
GenepoolAlt
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Posted - 2006.09.27 05:23:00 -
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Let me start this by saying that this may be completely old news to everyone else, but I came up with it (mostly) on my own and so it's been great fun for me. If everyone just yawns and says 'Yeah, yeah.. you've finally joined the club Genepool' that's fine by me, but I figured I'd share since I didn't see this anywhere here. That being said, I also understand that there are better ships to serve this role, but I've specialized in learning skills and so can't fly a BC or BS yet, and only have about 60k in gunnery at the moment, so... this is a VERY low skill points setup. I also considered posting this in a ship specific thread or even in the ship setups forum, but I figured it was more appropriate here and these same tactics can be adapted for Thoraxes and Mallers as well with great success.. even better success in some cases. In fact, the Maller is probably THE best for this as it gets an extra low slot and an extra gun slot.
I've been using my rupture as a solo gate ganker quite a bit lately. I never would have expected it to do well in this role, but I've been very satisfied with it's ability to get in, hit hard, and get back out without getting popped. The sentries hit pretty hard, but not hard enough to save the unsuspecting Haulers, Frigs, Shuttles, and inty's I've jumped in and smacked. The best part is those that take the time to type 'go ahead and try it, the sentries will pop you if you do'.
I've got some stuff on here that isn't purely for gate ganking as I also chase cruisers into belts and such on occasion, but this is how my rupture is currenty fitted:
Highs: 1 x Med Nos, 1 x Assault Launcher, 4 x Biggest AC's your grid will allow you to fit.
For me currently (engineering 4) this is 3 x 180mm and 1 x 220mm.
Tracking is not an issue in the least because of the way I jump folks at the gate (to be explained later), so fit whatever gives you the biggest DPS.
The Med Nos rarely comes into play, and I could definitely get more DPS out of going with 2 x standard launchers and bigger AC's. The main reason I have it is for those times that I want to bait a cruiser into attacking me first on the gate. It comes in handy for those raxes etc that think they can pop you quickly.
As I'm thinking about it now, I'd probably be better off dropping the Assault Launcher for a Standard missile and going with bigger guns, so I'll probably fix that when I sign back in. Should allow me to fit an additional 2 x 220's and maybe even a full rack of them if I had enough left over before.. can't remember.
Mids: Dual Webbers and a 2 point scram
I'll explain why I feel comfortable without a propulsion mod in the tactics section.
Lows: 1600mm RT plate, 1 x SARII, 1 x EANM, 1x RCU, 1xDCU
The Tank is the heart and soul of this setup, and the DCU is the heart of the tank. I can't tell you how many times I've stuck around into structure to get that last shot off on an Itty V or to get a pod of a player who has been a **** in the past. The DCU is pretty much mandatory. I suppose it's possible that the DPS gain from adding a gyro would mean I would kill them faster and could get out before I hit structure, but I think that it's worth it to have the DCU and spend more time on the gate.
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