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Lord Vigil
Amarr Imperial Academy
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Posted - 2006.08.08 16:58:00 -
[1]
Edited by: Lord Vigil on 08/08/2006 16:58:27 I'm looking for advice on a good Arbitrator setup. For while here I will be doing mostly pve ratting, but would like to know a good setup for pvp too.
Any advice is helpful. Thx.
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inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.08.08 17:03:00 -
[2]
This is my old PvP setup before I moved on to the Vexor. I'm not a fan of ECM but you'll have droves of people telling you to chuck out mids for it. 
4x Small 'Knave' I Energy Drain
1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive 1x Warp Disruptor I (or 7.5km if you prefer) 1x X5 Prototype I Engine Enervator 1x Medium Electrochemical Capacitor Booster I
2x Medium Armor Repairer II 1x Energized Adaptive Nano Membrane II 1x Emergency Damage Control I
All T2 equipment can be downgraded to T1 to similar effect, although you might want to train up those T2 MARs because they're a huge improvement over T1. It's a tanking heavy setup that needs good drone skills; it's just designed to last long enough for the drones to do their job.
Alternatively, drop one Nos for a remote armor repairer to keep your drones in one piece.
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korrey
Corinth Associates
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Posted - 2006.08.08 17:11:00 -
[3]
The Arbitrator has to be the easiest ship to setup in EVE.
2x Medium NOS 2x Small NOS
2 or 3x ECM 1 or 2x Target Painters
Meidum armor rep II 2x Energized Adaptive Nano's 1x er...CPR if you want or an 800mm Plate.
If you cant beat something, arrange to have it beaten. -Corinth Associates |

gu o
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Posted - 2006.08.08 17:23:00 -
[4]
Dude the arbi is the most fun cruiser Amarr has. It has nearly limitless ways to be setup. It all depends on how you want to fight. My two personal favs were one with medium drones/nos/warpjam/webber/mwd blah blah blah. The other was really a fun/funny arse sight, I put drone augmentorsx3 and sensor boosters in conjuntion with sentry drones. 120km range is fun with a tech 1 cruiser, especially with lvl 5 drone interface/ sentry drones . Granted these setups were more based on anti people not npc's.
The setup for my close range inty/frig/small stuff killer: High:3 medium nos, 1 small destabilizer (can be swapped for drone augmentor for increased range)
Medium:MWD (just whatever this is not land speed record breaking ship), Webber, Warpjam(7.5km one due to less cap use), tracking disruptor (knocks their turret opti down by huge)
Low:3EANM II's (really worth the time it takes to make em good), 1 medium armour repair
Fun sniper arbi: High:3drone augmentors (makes sentry range really big like 100km-120km), the other high was blank due to CPU use.
Meium:2 sensor boosters, sensor damp, tracking disruptor (this is almost a throw-away slot you can swap out for anything diff if you want)
Low:same as before 3 EANM II's 1 medium armour repair
Big, scary, sharp teeth (insert scary, angry bear here)like that. I must be the scarriest carebear ever... |

Guillame Herschel
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Posted - 2006.08.08 19:06:00 -
[5]
Edited by: Guillame Herschel on 08/08/2006 19:08:44
Originally by: gu o Fun sniper arbi: High:3drone augmentors (makes sentry range really big like 100km-120km), the other high was blank due to CPU use.
Meium:2 sensor boosters, sensor damp, tracking disruptor (this is almost a throw-away slot you can swap out for anything diff if you want)
Low:same as before 3 EANM II's 1 medium armour repair
I have an improved version of this. If you're sniping with sentries from 100km, no need for a tank, right?
High: 3 DLA, 1 small neutralizer for just in case Mid: 1 sensor booster, 3 omnidirectional tracking links Lows: 4 sensor amps Drones: 3 Wardens (out to 120km) or 3 Bouncers (out to 100km)
This gives you around 850+ signature resolution, so you can lock and pop immediately. The idea is to camp a gate and pop frigs and shuttles that try to run it. The Omnis are there to increase the sentries optimal 60%. Tracking is unimportant at these ranges.
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Mihae
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Posted - 2006.08.08 19:24:00 -
[6]
Originally by: korrey The Arbitrator has to be the easiest ship to setup in EVE.
2x Medium NOS 2x Small NOS
2 or 3x ECM 1 or 2x Target Painters
Meidum armor rep II 2x Energized Adaptive Nano's 1x er...CPR if you want or an 800mm Plate.
Why TPs?
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MuffinsRevenger
EmpiresMod
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Posted - 2006.08.08 19:36:00 -
[7]
Originally by: Mihae
Originally by: korrey The Arbitrator has to be the easiest ship to setup in EVE.
2x Medium NOS 2x Small NOS
2 or 3x ECM 1 or 2x Target Painters
Meidum armor rep II 2x Energized Adaptive Nano's 1x er...CPR if you want or an 800mm Plate.
Why TPs?
Helps drones hit better i supose :)
Originally by: The Wizz117 jeez those guyz @ ccp talk like sweedish nobody will take u seriouse with that cind of accent.
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Kharak'khan
Forsaken Empire
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Posted - 2006.08.08 19:40:00 -
[8]
Target painters are a waste of Mid slots, Tracking disruptors and jammers on the mids with nos high. YARR HARR FIDDILEE DEE! DO WHAT YOU WANT AS A PIRATE IS FREE |

korrey
Corinth Associates
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Posted - 2006.08.08 19:41:00 -
[9]
LOL dont remember why I put target painters on...Im mainly a turret guy, I dont fool with drone ships too much.
If you cant beat something, arrange to have it beaten. -Corinth Associates |

Icek Villawrov
Caldari Citizens of E.A.R.T.H. E.A.R.T.H. Federation
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Posted - 2006.08.08 20:01:00 -
[10]
Hi-slots: 3x med nos
Meds: 20km disruptor, webifier, 2x ECM multispectral
Lows: Medium rep, damage control, 2x EANM
Quite effective at both pve and pvp.
Pie > Cake |

Wodin Drukvik
GoonFleet GoonSwarm
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Posted - 2006.08.08 21:10:00 -
[11]
Quite a few good PvP setups in this thread, most of which work great for PvE(just kill the support with your drones while kiting, then orbit one battleship inside its range while disrupting the other) but I figured I'd toss out the "AFK level 2 mission" setup I've found quite handy.
2xDrone Link Aug, Tractor Beam, Assault Launcher 4xCap Recharger Med Rep, 2xEANM, 800mm
One of the fairly standard tank options, but the nice facet of filling the mids with cap rechargers is that you can turn the tank on and it'll go indefinitely without need for Nos. The drone link augs ensure that you can control your drones as far as you can target, so you just turn on the tank, pop some drones, and wander away from the computer for a while letting your drones do the dirty work. Return, pick up the mission objective, and go home.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2006.08.08 21:13:00 -
[12]
Plenty of folks have given PvP setups, so I will just stick to PvE.
The main weakness of the Arbitrator in PvE is the cap and thus tank is poor. Ewar is not really usefull in general PvE.
Here is a setup that will do Level 3 missions while sleeping, and can do many level 4s (although not efficently!)
High: 2x Medium Beam Laser II 2x Small Tractor Beam I
Mid 10MN Afterburner II Eutectic I Capacitor Charge Array 2xMedium Capacitor Battery II
Medium Armor Repairer II 2x Hardener 800mm Reinforced Steel Plates II
Active hardners for rate type vs "hard" stuff, but for level 3 missions for instance, and belt ratting, 2x EAN ii would be fine.
You could drop the plate for an additional hardner or damage control, but having the plate buffer is very handy to clear the initial spawns in certian missions (especially level 4s), and also allow you to be lazier.
You can drop one of the tractor beams for an assualt launcher, but the convience of 2 tractors to cleam up loot and get moving to the next spawn is generally more useful than a few more dps.
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Neco Stultus
Amarr R.O.G.U.E
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Posted - 2006.09.08 05:55:00 -
[13]
Originally by: Icek Villawrov Hi-slots: 3x med nos
Meds: 20km disruptor, webifier, 2x ECM multispectral
Lows: Medium rep, damage control, 2x EANM
Quite effective at both pve and pvp.
EANM??
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Caleb Harrington
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Posted - 2006.09.11 03:52:00 -
[14]
Edited by: Caleb Harrington on 11/09/2006 03:56:04 PVE --- Ok first off I would like to give credit to Fredrick Engelberg seeing as he originally made this design and I merely altered it. Secondly I would like to say this setup works for ME! Not all fly the same obviously.
Highs: 4 Small Nosfers
Meds: MWD, 3 Cap Rechargers
Lows: 1 Armor rep, 1 800mm plate, 2 nano adaptive plates
Drones: (Skill Restricted) 4X Medium 4X light
NOTE: The reason I say 4X is because I have fairly low skills and only have drones lvl IV so that is all I can use atm. Obviously use 5 if you can...
Strategy: For cruiser and smaller ships you simply want to run in, activate nosfs, and run your repper as an active tank. Once you are red-bracketed, deploy the drones and start the damage. For BCs, you want to kite them from 30km or so and send your drones at them from afar (usually cant hit my mediums). If they have assorted frigates let those red bracket and use them as nosf targets. For 14km frigates use a quick burst of MWD to catch up to them and then nosf them.It takes a while, but I can take .2 assorted BCs and frigs out without any problem.
Sec range: 1.0-.2
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TheDevilsJury
principle of motion R i s e
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Posted - 2006.09.11 06:50:00 -
[15]
I set my arb up like a mini nos-domi: PvE Hi: 2x Medium Nos, 2x Small Nos Med: 1x 10mn AB II, 1x Stasis Webifier, 2x Tracking Disruptor Low: 1x Medium Armor Repairer II, 3x Active Hardner (I go 2 primary 1 secondary dmg, or just kin therm exp) Drones: 5x Rat specific medium drones, 5x any light drones or alternately 4x Rat spec meds, 1x Rat spec heavy, 2x any light
If you drop the AB you can go 3x Medium Nos and free up a mid for something cool, but I find moving slow to be excruciating when ratting.
You can take on any turret-only rats (serps) in empire and even lower end battleship turret rats in 0.0. There's no problem tanking them (the TDs take care of that), the problem is getting enough DPS. I suspect that if my drone skills were improved I would be able to kill any rat in 0.0
PvP solo Hi: 2x Medium Nos, 2x Small Nos Med: 1x 10mn AB II, 1x Stasis Webifier, 1x 20km Warp Disruptor, 1x Tracking Disruptor (or Caldari-specific jammer if you know your enemy) Low: 1x Medium Armor Repairer II, 3x Active Hardner (kin therm exp) Drones: 5x medium 5x light (varied types)
The setup has room for variation too, if you want you can go double scram (even double 7.5km scram), you can drop the AB and use 3 Med Nos, etc etc.
PvP Group Hi: 3x Medium Nos, 1x Standard Missile Launcher Med: 1x 20km Warp Disruptor, 1x Caldari-spec Jammer (gravimetric), 2x Tracking Disruptor Low: 1x Medium Armor Repairer II, 3x Active Hardner (kin therm exp) Drones: 5x medium 5x light (varied types)
Again subject to variation. I find the range on the Medium nos to be useful in group pvp as you need to keep your EW going. You can use more jammers instead of TDs. ----------------------- sig below
Originally by: ISD I don't think I've ever seen anyone hijack their own thread before
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Dred'Pirate Jesus
Imperial Academy
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Posted - 2006.09.11 07:47:00 -
[16]
Edited by: Dred''Pirate Jesus on 11/09/2006 07:49:33 Fast Ratting Arbi for .4 ~ .1 and low level 0.0 spawns. ( Basically anything not a BS. )
Highs: 3x Drone link augmentor 1x Tractor beam
Mids: 1x 10nm MWD 1x Sensor booster 1x Med cap battery 1x Large cap battery
Lows: 2x Overdrive 1x Nanofibre hull 1x Small repper II
Drone Bay: 5x Hammerhead II 5x Warrior II
Permaruns at 2000ms+ with a 95km lock and 105km drone range so you can outrun anything you can't outgun. And woe to the inty pilot who trys to catch you as your warriors pound his mwding ass all the way from 100km to when he finally makes it to scram range. If he makes it that is.. 
As far as Pvp settings go you don't really want to solo in an Arbi as its just not designed to tank very well and drone damage is not on a par with other cruisers main guns. But if you can find just one friend to gang with you will find out the Arbi's true calling.
EW Baby.. 
So the ideal usage would be to pair it with a Rupture or even better a Thorax and pwn left and right.
Pvp EW Support Arbi.
Highs: 2x 250mm Rails 1x Rocket launcher 1x Drone link augmentor
Mids: 2x Tracking disruptor II 2x Remote sensor damp II
Lows: 2x Beta hull overdrives 1x 400mm plate or Damage control 1x Medium repper II
Drone bay: 3x Guarde sentrys or 5x Hammerhead II 5x Warrior II
As your mate scrams and webs at 500m you damp and disrupt from 40km.
[MK]Flawless Victory.[/MK]
[2:02:08] Dred'Pirate Jesus > I'm Mexican you dolt.. It's pronouced "hey zeus" not "gee zus" :-p |

Simon Jax
Gallente Freelancing Corp
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Posted - 2006.10.02 14:18:00 -
[17]
Okay, I've got pretty decent Engineering/Mechanic skills, which may play into why this works so well for me. But I'm running lvl 3 missions, and while I have warped out a time or two, this works rather well:
Highs: 2x Tractor Beam or Small Guns or Small NOS 1x Assault Missile Launcher with F.O.F. missiles (standard in bay to swap out) 1x Drone Link Augmentator
Mids: 1x AB II 3x Cap Rechargers (best named on hand)
Lows: 1x Med Rep II 1x Energized Adaptive Nano Membrane 1x Damage Control Unit (best named on hand) 1x 800mm Plate (best named on hand)
I can run the Armor Repper perpetually, the NOS let me run the AB for a spell as well if I'm up close to a Cruiser. But usually I keep the Tractor Beams fitted to make cleanup much easier, and since I don't need the extra CAP to run the repper, it's one less thing to worry about when the baddies are near.
I could swap out the DCU for another EANM, but the DCU puts me very close to the same resists, and at those few times I do have to warp out, the 50% resistances on the Hull have saved my ship.
I use the Assault with FOF for one reason. I can gain aggro, and send drones to attack, without lock-on. So without having a Sensor Booster, I can attack at greater than my lock-on range. The important thing is to set the Assault Launcher to Manual On. The drones will only attack on 3 occasions: 1) If something is shooting at you/them, 2) If you order them to, or 3) If you start shooting at something while they are in "Idle" mode.
The FOF missiles count as a "starting shot", and even if you are way, way out of range for the missile to hit, it'll cause the drones to go attack the target. The drawback is that sometimes the FOF will auto-target a structure, but that doesn't happen incredibly often.
So you can move away from your targets, ignore targeting anything that isn't shooting at you (red brackets), and hit the Launcher (on manual) to send a single missile ... and five drones, heading for the rat. Once they start hitting me, I turn on the Repper (DCU always on) and start directing the Drones to the best targets.
It works pretty well for the lvl 3's, and absolutely cakewalks the lvl 2's. The FOF direction technique is extremely well suited for lvl 2 missions, especially when you have a dosen or so Frigates that start out at extreme range. The two distant groups in Illegal Activity 3 of 3 never even get close enough to shoot at me, and I don't have to bother locking on to 'em.
--Wherever you go, there you are. |

Setana Manoro
Gallente The Scope
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Posted - 2006.10.10 19:47:00 -
[18]
Edited by: Setana Manoro on 10/10/2006 19:50:00 Experimenting with this setup atm :
2x dual anode pulse - small lasers. 1x medium nos 1x small nos -- 2xbest named scramblers - i need the 4 points most of the times 10mn AB named X5 webber -- 800mm plate EANM Dam Control MAR II
In the drone bay i use 6 Hammerheads I and 3 Warrior I - not yet able to field tech 2 drones, but i wouldn't buy Hammerheads II anyway. The purpose of the setup is to tackle a target by using the 2 scrambler and keep up with it using the AB - doing skills to minimize the cap used by it. The webber is needed to take out enemy drones. I simply webb them and use the light lasers on them, thus letting my drones chew away at the ship. The reason why in the high's there is not a 2nd Medium Nos is that i don't have Engineering 5 ... yet, and as such i am left with a lot of spare PG - some 100, which i chose to use on a T2 MAR - +23PG compared to the T1 variant, and in an AB. In the future i will probably do more skills which will allow me to stop using the webber - better tracking for lasers ftw, and fit in the 2nd NOS.
What I'm going for : 2x named med nos 2x dual anode pulse lasers - small ones -- 2x Warp Disruptors 2x ECM Multispectrals -- 800mm plate MAR I named EANM I Dam Control 1
This fits in ... just barely with 0.75 PG to spare and with Engineering 5. I suspect it is better in combat, up to the point where it could take down a BS badly fitted solo, but I have some reservations about the ability to control range. Pretty much you can engage only ships that have less 200m/s top speed and a cruiser with webber could simply webb you untill it gets out of webber range. By the time you get back to top speed he will be 15km away and almost out of disruptor range.
Originally i wanted a 1600mm plate, but in what i do, it would take forever to repp 4000 of armor with a SAR II. The only problem i see with the tank is that you need to use the MAR in burt in both ocasions. You can't leave it on like with a SAR II setup.
PS: Might buy a 3rd Arbi to try inSpirAcy's setup. :) --------------------------------------------------
Always look on the bright side of life. :) |

Nerdalus
Minmatar Infinitus Odium
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Posted - 2006.11.17 01:42:00 -
[19]
This is my setup for the arbitrator, which in my opinion is one of the best tech 1 cruisers in the game. I have taken on battleships, with an af wingman, with this setup and came out on top. Don't hate ECM its your friend.
Highs: 2 Medium Nosferatu 2 Light Neutron Blaster II's
Mids: 1 Warp Scrambler/Disruptor 1 Stasis Webifier 2 ECM multi's
Lows: 400mm Plate 2 EAN's 1 Medium Armor Rep II
Drones: 5 lights 5 Mediums
Try use tech 2 where possible if not named
Tech 1 setups are still very effective.

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18 Rabbit
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Posted - 2006.12.23 09:05:00 -
[20]
With changes to armor/stabs, how about
High: medium nos x2, small nos, standard missile launcher with FoF missiles
Medium: AB, warp disruptor, webber, tracking disruptor (cap recharger?)
Low: SAR II, DC 1, EANM 1, 800mm crystal carbonide plate
I'd like to fight a MAR II, but can't get it in. Thought my fitting skills were good, but I guess not good enough.
5 valkyrie and 5 warriors in drone bay, in medium and light groups.
Thinking of ditching the small nos for a drone link augmentor. Would like to either upgrade the plate (probably not possible) or definitely the repairer, but not sure how. Not sure about the cap recharger -- cap use could be an issue. I want the AB to have some options to close, but it'd be nice to have that space free.
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Berrik Radhok
GoonFleet GoonSwarm
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Posted - 2006.12.23 09:22:00 -
[21]
For PVP I actually like to put a small neut in highs to complement the med nos. Doing that combined with tracking disrupotrs allowed me to beat a Zealot in a duel :)
Originally by: Khavi Vetali
Oh don't worry, the goons are just as suicidal with their battleships as they are with their frigates.
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Brother Tycho
Amarr Shadows of the Dead Xelas Alliance
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Posted - 2006.12.23 13:10:00 -
[22]
Killed alot useing this setup.
3 med nos, rocket launcher
MWD II, Tracking Disruptor II, 20km warp jammer, web
2 nano, 2 inertial stabs
T2 drones meds and lights.
Use speed and fast align times to pick your fights, this eats t2 frigates b4 they get you to armour. It's great being Amarr, aint it? --------------------------------
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Soraya Kha'marr
Amarr Gun Metal Priests The Shadow Ascension
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Posted - 2006.12.23 13:40:00 -
[23]
Edited by: Soraya Kha''marr on 23/12/2006 13:41:44 i like to use this baby in two roles:
1.Heavy tackler: Highs: 2 x Med Nos 1 x Small Nos 1 x Assault Launcher (useful for smaller ships)
Meds: 1 x MWD 1 x Warp Disruptor 1 x Web 1 x Tracking Disruptor/Sensor Booster (i like to use the SB as it allows me to catch small fry before it warps off)
Lows: 1 x MAR II 1 x Thermic Hardener 1 x Kinetic Hardener 1 x Damage Control I
-----------
2. Support Sniper: Highs: These are the least important on this ship in this setup, but i like to use: 1 x Heavy Missile Launcher (named) 2 x Medium Beam Lasers (best you can fit in after youve fit the rest) 1 x Medium Remote Armor Repper (if you can squeeze it in)
Meds: 1 x Afterburner 3 x Tracking Disruptors (these cut down tracking and turret range to 4% of original with my skills = ebil)
Lows: 1 x MAR II 1 x Damage Control 2 x Whatever you need to run indefinitely or fit
With this one just warp in at 35km and do your thing, disrupting the opponents primary turret damage dealer and sniping at whatever you want - you wont do much damage, but you can send your drones after whatever you want to.
Drones to use: 5 x Mediums - for cruiser sized and above (t2 if possible) 5 x Smalls - for frig and dessy sized ships (t2 if possible)
Now go have fun with the most versatile ship amarr have to offer!
Beware: Sig Ahead!
This space is mine, mine alone!!!oneoneeleven! (You can rent it for cookies though.)
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Ciprian
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Posted - 2007.01.12 12:02:00 -
[24]
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Jalec Creed
Gallente Sulphrit
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Posted - 2007.01.20 17:05:00 -
[25]
I fly this atm:
1x Arbalest Rocketlauncher I 3x Named Small NOS (I use E5 Prototypes) ------ 1x J5 Prototype Warp Inhibitor I 1x X5 Engine Enervator I 2x ECm Multispec ---- 1x Medium Armor Rep I 2x EANM I 1x 800mm Plate.
If I want extra speed I swap the 2 ECM for 1x Tracking Disruptor and a AB.
----------------------------------- It's great flying Amarr, isn't it??
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Desraelle
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Posted - 2007.02.11 05:14:00 -
[26]
Here is my arbitrator setup. I havent seen much like it here so maybe i'm doing something wrong, but it seems to work well for me
highs: drone link aug x1 med heavy modal laser x2 standard missle launcher x1 mids: large named shield extenders x2 medium named shield booster II x1 named afterburner x1 lows: named inertial stabilizers x1 named reaction control (10% powergrid bonus) x2 small armor repairer II x1 rigs: capacitor rengen 15% bonus shield max cap 15% bonus drone range extender 15 km
with this setup i have: 6,550 hp shields 1580 hp armor 1575 structure
my powergrid is 856/880 cpu 298/375 max capacitor 1235 max speed 221 m/s signature rad 175m sig resolution cant remeber
drone bay 7 vespa max drone range 75km
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Grr Icraft
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2007.04.01 04:09:00 -
[27]
Imo get rid of the shield mods and armour tank instead.
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Alaron Giancol
Resurrection R i s e
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Posted - 2007.04.01 09:44:00 -
[28]
Originally by: Desraelle Here is my arbitrator setup. I havent seen much like it here so maybe i'm doing something wrong, but it seems to work well for me
highs: drone link aug x1 med heavy modal laser x2 standard missle launcher x1 mids: large named shield extenders x2 medium named shield booster II x1 named afterburner x1 lows: named inertial stabilizers x1 named reaction control (10% powergrid bonus) x2 small armor repairer II x1 rigs: capacitor rengen 15% bonus shield max cap 15% bonus drone range extender 15 km
with this setup i have: 6,550 hp shields 1580 hp armor 1575 structure
my powergrid is 856/880 cpu 298/375 max capacitor 1235 max speed 221 m/s signature rad 175m sig resolution cant remeber
drone bay 7 vespa max drone range 75km
well first off, I don't think I've ever seen a named t2 shield booster before, must have cost you quite a bit.
You don't need the drone link aug, since your drones shouldn't be engaging targets that far away from you, and you have the AB to control distance.
A shield tank is fine, although unorthodox for an amarr ship, and you lose ew. With a shield tank, you should have no reason to fit an armor repper. You should use PDU's instead of RCU's, since they also provide cap (which your setup seems to be lacking) and shield.
Finally, use 5 med/5 light drones, unless you plan on losing drones during a fight or can control all 7 at a time (in which case your drone skills are probably such that you don't need to fit other weapons) ________
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Blitz'Krieg
Caldari SkyMarshal Logistics
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Posted - 2007.04.09 02:20:00 -
[29]
2 medium nos 2 small guns
3 large extender 1 20km scram
1 small armor rep 3 PDU
If you have to, then t2 but tbh its a good throwaway ship with t1 and the only thing i would t2 personally is the small rep. Usual 5 med, 5 small drones. You have a range prob, but you cant have everything.
Nobody will expect this, and the buffer of the shields should help you out. Small rep is the just in case and allows you to go the extra distance.
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Kruel
Beyond Divinity Inc Privateer Alliance
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Posted - 2007.04.09 16:43:00 -
[30]
4x small nos mwd, scram, web, tracking disrupt 1600mm tungsten plate, 3x hardeners 5x valk IIs
Rawr.
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