i need to dual rep tank. It goes about 605 mps and orbits about 400 mps at 1500m or so.
There is only one problem kin resist is very low at ~41. I am not happy with that and i am not sure whether or not to drop the EANM for a kin hardener or the EXP hardener for the kin. I am not dropping the gyro cause that seriously cuts the dps. Maybe i should leave it like it is.
Any suggestions?
D-F-A-A-B-A-A-S |
Cartellus
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Posted - 2007.02.22 08:08:00 -
[90]
Originally by: Haniblecter Teg
Originally by: Sarmaul
Originally by: Haniblecter Teg Why are you guys trying to turn the munin into a vagabond? Thats damn silly if you ask me. The munin is ment for gate camps and sniping:
You obviously haven't seen the nasty things a tanked AC muninn can do when setup correctly. It doesn't have the speed and range of the vaga, but it sure as hell packs a punch and takes a beating (and it also about 120m cheaper).
But its still nothing compared to a vagabond, which does more damage, more range, more speed and a better tank/ECM.
The munin is a fearsome arty platform, and fun to on gate camps. No need turning it into something it isnt.
HI
the story about dps is not only doing the damage / firing speed. I believe is more than that. My thoughts about it:
Firstly Muninn has tracking bonus and more Power Grid which means you can load bigger AC without get penalised for that = more damage.
Secondly the vaga orbit in falloff range (which is huge but still falloff) at high speed, translating in reduced damage and more misses. Muninn works in optimal range = more damage and more excellent hits.
Thirdly Vaga limits the choice of ammo to barrage, every man, woman, kid, mad wife or husband and their dogs that play EVE half decently have a huge explosive and kinetic resistence. Muninn does have such concerns and can choose the best ammo for the ship is fighting against = more damage.
Forthly, the 2 nos can provide cap for all your module no problem. = more tank
Last but not least, you don't need any fancy module for a Muninn, a full load of good tech 1 or tech 2 can do the job. I have a vaga and with a good named setup it costs almost as much as a Machariel. A muninn fully fit cost far less than the vaga ship with no module.
Also if you get bored of playing AC pvp, you can swap to arty and you still have a decent ship to work with = more versatility = more enjoyment.
Vaga gives you security, you can warp away when things go pearshape, warping at safe range and all that, muninn is different, if you are in the dance you'll have to dance all the way.
Perhaps in a 1 to 1 fight vaga will probably kill a muninn (well unless muninn gets at less than 14km range with a Domi web muahahahahaha) but not all the ships are like vaga, so overall i still think is a great ship to have fun with.
Any comments to this is most welcome.
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Cartellus
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Posted - 2007.02.23 12:23:00 -
[91]
Hello again
related to my topic above
today i lost my muninn. Against a blastertron, meanwhile i was already engaged with another cruiser, already in armor, with 50% cap left and scrambled as hell. In addiction to that my skills for armor defense suck at the moment, stil working on them. The mega was a less than 50% armor when i died, and the player that beated me was not a noob. Bless you my son, you did a good job there!!! I lost 150M all together, considering the situation, i am really pleased. A vaga would have warped away, leaving the target alive. I would have ket the ship but thinin in this way i can rather stay docked in station and having the guarantee not to loose any ship. Muninn IS a great ship, you will loose more of them than vaga but surely you will have more chances to take a ship down than with a vaga.
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hezitationkillz
Temptation inc. Eternal Rapture
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Posted - 2007.03.15 22:17:00 -
[92]
what makes me sad is that basicly, the hurricane can do anything the muninn can but better =[
1more turret/high 1more mid 1more low Oh yeah, and its cheaper
Give it more powergrid, then make it basicly useless :P ______________________
need sig, too lazy |
dolmant
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Posted - 2007.03.18 07:15:00 -
[93]
Originally by: hezitationkillz what makes me sad is that basicly, the hurricane can do anything the muninn can but better =[
1more turret/high 1more mid 1more low Oh yeah, and its cheaper
Give it more powergrid, then make it basicly useless :P
At first i looked at this and thought: this guy is talking out of his arse. But then i realised: hang on, (if quickfit is right)a BC is more agile than a cruiser or HAC, than all you have to do is make up for all the muninn's extra bonuses, resists and speed. Now, of course the muninn is still better, but for the extra 40M your paying, fit your Hurricane with the best. Its not going to beat a muninn, but its defiantly not bad, and would probably give you a run for your money.
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Slax Kalimatar
Minmatar Cyber Rebels
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Posted - 2007.04.18 06:13:00 -
[94]
sorry have to push this up. just wondering if my setup is any useful:
high 5x 220mm vulcan II 2x med nos
med 10mn mwd I 2point scram webber
low mar II act. armor hard kin II act. armor hard explo II damage control II 400mm rolled tungsten plate
missing 20pg to fit a 800mm rolled tungsten instead of the 400mm plate.
wrecked shots between 230 - 330 dmg with emp.
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Esdi
Minmatar Meridian Dynamics FREGE Alliance
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Posted - 2007.09.06 21:59:00 -
[95]
Edited by: Esdi on 06/09/2007 22:01:09 Bump. Especially now that it got a power buff.
Just got mine and still trying to figure out fits, particularly in the mids. Gonna set it up for long range.
--Esdi -Chief Industrial Officer -Aggro Magnet Extraordinaire
Why Meridian? |
Drek Grapper
Minmatar
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Posted - 2007.09.06 22:25:00 -
[96]
Edited by: Drek Grapper on 06/09/2007 22:26:15 Bah bought me a Muninn 2 months ago. I couldn't wait to use it but soon realised that unless i was sniping for a gang or fleet it's bloody useless. It now sits in my hangar gathering dust.
I wish we could have a decent in your face armour tanking HAC which would be the perfect opposite to the Vaga. It's nice to have had a pg boost but i really wish CCP would drop a high to a med so we can fit an injector for active tanked AC boat!!!
Please CCP.
AC Setup 5x180T2/2xLimos Heavy
MWD2/Web/Scram
1600mm/DCU2/EXP/KIN/EANM2
5 Light Ecm Drones No rigs yet Ship sits in hangar as such. It's probably waiting in some vain hope that it will get used once all my other ships have gone pop. - Michael Schumacher won many a formula one race. Alot of the time he didn't win because he had a better car...he won because HE WAS A BETTER DRIVER and because he used SUPERIOR TACTICS. |
bldyannoyed
Un4seen Development
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Posted - 2007.09.06 22:47:00 -
[97]
If you must fit AC's on a Muninn ( and if you do you're a freak ) try this:
5x 220 II
MWD, web , scram
MAR II, 1600 RT, explosive II, kinetic II, gyro II
Explosive pump, trimark pump
Its still rubbish tho and out performed in just about every way by the Vagabond. Your signature exceeds the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |
Steve Hawkings
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Posted - 2007.09.06 23:52:00 -
[98]
My AC Munin rolls with 425s
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Hans Angry
Caldari Psilocybin and Wine Insomnia.
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Posted - 2007.09.13 04:13:00 -
[99]
my setup...
High: 5x 720mm Howitzer Artillery II
Medium: 2x Sensor Booster II 1x Tracking Computer II
Low: 2x Tracking Enhancer II 3x Magnetic Field Stabilizer II
Rig: 1x Damage Rig 1x Range Rig
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The Champion
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Posted - 2007.09.13 05:40:00 -
[100]
Munin is one of the two escorts of Odin! jfyi :)
4xgyro2, 1xdamage control best named 2xlarge shield extender 2 10mn mwd T2
5x 220's T2 2x HAM t2 1x kinetic shield res rig 1x shield extender rig around 600dps with 10k shields
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tartrus
Galactech Industries Ltd. Freelancer Alliance
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Posted - 2007.09.13 06:17:00 -
[101]
Edited by: tartrus on 13/09/2007 06:19:10 imo!! pfft all these ac fits ffs the hurricane is better and cheaper. use the muninn what it was meant for.
720's alot of em all dam and tracking range mods.
i can hit bs's 120ks away and that was when i only just got t2 720's got alot better skills now also got 3 1700 hits ona bob tower with quake.
u get a choise u can sit 30 or so k's of thet gate hav someone else hold ur target still and u rip em a new hole with quake of u sit 80-90ks off and slamm em with tremmor. even roaming around hav quake fit cus it will be close range combat and it hurts alot :D i dont care how much res u got to exps kin its hurt's :D peeps wont agro u they will try to kill a easier target. always happen to me
i tried the ac fit and all it did was cost the same price as 2 fitted hurricane's.
as i said above this is IMO.
"HEY! Lee were is that t2 duct tape mate my vaga's in hull" |
GazGaz
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Posted - 2007.09.13 07:12:00 -
[102]
t2 650 / 2 assault laucher mwd / 2 sensor booster 3 gyro / 2 tracking enhancer (or 2/3)
2 rigs to lock faster (dont remember the name)
all in t2 except rigs and launcher
-> +1000 scan resolution and hit hard - not for solo of course
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