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Soros
0utbreak
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Posted - 2006.08.20 18:28:00 -
[31]
Originally by: Sandra Tseng Actually - your "fleet setup" is a waste of a good ship. You would as well use a normal Celestis for that sice they have the same bonuses to Remote Sensor Dampers. What you are paying about 40mil or so for in that case is a ROF bonus to the three missile launchers...
Did you miss the fact it has two more meds and can scram from 30k + ?
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Nicolai Sikorsky
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Posted - 2006.08.26 15:36:00 -
[32]
I'm 3 weeks away from this ship. Nobody has mentioned the possibility of using a shield tank. I'm thinking 1 shield booster, therm and EM hardners. The res is 50/60/77/77. This leaves room for AB, cap boost, damp, and scram. a simulation shows that I can run all this except the AB continuously. Add cap mods in lows and weapons, and it should be able to tank ok, shoot, and use its bonuses. Add 1 webbie, 1 jammer drone and the rest damage, seems it might work ok, or am I crazy to think of it like a poor man's HAC with EW?
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Celedris
Tharsis Security
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Posted - 2006.08.26 16:01:00 -
[33]
1 damp is useless, you want at least 3 and preferably 4. If you actually need to tank heavy damage in this ship you are going to die anyway if you can't warp out. Damps are your tank and you don't need to waste slots on cap mods.
If you want to free up the lows, just throw on a large extender for a 4k [0/60/75/50 resist] shield buffer aginst drones. No one uses EM drones, and six midslots is enough for whatever you need it to do.
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Sammiel
Ars Caelestis Ascendant Frontier
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Posted - 2006.09.19 16:24:00 -
[34]
Originally by: Celedris 1 damp is useless, you want at least 3 and preferably 4. If you actually need to tank heavy damage in this ship you are going to die anyway if you can't warp out. Damps are your tank and you don't need to waste slots on cap mods.
If you want to free up the lows, just throw on a large extender for a 4k [0/60/75/50 resist] shield buffer aginst drones. No one uses EM drones, and six midslots is enough for whatever you need it to do.
You bring up a good point. Would anyone like to comment on the following then, unless my calculations are off (no qfit ATM) it fits with like 10 CPU and a bit of PG left assuming eng5 and electronic 5.
High: 2x 250 II's 3x Heavy Missile Launcher II's
Med: 1x ABII 1x Large Extender II 1x Sensor Booster II 1x Warp Disrupter 3x Sensor Dampener II's
Lows: 2x BCU II 1x Mag Stab II
Could swap lows for a WCS if you want. Goal is to ace ratters and haulers in 0.0. Figured I'd favor launchers due to the ability to choose a damage types to try and hit holes arising from ratting setups. Focus is on damage + dampening. Extender is just a buffer to give me time to deal with any drones as suggested above.
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Max Hardcase
Art of War Cult of War
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Posted - 2006.09.19 17:03:00 -
[35]
RSD II's use too much cap, go for phased muon or lowfreq damps ;).
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Sammiel
Ars Caelestis Ascendant Frontier
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Posted - 2006.09.19 17:24:00 -
[36]
Originally by: Max Hardcase RSD II's use too much cap, go for phased muon or lowfreq damps ;).
Yeah, that would be ideal, but availability is an issue. It would cut my cap profile from an estimated ~20 c/s to more like 17 c/s. My peak recharge is like 12.3 with current skills.
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Chode Rizoum
Minmatar Finite Horizon The Red Skull
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Posted - 2006.12.04 23:30:00 -
[37]
Edited by: Chode Rizoum on 04/12/2006 23:31:35 Edited by: Chode Rizoum on 04/12/2006 23:30:51 REVELATION
i just got into one of these..
atm iam using
3 x heavy lunchers 2 x 150 II rails
1 x 10mn mwd II 4 x dampneer II 2 x 20 k
2 x inertio stab 1 x 1600 plate
this is for group tackling and support.. in a roaming gang
know the inertio stab and plate is a contradiction.. but it still flats out around 1.7km/s
and have over 7k armor
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Dixon
Caldari Hells Donkeys
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Posted - 2006.12.04 23:45:00 -
[38]
Originally by: Chode Rizoum Edited by: Chode Rizoum on 04/12/2006 23:31:35 Edited by: Chode Rizoum on 04/12/2006 23:30:51 REVELATION
i just got into one of these..
atm iam using
3 x heavy lunchers 2 x 150 II rails
1 x 10mn mwd II 4 x dampneer II 2 x 20 k
2 x inertio stab 1 x 1600 plate
this is for group tackling and support.. in a roaming gang
know the inertio stab and plate is a contradiction.. but it still flats out around 1.7km/s
and have over 7k armor
Least sustainable setup ever? - - - - - -
Originally by: Ath Amon as long as there will be such umbalance there is no hope to make ships balanced...
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Chode Rizoum
Minmatar Finite Horizon The Red Skull
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Posted - 2006.12.05 08:04:00 -
[39]
Originally by: Dixon
Originally by: Chode Rizoum Edited by: Chode Rizoum on 04/12/2006 23:31:35 Edited by: Chode Rizoum on 04/12/2006 23:30:51 REVELATION
i just got into one of these..
atm iam using
3 x heavy lunchers 2 x 150 II rails
1 x 10mn mwd II 4 x dampneer II 2 x 20 k
2 x inertio stab 1 x 1600 plate
this is for group tackling and support.. in a roaming gang
know the inertio stab and plate is a contradiction.. but it still flats out around 1.7km/s
and have over 7k armor
Least sustainable setup ever?
hahah maybe.. iam used to minamater ships so this might come as a shocker...
well i have maxed cap skills and this ship with the new patch have around 1k cap with MWD fitted....
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Chode Rizoum
Minmatar Finite Horizon The Red Skull
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Posted - 2006.12.05 08:56:00 -
[40]
ye only runs for 2 mins...
to the tweak mobile
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Alex Harumichi
Gallente Gradient Namtz'aar k'in
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Posted - 2006.12.05 09:12:00 -
[41]
Originally by: madaluap
please this is no ROFLMAO lachesis sucks
Lachesis does a lot of things, but suck is not one of them. It's an excellent ship and great "bang for buck". It's one of my favorite pvp ships at the moment, partly because of the relatively low price tag.
Here's my general small-gang setup:
high: 3 x heavy launcher II, 2 x 250mm II med: 10mn AB II, 2 x fleeting scrambler, 4 x phased muon damp low: small armor rep II, cap relay, 800mm crystalline plate
Works for me. The mids change a bit depending on what we're hunting, for small-ship hunts I fit a sensor booster in there, and the balance of scramblers to damps also varies a bit. The rest is pretty static.
In case you're wondering, the small repper is for repairs between engagements (usually in safespot), it's not for tanking. The plates (try to) keep you alive long enough to warp out, if needed.
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Trind2222
Amarr Dark-Rising Fallen Souls
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Posted - 2006.12.19 10:55:00 -
[42]
What type of rigs are best on lachesis?
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Takahashi Chiaki
hirr Morsus Mihi
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Posted - 2006.12.19 11:06:00 -
[43]
also a nice one..
3x dual 150mm II (spike), 2x arbalest heavy launchers (pick dmg type) 10mn MWD II, 3x rsd II, 2x warp disruptor, medium electrochemical (400 charges) med rep t2, 800mm crystalline, n-type explosive hardener
A low-skilled raven goes down to below 30KM with a single damp. It will take some time, but perfect against macro-ratters, or 1v1's.
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wernher
Vril Werke Pirate Coalition
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Posted - 2006.12.23 11:22:00 -
[44]
Edited by: wernher on 23/12/2006 11:22:10 so what you think about this setup for solo actions?
HI: 3 x arbalest heavy missiles, 2 x medium diminishing NOS MED: 4 Sensordamps, 1 x webber, 1 true sansha 7,5 scrami, 1 10 mn AB II LOW: EANM II, MAR II, passive Explo hardi II
edit: ah and for sure t2 drones :)
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Max Hardcase
Art of War Anarchy Empire
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Posted - 2006.12.23 14:42:00 -
[45]
For rigs I¦d say the EW ones (10% SD effect, EW optimal bonus) or cap recharge rig, possible explove armor resist rig.
My baseline setup is as follows: Highs 3x 200M II rail 2x Assault launcher.
Mids 10mn AB II Sensor booster II 20km scram 4x SD
lows Med rep Explosive hardener 1x Whatever.
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Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2007.01.02 00:13:00 -
[46]
Just bought mine and I'm going the no-cloak route, but I have a twist on the theme that I'd like some input on.
The key, it seems to me, in a 1v1 situation is locking the other guy first. If you do not lock him first and damp him, his drones will still attack even if he cannot or does but then looses lock due to the rsd's. So, instead of a tank or gank in the three lows, why not 3x sensor amps? This would greatly increase your lock time and allow the 4x rsd's to do their job properly. In addition, I'm carrying target painting light drones, but also medium attack drones for defensive purposes. If I can get him locked down before the drones are launched, fine, the target painters go in for higher damage output. If not, I need to pop the mediums out for defense.
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Justice Bringer
Minmatar United Univers
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Posted - 2007.01.02 01:18:00 -
[47]
Originally by: Steppa Just bought mine and I'm going the no-cloak route, but I have a twist on the theme that I'd like some input on.
The key, it seems to me, in a 1v1 situation is locking the other guy first. If you do not lock him first and damp him, his drones will still attack even if he cannot or does but then looses lock due to the rsd's. So, instead of a tank or gank in the three lows, why not 3x sensor amps? This would greatly increase your lock time and allow the 4x rsd's to do their job properly. In addition, I'm carrying target painting light drones, but also medium attack drones for defensive purposes. If I can get him locked down before the drones are launched, fine, the target painters go in for higher damage output. If not, I need to pop the mediums out for defense.
Your use of 3 x sensor amps in the low isn't bad but probably not the best use of your 3 low slots.
If you know you're going up against a cruiser then you probably don't even need any sensor boosting modles since Recon ships tend to have a faster locking time than normal cruisers including some tech II cruisers.
You could fit 1 x sensor booster II in your med slot along side the 4 RSD IIs that you have and that will perform more efficiently than the 3 low slot amplifiers.
With 3 x RSD II on a ship you can reduce their targeting range to under 6km as I have established when trying this out on a corp mate.
Your choice of drones is exactly what I tend to favour using a combination of target painter drones with 2 or 3 med damage drones. The TP drones will help the med drones and the missiles equally well.
You shouldn't leave yourself open to destrution even in a 1 vs 1 scenario and so I would recommend changing your low slot setup to incorporate at least a Med Repper of some sort.
One of my setups is:
High 3 x Heavy Launcher II, 2 x 200 II
Med AB II, Cap Booster II, Sensor Booster II, 4 x Remote Sensor Damper II
Low Med Repper II, Nano II, BCS II
Drones 3 x med, 2 x TP
I change my setup according to what I'm doing, but the LKachesis is a nice ship so long as you have excellent cap reducing skills to assist.
Hopefuly I will not need to fit a cap booster or battery once I have sensor linking to lvl 5 but time will tell and as it is running more than 3 RSD II constantly will drain cap.
Hope this helps.
Justice 
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Sammiel
Ars Caelestis Imperium Alliance
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Posted - 2007.01.02 01:19:00 -
[48]
If they have their drones out already, I'm pretty sure they will just auto-attack anyhow. Personally I am flying;
3x Heavy Launchers 2x dual 150mm rails
3x RSD II's 1x warp disrupter 1x SB II 1x MWDII 1x Large Peroxide Battery
800mm crystalline plate MARII Damage mod or explosive hardener
IMO for solo action you don't need more than 3 RSDs, and WCS are comparitively rare now from what I've seen. The cap battery solves your cap problems, even with an MWD. DEATHLEY > why dont u remain silent like prominent alliances like our band of brothers do |

Jintoi
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Posted - 2007.01.02 01:56:00 -
[49]
I take it you need powergrid rigs to fit that.
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Sammiel
Ars Caelestis Imperium Alliance
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Posted - 2007.01.02 04:12:00 -
[50]
Yeah, sorry, MAR should be a SAR. Qfit is borked and I misremembered my setup.  DEATHLEY > why dont u remain silent like prominent alliances like our band of brothers do |

Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2007.01.02 13:41:00 -
[51]
I might be wrong about this, but as a drone user, I'm pretty sure that if their drones are out and you attack, the other pilot must lock and give the order to attack. This is after all of the changes they've done to drone AI to keep them from pounding on gangmates.
Again, I could be wrong, but I believe that drones need more hand-holding these days.
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Jintoi
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Posted - 2007.01.02 20:58:00 -
[52]
Did the large shield extender and regen / dmg or whatever in lows setup not work Sammiel?
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Sammiel
Ars Caelestis Imperium Alliance
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Posted - 2007.01.02 22:33:00 -
[53]
Edited by: Sammiel on 02/01/2007 22:33:45 Had cap problems mainly, hence the addition of the cap battery. Also, BCUs are hellaciously expensive. Really I think I am going to use 3x rails and 2x heavies because of that.
Switching to like 3x dual 150's 2x heavies and a mag stab in low vs a BCU saves something like 30+m. Which is not insignifigant on a ship that costs 45m for the hull. DEATHLEY > why dont u remain silent like prominent alliances like our band of brothers do |

Velsharoon
Gallente Finite Horizon
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Posted - 2007.01.02 23:22:00 -
[54]
Edited by: Velsharoon on 02/01/2007 23:22:00 switched to mwd. LSE sb and 3 damps and a disruptor, 2 med nos and 3 assaults with nanos/inertias in lows
works better for the pvp I do
edit: however i may drop that mwd, while it has its uses the cap use is horrifying
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Justice Bringer
Minmatar United Univers
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Posted - 2007.01.03 00:26:00 -
[55]
Originally by: Velsharoon Edited by: Velsharoon on 02/01/2007 23:22:00 switched to mwd. LSE sb and 3 damps and a disruptor, 2 med nos and 3 assaults with nanos/inertias in lows
works better for the pvp I do
edit: however i may drop that mwd, while it has its uses the cap use is horrifying
Yeah, try rat hunting with 4 RSD, warp disrupter (for fun), sensor booster and AB then see how long your cap lasts.
And you're fitting an MWD to that cap useage   
This ship must sit at range where its missiles will still hit (depends on your skills) and opponents become useless after their range has been reduced to under 10km.
Fitting 2 med nos again is a bit strange given that this ship should be laying down fire from 70km or so, and if things get too close then you should be looking for the nearest exit and gettin' your coat 
Don't be affraid of the frigs, just damp the large targets first and then use your missiles and turrets to take out the pesky flies.
At least that way you'll know that there are only a few cruisers left after they have been removed from the board for you to worry about.
For your pvp love simply orbit at the maximum range of a disrupter and set your ammo in your guns to that range. Job done.
This is a combat recon, but don't fight at nos range or you'll be visiting your insurance broker on a regular basis .
Justice 
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Jintoi
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Posted - 2007.01.03 00:33:00 -
[56]
Well I was thinking about your setup edited slightly sammiel.
3 laucnhers still as capless, ship bonus and dmg types, 2 200mm rails because 250 II are so much more expensive.
AB II, 3 sensor damps, scram, large shield II, sensor boost II.
BCU as missiles are the most dmg output, cap relay and power diag.
Regen is higher than max consumption, dmg aint bad not that you're gonna be able to squeeze loads out of it anyway. But there's less need compared to other ships :P
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Velsharoon
Gallente Finite Horizon
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Posted - 2007.01.03 01:09:00 -
[57]
Originally by: Justice Bringer
Originally by: Velsharoon Edited by: Velsharoon on 02/01/2007 23:22:00 switched to mwd. LSE sb and 3 damps and a disruptor, 2 med nos and 3 assaults with nanos/inertias in lows
works better for the pvp I do
edit: however i may drop that mwd, while it has its uses the cap use is horrifying
Justice 
I fight in large gangs and at ranges of 10/20 usually :)
The mwd is to control my range, it just needs a couple of bursts to seperate myself from the main fighting, and guess what zomg lag means sometimes intys etc get close to you. What could you replace them with, 250m? Cap goes just as quick. Im well aware of the cap issues and thats why I fit mine as a long range scrambler with damps to support. Im a team player and so I fit to help my gang. nos and assaults are my anti frig defence.
Things are not always in your control in EVE, and if im damping a target and his tackler buddies wanna come close i dont want to have to warp out asap as then my gang loses their EW, instead nos and assaults will take care of him.
ITs also useful for breaking tanks of NPCing BS, especially if your all in small ships
Your talking about rat hunting...lol :P
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Celedris
Tabula Rasa Systems The Star Fraction
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Posted - 2007.01.03 01:35:00 -
[58]
Edited by: Celedris on 03/01/2007 01:35:34 I run a very similar setup as Velsharoon's (and yeah the cap kinda sucks with a MWD but it's worth it). The ship handles like a frigate with 2 inertials + a nano, and with a couple T1 MWD rigs you should get over 3km/s. With a snake set it would be like a dampabond :P
With this ship you should either kit it out for high speed & agility or otherwise just 1600+800 plate it up to 9.5k armor and forget mobility altogether in place of more damps.
Afterburner is pointless, and there is no sense at all in trying to fit a medium repper or any kind of cap-hungry active tank. Damage mods are equally pointless... at most you are getting 20dps per mod due to the split weapon layout. Medium rails do crap damage at long range and use up a good bit of cap; might as well fit 3 launchers and have the 2 nos in case an inty gets close.
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madaluap
Gallente Mercenary Forces Exquisite Malevolance
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Posted - 2007.01.03 02:19:00 -
[59]
Originally by: Alex Harumichi
Originally by: madaluap
please this is no ROFLMAO lachesis sucks
Lachesis does a lot of things, but suck is not one of them. It's an excellent ship and great "bang for buck". It's one of my favorite pvp ships at the moment, partly because of the relatively low price tag.
Here's my general small-gang setup:
high: 3 x heavy launcher II, 2 x 250mm II med: 10mn AB II, 2 x fleeting scrambler, 4 x phased muon damp low: small armor rep II, cap relay, 800mm crystalline plate
Works for me. The mids change a bit depending on what we're hunting, for small-ship hunts I fit a sensor booster in there, and the balance of scramblers to damps also varies a bit. The rest is pretty static.
In case you're wondering, the small repper is for repairs between engagements (usually in safespot), it's not for tanking. The plates (try to) keep you alive long enough to warp out, if needed.
Well @ the time this thread was started the lachesis sucked balls. Just 10% to scrambler range.
ATM im using a totally different setup, which kicksass imo. But im first gonna test it out a bit more  _________________________________________________ Breetime
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Numerical
New Age Solutions
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Posted - 2007.01.10 17:13:00 -
[60]
Edited by: Numerical on 10/01/2007 17:10:20 Edited by: Numerical on 10/01/2007 17:10:06 A setup I've noticed that works very well, and does enough damage to (eventually) kill a decent battleship tank is:
Highs: 3x Heavy Missile Launcher II's 2x 250mm II's
Meds: 1x Y-T8 Microwarpdrive 2x Fleeting Warp Scrambler 3x Phased Muon Dampeners 1x Sensor Booster (best named not essential, but recommended)
Lows: 2x BCU II's 1x Cap Power Relay
This setup works great, you can keep any non-sensor boosting battleship locked down under 20km for good, while you ping it to death.
With my skills I've achieved anywhere from 200-250 dps (guns are hard to account for) with this setup, which I think is very respectable for a recon.
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