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Sharupak
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Posted - 2006.09.28 13:59:00 -
[1]
I decided to skip destroyers and hop off my rifter and into a rupture. I like the fact that I can pummel the opposition into submission at 16 thousand yards! however, if the zippy enemies get underneath 6 thousand yards, I am relying on 2 heavies to do 1/4 damage ftw.
My tactics right now are to engage and draw then shift to 180 relative and gun on the run (well its more like a brisk walk at 229 m/s)
I got my motion prediction up to 4 and am working on gunnery 5 then projectile analysis to get a tracking computer!
I guess what I am asking is...am I just a dead man inside of 6000 yards or will I be able to hit something then?
This is my first step to the big guns, what other skills do I need to train? I am also working on drones and use them as a way to mitigate weaknesses in close quarter combat.
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Salah22
Minmatar
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Posted - 2006.09.28 14:11:00 -
[2]
Yes, get drones to level 4-5 and rely on them to kill frigates and small ships.
If you are running away while shooting, then the tracking is not so bad since the ship is following you and not orbitting. If you have trouble keeping the distance, get a couple of nanofiber and/or an afterburner.
AB are generally a must on artillery ships, since your primary defense is to keep ennemies at a safe distance.
It might help if you posted your exact ship setup.
ôThe ability to quote is a serviceable substitute for wit.ö - William Somerset Maugham |

Maximillian Power
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Posted - 2006.09.28 14:11:00 -
[3]
Edited by: Maximillian Power on 28/09/2006 14:14:13 Edited by: Maximillian Power on 28/09/2006 14:12:03 I guess you are running 4 arty and 2 heavy launchers..
web will help your arties hit up close and allow you to keep your range. Can't remember off hand but there are three mids on a rupture so you could have
2 x web and an AB - depending on cap use you might want to substitute the AB or one of the webs for a cap recharger
drones are also good as you say - get drones and scout drones to 3 or 4. On a rupture if you get drones to level 5 you can have 1 medium and 4 light drones which is great for frig killing.
Run an armor tank also - medium repairer 2 and 3 hardeners (active / passive)
this is a missioning / ratting set up of course.
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Guurzak
Minmatar
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Posted - 2006.09.28 14:12:00 -
[4]
Downgrade your heavy launchers to assaults. Much better dps vs frigates. Also, your drones can help. Rupture can hold 3 mediums, or 5 smalls + a spare.
You didn't specify which guns or ammo you're using.
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Maximillian Power
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Posted - 2006.09.28 14:16:00 -
[5]
Originally by: Guurzak Downgrade your heavy launchers to assaults. Much better dps vs frigates. Also, your drones can help. Rupture can hold 3 mediums, or 5 smalls + a spare.
You didn't specify which guns or ammo you're using.
nope - he wants the heavies for cruisers and battlecruisers. and he's right.
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Sharupak
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Posted - 2006.09.28 14:37:00 -
[6]
Oh yeah, sorry
4 720s emp 2 heavies with thunderbolts (emp seems to be the best all around ammo because it does other damage) magnetic scattering amp crappy arc jet thruster em armor mod (cant remember the name) 800mm rolled tungsten two reactors 1 medium armor repair
I am still doing lvl1 missions and was going to advance to lvl2 but I wanted to be able to destroy everything in WC first as a measure. I have enough tank to figure this stuff out testing my build before I go to lvl2 and Its obvious that I need to get midigate close up fighting first.
I like the webbing idea, I didnt even think of that!
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Maximillian Power
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Posted - 2006.09.28 14:49:00 -
[7]
Edited by: Maximillian Power on 28/09/2006 14:50:13 Edited by: Maximillian Power on 28/09/2006 14:49:42
Originally by: Sharupak Oh yeah, sorry
4 720s emp 2 heavies with thunderbolts (emp seems to be the best all around ammo because it does other damage) magnetic scattering amp crappy arc jet thruster em armor mod (cant remember the name) 800mm rolled tungsten two reactors 1 medium armor repair
I am still doing lvl1 missions and was going to advance to lvl2 but I wanted to be able to destroy everything in WC first as a measure. I have enough tank to figure this stuff out testing my build before I go to lvl2 and Its obvious that I need to get midigate close up fighting first.
I like the webbing idea, I didnt even think of that!
Highs are fine
no need to shield tank on a rupture - it does not have the mid slots anyway so get rid of the magnetic scattering amp and replace with 1 or two webs.
AB of some nature which you have.
Your tank is fine for level 1's and for most level 2's - for the harder ones (Human Cattle 5/5) you are going to need to make it better.
My recommendation
2 hardeners (you have 1) 800mm plate that you have (or 400 depending on fitting remember it is not quantity but your ability to keep it at a decent level that matters) armor repairer II (tech two is important as soon as you can) damage control ( this is the winner)
You are more than ready for level 2's :)
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Guurzak
Minmatar
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Posted - 2006.09.28 15:20:00 -
[8]
Edited by: Guurzak on 28/09/2006 15:25:14
Originally by: Sharupak Oh yeah, sorry
4 720s emp 2 heavies with thunderbolts (emp seems to be the best all around ammo because it does other damage) magnetic scattering amp crappy arc jet thruster em armor mod (cant remember the name) 800mm rolled tungsten two reactors 1 medium armor repair
I am still doing lvl1 missions and was going to advance to lvl2 but I wanted to be able to destroy everything in WC first as a measure. I have enough tank to figure this stuff out testing my build before I go to lvl2 and Its obvious that I need to get midigate close up fighting first.
I like the webbing idea, I didnt even think of that!
You can't take a cruiser into WC, so scrap that idea anyway. 
You want to size your missiles to complement your guns. If you use autocannons, add heavies to give you extra range. But if you use artillery, add assaults to take care of the close stuff. (I ended up preferring autocannons and heavies for level 2's, and arty and assaults for level 3's.) If you go all long-range or all short-range, then you have coverage holes which can be problematic as you've already found.
Missiles are single damage type only, unlike projectile ammo. Those thunderbolts do 100% EMP damage which is not optimal except against Amarr/Sansha rats. If you want to pick one missile type and stick with it I'd probably go with thermal, but a better idea would be to match your missiles to the specific rats on that particular mission.
EMP has a 50% penalty to optimal range. That's pretty meaningless for autocannons, but makes a huge difference with artillery. I'd swap to Depleted Uranium on most missions; no range modifier and a good spread of damage types.
My level 2 mission Rupture ended up being:
4 @ 220mm AC 1 @ heavy 1 @ med nos
AB, web, cap recharger Med Rep, plate, 2 hards, DCU.
(btw, where in the world did you get an 800mm Tungsten?)
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Gefex
Thunderbolts The Cyrene Initiative
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Posted - 2006.09.28 15:21:00 -
[9]
Originally by: Sharupak zippy enemies get underneath 6 thousand yards...
... (well its more like a brisk walk at 229 m/s)...
...am I just a dead man inside of 6000 yards ...
Pedantic I know, but Yard != Metre .. m/s refers to Metre's per sec
The Metric system rocks..
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Sharupak
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Posted - 2006.09.28 15:49:00 -
[10]
Originally by: Gefex
Originally by: Sharupak zippy enemies get underneath 6 thousand yards...
... (well its more like a brisk walk at 229 m/s)...
...am I just a dead man inside of 6000 yards ...
Pedantic I know, but Yard != Metre .. m/s refers to Metre's per sec
The Metric system rocks..
I know, but I used be a gun firecontrolman in the navy and everything is in yards. Kinda what I like about this game is the physics of game and the real thing are pretty close. Anyways its hard for me to transpost guns/yards to guns/meters.
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Sharupak
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Posted - 2006.09.28 15:52:00 -
[11]
excellent responses you guys. I am way behind the 8 ball, but I know where I am going now...I am going to rock!!!
I love how this game is so complex...I mean there are a ton of ways to do your setup for different stuff!
I have one question for the guy who has the autoguns...How are you effective at close combat with the speed disadvantage to smaller ships?
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Guurzak
Minmatar
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Posted - 2006.09.28 16:05:00 -
[12]
Edited by: Guurzak on 28/09/2006 16:06:16
Originally by: Sharupak How are you effective at close combat with the speed disadvantage to smaller ships?
220mm ACs have no trouble at all hitting webbed rats. Takes longer to lock them than to pop them- lock, web, salvo, next.
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DarkLight1
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Posted - 2006.09.28 16:07:00 -
[13]
Edited by: DarkLight1 on 28/09/2006 16:11:51
Originally by: Sharupak Oh yeah, sorry
4 720s emp 2 heavies with thunderbolts (emp seems to be the best all around ammo because it does other damage) magnetic scattering amp crappy arc jet thruster em armor mod (cant remember the name) 800mm rolled tungsten two reactors 1 medium armor repair
I am still doing lvl1 missions and was going to advance to lvl2 but I wanted to be able to destroy everything in WC first as a measure. I have enough tank to figure this stuff out testing my build before I go to lvl2 and Its obvious that I need to get midigate close up fighting first.
I like the webbing idea, I didnt even think of that!
Hello mate, i have a ruppy also and i noticed a little flaw in your setup. make sure the AB is a CRUISER class model... if i can remember the arcjet is a frig ab.
As for autocannons if u want to use them get a stabber. it has a speed boots which means you can keep up with the rats, also a good trick with the stabber is to MWD/ AB away from a ship and let them follow, then you get 0 transversial on them and dont miss and hit wrecking shots :). You can have 2 assault launchers 4 AC and ur good to go in a stabber.... 1 MWD , web and cap recharger.... in the lows 1 med armour rep and 2 hardeners (specific to rats) or for pvp 1 adaptive nano and 1 hardener kenetic or thermal.
GL mate D-Light 
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Sharupak
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Posted - 2006.09.28 17:21:00 -
[14]
Originally by: DarkLight1 Edited by: DarkLight1 on 28/09/2006 16:11:51
Originally by: Sharupak Oh yeah, sorry
4 720s emp 2 heavies with thunderbolts (emp seems to be the best all around ammo because it does other damage) magnetic scattering amp crappy arc jet thruster em armor mod (cant remember the name) 800mm rolled tungsten two reactors 1 medium armor repair
I am still doing lvl1 missions and was going to advance to lvl2 but I wanted to be able to destroy everything in WC first as a measure. I have enough tank to figure this stuff out testing my build before I go to lvl2 and Its obvious that I need to get midigate close up fighting first.
I like the webbing idea, I didnt even think of that!
Hello mate, i have a ruppy also and i noticed a little flaw in your setup. make sure the AB is a CRUISER class model... if i can remember the arcjet is a frig ab.
As for autocannons if u want to use them get a stabber. it has a speed boots which means you can keep up with the rats, also a good trick with the stabber is to MWD/ AB away from a ship and let them follow, then you get 0 transversial on them and dont miss and hit wrecking shots :). You can have 2 assault launchers 4 AC and ur good to go in a stabber.... 1 MWD , web and cap recharger.... in the lows 1 med armour rep and 2 hardeners (specific to rats) or for pvp 1 adaptive nano and 1 hardener kenetic or thermal.
GL mate D-Light 
Yeah I know, I run into a power issue with a medium size AB which is why I got the little tike on there. Keep in mind, I just started flying it like last week! I am still learning how to paralell partk!
I get it now web makes up the speed gap!
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Kishti
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Posted - 2006.09.28 18:29:00 -
[15]
How's your Engineering skill? This is an important skill and IMO one should train it to 5 very early in his/her career. The tip about drones is a good one. When I started to fly battlecruisers and battleships, I fit the biggest guns/missles on my ships and use my drones to take care of any frigates present. When drone skills are high, they will tear through frigates in short time. Fitting a webber will also let you pummel a frigate with your 720s at short range. It is worth spending the extra isk and getting one of the best named ones. Have fun!
Cheers, -Kishti
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Sharupak
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Posted - 2006.09.28 18:52:00 -
[16]
Originally by: Kishti How's your Engineering skill? This is an important skill and IMO one should train it to 5 very early in his/her career. The tip about drones is a good one. When I started to fly battlecruisers and battleships, I fit the biggest guns/missles on my ships and use my drones to take care of any frigates present. When drone skills are high, they will tear through frigates in short time. Fitting a webber will also let you pummel a frigate with your 720s at short range. It is worth spending the extra isk and getting one of the best named ones. Have fun!
Cheers, -Kishti
Thanks yeah I am working on engineering and electronics as well...
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Dahak2150
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Posted - 2006.09.29 02:26:00 -
[17]
If you're running L2 missions, only once in a blue moon will you run into any cruisers, so downgrade those heavies to assaults for better damage on the frigs. ---------- My sig is boring. |

Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2006.09.29 04:30:00 -
[18]
Originally by: Sharupak
Originally by: Gefex
Originally by: Sharupak zippy enemies get underneath 6 thousand yards...
... (well its more like a brisk walk at 229 m/s)...
...am I just a dead man inside of 6000 yards ...
Pedantic I know, but Yard != Metre .. m/s refers to Metre's per sec
The Metric system rocks..
I know, but I used be a gun firecontrolman in the navy and everything is in yards. Kinda what I like about this game is the physics of game and the real thing are pretty close. Anyways its hard for me to transpost guns/yards to guns/meters.
the metric system is for for people who can't figure out the English system 
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Tyler Lowe
Minmatar DROW Org Sylph Alliance
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Posted - 2006.09.29 06:45:00 -
[19]
Suggestion:
An overdrive would be better than an undersized AB and uses zero grid/cpu.
Maybe:
4x 720 2x Assault Launcher
2x web 1x cap recharger
1x gyrostab 1x damage control 2x hardeners 1x armor repair II 1x best named overdrive you can afford
Local hull overdrives (probably out of your price range for now) add 30 m/s to your base speed. The Rupture is already pretty fast, and the additional speed should allow you to keep range. The reduction in cargo size shouldn't be too rough on an arty setup. I dislike the use of a plate here, because it reduces your ship agility, which will make it harder to dictate range.
Once you have a tracking comp, you could go with 650's and get away with a single web setup:
4x 650mm 2x assault
1x sensor boost 1x tracking comp 1x web
The extra grid you'll free up by going to 650's should allow for easy fit of a medium armor rep, even at low weapon upgrade skills. Best advice I can offer is not to listen to the "that module sucks" chorus you'll see. If something works for you, use it. J.A.F.O.
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Amiable
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Posted - 2006.09.29 12:20:00 -
[20]
Originally by: Maximillian Power
no need to shield tank on a rupture - it does not have the mid slots anyway so get rid of the magnetic scattering amp and replace with 1 or two webs.
Ruptures make terrific passive shield tanks.
Highs: Whatever mixture of assualt launcher/220s you like. Mid: AB, 2xLarge shield extender (named if you can ge t it) Lows: 2-3 PDU's 2-3 power relays (the ones that reduce cap recharge but increase shield recharge.
Super easy to fit, if you can get some cheap named extenders go for it.
Get drones to 3 or 4. Stock light drones, they will kill little folks who get in close. If you can get it to 5 run with 1 medium and 4 lights (I like to have a variety of damage types because I'm too lazy to re-fit for missions).
With this tank I can literally fly into the center of any level 2 mission and never go below 20% shield. (And thas if I aggro the ENTIRE spawn to make it easier to collect loot cans.) Drones take care of the frigs, the bigger guns can pop the cruisers/bcs. This includes human cattle 5/5.
I'm considering dumping the AB and replacing it with another shield extender/invuln field and see how I fare in level 3's. I just need to invest in a loot scooper first.
This setup relies on drones and assualt launchers to take out the frigs, as you move to bigger missions with bigger ships you can adjust the guns accordingly.
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Sharupak
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Posted - 2006.09.29 18:37:00 -
[21]
Thanks again for the responses.
It appears that there is equall proponents of long and short range fighting.
My head is kinda spining, but I think what I will do is make a long range and short range setups as both probably have their situational advantages...
I am guessing that since there are no big ships in lvl2 missions, a short range setup would be best. On the other hand, I am able to deploy 3 drones and they seem to be pretty effective at handling the short range problems, but who knows if they can handle it in lvl2
Again thanks, as if it werent for you guys, my mid slot setup would be completely wrong and I would be training the wrong skills!
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Beka Rosselin
Minmatar Upright Citizens Brigade
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Posted - 2006.09.29 22:15:00 -
[22]
I've found that several Rupture setups work quite well for level 2 missions. Most of the people here have given you the conventional advice. The following two are variants that have worked well for me:
Setup 1: 3 heavy launchers, 3 220mm autos 10mn AB, Webber, Painter 800mm plate, 2 small ar II, 2 hardeners This is pretty versatile, and does fine on anthing but human cattle. It's the best answer if your engineering skills aren't up to running a med ar for long. The painter and webber in combo means anything in short range dies to the autos, anything at long range dies to the launchers.
Setup 2: 2 assault launchers, 4 650mm artillery 3 large shield extenders nano, 4 cap relay This is painfully slow since it has no AB, but it can tank anything a level 2 will dish out without you paying attention. I've been known to warp into a level 2 mission, launch my drones, target whatever structure will agro the whole spawn, and just walk away from the computer and let the drones finish everything off.
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Guurzak
Minmatar
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Posted - 2006.09.29 22:38:00 -
[23]
Originally by: Beka Rosselin Setup 2: 2 assault launchers, 4 650mm artillery 3 large shield extenders nano, 4 cap relay*
*This should read "shield relay".
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Salah22
Minmatar
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Posted - 2006.09.30 00:21:00 -
[24]
Personally I used a passive shild rifter, and I am working towards a shield tanked Cyclone. My rupture is only a temporary ship, and thus I did not want to train for armor tanking. (even if it is best for a Rupture.)
So I use a passive shield Rupture.
You can tank ALL L2 missions, including Human Cattle, with 2 large shield extenders and 3 shield power relays. 4500 Shield total, with around 22 top shield Hp regeneration per second. It works very well.
Adapt the other slots to the specific mission. For the easy ones (most of them) I fit 2 overdrives on low, and a 10mn AB on med because the speed is always nice to have. For harder missions I get 2 ballistic control systems on low (+20% fire rate for missiles) and a named webber.
For the offensive part, If I am facing a lot of frigates I get a named webber in there, 3 assault missile launchers, and 3 220mm medium autocannons.. and the drones. If I know I will be facing cruisers (low sec ratting or some L2) I fit heavy missile launchers.
ôThe ability to quote is a serviceable substitute for wit.ö - William Somerset Maugham |

Kaldaine
Black Omega Security
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Posted - 2006.10.03 13:03:00 -
[25]
My rupture is fit:
Highs: 4x220's, 2x Arb Assault Launchers Mids: Web, 10nm AB, tracking computer Lows: N-Type Therm, Exp, Kin hards, MAR, 800mm RT 6x light drones
Use best named where possible. You should be able to chew through most stuff without any problem. This is all dependent on your skills I guess. Drones V helps as it not only gives you another drone but also gives you Drone Interfacing which increases drone dmg by 20%/lvl. I can pretty much sit and tank everything but there are still two missions I have to warp out of occasionally.
Get aggro, send drones to engage, let enemy come to you. With the TC you should be effective out past 14km.
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Sharupak
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Posted - 2006.10.04 15:27:00 -
[26]
Originally by: Kaldaine My rupture is fit:
Highs: 4x220's, 2x Arb Assault Launchers Mids: Web, 10nm AB, tracking computer Lows: N-Type Therm, Exp, Kin hards, MAR, 800mm RT 6x light drones
Use best named where possible. You should be able to chew through most stuff without any problem. This is all dependent on your skills I guess. Drones V helps as it not only gives you another drone but also gives you Drone Interfacing which increases drone dmg by 20%/lvl. I can pretty much sit and tank everything but there are still two missions I have to warp out of occasionally.
Get aggro, send drones to engage, let enemy come to you. With the TC you should be effective out past 14km.
whoa thats good range for autos, I didnt realise you could get that effective range with them! I have been training the drones as well as the drone damage skill and I am finding they are very effective as long as they dont get shot at!
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Guurzak
Minmatar
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Posted - 2006.10.04 16:01:00 -
[27]
Originally by: Sharupak as long as they dont get shot at!
Just make sure all the active enemies are aggro on you before you launch your drones.
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Pwett
Minmatar QUANT Corp.
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Posted - 2006.10.04 20:32:00 -
[28]
For level 2's / ratting
I prefer using: 4 220s and 2 med nos AB, Web, Scram (I live in low-sec) Armor Rep, gyrostab or tracking computer, damage control, 2 x hardeners
2 nos provide enough run that armor rep a looong time. If you can't fit the 220s, you can go down to dual 180s for well improved tracking. I've also played with 3 220s and 3 med nos for ****s and laughs.
Key with the rupture is to bring a spread of ammo - if your fighting angels, bring nuclear and fusion - so you can play with your optimals. Also bring drones - I find mixing one EM drone with 4 explosive drones really works well for taking down angels as well. _______________ Pwett CEO and Founder [QTC]QUANT & [QTC] Industries |

Sharupak
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Posted - 2006.10.05 00:47:00 -
[29]
Originally by: Pwett For level 2's / ratting
I prefer using: 4 220s and 2 med nos AB, Web, Scram (I live in low-sec) Armor Rep, gyrostab or tracking computer, damage control, 2 x hardeners
2 nos provide enough run that armor rep a looong time. If you can't fit the 220s, you can go down to dual 180s for well improved tracking. I've also played with 3 220s and 3 med nos for ****s and laughs.
Key with the rupture is to bring a spread of ammo - if your fighting angels, bring nuclear and fusion - so you can play with your optimals. Also bring drones - I find mixing one EM drone with 4 explosive drones really works well for taking down angels as well.
Cool!
Is there a good situation to use Artillery then? Is it better for pvp?
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Guurzak
Minmatar
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Posted - 2006.10.05 14:10:00 -
[30]
It really depends on the ship, and the situation. What I found is that Ruptures are fast enough to close distance quickly, and level 2 missions usually do not dump you too teribly far from your targets, so autocannons are perfect for that kind of scenario.
Cyclones are a lot less nimble than Ruptures, and level 3 missions usually give you a bit more range to work with, so artillery worked well for me there.
It's not so much about PVP vs PVE, it's a question of what ship you're flying and what range you're going to be fighting at.
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