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FraXy
0utbreak
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Posted - 2007.04.22 13:59:00 -
[61]
Originally by: Tregaron i'm currently using:
6x 250mm t2 1x proto cloak 1x bubble
1x mwd t2 2x webs t2 1x sensor booster
1x rcu t2 1x cpu t2
it's a sweet setup and can pop inti when they are dual web'd in 1 volly.
*FraXy would like to point you towards a Micro Auxiliary Power Core for better benefit.
1 volley with 6x 250 II and no gyros? 
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Zephirz
Cruoris Seraphim
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Posted - 2007.05.03 10:42:00 -
[62]
What about rigs on this ship,
Ive currently got:
highs: 7 x 150mm II 1 x bubble
meds: 1mn mwd II fleeting web warp disruptor II f-s9 med shield extender
lows: 2 x overdrive II
1600 shield 4500 m/s
Now with 2 auxilary speed rigs (name?) i get about 6km/s i think. But i doubt this is very usefull as with 4.5km/s i can already outrun pretty much everything i cant kill in a couple volleys...
now with 2 x projectile ambit rigs (faloff ones) I get a faloff of 13km and optimal of 1.5 which allows me to orbit at 13 km, outside web and med nos range and still hit pretty well. And whit a 760m/s base speed not much will hit me anyway. Drones die fast enough so only missiles would be a problem.
what kind of rigs do you guys put on the nice ship? :)
zephirz
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ElCheeco mofo
Caldari Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.05.03 11:22:00 -
[63]
Highs
7 x T2 250 Arty Cannons with tremor 1 x Sphere Launcher
Mids
1 x T1 MWD (think i would have to use a CPU to fit T2) 1 x T2 Sensor Booster 1 x X5 webbie 1 x whatever (usually named cap charger)
Lows
1 x PDS 1 x T2 Gyro
Not a chance of instapopping anything except pod, nOOb ships and shuttles, maybe i should try quake ammo instead?. But still nice for camping.
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Frygok
Minmatar Mean Anglo-Danes
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Posted - 2007.05.10 10:01:00 -
[64]
Okay, seeing as I can fly interceptors now(but lack the Graviton physics still, damn expensive skill!) I have a question.
Alot of these setups seem to be made for solo ganking and miner harassment etc. How would people fit for fleet battles though? I mean, use the inty to drop the bubble, but what role do you guys usually play afterwards? Having fighters assigned? Preventing people from warping out(given it's a big fleet where people try to get out of the bubble), webbing those within or what?
General help would be really appriciated. :)
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Laadna
Infinite Improbability Inc Dusk and Dawn
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Posted - 2007.05.13 14:54:00 -
[65]
Gank setup :
200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] Interdiction Sphere Launcher I [10xWarp Disrupt Probe]
Medium Shield Extender II X5 Prototype I Engine Enervator 1MN MicroWarpdrive II 1x whatever you want (7.5 scramble, passive targeter, ...)
Gyrostabilizer II Local Hull Conversion Inertial Stabilizers I
2187 shield, 11.67/s 2707.0 m/s 159.4 DPS
Tank setup :
125mm Gatling AutoCannon II [100xBarrage S] 125mm Gatling AutoCannon II [100xBarrage S] 125mm Gatling AutoCannon II [100xBarrage S] 125mm Gatling AutoCannon II [100xBarrage S] 125mm Gatling AutoCannon II [100xBarrage S] 125mm Gatling AutoCannon II [100xBarrage S] 125mm Gatling AutoCannon II [100xBarrage S] Interdiction Sphere Launcher I [10xWarp Disrupt Probe]
X5 Prototype I Engine Enervator Catalyzed Cold-Gas I Arcjet Thrusters (not enough grid for t2) Medium Shield Extender II Medium F-S9 Regolith Shield Induction (not enough grid for t2)
Gyrostabilizer II Local Hull Conversion Inertial Stabilizers I
3312 shield, 17.67/s 2605.0 m/s 142.3 DPS
Note : these are gang setups, obviously.
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RogueWing
Evolution Band of Brothers
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Posted - 2007.05.13 17:42:00 -
[66]
Originally by: Frygok How would people fit for fleet battles though? I mean, use the inty to drop the bubble, but what role do you guys usually play afterwards? Having fighters assigned? Preventing people from warping out(given it's a big fleet where people try to get out of the bubble), webbing those within or what?
In fleet situations, a dictor is going to be used primarily as a "suicide" ship.....like this:
"Dictor, warp into that 100 man gang and bubble them." In fleet situations, you just want to stay alive to be used again in a few minutes. They also make suitable fighter carriers since they are fairly quick and lock faster than cruisers.
"...and by the way, this is all copyrighted and the reason for this will become apparent later." |

Hab0k
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Posted - 2007.06.14 14:21:00 -
[67]
highs about 10m for high slots not including ammo 5x 250mm arty 2 1x 200mm ac 2 1X proto c/d 1X dictor sphere launcher
mid about 200m Gistii A-type 1MN MWD dread guristas warp disrupter faction webber (dom web) and if you can fit a shield extendr or magnetic scatering.
lows about 105m domination overdrive injector nanofiber t2
rigs about 20-30m 2x aux thruster rigs
implants / plugins snake set about 200-300m (im still working on this...) Rouge set about 100m (got this)
Try and kill my dictor.... (make sure to insure ur ship)
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Liang Nuren
The Refugees
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Posted - 2007.06.14 17:11:00 -
[68]
What's up with mixing the arty + auto?
I can only fly a thrasher right now, but I accidentally owned a friend's AF in it. 
It also took out an entire flight of Myrm / Domi drones without too much of a problem, so I was thinking I'd run 200mm AC II's on my Sabre when I get it. Any really good reason not to run them?
Setup (for reference): 7 200mm Auto II 1mn MWD II, Web, MSEII 2x Gyro II
Originally by: Dianabolic, of BOB, referring to MSN
the fact that many of us speak to the devs / gm's / employees of CCP on a regular basis as friends is already common knoweldge?
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Hab0k
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Posted - 2007.06.15 13:08:00 -
[69]
Edited by: Hab0k on 15/06/2007 13:07:20 Ya... two...
1} you will have to orbit at about 10km that means nos... you will have to orbit at about 10km that means web...
2} you will have to orbit at about 10km that means 0 cap 0 cap means 700m/s 700m/s means your in a pod a pod means your about to die... say good bye...
so what im getting at is you want 250mm arty's because they are good for about 13km with faction ammo / skills which means you engage you mwd click orbit at 7.5 and you will be pulled to a steady orbit of about 13km out of med nos small nos webbers
(sept for faction webbers and ships made for webbing)
use my setup... you will live longer kill more and have lots of fun... its expensive but i tell you what... more isk poored into a small ship the longer it lives.
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Glumpumpkin
House Elf Liberation Front
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Posted - 2007.06.15 14:22:00 -
[70]
Edited by: Glumpumpkin on 15/06/2007 14:20:42 Artillery on a sabre is foolish, and I'm loathe to see your killboard stats with that foolish setup.
The Sabre's falloff bonus means it's made for autocannons, and should be fit as such. Here's my fitting, with over 150 solo kills:
7x 200mmII Bubble Launcher
1MN MWD II Fleeting Web 20km Disruptor Medium Shield Extender II
OD II OD II
2x Polycarbon Engine Housing
~
At a 11km orbit you're at the edge of falloff hitting for 125DPS. If you're convinced your opponent does not have a web (easy to determine with a little orbit trickery) you can move the orbit in to 1000m and deliver more than 250 DPS to your target. I have knocked battleships into structure, caught many cruisers offguard, and have never lost a fight to a frigate with this setup.
If you're smart- watch your cap, speed, and proximity, and avoid dangerous ships. It's almost impossible to lose one of these, and you can kill all but the most powerfully tanked ships in the game.
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Liang Nuren
The Refugees
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Posted - 2007.06.15 18:57:00 -
[71]
Originally by: Glumpumpkin
At a 11km orbit you're at the edge of falloff hitting for 125DPS. If you're convinced your opponent does not have a web (easy to determine with a little orbit trickery) you can move the orbit in to 1000m and deliver more than 250 DPS to your target. I have knocked battleships into structure, caught many cruisers offguard, and have never lost a fight to a frigate with this setup.
If you're smart- watch your cap, speed, and proximity, and avoid dangerous ships. It's almost impossible to lose one of these, and you can kill all but the most powerfully tanked ships in the game.
This is how I plan to fly my Sabre (soon'ish). I'm was thinking I'd try 1 OD / 1 Gyro does the 2nd OD make that much of a difference?
Liang
Originally by: Dianabolic, of BOB, referring to MSN
the fact that many of us speak to the devs / gm's / employees of CCP on a regular basis as friends is already common knoweldge?
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Danari
Amarr Exanimo Inc Triumvirate.
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Posted - 2007.06.17 12:32:00 -
[72]
Edited by: Danari on 17/06/2007 12:35:04 Fitting for small gang is essentially same as fitting for solo: Be prepared to run from teh blob. Your best bet is to expect to be called primary and quickly move off the blob to break locks and pick off the small stuff that foolishly separates from the pack. It's a lot like flying a ceptor but a lot less forgiving because it's hard to turn.
7 200 ac / bubble mwd/scram/web/extender 2x overdrive or 1x overdrive 1x istab depending on what you're more comfortable with.
Edit: I just read Glump's response, spot on, identical conclusions.
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Lord Nefarious
Minmatar Insidious Existence Interstellar Alcohol Conglomerate
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Posted - 2007.06.19 04:45:00 -
[73]
Originally by: Glumpumpkin Edited by: Glumpumpkin on 15/06/2007 14:20:42 Artillery on a sabre is foolish, and I'm loathe to see your killboard stats with that foolish setup.
The Sabre's falloff bonus means it's made for autocannons, and should be fit as such. Here's my fitting, with over 150 solo kills:
7x 200mmII Bubble Launcher
1MN MWD II Fleeting Web 20km Disruptor Medium Shield Extender II
OD II OD II
2x Polycarbon Engine Housing
~
At a 11km orbit you're at the edge of falloff hitting for 125DPS. If you're convinced your opponent does not have a web (easy to determine with a little orbit trickery) you can move the orbit in to 1000m and deliver more than 250 DPS to your target. I have knocked battleships into structure, caught many cruisers offguard, and have never lost a fight to a frigate with this setup.
If you're smart- watch your cap, speed, and proximity, and avoid dangerous ships. It's almost impossible to lose one of these, and you can kill all but the most powerfully tanked ships in the game.
this is your basic cookie cutter setup for the dictor, wich is probably the best setup you can use, i use it myself along with a corpie of mine, i dont have much experiance in it as i just finished my training for it, but ive spared with a few people and it can pretty much solo t1 frigs, AF's and poorly fitted t1 cruisers(even decient fitted one), anything non combatant is screwed
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Lore Isander
Caldari Sybrite Inc.
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Posted - 2007.06.19 04:56:00 -
[74]
Originally by: Hab0k highs about 10m for high slots not including ammo 5x 250mm arty 2 1x 200mm ac 2 1X proto c/d 1X dictor sphere launcher
mid about 200m Gistii A-type 1MN MWD dread guristas warp disrupter faction webber (dom web) and if you can fit a shield extendr or magnetic scatering.
lows about 105m domination overdrive injector nanofiber t2
rigs about 20-30m 2x aux thruster rigs
implants / plugins snake set about 200-300m (im still working on this...) Rouge set about 100m (got this)
Try and kill my dictor.... (make sure to insure ur ship)
You are even bigger noob than I expected from C&P! ---
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kill0rbunny
Alpha-Hirogen Phoenix Allianz
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Posted - 2007.06.19 07:46:00 -
[75]
Sabre
200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] 200mm AutoCannon II [60xBarrage S] Interdiction Sphere Launcher I [10xWarp Disrupt Probe]
Medium Shield Extender II Stasis Webifier II Fleeting Warp Scrambler I 1MN MicroWarpdrive II
Overdrive Injector System II Overdrive Injector System II
Rigs : Polycarbon Engine Housing I \ Polycarbon Engine Housing I \
2100 shield, 11.2/s, E/T/K/Ex=10/19/39/59 673 armor, E/T/K/Ex=79/35/25/10 393.75 cap, +4.13/s, -7.65/s 6289.0 m/s 117.2 DPS
Without implants.
Use a rogue or snake implant set for even better results.
I pew therefore I am.
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Sythyss
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Posted - 2007.09.11 18:15:00 -
[76]
I'll be able to fly a sabre soon, and I was thinking of an outfit, but I seem to be running into a few problems.
First of all I'd rather have an artillery setup, this way I can orbit them at about 13km, which will allow basically full speed of my mwd, and I'm out of web range, so I should be pretty hard to hit. With autocannons, you can only orbit at at least half you mwd speed, you can be webbed, which means you can be fired upon, and I don't think the sabre has that great of a tank.
Some of the setups I've seen on here list like 7x 280's, but I don't see how that's possible with only 58 powergrid. Powergrid is my first problem.
My second is that I'm not sure if the artillery will actually hit. I tried artillery on my inty, and they rarely hit, due to thier tracking speed. I saw a setup on here that listed a tracking comp and enhancer...will they do the job?
Third, I'm not sure how to achieve cap stability. With an mwd and warp disrupt, that's using about 8 cap every second...how do you get the cap recharge rate this high? Or at least high enough to be able to use them for a decent amount of time.
Any ideas?
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Rusty Metal
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Posted - 2007.09.18 20:40:00 -
[77]
What's everyone's opinion on cloaks for this bad boy? It seems everyone likes flying the 200mm variant, but I'm looking for a setup more for behind-enemy-lines hauler/scout gankage. 
So far I've got a setup on the tip of my tongue, but I've never even flown this thing before. How is this?
6* 150mm ACs, T2 cloak, bubble MWD II, sensor booster, web, MSE II 2* OD II
Possibly polycarbs or agility rigs if I feel like being a cheapo, and some hardwirings
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Bourgeoisvio
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Posted - 2007.10.04 06:07:00 -
[78]
Let me just ask a CRAZY question.
If for some CRAZY reason, you weren't concerned with speed, which other rigs would you think about getting for a sabre?
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Captian Internet
Lead Bricks
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Posted - 2007.10.04 08:51:00 -
[79]
Originally by: Bourgeoisvio Let me just ask a CRAZY question.
If for some CRAZY reason, you weren't concerned with speed, which other rigs would you think about getting for a sabre?
damage rigs, sensor boosting rigs, tracking rigs, warp speed rigs
Changes to Local,War ,Navigation Shortcuts |

Julius Romanus
Bloodmoney Incorporated
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Posted - 2007.10.04 09:29:00 -
[80]
Originally by: Sythyss I'll be able to fly a sabre soon, and I was thinking of an outfit, but I seem to be running into a few problems.
First of all I'd rather have an artillery setup, this way I can orbit them at about 13km, which will allow basically full speed of my mwd, and I'm out of web range, so I should be pretty hard to hit. With autocannons, you can only orbit at at least half you mwd speed, you can be webbed, which means you can be fired upon, and I don't think the sabre has that great of a tank.
Some of the setups I've seen on here list like 7x 280's, but I don't see how that's possible with only 58 powergrid. Powergrid is my first problem.
My second is that I'm not sure if the artillery will actually hit. I tried artillery on my inty, and they rarely hit, due to thier tracking speed. I saw a setup on here that listed a tracking comp and enhancer...will they do the job?
Third, I'm not sure how to achieve cap stability. With an mwd and warp disrupt, that's using about 8 cap every second...how do you get the cap recharge rate this high? Or at least high enough to be able to use them for a decent amount of time.
Any ideas?
You're not going to be hitting well at 13km with your full mwd speed using artys. I could be wrong, but I'm probably not.
Imo you'd be best off finding the best ammo for the 19-24km range and setting up shop out there. But what do i know.
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Bourgeoisvio
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Posted - 2007.10.22 08:27:00 -
[81]
I've been thinking about trying an artillery sabre setup. The philosophy being that I can outrange my target and have the speed to stay that way. Someone let me know what they think.
7 x 250s t2 1 x sphere launcher
mwd 2 x web
gyro t2 MAPC
Polycarbon engine housing
The idea is to instantly activate the MWD and hit the "keep at current range" button and hope that keeps you out of their range but within yours until they're dead. You only do about half the damage of an autocannon sabre, but a (small) autocannon ship will never be able to get into range.
Aside from some completely insane nano-cruiser+snake setups, the only ships that should be able to outrun you are intys. The instant they get within 10k they're double webbed and reduced to a couple hundred meters per second, which you should be able to outrun or at least match even if they put a t2 web on you. If they try to close your arty pops them. If they try to run you pop them. If they try to orbit you pop them.
For anything big that has the range to shoot back at you you're fast enough to run away. The only thing you really have to look out for are insane nano-cruiser+snake setups.
Opinions?
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Calgus
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Posted - 2008.01.07 09:56:00 -
[82]
I'm looking for a good all around fleet roving gang set up. Here's what I got:
High: 7 x 250mm Light Artillery Cannon II 1 x Interdiction Sphere Launcher
Med: MWD II Stasis Webber Warp Disruptor Sensor Booster(with targeting Speed Script)
Low: Nanofiber II Overdrive II
Rigs: Polycarbon Auxiliary
I thought that this set up would give me decent range, plus speed.
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