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Sheeana
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Posted - 2006.03.07 12:57:00 -
[1]
LOW-SLOTS : ~~~~~~~~~~~~ - [ 1 | 44] Armor Kinetic Hardener II powergrid usage = 1.0 MW Activation time / duration = 20.0 Active Explosive dmg resistance bonus = 100.0 % Active Kinetic dmg resistance bonus = 100.0 % Active Thermal dmg resistance bonus = 100.0 % Thermal dmg resistance bonus = 0.0 % Kinetic dmg resistance bonus = -55.0 % Explosive dmg resistance bonus = 0.0 % EM dmg resistance bonus = 0.0 % CPU usage = 44.0 tf hp = 10.0 Active EM dmg resistance bonus = 100.0 % Tech Level = 2.0 activation cost = 30.0 Energy Passive thermal dmg resistance bonus = 0.0 % Passive kinetic dmg resistance bonus = -1.0 % Passive Explosive dmg resistance bonus = 0.0 % Passive EM dmg resistance bonus = 0.0 %
- [ 1 | 44] Armor Thermic Hardener II powergrid usage = 1.0 MW Activation time / duration = 20.0 Active Explosive dmg resistance bonus = 100.0 % Active Kinetic dmg resistance bonus = 100.0 % Active Thermal dmg resistance bonus = 100.0 % Thermal dmg resistance bonus = -55.0 % Kinetic dmg resistance bonus = 0.0 % Explosive dmg resistance bonus = 0.0 % EM dmg resistance bonus = 0.0 % CPU usage = 44.0 tf hp = 10.0 Active EM dmg resistance bonus = 100.0 % Tech Level = 2.0 activation cost = 30.0 Energy Passive thermal dmg resistance bonus = -1.0 % Passive kinetic dmg resistance bonus = 0.0 % Passive Explosive dmg resistance bonus = 0.0 % Passive EM dmg resistance bonus = 0.0 %
- [ 2 | 30] Energized Adaptive Nano Membrane II Kinetic dmg resistance bonus = -24.0 % Explosive dmg resistance bonus = -24.0 % powergrid usage = 2.0 MW EM dmg resistance bonus = -24.0 % Tech Level = 2.0 CPU usage = 30.0 tf Armor HP bonus = 100.0 % hp = 10.0 Thermal dmg resistance bonus = -24.0 %
- [ 1 | 19] Pseudoelectron Containment Field I cpuBonusSuperWeapon = 0.0010 Shield Explosive Damage Resistance = 10.5 % powergrid usage = 1.0 MW cpuPenaltySuperWeapon = 99900.0 Armor Kinetic Damage Resistance = 13.0 % Shield Em Damage Resistance = 10.5 % Armor Thermal Damage Resistance = 13.0 % Armor Explosive Damage Resistance = 13.0 % Armor Em Damage Resistance = 13.0 % Tech Level = 1.0 CPU usage = 19.0 tf Activation time / duration = 30.0 hp = 20.0 activation cost = 1.0 Energy Shield Thermal Damage Resistance = 10.5 % Shield Kinetic Damage Resistance = 10.5 %
- [2300 | 55] Large Armor Repairer II activation cost = 400.0 Energy powergrid usage = 2300.0 MW Tech Level = 2.0 CPU usage = 55.0 tf Activation time / duration = 12.0 Armor hp Repaired = 800.0 hp = 20.0
- [2300 | 55] Large Armor Repairer II activation cost = 400.0 Energy powergrid usage = 2300.0 MW Tech Level = 2.0 CPU usage = 55.0 tf Activation time / duration = 12.0 Armor hp Repaired = 800.0 hp = 20.0
- [ 0 | 12] True Sansha Power Diagnostic System powergrid usage = 0.0 MW Shield recharge rate bonus = 8.5 % Tech Level = 1.0 CPU usage = 12.0 tf Capacitor bonus = 105.0 % Shield HP bonus = 105.0 % hp = 20.0 Powergrid bonus = 107.5 % Capacitor recharge rate bonus = 8.5 %
First thing is that the hardners can be changed if need be but I hardly ever need to. This thing can run one repairer with the 3 NOS's for ever but the if you run 2 at the same time your cap does run out but thats where the cap charges keep you going for ages more (I use 400 charges). The gun is purely for aggro and the empty high slot can either be anouther gun or a >super handy tractor beam<. I use energy wepons because they dont realy need any mods to make them good and they leave plenty of space in your cargo hold for cap charges and loot. :D
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Sheeana
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Posted - 2006.03.07 12:57:00 -
[2]
Ok I've been working on this for ages now and I cant make it any better  Now bare in mind I use this mainly for LVL 4 missions and have been doing for about a year, the only time I have lost one is to insane lag where your ship doesnt respond or when I tried a lvl 5 mission which was a good bit of insta death fun... Here we go and bwt I only have 8mill SP.
==[ DOMINIX ]== (DOMINATION)
Powergrid : 10970.0 / 12093.75 MW CPU : 552.0 / 750.0 tf Capacitor (regen) : 5040.0 Energy (436.08sec) Max Cap Regen : 28.32 per sec (approx.) Max Cap Needed : 72.758 per sec Velocity : 144.0 m/sec Signature : 420.0 m Target Range : 84000.0 m Scan Resolution : 108.0 mm ECCM Magnetometric : 22.0 points Shield HP (regen) : 5512.5 (1464.0sec) Max Shield Regen : 9.41 per sec (approx.) Shield EM : 10.5 % Shield Explo : 64.2 % Shield Kinetic : 46.3 % Shield Thermal : 28.4 % Armor HP : 6211.25 Armor EM : 73.55 % Armor Explo : 40.49 % Armor Kinetic : 80.66 % Armor Thermal : 80.66 % Structure HP : 6641.25 Drone Capacity : 375.0 m3 Capacity : 600.0
HIGH-SLOTS : ~~~~~~~~~~~~ - [2000 | 43] E500 Prototype Energy Vampire powergrid usage = 2000.0 MW Tech Level = 1.0 amarrNavyBonusMulitplier = 0.0 CPU usage = 43.0 tf Activation time / duration = 12.0 hp = 20.0 activation cost = 0.0 Energy Transfer range = 24150.0 m Energy transfer amount = 115.0
- [2000 | 43] E500 Prototype Energy Vampire powergrid usage = 2000.0 MW Tech Level = 1.0 amarrNavyBonusMulitplier = 0.0 CPU usage = 43.0 tf Activation time / duration = 12.0 hp = 20.0 activation cost = 0.0 Energy Transfer range = 24150.0 m Energy transfer amount = 115.0
- [2000 | 43] E500 Prototype Energy Vampire powergrid usage = 2000.0 MW Tech Level = 1.0 amarrNavyBonusMulitplier = 0.0 CPU usage = 43.0 tf Activation time / duration = 12.0 hp = 20.0 activation cost = 0.0 Energy Transfer range = 24150.0 m Energy transfer amount = 115.0
- [ 1 | 50] Drone Link Augmentor I powergrid usage = 1.0 MW droneRangeBonus = 20000.0 Tech Level = 1.0 CPU usage = 50.0 tf hp = 50.0
- [ 210 | 21] Heavy Modal Pulse Laser I powergrid usage = 210.0 MW Optimal Range = 13200.0 m Tech Level = 1.0 Trackingspeed / Accuracy = 0.078 rad/sec Accuracy falloff = 4800.0 m Charge size = 2.0 1=small 2=medium 3=l Rate of fire = 3.97 CPU usage = 21.0 tf slots occupied = 1.0 hp = 10.0 Signature Resolution = 125.0 m Damage Modifier = 4.435 x activation cost = 9.598 Energy targetModule = 0.0
- [ 0 | 0] Turret Slot
MED-SLOTS : ~~~~~~~~~~~~ - [ 1 | 6] F-b10 Nominal Capacitor Regenerator powergrid usage = 1.0 MW Tech Level = 1.0 CPU usage = 6.0 tf Capacitor recharge rate bonus = 17.25 % hp = 20.0
- [ 1 | 6] F-b10 Nominal Capacitor Regenerator powergrid usage = 1.0 MW Tech Level = 1.0 CPU usage = 6.0 tf Capacitor recharge rate bonus = 17.25 % hp = 20.0
- [ 150 | 25] Medium Electrochemical Capacitor Booster I Charge Rate = 1.0 powergrid usage = 150.0 MW Tech Level = 1.0 CPU usage = 25.0 tf Activation time / duration = 12.0 amarrNavyBonusMulitplier = 0.0 hp = 20.0
- [ 1 | 21] X5 Prototype I Engine Enervator powergrid usage = 1.0 MW Optimal Range = 10000.0 m Tech Level = 1.0 Accuracy falloff = 0.0 m CPU usage = 21.0 tf Max Velocity Bonus = -86.25 % Activation time / duration = 5.0 hp = 20.0 activation cost = 3.2 Energy
- [ 1 | 35] Omnidirectional Tracking Link I powergrid usage = 1.0 MW Tracking Speed Multiplier = 1.2 % Max Range Multiplier = 1.2 x Tech Level = 1.0 CPU usage = 35.0 tf hp = 50.0
Continued
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Sheeana
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Posted - 2006.03.07 12:58:00 -
[3]
Now as for offencive I use sentry drones all the way they can rip up BS's in a couple of mins and cruisers are 3 hit kills. My drones setup is: 5 Garde Sentry drones for close range (38km max). 5 Warden Sentry drones for long range (80-90KM max). 5 Hammerhead II's if fighting only close range cruisers like blaster thorax's as its faster and lazyer as you dont have to use the Webber. 5 Hobgobblin II's for inty's makes short work out of even those Serpentis Guardian frigs with thier large armour repairers... 5 Repair drones to quickly repair the sentry drones and anyone els that joins me.
Hope this helps as dominix is ftw!
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Skylar Keenan
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Posted - 2006.03.07 13:02:00 -
[4]
Ok, I really liked the top part of the post, but the setup itself is... confusing to say the least.
Most of us know what the different modules do / require just by the name, so if you would pretty please sc*****it down to just the module names I'm certain you'd get some replies.
Cause to be honest I couldn't be arsed to read through all that  -----------------------------------------------
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Tehel Necrona
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Posted - 2006.03.07 13:12:00 -
[5]
wouldn't it be better to put another web or cap charger in the mid slot, instead of that tracking link? cos i don't know 100% if tracking links appy their effects to drones, and it seems pointless for 1 gun.
but either way, i'm gonna try this wen my drone skills get beefed up, cheers
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Sheeana
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Posted - 2006.03.07 13:12:00 -
[6]
Soz about that should of realy edited it before I rolled it out of the offline ship fitter hope thats better 
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Sheeana
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Posted - 2006.03.07 13:16:00 -
[7]
The tracking link is the only thing that will save your ass when you go against named mobs that cant be webbed plus im lazy and prefer the cap 
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Mnengli Noiliffe
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Posted - 2006.03.07 14:00:00 -
[8]
Drone link is imo useless, as 54 km which you get from skills is enough most of the time. I usually just fit 2 nos+4 small rails to help with frigs. This also allows to use heavy injector and drop PDS. Oh and what do you want those cap rechargers for? you have injector already! Or do you save on charges? Just buy the bpo and produce them at your base station, they're cheap.
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Sheeana
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Posted - 2006.03.07 16:28:00 -
[9]
Well the idear of the setup is that it costs bugger all to run. No ammo needed and doesnt NEED cap charges to keep it going but if it does get tough its a good back up to keep you going quite abit longer. If you start using ammo and rely on the cap charges instead of cap recharge and NOS you wont last long, you might aswell fly a Mega. This is for all those that want to keep upkeep costs low and can be lazy and not have to move around as your drones can reach everything. If you dont want the drone range mod then change it
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Imhotep Khem
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Posted - 2006.03.08 01:50:00 -
[10]
you dont need cap regen if your going to be getting cap from nosferatus. ____ If your not dyin' your not tryin'. |
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Foulis
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Posted - 2006.03.08 02:22:00 -
[11]
Originally by: Imhotep Khem you dont need cap regen if your going to be getting cap from nosferatus.
Yeah, if you need more cap than 3 heavy nos can supply you have the wrong layout. (5x reps ftw) ---- I <3 Taranis
Cake > Pie - Imaran
Originally by: CCP Hammer Boobies
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Nimicus
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Posted - 2006.03.08 02:34:00 -
[12]
Originally by: Imhotep Khem you dont need cap regen if your going to be getting cap from nosferatus.
Wrong, relying on Nos to run your tank is a bloody serious tactical mistake.
But I'd agree with the above, rechargers or injector, not both.
Drone Link Augmenter is crap without a Nav Link to cover that extra distance quicker, but neither are really needed as your range of max effectiveness is around 25km anyway, which drones reach even with poor skills. Targetting link, my experiences are mixed, I would fit a painter instead that will benefit both your guns and drones.
PLUG THAT EXPLOSIVE HOLE IN YOUR ARMOR, drop the adaptive for an active explosive, you'll see lower top resists, but better all-around tankability.
Pull that gun off the high slot, and use that painter to pull instead. Replace with med/small guns for point defense.
My setup Highs: 4x 250MM Rails II, 2x Heavy Nos Meds: AB II, Webber, Painter, 2x Rechargers Lows: 2x Large repper IIs, EXP/THE/KIN active IIs, 1600mm plate (OR) adaptive passive II, cap relay.
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Mnengli Noiliffe
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Posted - 2006.03.08 02:40:00 -
[13]
When you don't "NEED" cap boosters, natural domi recharge plus occasional NOS surplus is more than enough even without cap rechargers. When you do, however, you won't last long running 2 large reppers with 800 cap every 22 seconds (reload+cooldown), because 2 reppers need 800 cap every 12 seconds.
Oh and what missions do you call "lvl5"? Probably you would have survived them if you used ALL lows for tank and not relied on cap recharges+med booster to run 2 large repairers...
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Ishtari
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Posted - 2006.03.08 05:27:00 -
[14]
I think this setup is better for PvE, but it s a personal opinion.
relevant stats armor 11972 em70, exp61, kin 51, th 51 cap 5250 regen 305 sec
5 dual 250 t2 rails drone link augmentor, you want to warp in long range in non deathspace
100 mn t2 ab, 3 cap recharger 2, omnidirectional tracking link (drone tracking) probably going to change a recharger for cap batteryIi gives better recharge (higher/sec).
shadow serpentis energized reactive membrane, energized adaptive nano membraneII, energized regenerative membraneII, 2 large armor repII, 1600 mm plateII, PDSII
Going to tinker a bit more with it when finances allow it :)
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Omatje
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Posted - 2006.03.08 07:33:00 -
[15]
Originally by: Sheeana
Now bare in mind I use this mainly for LVL 4 missions and have been doing for about a year, the only time I have lost one is to insane lag where your ship doesnt respond or when I tried a lvl 5 mission which was a good bit of insta death fun... Here we go and bwt I only have 8mill SP.
afaik these missions cannot be taken.
I find it also very strange you have 8 mil skillpoints and have been doing lvl 4's for about a year sig? |

Ak'athra J'ador
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Posted - 2006.03.08 07:54:00 -
[16]
well 35mil pdu on armor tanked ship is a waste of assets. Scrap that and use cap relay. You don't need any pg from pdu anyway.
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RazerKill
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Posted - 2006.03.08 08:34:00 -
[17]
afaik these missions cannot be taken.
I find it also very strange you have 8 mil skillpoints and have been doing lvl 4's for about a year
oma your just pro *is thinking of getting adomi sins he got lvl 5 bs but also likes the pest *just fight angels and sanshas dos anione have a good setup for that? PiRatE KiTtY yarrrrr |

Testy Mctest
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Posted - 2006.03.08 08:46:00 -
[18]
Originally by: Sheeana Edited by: Sheeana on 07/03/2006 13:09:26 Edited by: Sheeana on 07/03/2006 13:09:05 Ok I've been working on this for ages now and I cant make it any better  Now bare in mind I use this mainly for LVL 4 missions and have been doing for about a year, the only time I have lost one is to insane lag where your ship doesnt respond or when I tried a lvl 5 mission which was a good bit of insta death fun... Here we go and bwt I only have 8mill SP.
<snip>
1) Level 5s aren't in game
2) 8m SP in a year? I assume you dont have learning skills.
3) Drone Link augmentors and Tractor beams are only 3 months old
If you want help with your setup, ask for help with your setup, but don't lie about your character :)
The Eve Guild Wars Project! |

Sheeana
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Posted - 2006.03.08 09:06:00 -
[19]
Yeah have only 8mill cos this char is 3 years old but only played for about a year and a half... If you look at my first post even with the cap recharge stats I have got I can only run 1 armour rep constantly soon as I use 2 I got 3-4 mins till I run out. So I fit the booster on top so I never have to run away. I like backups call me crazy. Now about the drone link modual, does anyone actuly use Sentry drones or do they realy think they move?!? My drone control range is 74km with that and if I take it off I ofc get 54km. Just last night I had a Raven BS Orbit me at almost 60km now if I didnt have that modual I would be stuff cos I'll be dammed if I'm going to fly towards him and 250's wont break his tank or reach. If your in a Raven this wouldnt be a prob but its a Domi Setup and if anything is more than 20km away from me I kill it with sentry drones not send my Med or Lights after them.
About the big fat Explosive whole in my armour, did I not say this was PvE and that you could change the hardners? If im flying into the Serpentis Extraviganza then why in hell would I be worring about my explosive resist??? The day Serpentis use exlposive missiles and artillery will be the day I give up me 80% kinetic and Thermal resists.
This setup was mainly for the hardest of LVL 4 missions, but dont get me wrong some missions dont need a link maodual so fit anouther gun or if your doing a realy easy one that only gives 700lp then take off the booster and fit biggers guns 
have fun
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Sheeana
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Posted - 2006.03.08 09:09:00 -
[20]
Maby its just me but before anyone says why dont your 3 NOS's run my 2 reps its cos enemys run out of cap and thier recharge rates suck. But think for a second this will stop them shooting, repairing, using thier MWD's and scraming at the same time oh no no no. 
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Damir36
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Posted - 2006.03.13 11:12:00 -
[21]
Edited by: Damir36 on 13/03/2006 11:14:34
Originally by: RazerKill
afaik these missions cannot be taken.
I find it also very strange you have 8 mil skillpoints and have been doing lvl 4's for about a year
oma your just pro *is thinking of getting adomi sins he got lvl 5 bs but also likes the pest *just fight angels and sanshas dos anione have a good setup for that?
Easy and cheap Sansha Popping Setup for Domi, Cap stays above 50% all the Time Low, 2xEM hardener, 2x Therm Hardener, 2x Cap-Power Relay, Good Large Repper.
Med: 2x Omnidirectional Tracking Link, 3x CR (Tech I is enough)
High: 3x425er Railgun, 2x Drone Link Augumentor, 1x Cloaking Device (you don`t want to PvP with this Setup! :-))
5 Sentrys EM (Opti 30 Km) 5 Sentrys Therm (Opti 20 km) 5 Preators
Skills needed:
Droneinterfacing, Sentry Drones, Dronesharpshooting, Drone Navigation,Heavy Drones all min. LV 4.
You don`t really need the Rails. Often I just save the Ammo, wait till I have full Aggro, deploy the Sentrys and watch the Sansha BS die. The Therm-Sentrys pop Cruisers if they are more than 10 km away and Frigs if they are 20 km away. If something gets closer just start the Preators. And the EM Sentrys pop Sansha BS up to 60 km away without Problems.
Med: 2x Dronelink Augumentation 3x CR GrnŻe
Damir
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Alyth
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Posted - 2006.03.13 12:03:00 -
[22]
Came up with this on shipfit@
Hi: 4x Heavy diminshing 2x Med diminishing
Mids: 1x 100MN ABII/Faction AB of some description 1x 7.5km Scram 1x X5 Web 2x Multis/damps/tracking disruptors
Lows: 2x LAR II 3x Shadow serp hardeners (exp kin therm) 2x RCU II
fits like a glove, the nos run the tank. Just use a selection of drones to fit what you think you'll encounter. Probably works best as heavy support for a gang.
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Jin Entres
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Posted - 2006.03.13 12:17:00 -
[23]
Edited by: Jin Entres on 13/03/2006 12:23:37
Originally by: Alyth Came up with this on shipfit@
Hi: 4x Heavy diminshing 2x Med diminishing
Mids: 1x 100MN ABII/Faction AB of some description 1x 7.5km Scram 1x X5 Web 2x Multis/damps/tracking disruptors
Lows: 2x LAR II 3x Shadow serp hardeners (exp kin therm) 2x RCU II
fits like a glove, the nos run the tank. Just use a selection of drones to fit what you think you'll encounter. Probably works best as heavy support for a gang.
I wouldn't call having to use two RCU's fitting like a glove. What I do differently is use more EW instead of the afterburner and a disruptor for more scrambling range so I don't need to get that close. And then I use the slots you need for reactor controls to bring up my resistances and lose the other repper completely, but replace it with a plate for those nice resistances.
And here's a picture of my setup with specific stats displayed.
Edit: And also, since I only have to sustain one repper, I use 1 medium neut instead of nos there for greater cap killing efficiency.
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Alyth
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Posted - 2006.03.13 12:58:00 -
[24]
I like that setup of yours a lot. I just dont trust single rep setups to tank the damage that some ships throw out. Also, neuts arent an option for me as I am focusing on weapon skills at the moment (I have a queue 82 days long !) so the neut capkiller nerf skill will have to wait.
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Jin Entres
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Posted - 2006.03.13 13:19:00 -
[25]
Edited by: Jin Entres on 13/03/2006 13:19:44 Let's observe the difference between a Large Armor Repairer II and a 1600mm Rolled plate:
1600mm Rolled 3,360 * 1.25 = 4200 hp
Large Armor Repairer II 800 hp / 11.25s = 5.25 cycles to repair the amount of hp that the plate provides, which will take 5.25 * 11.25s = 59.1s and 6 cycles of cap (400 * 6 = 2400).
If the fight lasts longer than 59.1 seconds and the armor repairer was sustained during that time without sacrifices (e.g. turning off other modules, having to run an injector just to sustain it etc.), then a repper looks more viable an alternative (assuming it can be used after that minute aswell). However, the plate also has a fitting advantage. If you don't need a RCU (or two, although I don't know how much they are needed specificly for the afterburner), then the advantage is considerable as you can use that slot to harden your hitpoints thus making the plate more efficient.
Also, if you are facing another nos ship, you may not be able to sustain the second repper over 59 seconds, or alternatively if you fail to stay or reach nos range but need to keep tanking. Also, if you are under heavy fire (enough DPS to surpass the reppers' efficiency), having more hitpoints is better as it counts as cycles already repaired.
That is why, personally, I think the plate is more useful.
Also, a damage control is ABSOLUTELY neccessary for a few reasons:
Hull resistances MORE than double your hull hitpoints, and when converted to hardened armor resistances equal a 1600mm plate or more on a battleship. Not only that, but they also give armor resistances that do not stack with hardeners, ie. you always get the full resistance amount which often is equally efficient (or moreso with high resistances) with energized adaptives. The shield resistances also offer hundreds of extra hitpoints in practice.
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Alyth
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Posted - 2006.03.13 13:31:00 -
[26]
Edited by: Alyth on 13/03/2006 13:36:47
Originally by: Jin Entres Edited by: Jin Entres on 13/03/2006 13:19:44 Let's observe the difference between a Large Armor Repairer II and a 1600mm Rolled plate:
1600mm Rolled 3,360 * 1.25 = 4200 hp
Large Armor Repairer II 800 hp / 11.25s = 5.25 cycles to repair the amount of hp that the plate provides, which will take 5.25 * 11.25s = 59.1s and 6 cycles of cap (400 * 6 = 2400).
If the fight lasts longer than 59.1 seconds and the armor repairer was sustained during that time without sacrifices (e.g. turning off other modules, having to run an injector just to sustain it etc.), then a repper looks more viable an alternative (assuming it can be used after that minute aswell). However, the plate also has a fitting advantage. If you don't need a RCU (or two, although I don't know how much they are needed specificly for the afterburner), then the advantage is considerable as you can use that slot to harden your hitpoints thus making the plate more efficient.
Also, if you are facing another nos ship, you may not be able to sustain the second repper over 59 seconds, or alternatively if you fail to stay or reach nos range but need to keep tanking. Also, if you are under heavy fire (enough DPS to surpass the reppers' efficiency), having more hitpoints is better as it counts as cycles already repaired.
That is why, personally, I think the plate is more useful.
Also, a damage control is ABSOLUTELY neccessary for a few reasons:
Hull resistances MORE than double your hull hitpoints, and when converted to hardened armor resistances equal a 1600mm plate or more on a battleship. Not only that, but they also give armor resistances that do not stack with hardeners, ie. you always get the full resistance amount which often is equally efficient (or moreso with high resistances) with energized adaptives. The shield resistances also offer hundreds of extra hitpoints in practice.
Wow. Looking at the numbers that does seem far better. I never thought to do that, I was just after a get in get out setup. The way you put it though it does seem far better for what I intended. And I most certainly never thought of resistances as increasing hitpoints! Well that gives me a whole new outlook on tanking. Thanks 
Mind if I borrow that setup?
[Edit] Question: Why do you use T2 Multis over Hpynos?
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KillmAll187
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Posted - 2006.03.13 13:38:00 -
[27]
Damn Jin. Thats an expensive setup. No wonder you say its fleet support.
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Jin Entres
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Posted - 2006.03.13 13:40:00 -
[28]
You're free to use it. 
I only use t2 multis because I happened to have them, I could fit them and cap is not exactly an issue, but hypnos would be better ofc :)
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Jin Entres
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Posted - 2006.03.13 13:43:00 -
[29]
Originally by: KillmAll187 Damn Jin. Thats an expensive setup. No wonder you say its fleet support.
Actually I didn't say it's fleet support. And I don't think it's that expensive either. 
If you can't afford it, you could always switch everything named to their cheaper variants, like Diminishing -> E500, Rolled -> T2/Crystalline, Internal F. Array -> Pseudoelectron Containment Field, DB Disruptor -> Warp Disruptor etc.
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Zolofine
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Posted - 2006.03.13 14:21:00 -
[30]
Originally by: Jin Entres Edited by: Jin Entres on 13/03/2006 12:23:37
Originally by: Alyth Came up with this on shipfit@
Hi: 4x Heavy diminshing 2x Med diminishing
Mids: 1x 100MN ABII/Faction AB of some description 1x 7.5km Scram 1x X5 Web 2x Multis/damps/tracking disruptors
Lows: 2x LAR II 3x Shadow serp hardeners (exp kin therm) 2x RCU II
fits like a glove, the nos run the tank. Just use a selection of drones to fit what you think you'll encounter. Probably works best as heavy support for a gang.
I wouldn't call having to use two RCU's fitting like a glove. What I do differently is use more EW instead of the afterburner and a disruptor for more scrambling range so I don't need to get that close. And then I use the slots you need for reactor controls to bring up my resistances and lose the other repper completely, but replace it with a plate for those nice resistances.
And here's a picture of my setup with specific stats displayed.
Edit: And also, since I only have to sustain one repper, I use 1 medium neut instead of nos there for greater cap killing efficiency.
Another nice set-up
Seems like your set-ups are almost exactly the same as mine :-P
I did notice something i wanted to ask you about however. What kind of implants are you using to up your armor hitpoint and how expensive are they? ;-) |
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