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LoKesh
Amarr InQuest Ascension Vertigo Coalition
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Posted - 2006.09.26 19:24:00 -
[1]
As we all know the Ferox has a few (mainly one) well known setup - the massive passive tank with missiles. For PvP however, this setup isn't always appropriate for gangs. If you fly with BS, you aren't the primary and you're wasting your tank and doing pitiful damage. Now, if you fit a rail ferox, or a EW ferox you can be a little more useful in a large gang, but you lose the tank. (Yes, as an EW pilot I know that EW is your tank - but getting someone locked down with a ferox is not guaranteed like in a Scorp/Rook)
What I've been looking at is a kit for the Ferox that will do better damage (likely rails, or possibly launchers with a good set of damage mods) and still do a reasonable job of fending off incoming damage. This allows the ferox to be flown in gangs of varying size and be useful in more situations. Flexibility is the name of the game here.
Comparisons are done using tech2 riggig, but best named weapons - tech2 won't fit easily on the first rig, and I wanted to keep it similar.
Setup #1 - The dual booster (it works for the Maller, why not for us?)
250mm Prototype I Gauss Gun [27xAntimatter Charge M] 250mm Prototype I Gauss Gun [27xAntimatter Charge M] 250mm Prototype I Gauss Gun [27xAntimatter Charge M] 250mm Prototype I Gauss Gun [27xAntimatter Charge M] 250mm Prototype I Gauss Gun [27xAntimatter Charge M] Medium Nosferatu I Medium Nosferatu I
Invulnerability Field I Shield Boost Amplifier I Shield Boost Amplifier I Medium Shield Booster II Medium Shield Booster II
Magnetic Field Stabilizer II Power Diagnostic System II Power Diagnostic System II Power Diagnostic System II
Hobgoblin I x5
4341 shield, 17.71/s, E/T/K/Ex=43/54/66/77 160.2 DPS (195.4 DPS raw)
Notes: With something to suck cap from you can run one booster (and guns) forever - 49.1 shield/sec from the booster + 17.7/sec natural recharge = 67 shield/sec. Two boosters and guns with NOS runs for just over 2 minutes (a decent time for PvP) and you get 116 shield/sec. Nos means maybe you can dent a HAC - but I doubt it. (passive tank and nos/neut seem to win out there - it just takes time) If your target is out of NOS range... ick.
Setup #2 - Semi-passive
Ferox
250mm Prototype I Gauss Gun [40xAntimatter Charge M] 250mm Prototype I Gauss Gun [40xAntimatter Charge M] 250mm Prototype I Gauss Gun [40xAntimatter Charge M] 250mm Prototype I Gauss Gun [40xAntimatter Charge M] 250mm Prototype I Gauss Gun [40xAntimatter Charge M] 'Arbalest' Assault Missile Launcher [72xSabretooth Light Missile] 'Arbalest' Standard Missile Launcher [48xSabretooth Light Missile]
Invulnerability Field I Medium Shield Booster II Large Shield Extender II Medium Capacitor Battery II (or another hardner/warp scrambler/boost amp) Large Shield Extender II
Power Diagnostic System II Magnetic Field Stabilizer II Power Diagnostic System II Power Diagnostic System II
Hobgoblin I x5
10175 shield, 41.51/s, E/T/K/Ex=43/54/66/77 179.4 DPS (220 DPS raw)
Notes: Tank is 41.51 shield/sec passive and 30 shield/sec from the booster for a total of 71.51 shield/sec. The capacitor battery means this thing can run everything for over 5 minutes - all the while dealing more damage than the dual booster setup, without needing to be in NOS range. Taking the cap battery out cuts your running time down to 3 minutes, but that's still forever in battle - this leaves space for another hardener, a boost amp (improves your tank to ~80 shield/sec) and possibly a warp disruptor to make solo hunting slightly realistic. This setup also leaves enough grid to fit tech2 250s.
Alternatively - remove the cap battery and swap a PDS for a mag stab II - your overall tank drops by about 4 to 67 shield/sec for about 2 minutes, but your damage goes up. This dual mag stab setup can work with tech2 rails if you swap the launchers for rockets - makes about 258 raw dps according to quickfit.
Not as good as an all out tank, but tanks as well as a 3 extender/BCU kit. Thoughts?
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Pinky Denmark
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Posted - 2006.09.26 19:28:00 -
[2]
Edited by: Pinky Denmark on 26/09/2006 19:30:23 2 Medium shield boosters is not efficient - try use 1 large or drop 1 for something else... 1 damage mod isn't exactly doing violent damage (you write that you want to do damage)
Pinky
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Nariana Verex
Amarr Terra Nova Technologies
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Posted - 2006.09.26 19:38:00 -
[3]
I heard somewhere you can't even use two shield boosters at once, or am I thinking about something else? -------------------------------------------- You will also find that training other race skills will open up a new style of gameplay. You will have fun. Try that.
-CCP --------------------------- |

Idara
Caldari Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.09.26 19:45:00 -
[4]
Shield boosters are quite cap hungry over a short period. So I doubt very much a Ferox can run 2x boosters at once for any meaningful amount of time without a cap booster.
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Majin82
Caldari Arkhangelos Alliance Naval Intelligence Arkhangelos Command
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Posted - 2006.09.26 19:54:00 -
[5]
You canÆt make a Rail Ferox and then not give your self better Cap. 250mm X 5 will eat your cap, not to mention that the optimal is further than the Medium Nos range of use. I would get rid of the Nos and put on a Command Mod, maybe Skirmish. If you want to make a rail-rox you need to toss a Medium Cap battery on there, and a Medium Cap booster with 400 chages or better. Then add a large shield booster and a Invul Field In the lows you want to use 2 BCUÆs and 2 Mag stabs for the rails.
------------------------------------- AANI ARCH |

Philip Sterling
GALAXIAN Rule of Three
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Posted - 2006.09.26 21:13:00 -
[6]
if you want to deal more damage, you'll just have to fly something else. a caracal outdamages it with missiles, and either a thorax or a brutix outdamage it with hybrids (the brutix by a whole lot).
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Tobias Sjodin
Caldari Ore Mongers Pirate Coalition
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Posted - 2006.09.26 21:18:00 -
[7]
Originally by: Philip Sterling if you want to deal more damage, you'll just have to fly something else. a caracal outdamages it with missiles, and either a thorax or a brutix outdamage it with hybrids (the brutix by a whole lot).
A caracal outdamages a ferox?
same amount of high-slots, and the only difference is the caracal has a bonus for kinetic missiles, which can be compensated with an extra bcs in the lows for all damagetypes. Not to mention two extra highslots, and a way better tank (for damage over time).
[ore mongers, recruiting] |

LoKesh
Amarr InQuest Ascension Vertigo Coalition
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Posted - 2006.09.26 21:28:00 -
[8]
Edited by: LoKesh on 26/09/2006 21:29:33 Okay - seems like the first setup attracted most of the attention, as it's the odd-ball 2 booster setup.
Yes, 2 boosters eats a HUGE amount of cap - But, if by some miracle you're in NOS range you can run them (and the guns for 2 minutes)
What about the semi-passive second setup? When rigged with tech2 guns and rockets it does a fair amount of damage (260ish - significantly more than a missile ferox)
Yes, the Ferox in close proximity will never do ALOT of damage - what I'm trying to see is if something can be built that does better damage than the standard missile ferox, but still tanks reasonably well. The possible advantage is that a passive tank runs forever, but you never actually have to take fire for more than a few minutes - so the active tank doesn't have to be sustainable.
....As for 5x250, a gang assist module, 2 mag stabs, large booster, medium cap battery and medium booster - There's no where near enough grid. Drop the magstabs, maybe - but then we're back to bad damage, a bad tank and a missile ferox with the gang assist module would be better.
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Waenn Ironstaff
Caldari Colossus Technologies
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Posted - 2006.09.26 23:01:00 -
[9]
Your primary setup is weak... You're counting on the fact that you can get within nos range and play the drain factor... But without AB, MWD or even nanofiber, you're too slow.
Hence why the MWD/Blaster Feroxes are so weak. The time they build up the speed, the target is already gone.
The 2nd setup seems move viable althouth wouldn't qualify a passive. Plus the resists are kinda iffy.
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Brem Watson
Caldari Nexus-6
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Posted - 2006.09.27 00:48:00 -
[10]
What are you going to hit with 5 250mm guns anyway?
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Ishina Fel
Caldari Inversion Imperial Republic Of the North
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Posted - 2006.09.27 02:13:00 -
[11]
Let's see: 12km NOS range on mediums. So let's assume you're leaving error margin for movement, and go at it at 10km...
If your opponent is any smaller than a Battlecruiser and moving at all, then 250mm rails will have one heck of trouble tracking him at that range. Even if you do hit him, the hit quality degradation that comes with bad tracking will make sure you'll only get light hits and scratches nearly all the time. Heck, I run a tracking enhancer on my rail Ferox and I still notice the sudden drop in sustained dps if a cruiser gets closer than 20km.
NOS and Rails don't go along, unless you want to be a pure BS killer, or you've got murder skills and Tracking Comps. Try using 1 large booster instead of 2 medium ones in the first setup, and fit a tracking comp in the free med slot. Still not sure if that'll be enough though.
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Grendel Marqun
Caldari Deep Core Mining Inc.
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Posted - 2006.09.27 03:58:00 -
[12]
There's one I've run that seems to do okay. Not huge damage wise, but pretty decent for a Ferox.
5 250 protos, 2 assaults 1 LSE 2, 2 active hardeners, targeting comp, webber 2 pds 2, 2 mag stab 2 5 light drones
Kind of a crappy tank, really. With 4s across the board in tank skills, it's just over 7k shielding. Basically, you're depending on being regarded as a secondary threat, and the hardeners keeping you up once someone realises that those are amat slugs at 30+ km, and they actually hurt some.
There's not enough grid for T2s without more adv weap upgrades than I've got, either. IIRC, I've 13 grid left on this. You might, maybe, get away with putting a med booster in place of a hardener, but even with the pdus, your cap isn't gonna last long. That 5%/level resist starts looking really good...
Not a great fit, but trying to make dps out of a Ferox isn't easy, especially if you want to keep a tank.
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