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Dragon Storm
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Posted - 2003.10.07 00:56:00 -
[1]
This topic is made because i had several idea's about loadouts from an Apocalypse, but i still couldnt figure the setup out and the effects.
The effect i want to archieve is to make an apocalypse that is a surprising ship in PvP, doing things no1 expect it to do. (till this topic.)
My suggestion is the following:
Low slots:
Use 2x 1600mm armor expanders 1x armor hardener 4x cap rechargers 20% -25% shield recharge.
Mid slots:
Armor repairer, Hull repairer, rare MWD, cap extender on midslot??? (dunno sure).
High slots: Mix between 2 Tachyons, 2x 1400mm's or 1200mm's, 2x those 425mm's that are close range??? 2x arbalest h-50 or siege launchers filled with cruise missles or torpedo's.
This is how i would setup the apocalypse..
1. What is your idea regarding this setup. 2. We all know that if your armor gets dmg, your hull gets dmged too, but would this be the case aswell if you use 1600mm's? 3. Would the mix of weapons be a benefit, or should i ignore the projectiles or only mount 1? 4. Would you be surprised by fighting such an opponent and if your not in a scorpion, would you believe you would lose?
Thanks for your answers and suggetions on the setup is always welcome! :)
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Kardis Ta'Destroyer
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Posted - 2003.10.07 03:02:00 -
[2]
Edited by: Kardis Ta'Destroyer on 07/10/2003 03:03:10 IMO Hull Repairs are still crap, and wouldn't use that, (they didn't recive the boost that armor repairs did) maybe a SB cause they can regen sheilds faster then the hull can.
1. looks all good besides the hull repair 2. yes but it be even less sence u have so much more armor 3. mix is nice but Dmg over Time u would be lacking in, but more effetive to all situations. 4. suprised .. only when i see your armor going very slowly due to the 1600's .. fear not at all sence at any time i could warp away, also your dmg to me would be near none and i could probably Sheild Boost and Armor Repair way faster then u could dmg
I would say great "surprising" set up for group battles .. but solo pvp i'd work on it.
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Solas
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Posted - 2003.10.07 03:32:00 -
[3]
Ahh, I have a similar setup currently. I am unable to fit the 1600 because 1, they are rare, and 2, they require a rank 5 skill. I currently use 400s and Energized Regenitive plating that gives a whopping additional 12.5 after skills. Lets just say when I throw a 400 on I get more like 580 currently. I could only imagine how much a 1600 would give.
Lacking damage? I donĘt think so. You just have to think outside the box. This ship is meant to be a close in your face tank. DonĘt use mega beams, and especially not the tachs. Those pulse weapons do a good amount of damage. You loose your range but that is ok, if they are at range you donĘt have to worry about them jamming you.
There are a lot of possibilities with these configurations. I like to think of it as a warrior template. It is not an ubber configuration, but definitely underestimated. Many think that the old ways are still the best, but I see more and more people changing.
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Dragon Storm
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Posted - 2003.10.07 10:35:00 -
[4]
Quote: Ahh, I have a similar setup currently. I am unable to fit the 1600 because 1, they are rare, and 2, they require a rank 5 skill. I currently use 400s and Energized Regenitive plating that gives a whopping additional 12.5 after skills. Lets just say when I throw a 400 on I get more like 580 currently. I could only imagine how much a 1600 would give.
Lacking damage? I donĘt think so. You just have to think outside the box. This ship is meant to be a close in your face tank. DonĘt use mega beams, and especially not the tachs. Those pulse weapons do a good amount of damage. You loose your range but that is ok, if they are at range you donĘt have to worry about them jamming you.
There are a lot of possibilities with these configurations. I like to think of it as a warrior template. It is not an ubber configuration, but definitely underestimated. Many think that the old ways are still the best, but I see more and more people changing.
I would use the tachyons for midrange to close range purposes with multi's, if i wouldnt use these i would certainly drop a cap recharger or two more and put on some more armor enhancers.
But my main consern are the two 1400mm's (projectiles on high slots), i put them on so i could have all ranges. But the rof and tracking makes me conserned. With a mwd i could run into the range that is desired for these weapons.
The hull repairer is simply there because if your armor dmges, your hull gets a hit too and in the past i noticed some negative effect to cap rechargerate and modules when that happend.
And i dont know whats best cap enhancer (gives certain ammount of cappoints extra). Anyone got idea's?
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Solas
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Posted - 2003.10.07 16:12:00 -
[5]
The problem is that armor based defensive systems have very high fitting requirements. You will not be able to sufficiently mount high fitting cost weapons like tachs. It would be better to capitalize on your strengths than try to duct tap your weaknesses.
I normally have a MWD and a sensor dampener to ensure the enemy is in proper range. I donĘt use a hull repairer often because you have to take significant armor damage before the hull begins to suffer. The other significant advantage with close range weapons is that their damage per energy ratio is better.
Sadly, with the large weapons you have to be very very careful about not running out of cap during a fight. Lasers do the most damage (It seems) but at a great cost. I think only time will tell. Once I get a few more skills trained up and some sparing, then ill be able to comment more on an armor / short range ship configuration.
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Dragon Storm
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Posted - 2003.10.07 22:34:00 -
[6]
4x cap rechargers are enough to maintain enough cap during my fights with PvE, with 2 tachyons on full time. But maybe your right and its better to focus more on short range, however i do love the BS bonus apoc gives to long range lasers.
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Agent Red
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Posted - 2003.10.07 23:06:00 -
[7]
Quote: Edited by: Kardis Ta'Destroyer on 07/10/2003 03:03:10 IMO Hull Repairs are still crap, and wouldn't use that, (they didn't recive the boost that armor repairs did) maybe a SB cause they can regen sheilds faster then the hull can.
hull does not get damaged nearly fast enough to need any kind of "boost" to hull repairer. armor takes damage about 5x as fast as hull, so a medium hull repairer and a large armor repairer would be more than enough to keep your ship intact.
personally i have been thinking of an apocalypse setup ...
if you are going to make an armor tank, you need in your low slots:
2x energized adaptive nanoplating 1x 30% kinetic armor bonus 1x 30% explosive armor bonus 2x 1,600 armor platings
and then the one last low slot for perhaps a power diag or cap relay ...
mid slots:
1x large armor repairer 1x medium hull repairer 1x stasis web 1x warp scrambler 1x mwd
high slots:
4x mega pulse lasers 4x dual 650mm repeating artillery (loaded with kinetic / explosive ammo).
drones:
as many ogres and you can fit / use.
tactics: get real close real fast with the mwd, activate your ew modules, and hammer the **** out of the person.
kthx
agent red |

Cao Cao
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Posted - 2003.10.08 12:29:00 -
[8]
Edited by: Cao Cao on 08/10/2003 12:41:47 Agent Red,
One too many mid slots there bud. Drop the MWD and give yourself some more range and methinks you got a good setup.
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Smith
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Posted - 2003.10.08 12:42:00 -
[9]
I use 2 Setups. One for Power and one for speed.
Setup 1(Power)
Hi-Slots
4 Tachyons (MFs) 2 H-50 (Torps or Cruise)
Mid-Slots
MWD (Off-line) 2 Shield hardners 1 Sensor Booster
Low-Slot
5 Power Diagnostics 2 Damage Modifiers
Mode 2(Speed)
Same as above except for;
Hi-Slot
2 Medium smartbombs
Low-Slot
Replace the Power Diagnostics with Overdrives.
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Kipkruide
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Posted - 2003.10.08 14:08:00 -
[10]
lol,
I'm runnig, for npc hunting that is,
7 low slot cap relays 1 extruded, 1 large sb, 1 anointed em ward and a heat hardener and a 11% cap recharger, on that i use 1 tach 4 mega beams 2 heavy beam masers and a msartbomb.
ofcourse this makes hunting pirates boring as hell since i can run my sb and hardeners continually without dropping below 3/4 cap... but pvp, i'd prob tape on a targetting enhancer against dampeners, and 2 low slot sensor boosters for ew, plus 2 launchers with torps and defenders..
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SKiNNiEH
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Posted - 2003.10.08 23:24:00 -
[11]
Kipkruide's setup makes the most sence to me...
But then again.. he's a CFS channel dude, so that was to be expected :) I might drop one hardener for an extra shieldbooster though...and drop the launchers if you're heading into CFS controlled space... no missile loot drops there. -------
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Solas
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Posted - 2003.10.09 13:34:00 -
[12]
Dont underestimate those nice Energized Regenitive Armor Mods. 12.5% armor is really nice.
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The Enslaver
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Posted - 2003.10.09 19:15:00 -
[13]
For NPC Hunting I use:
4xTachyon Beam Laser I's 4xHeavy Modal Pulse Lasers
1xMedium C5-L Emergency Shield Overload 1xAnointed EM Ward 2xCold-Gas Arcjet
7xCapacitor Power Relay I's.
For travelling a swap an Arcjet for my Y-T8 MWD. Seems to be effective.... --------
FireFoxx80: If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU. |

Fenix Reyno
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Posted - 2003.10.10 16:14:00 -
[14]
Ive just got my Apoc and i use this setup ATM.
Highs: 2x tachs, 2x mega beams 3x mega pulse 1x heavy beam (soon to be another mega pulse).
Mids: 1x X5 proto webber, 1x Med Named Cap battery, 1x 12.5% cap recharger, 1x Med Sheild booster.
Lows: 2x skadi's, 1x Quantum cpu, 3x powergrid Upgrades, 1x powergrid and cap recharge upgrade.
This seems to work well for me, but i am only NPC hunting right now. get good dmg at 24-18km then swith to mega pulse for close range, do 150-400 dmg until they are less then 1km away. although this does drain my cap somewhat if i dont keep my eye on things.
Gonna change one of the powergrid upgrades to a cap recharger +20% cap -25% sheild. Like the idea of defenders on an apoc tho but not a fan of missiles. ------------------------------------------------
Hunting the scum of the universe since 900AD
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Agent Shield
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Posted - 2003.10.10 22:01:00 -
[15]
Fenix, what module gives you the 12.5% cap recharge? I would like to get one of those. Agent Shield |

SKiNNiEH
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Posted - 2003.10.11 11:46:00 -
[16]
I've got the Eutectic II Capacitator Charge Array. Thats probably the best medslot cap recharger in this game... havent seen a better one atleast.
These are the stats: 11.6% cap recharge rate bonus 8 tf 3 Mw
The lowslot caprechargers give a negative recharge rate on the shields (cap power relay, the named versions use 3 tf instead of 4) or give less cap hp (cap flux coil, which you dont wanna use). -------
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Dragon Storm
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Posted - 2003.10.11 12:00:00 -
[17]
Some people dont understand and post the regular setups that every PvPers would forsee.
Cmon cap rechargers and highslots full with lasers and midslots with shieldboosters...
With this topic i tried to get an alternate setup, a setup that would be perfect for pvp because its suprise.
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Luc Boye
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Posted - 2003.10.11 12:35:00 -
[18]
Well why would anyone post their uber-setup after they experimented for weeks? DIY mate. --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Agent Shield
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Posted - 2003.10.11 15:32:00 -
[19]
SKiNNiEH, I have an 11% too that I use, but I wouldn't mind upgrading to the one that Fenix is using. I just would like to know the name of it so that I can find it. Agent Shield |

Sphalerite
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Posted - 2003.10.12 12:56:00 -
[20]
Quote: Some people dont understand and post the regular setups that every PvPers would forsee.
Cmon cap rechargers and highslots full with lasers and midslots with shieldboosters...
With this topic i tried to get an alternate setup, a setup that would be perfect for pvp because its suprise.
how about cap rechargers, MWD, and large smartbombs? who expects that?
Bonus would be that you don't have to worry about ECM
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Fenix Reyno
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Posted - 2003.10.13 17:29:00 -
[21]
Sorry about the mistake but my cap recharger is 11.2% - F-B10 nominal, forgot the actual stats while typing. but whats 1.3% between friends?!! . Gonna be trading my Apoc in for a raven soon anyway, so trying to ge the uber-raven setup now! ------------------------------------------------
Hunting the scum of the universe since 900AD
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1FSTCAT
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Posted - 2004.03.31 04:15:00 -
[22]
Edited by: 1FSTCAT on 31/03/2004 04:36:03 Really didn't want to start another Apoc load out thread anyway how would you change these loadouts now with the tech2 stuff and sheild tanking that is going on and with crystals reducing cap
ie Apoc PVP & Apoc Npc
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ZeaL dRaGoN
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Posted - 2004.03.31 11:08:00 -
[23]
7x named 425mm Rails (i prefer proto gauss here) 1x ditrigonal thermal 1x anoited em ward 1x xlarge clarity 1x shield booster amplifier 4x cap relays 1x reactor control 1x co-proc II 2x magnetic II
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KamiCrazy
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Posted - 2004.03.31 11:13:00 -
[24]
Edited by: KamiCrazy on 31/03/2004 11:18:30 6x Mega pulse lasers 2x h-50's
2x heavy cap injector 2x Tracking comp 2
2x Large armor repairer 3x Armor hardener 1x RCU 1x CPU
Looks completely rediculous but WTFPWNS!
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