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FireFoxx80
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Posted - 2006.06.23 11:32:00 -
[1]
Anyone?
I'm going to have the necessary skills next week, and I've got the ISK lined up for the ship. I figure I'll train Command Ships to at least level 2 before piloting it.
So. Suggestions?
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Marcus Alkhaar
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Posted - 2006.06.23 11:51:00 -
[2]
I assume you're going to use it for PvP, bassicly you only need a tank because your gang dont want you to go down....
3x Gang modules, 4x heavy missile launcher II (prec heavies, for taking out frigs) 5x Large Shield Extender II, EM hard II 2x PDS II, 1x Shield power relay II, Damage control
Shield Hit points: 22682 Shield Recharge time: 477 Shield Hit points recharge per 1 second at peak: 114 (nearly as much as a Xlarge booster II)
Cap: enough to run 3 gang mods + Hardener 23/7 (Downtime )
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Hellspawn01
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Posted - 2006.06.23 11:54:00 -
[3]
Shield power relay isnt ingame afaik. Only the mid slot version.
**Ship lovers click here** |

Marcus Alkhaar
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Posted - 2006.06.23 11:56:00 -
[4]
Originally by: Hellspawn01 Shield power relay isnt ingame afaik. Only the mid slot version.
Shield Power Relay I is ingame
Shield Power Relay II isnt ingame
and I typed Shield Power Relay I not the T2 version which many do and get flamed ] |

Hellspawn01
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Posted - 2006.06.23 13:59:00 -
[5]
Originally by: Marcus Alkhaar
Originally by: Hellspawn01 Shield power relay isnt ingame afaik. Only the mid slot version.
Shield Power Relay I is ingame
Shield Power Relay II isnt ingame
and I typed Shield Power Relay I not the T2 version which many do and get flamed
Before you edited your post, it was "II" which I was pointing out but I forgot to add the "II".
**Ship lovers click here** |

FireFoxx80
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Posted - 2006.06.23 14:28:00 -
[6]
Not to use rails then?
I was looking at Dual150mm's.
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Waenn Ironstaff
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Posted - 2006.06.23 15:33:00 -
[7]
I was thinking of using rails as well. Heavy Missiles would be stupid on a Vulture since you get double range to Hybrid (somewhat similar range to Eagle no?)
High: All 3 Siege Warfare Link modules, 4 Dual 150mm Railguns Medium: Large Shield Booster, Shield Bost Amplifier,Medium Cap Booster, EM Harder, Invulnerability Field and 1 Free med slot. Low: Damage Control, MFSx2, Tracing Enhancer.
Reasoning on the High Slots Obvious choices, the 3 Warfare modules to get the job done and enhance the fleet or squad by your mere presence. 4 Dual 150mm rails mean you won't do much damage and purely support. Also chosen for easiness of fitting requirements. With the range bonus, even using the AM ammo, you should get fairly decent range (AM to cover 10-30km crambling range, Spike for the rest).
Medium Slots Much harder here. Everything screams for the Ferox and thus the Vulture/Nighthawk to use passive tanking but somehow I find it rather lacking and too much compromise for the intended role of the Vulture. With the railguns and the Warfare Modules, the pressure on the cap will be big enough as it is and using shield relays would kill everything very fast. Thus Active Shield boosting would be the best way. A Large Shield Booster T2 combined with Boost Amp nets you around 312hp/115.7 cap something with my current skills and with the Link modules, should go even lower. The Cap Injector is there to sustain the whole mess and no need to explain the choice of hardners.
The only problem now is to fit that last med slot and I'll leave that choice to you guys: another hardner for better resists, a shield extender for more buffing tanking when the cap is low or a cap battery/recharger for long duration battles.
Low Slots Nothing much to say here. Damage Control to add to the resist and final line of defense if everything else gets breached (compulsory since it is added to total resists without stacking penalty. After Command Ships are supposed to be uber tanking). Two damage modules for the added damage. Dual 150mm don't do much really but I am counting instead on the RoF bonus to compensate. Might as well fire as fast as you can. Final slot... No Idea to put there really. A thid dmg mod would be useless considering the stacking penalty so I figured a tracking enhancer to give better tracking and more range for that pesky AM ammo.
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Damien 1
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Posted - 2006.06.28 14:56:00 -
[8]
Originally by: Marcus Alkhaar Edited by: Marcus Alkhaar on 23/06/2006 11:57:01 I assume you're going to use it for PvP, bassicly you only need a tank because your gang dont want you to go down....
3x Gang modules, 4x heavy missile launcher II (prec heavies, for taking out frigs) 5x Large Shield Extender II, EM hard II 2x PDS II, 1x Shield power relay I, Damage control
Shield Hit points: 22682 Shield Recharge time: 477 Shield Hit points recharge per 1 second at peak: 114 (nearly as much as a Xlarge booster II)
Cap: enough to run 3 gang mods + Hardener 23/7 (Downtime )
Where does all the PG come from because with 2 PDU II's your still about 440 short if i've done my math right, not knocking the setup if it works, is it down to maxing all the relevent skills?
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Gaul Cascade
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Posted - 2006.06.28 15:00:00 -
[9]
Indeed Damnien, I have trouble seeing that all fit as well... Fly a Nighthawk myself, and that won't fit for sure. ----------------------------------------------------------------- Cascade ááááááááiss NAVY |

ThePanu
SouthStar Business Solutions Inc.
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Posted - 2006.08.08 12:02:00 -
[10]
Digging up old thread.
According to quickfit I can fit in above mentioned setup with my skills even got 75 grid and 30 cpu to spare. Don't know about its real life survivability.
I just got my Vulture couple of days ago and until I train up my med hybrids I am going to use missiles in it. My first ratting setup is as follows:
5xHvy launcher II, 2x 250mm Scouts Med booster II, Boost amp, cap recharger, scrambler, invul and 10mn AB II 3xBCS, WCS
Haven't thought about real pvp setup yet. So haven't used gang modules yet and I need to train those a bit more anyway.
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Jin Entres
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2006.08.08 12:27:00 -
[11]
Edited by: Jin Entres on 08/08/2006 12:28:38 I'm getting the skills within a week, and was planning on something of this sort (assuming it fits):
5 Heavy Neutron Blaster II (w/ Null) 2 Gang Mods
1 Warp Disruptor 1-2 Invulnerability Field II 0-1 Photon Scattering Field II 3 Large Shield Extender II
1 Internal DCU 2-3 Mag Stab II 0-1 PDS II
The range with CS IV is, if I recall correctly, about 17km optimal so I flat out drop propulsion and web. Granted frigs at close range are not easy to hit, but light drones are there for them. In mids I'm going full-out passive since guns use cap and I'll save a slot for not having to use an injector. The disruptor is of course mandatory.
In lows obviously DCU for general nberness and 2-3 damage mods, depending on if it all fits without a PDS II (tbh I don't know if it fits with just one either) and if the pilot prefers damage or tanking. I'll have to try which suits me better, but I'm guessing the damage. ---
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Marcus Alkhaar
Celestial Apocalypse
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Posted - 2006.08.08 12:53:00 -
[12]
Originally by: Damien 1
Originally by: Marcus Alkhaar Edited by: Marcus Alkhaar on 23/06/2006 11:57:01 I assume you're going to use it for PvP, bassicly you only need a tank because your gang dont want you to go down....
3x Gang modules, 4x heavy missile launcher II (prec heavies, for taking out frigs) 5x Large Shield Extender II, EM hard II 2x PDS II, 1x Shield power relay I, Damage control
Shield Hit points: 22682 Shield Recharge time: 477 Shield Hit points recharge per 1 second at peak: 114 (nearly as much as a Xlarge booster II)
Cap: enough to run 3 gang mods + Hardener 23/7 (Downtime )
Where does all the PG come from because with 2 PDU II's your still about 440 short if i've done my math right, not knocking the setup if it works, is it down to maxing all the relevent skills?
3x Gang Mods: 600 4x Heavy Missile Launcher II: 378 (AWU 5) 5x Large shield extender II: 600 (with the 3% implant) 1x Hardener + damage control: 2
Total: 1580 Grid used Vulture grid: 1275*1.25*1.05*1.05 = 1757
Grid left over: 177
aye, all relevant skills is lvl 5 
---------------------------------------------- Marcus Alkhaar > so you're saying that I got the Pottsey-stamp?  Pottsey > first class stamp Collector edition. Marcus Alkhaar > <--- Dances |

Marcus Alkhaar
Celestial Apocalypse
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Posted - 2006.08.08 12:55:00 -
[13]
Originally by: FireFoxx80 Not to use rails then?
I was looking at Dual150mm's.
Heavy Precision missiles + light drones totaly owns ceptor/frigs (to an extend)
Dual 150mm II cant hit ceptors orbitting you.
---------------------------------------------- Marcus Alkhaar > so you're saying that I got the Pottsey-stamp?  Pottsey > first class stamp Collector edition. Marcus Alkhaar > <--- Dances |

Rib0
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Posted - 2006.08.08 23:36:00 -
[14]
okay, my set-up doesnt have tackling gear as i often fight alongside hac's such as deimos's and vagabonds, and while they arent the most durable ships when pvp fitted they can normally survive long enough for me to rely on them for my webbing/scrambling needs.
high slots
5x medium neutron blaster II 2x named nos
medium slots
1x 10mn AB II 1x named cap med injector 1x best shield booster you can afford to loose (this ship is all about the tank, so why not spend somthing here, you only spent 100mil buying it eh?) 1x shield boost amp 1x invuln II 1x EM active hardener II
low slots
2x pdu II 1x mag field stab II 1x damage control
ammo
null and void, i dont see a reason to carry anything besides these two.
notes:
the main weaknesses with this set-up is the reliance of the ship on cap charges and external tackling and as such will never solo with this set-up. i cannot see a way to incorporate tackling equipment without destroying this ships primary asset - its tank.
the best solution i can see to the cap booster reliance is an expensive one, if you splash out on a gist large B-type shield booster (which can be picked up for 140 mil only increasing the price of your ship to the price of some of the other races command ships) which would free up a med slot for a hardener and should perma-boost with the appropriate cap skills and low slot mods.
i have tried passive tank set-ups but they seem to be slighly weaker then active ones when you start sacficing even a few high / mids for damage or tackling.
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Trevedian
Amarr KR0M The Red Skull
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Posted - 2006.08.09 00:01:00 -
[15]
Originally by: Marcus Alkhaar
Originally by: FireFoxx80 Not to use rails then?
I was looking at Dual150mm's.
Heavy Precision missiles + light drones totaly owns ceptor/frigs (to an extend)
Dual 150mm II cant hit ceptors orbitting you.
Nighthawk gets the missle bonus... Vulture gets the railgun bonus...
Why aren't you guys using 250mm II's ?
Sex0r > you're bounty turns me on.. you seem like the kind of amarrian to dominate me
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Waxau
Liberty Rogues Tactical Narcotics Team
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Posted - 2006.08.09 00:39:00 -
[16]
The reason they arent using the NH for the missiles is because 250mm II use too much cap, and cant take out ceptors as well. The thing which will stop the Vulture providing support to its gang mates will be dying. To die, it needs to be warp scrambled. To kill the scramblers, it needs suitable weapons. The tacklers cant tackle from 200km away, so will need to get close...therefore it needs close range weapons and 250mmII dont cut it.
That also exaplins why they arent using 250mm II. For me, i would use two setups with my Vulture. First would be the one with the 5 large shield extender II's. Thats a mean setup, and great for smallish gangs of 8 where theres no major support for the ship. It'll also be good for large gangs. But for solo, id stick to sniping. 250mm II, 230km range easy with relevant maxed skills.
You can either see the Vulture as an upgrade to the Eagle which it is. Or you can use its other use which is a command ship. But i dont see both worlds of sniping and commanding coming together as one tbh.
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Lei'ella Neirenn
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Posted - 2006.08.09 00:55:00 -
[17]
Originally by: Trevedian
Originally by: Marcus Alkhaar
Originally by: FireFoxx80 Not to use rails then?
I was looking at Dual150mm's.
Heavy Precision missiles + light drones totaly owns ceptor/frigs (to an extend)
Dual 150mm II cant hit ceptors orbitting you.
Nighthawk gets the missle bonus... Vulture gets the railgun bonus...
Why aren't you guys using 250mm II's ?
cos they are caldari bastards with no hibrid skills ?
yeah i am teh banned happy now ? |

Waxau
Liberty Rogues Tactical Narcotics Team
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Posted - 2006.08.09 01:06:00 -
[18]
uh.....its bonuses are to rails. And caldari use both hybrids and missiles. Duh
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Lei'ella Neirenn
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Posted - 2006.08.09 01:18:00 -
[19]
Originally by: Waxau uh.....its bonuses are to rails. And caldari use both hybrids and missiles. Duh
i am abaut pilots lol ....
yeah i am teh banned happy now ? |

Kazire
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Posted - 2006.08.09 01:22:00 -
[20]
Edited by: Kazire on 09/08/2006 01:22:40 With using quickfit, you can get a vulture up to about 170-182 sheild regen. who needs amps and hardners with the vulture's naturally high resistences and massive regen. With that, all you need to do is figure out how to do enough damage. My suggestion.... 5 t2 missles, and 2 t2 blasters. Or a mix there of. (missles are best with a passive tank, and hilarious when someone drains all your cap expecting you to be a sitting duck.... Actually you are sitting there laughing hard....)
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Marcus Alkhaar
Celestial Apocalypse
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Posted - 2006.08.09 02:34:00 -
[21]
Originally by: Trevedian
Originally by: Marcus Alkhaar
Originally by: FireFoxx80 Not to use rails then?
I was looking at Dual150mm's.
Heavy Precision missiles + light drones totaly owns ceptor/frigs (to an extend)
Dual 150mm II cant hit ceptors orbitting you.
Nighthawk gets the missle bonus... Vulture gets the railgun bonus...
Why aren't you guys using 250mm II's ?
did you even read what I wrote ?
Precision heavies pwn ceptors, uses no cap and takes less grid to fit than 250mm II, if you look above I've written something about my setups fitting requirement.
hell, I'd even use Rocket launchers on a Damnation! 
---------------------------------------------- Marcus Alkhaar > so you're saying that I got the Pottsey-stamp?  Pottsey > first class stamp Collector edition. Marcus Alkhaar > <--- Dances |

XGS Crimson
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Posted - 2006.08.09 02:37:00 -
[22]
wat is a vulture? signature to large, and advertising in a sig are not allowed - Acario Vito |

Sinistro
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Posted - 2006.08.09 07:48:00 -
[23]
5 t2 large shield extenders will give your vulture a sig from 410 so you will get hit hard also, can the pasive shield reg cope with that?
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Waxau
Liberty Rogues Tactical Narcotics Team
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Posted - 2006.08.09 10:47:00 -
[24]
In terms to missiles, yes. Its the size of a BS even without extenders, so gets hit for full damage with torps. So you're only concern will be citadel torps 
However tracking you will be easier, so you will take bigger hits. But at the same time, if BS guns cant hit another BS sized ship, then you'll have an easy fight anyhow.
Just imagine a CBC as a BS, just not one in HP. But thats what the resists are for.
People mistake the CBC's as Better hacs, when infact theyre nothing like hacs. Hacs can avoid the damage due to size. CBC's just gotta take it.
So no i dont think the sig will be that much of a problem. Id just be very careful of Blasterthrons
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Kazire
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Posted - 2006.08.09 23:10:00 -
[25]
Originally by: Sinistro 5 t2 large shield extenders will give your vulture a sig from 410 so you will get hit hard also, can the pasive shield reg cope with that?
Well figure 182 shield regen a second along with the base vulture resistences (which are high right from teh start along with battlecruiser 5). so at min, figure how fast someone can dish out the damage, take into consideration resists, and you should see that a passive vulture is quite awesome.
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Mar vel
Caldari H.Y.D.R.A.
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Posted - 2006.08.16 03:53:00 -
[26]
Good commentary, esp. the part about sig radius
I see vulture as Eagle on steroids, and Eagle's primary role is frig killer. Since the Vulture's major bonuses are Rails/Shield, not fitting rails is just a waste, as is NOT fitting command modules. Half the setups people have scoped take advantage of neither of those attributes.
My Vote: L-R Sniper with Command bonuses 4tw. If you can;t get there b/c you don;t have the skills, tweak the setup, massives resistances and a decent sig radius, + 200km+ to target are plenty of insurance against getting whacked while still providing ample Command (Leadership) bonuses to your gang.
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Horza Otho
Minmatar Silver Star Federation
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Posted - 2006.08.16 05:22:00 -
[27]
You should try useing an XL booster tank + boost amp tbh.
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Kaptan Klutz
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Posted - 2006.10.27 04:38:00 -
[28]
I think another advantage to the missiles is that they won't be hammering the capacitor. Since it will be getting slammed pretty hard by the Warfare links and the harners, this would probably work well. With the right skills you can probably get good enough damage to compensate for the ship bonuses. My input on it anyway, they all seem like good setups.
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Scordite
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Posted - 2006.10.27 05:20:00 -
[29]
Siege Warfare Link - Active Shielding Siege Warfare Link - Shield Efficiency Siege Warfare Link - Shield Harmonizing Skirmish Warfare Link - Interdiction Maneuvers Skirmish Warfare Link - Evasive Maneuvers Information Warfare Link - Electronic Superiority Medium 'Regard' I Power Projector
3x Command Processor I 3x Cap Recharger II
2x Co-Processor II 2x Capacitor Power Relay I
5x Light Armor Maintenance Bot I
The warfare links are just suggestions, it could be any 6 depending on the gang you're supporting. Has enough cap recharge to run everything forever, plus leftovers to warp between safespots if needed. Cap transfer and armor drones to get your friends back in action as fast as possible when they warp to you for a breather.
Now THAT's a gang support ship.
----------------------------------------------- The only legitimate use of the BLINK tag: Schr÷dinger's cat is [BLINK] not [/BLINK] dead. |

Ademaro Imre
Caldari
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Posted - 2007.01.02 21:58:00 -
[30]
Edited by: Ademaro Imre on 02/01/2007 22:08:49 Edited by: Ademaro Imre on 02/01/2007 22:01:37
Sig removed, maximum allowed image size is 24,000 bytes. Please contact [email protected] for more info (including a copy of your picture!) -wystler |
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