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Arian Snow
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Posted - 2006.06.20 00:33:00 -
[1]
Edited by: Arian Snow on 20/06/2006 00:35:36 Edited by: Arian Snow on 20/06/2006 00:34:32 High: 5*Med Beams 1*Med Nos Med: 1AB Web Warp Disruptor Low: 800MM Med Rep RCU*2 CPU proc. Energized Armor (kin/exp?)
Pwr: 1330MW / Cpu 348Tf
I plan to use this as a cheap piratehunter in conjunction with a AC Rupture which is similar fitted only with a MWD instead of AB. The ship has lousy CPU its a very hard ship to fit methinks.
I dont remember I dont recall I dont have memory of anything at all! |

Gabby05
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Posted - 2006.06.20 00:41:00 -
[2]
Edited by: Gabby05 on 20/06/2006 00:43:33 Thats a bad setup
I think beams do the same damage as focused pulse just have more range. And dont bother fitting co-pro's or rcu's on close range setups it works on some ships but not in your case.
try 3 med nos x3 guns an 800mm plate x3 adaptive nano II's and whatever else fits. Or you could fit an mwd/med cap booster (800) with a warp disruptor.
when i say x3 guns i mean pulses either small or medium focused.
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Arian Snow
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Posted - 2006.06.20 01:07:00 -
[3]
Thank you... I was trying to make it a rupture wannabe (I dont know my lasers at all) ... hope this is better heeding your advice. I rather like it.
High: 3*Focused Med. Pulse 3*Med Nos Med: 1AB Warp Disruptor ? Low: 400MM Med Rep 3 * Energized Adaptive Nano Nanofiber
Pwr: 1122MW / Cpu 325Tf
I dont remember I dont recall I dont have memory of anything at all! |

Clintus
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Posted - 2006.06.20 02:59:00 -
[4]
if you have the skills use active hardeners, also if you pick up the right skills you shouldnt need 3 nos's
also if you focus more slots on the cap you can run the repper more quickly and shouldnt need the extra armor
my setup can run all the turrets and ab and med repper and one active hardener without completely draining the cap(only at the peak recharge for the cap)
i wanna get 2 active hardeners going but i think it would cause problems with the cap
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Commander Thrawn
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Posted - 2006.06.20 03:12:00 -
[5]
if you wanna PVP in a amarr cruiser for cheap get an Arbitrator
fit highs: 3 med nos 1 heavy launcher mids: scrambler 20k(1 or 2 depending on if your target uses stabs) 2 best named jammers, web if only one scrambler low:med rep, plate, energive nano, RCU
drones: 5 meds, 5 light
you'll jamm them, beat them with your drones and nos their tank to hell
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Kcel Chim
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Posted - 2006.06.20 06:09:00 -
[6]
@ the op,
try training up engineering / electronics / weaponupgrades and maybe advanced weaponupgrades abit. There is no point in fitting a ship if you need 3 engineering mods. Especially if its not a bs and not for mining (Pdus excluded from the engineering mods as they are handy for shieldtankers)
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Kharak'khan
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Posted - 2006.06.20 06:26:00 -
[7]
I have a great pirate support/tank setup. havent used it since the sac came of life!
4 med nos dimminishing 2 small tech 2 Pulse/Beam (Maller dosnt get a gun bonus)
Burner Best named Webber Scram
Med Rep tech 2 x2 x2 nanos 1 cap relay
(well im pretty sure that is the setup) With cruiser lvl to 4 - 5 youhave great resists, It dosnt do much damage but if the target has energy you can basically tank 4tw.
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