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Madcat Adams
Mission Runners Anonymous Incorporated
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Posted - 2006.08.24 08:25:00 -
[1]
Hi, I just got my fist lvl 4 extravaganza, and am a bit uncertain how to equip for it. I"m flying solo, and am currently looking at this setup as Angels have bloody across the board dmg.
Hi: 7 dual heavy modulated beams, 1 tractor beam med: 4 f-b10 cap rechargers low: 2 Lar II's, 3 EAN II's, 1 emergency damadge control, 1 CPR Load of tech 2 drones
This worked well against mercaneries, who have similar spread dmg types, by controling range with jump in distance. In a dead space zone though... well praying can pull away from the jump in point and pull small groups one at a time.
Lvl 4 vets, will this tank work, or should I just hit the self destruct and save time if I use it? Also any advice for a new guy going in there?
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Naran Darkmood
Gallente MC Cubed Inc
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Posted - 2006.08.24 11:00:00 -
[2]
I'm using a Domi, but the number of low solts is the same. Here is my setup:
1 LAR II 4 active hardeners II (rat specific) 1 EAN II 1 CPR
With that I can do most missions without warpout or worries. In general, switch to rat specific active hardeners and you should do fine. -----------------------------------------------
Warning: The above post may contain irony or sarcasm. If you are not fit to handle this, go the the beginning and start deleting the post from yopu |

Exiled One
Amarr Imperial Shipment
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Posted - 2006.08.24 12:13:00 -
[3]
Tank will work, but your damage will blow donkeys balls and it will take you exactly 4 hours and 21 minutes to complete the mission because angels have 70-80 EM resistances.
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Tarnish Katharr
GoonFleet GoonSwarm
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Posted - 2006.08.24 20:16:00 -
[4]
Try out the pulse version of those guns. Angels tend to come in closer.
------------------- Stop whining! |

Krav
Egad Inc.
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Posted - 2006.08.24 22:46:00 -
[5]
Originally by: Tarnish Katharr Try out the pulse version of those guns. Angels tend to come in closer.
Ok I never did the l4 angel extra in a apoc but I have flown the apoc in l4s a lot. I like the pulses idea better as well, more damaging guns 4tw! and they fit easier how sweet is that?
Only change I would make is if you use pulses, put on an AB and a Webber, so you can still get in range and pwn things.
Krav =====
This sig is fixed \o/ I hope...  |

Madcat Adams
Mission Runners Anonymous Incorporated
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Posted - 2006.08.24 23:21:00 -
[6]
running the two LAR is going to be a bit difficult taking off two of the CRs.
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XRay Blue
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Posted - 2006.08.25 06:40:00 -
[7]
Edited by: XRay Blue on 25/08/2006 06:41:01 Try the following (works fine in most of the missions):
Hi: 5x Mega Beam (II)(60km: UV crystals, 30km: Multifrequency) 1x Mega Pulse (II) 2x Cruise Launcher (II)(explosive damage, maybe precision Tech II for small frigs) Med: 3x Cap recharcher II 1x 100mn AB (II) Low: 1x Large AR II 1x CPR 1x EAN II 2x Explosive Hardener 2x Kinetic Hardener
+7 Hammerhead (therm.) or Valkyrie Drones (expl.) (prefarably Tech II)
Mega beams do 40% more damage than dual heavy (but need more cap), the cruises are always helpful against all kinds of targets and can do here explosive damage (and need no cap when used). And you will love the speed of the AB which helps to finish the mission much faster and to keep the rats on a safer distance (i.e. 60-75 km). Armor resistance in Kin + Expl should be about 85% or higher, you should never get capacitor problems even with the armor repairer running all the time (all depending on skills...).
Fitting should be OK with the appropriate skills (6 Mega Beam doesnŠt work because of the powergrid). When using Tech II stuff CPU ressources might also be a problem (depending on skills). In this case using Shadow Serpentis or True Sansha Hardeners is a good idea as they have half of the CPU requirements compared to the Tech II ones with the same attributes (saving about 20 CPU per module). |

Rodj Blake
Amarr PIE Inc.
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Posted - 2006.08.25 12:49:00 -
[8]
Originally by: XRay Blue
Mega beams do 40% more damage than dual heavy (but need more cap)
Assuming that the same crystals are in both guns, it's more like 20%.
Dulce et decorum est, pro imperator mori |

Jaketh Ivanes
Amarr 1st Praetorian Guard
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Posted - 2006.08.25 12:55:00 -
[9]
Here is the Heretic version for killing Angle Extravaganza 
High: 8x720mm Artillery (preferably ammo that do lots of explosive) Med: Well, tracking comp is good and so is an AB. Low: 2xExp and 2xKin. 2x LAR and some gyrostabs or whatnot.
Artillery actually kill angles faster than any laser, espceially BS's and some smaller ships. Because the BS's have like 90/90 in EM/Therm on armor 
But try it out, they might have changed that since last i ran the mission.
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