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SasRipper
DIE WITH HONOUR Fallen Souls
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Posted - 2007.04.10 20:35:00 -
[31]
Originally by: Alley Cat Do fighters last long against sentrie guns?
they hold up just fine I usaly kill a bs before I have to recall any of them
*snip* Sas has spoken this tread shall be locked. |

Alley Cat
Gallente DEATH'S LEGION
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Posted - 2007.04.12 21:06:00 -
[32]
With max compensation skills arent EANM II after using 3 or more superior to Tech 2 active Hardeners?
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Nyana
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Posted - 2007.04.12 21:34:00 -
[33]
Originally by: Alley Cat With max compensation skills arent EANM II after using 3 or more superior to Tech 2 active Hardeners?
No, Exp/Kin/Therm II: 60/59.5/70.75/70.75 3x EANM II: 80/54.7/67.3/67.3 (maxed comp skills)
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.12 21:56:00 -
[34]
Originally by: Nyana
Originally by: Alley Cat With max compensation skills arent EANM II after using 3 or more superior to Tech 2 active Hardeners?
No, Exp/Kin/Therm II: 60/59.5/70.75/70.75 3x EANM II: 80/54.7/67.3/67.3 (maxed comp skills)
I just wrote a rather long explanation of why active hardneres give better resists, but this guy pretty much beat me to it.
In short; Because multiple EANMs are all affecting the same attribures (ie. Exp, Therm, Kin, Em resists) they incur a stacing penalty.
The first will give 25% boost to resists (with lvl 5 comps skills) The second 21.75% boost, The third a 14.25% boost, The fourth only a 7% boost to resists.
Active T2 hardners only affect 1 attribute each, so there will be less stackign penalties incured. Say you fit 3x T2 actives and an EANM II.
T2 active = 55% boost - no stacking yet T2 EANM = 21.75% boost - only 2nd module to affect the given resistance.
By avoiding too much stacking penalization, the actives + EANM will give you greater resists in the end of the day. -----
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Jade Be
Caldari Science and Trade Institute
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Posted - 2007.04.18 19:37:00 -
[35]
How good of a miner is this thing? Is it better than a hulk?
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DiuxDium
Loot
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Posted - 2007.04.18 20:01:00 -
[36]
Originally by: Jade Be How good of a miner is this thing? Is it better than a hulk?
If I remember correctly, it no longer gets a bonus to mining drone output, so not likely.
Quote: Also, he didnt even have a Scrambler, so the POS would have gotten away anyway.
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.18 20:07:00 -
[37]
Edited by: Chronus26 on 18/04/2007 20:09:15 Edited by: Chronus26 on 18/04/2007 20:08:48
Originally by: Jade Be How good of a miner is this thing? Is it better than a hulk?
You'd be amazed of how many killmails i've seen of people getting caught mining in Carriers. They aren't usualy the most sensible option, as they arent exactly quick to align and run away in. However, your average carrier pilot will be able to launch a maximum of 13 Drones so:
62.5m3/min/drone for T2 Mining Drones with Mining drones 5 & Drone Int 5 (I think).
x 13 Drones
= 851.5m3/min (not including drone travel time)
I believe thats not as good as a Hulk, but still decent. 
Edit: Look up Halada's Mining Guide which has a section on Capital ship mining, which proves its less efficient than a Retriever barge 
So dont be silly. -----
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Tunichgut
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Posted - 2007.04.26 12:19:00 -
[38]
Edited by: Tunichgut on 26/04/2007 12:17:40 Edited by: Tunichgut on 26/04/2007 12:16:46 Something diffrent:
High
4 Dronelinks 1 Cloak because sometimes you have to wait till your Cap is back up or the next Cyno is ready...
Med:
2 Sensorbooster II 2 Capinjector (TS or better) 1 Scrambler (Domination, 30 Km or better) A BS that comes into Nosrange will not be able to warp out and take your Fighters with him to be killed or to rep himself! Instead you can hold and kill it.
Low:
2 Cap Repper 2 EANM 1 Energised Regenerative Membran II (No Factionversion in Game I think)
Riggs:
1x Anti Explo Pump 2x Trimark Armor Pump
With this 3 Modules that gives you more Armor you get an incredible Amount of Armor (About 240.000 without any Gangbonuses or Implants, imagine a Titan as Fleetleader :-)) and still decent Resistance. As a plus your Resistance is all Passive on that amount of Armor so even if you are sucked dry you do not loose it.
A Drawback is that you have to fill 3/4 of your Hangar with 800 Capboosters to sustain a longer fight.
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Chronus26
Gallente Team Laser Explosion
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Posted - 2007.04.26 13:12:00 -
[39]
Originally by: Tunichgut Edited by: Tunichgut on 26/04/2007 12:17:40 Edited by: Tunichgut on 26/04/2007 12:16:46 Something diffrent:
High
4 Dronelinks 1 Cloak because sometimes you have to wait till your Cap is back up or the next Cyno is ready...
Med:
2 Sensorbooster II 2 Capinjector (TS or better) 1 Scrambler (Domination, 30 Km or better) A BS that comes into Nosrange will not be able to warp out and take your Fighters with him to be killed or to rep himself! Instead you can hold and kill it.
Low:
2 Cap Repper 2 EANM 1 Energised Regenerative Membran II (No Factionversion in Game I think)
Riggs:
1x Anti Explo Pump 2x Trimark Armor Pump
With this 3 Modules that gives you more Armor you get an incredible Amount of Armor (About 240.000 without any Gangbonuses or Implants, imagine a Titan as Fleetleader :-)) and still decent Resistance. As a plus your Resistance is all Passive on that amount of Armor so even if you are sucked dry you do not loose it.
A Drawback is that you have to fill 3/4 of your Hangar with 800 Capboosters to sustain a longer fight.
A) You have 1 low-slot remaining.
B) You'll sustain not-alot with 2 cap boosters.
C) God-awful resists -----
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Xoduse
Gallente Beasts of Burden YouWhat
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Posted - 2007.04.26 17:32:00 -
[40]
Edited by: Xoduse on 26/04/2007 17:29:35 What do you guys think of this setup:
HI : 3x DCUs, 1x Cap Remote Armor Rep 1x Officer Smartbomb/Shield Transfer/DCU...hmm cant decide
MED: 3x Cap Rech IIs 2x Sensor Booster IIs
LOW: a) 2x Cap Rep, 1x Core X Kin, Therm, and Exp, DCU II or b) 1x Cap Rep 1x Core X kin, therm, exp, dcu II, and corpum A-type EANM.
My main concern is which lowslot layout would last longer against the same enemy fleet.
Setup A would rep more dps but the actual tank would be much more vulnerable to mass-nossing etc.
Setup B would be more secure on cap, but would the tank be outdamaged too soon and I'll be wishing I had the extra rep instead of resists? ---------------------
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Darth Alt
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Posted - 2007.05.09 19:03:00 -
[41]
Can someone please asnwer that last post about one or 2 reppers?
I am dealing with same dilemma i.e. 1 repper or 2.
The DCU adds nothing to my resistances really, but with 187k worth of structure, I am hesitant to leave it unresisted (more structure than armor hp's).
Currently in lows its: 1 Repper 1 DCU II 1 Corpum A EANM (28%) 3 Centus Hardeners (64 %)
Gives me 76/80/86/86 resists ( Em/Exp/Kin/Therm).
But it would appear *everyone* advocates the 2nd repper?
Any advice greatly appreciated.
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hilaw
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Posted - 2007.05.09 19:05:00 -
[42]
The second repper is well worth it as it lets you take advantage of the resistances, but that is just my view, and I'm sure someone with the maths will be along shortly.
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Chronus26
Gallente Team Laser Explosion
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Posted - 2007.05.09 19:17:00 -
[43]
Originally by: Xoduse Edited by: Xoduse on 26/04/2007 17:29:35 What do you guys think of this setup:
HI : 3x DCUs, 1x Cap Remote Armor Rep 1x Officer Smartbomb/Shield Transfer/DCU...hmm cant decide
MED: 3x Cap Rech IIs 2x Sensor Booster IIs
LOW: a) 2x Cap Rep, 1x Core X Kin, Therm, and Exp, DCU II or b) 1x Cap Rep 1x Core X kin, therm, exp, dcu II, and corpum A-type EANM.
My main concern is which lowslot layout would last longer against the same enemy fleet.
Setup A would rep more dps but the actual tank would be much more vulnerable to mass-nossing etc.
Setup B would be more secure on cap, but would the tank be outdamaged too soon and I'll be wishing I had the extra rep instead of resists?
What it comes down to is whether you are an optomist or a pessimist.
The damage control will only show any worth if you are into hull, now the pessimists view is that when you hit hull your dead in the water anyway, even if you double or even triple your HP in hull, you aret pulling any of it back, and are just delaying the inevatible. (thats my view on the subject BTW )
An optomist would fit the Damage control because there might be a chance to get out of it. Your friends might come save you or whatnot. Not likly in my view, its not like a BS where you can head to the gate and jump out or MWD out of scram range. You simply dont have the same options. Yeah on a BS i'd fit the Damage Control, on my carrier, no I would not.
Its just a matter of choice. I pick the EANM because it increases the amount of DPS I can actually tank rather than delaying my death. -----
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Ariel Dawn
SniggWaffe Pandemic Legion
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Posted - 2007.05.09 20:51:00 -
[44]
3x Drone Control Unit I 1x True Sansha Large EMP Smartbomb 1x Capital Remote Armor Repairer I
1x Shadow Serpentis Sensor Booster 4x Cap Recharger II
2x Capital Armor Repairer I 1x Core X-Type Armor Explosive Hardener 1x Core X-Type Armor Kinetic Hardener 1x Core X-Type Armor Thermal Hardener 1x Corpum A-Type Energized Adaptive Nano Membrane
2x Capacitor Control Circuit II 1x Capacitor Control Circuit I
Replace faction/deadspace/T2 rigs with T2/T1 Rigs if funds are a problem.
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Chronus26
Gallente Team Laser Explosion
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Posted - 2007.05.09 21:17:00 -
[45]
Originally by: Ariel Dawn 3x Drone Control Unit I 1x True Sansha Large EMP Smartbomb 1x Capital Remote Armor Repairer I
1x Shadow Serpentis Sensor Booster 4x Cap Recharger II
2x Capital Armor Repairer I 1x Core X-Type Armor Explosive Hardener 1x Core X-Type Armor Kinetic Hardener 1x Core X-Type Armor Thermal Hardener 1x Corpum A-Type Energized Adaptive Nano Membrane
2x Capacitor Control Circuit II 1x Capacitor Control Circuit I
Replace faction/deadspace/T2 rigs with T2/T1 Rigs if funds are a problem.
Yeah thats close to what i'm using.
2x Capital Remote Armor Repairers 2x Drone Control Unit 1x Dark Blook Large EMP Smartbomb
1x Shadow Serpentis Sensor Booster 1x Dark Blood Warp Disrupter 3x Cap Recharger II
2x Capital Armor Repairer 3x Core X-Type Hardeners (Exp/Kin/Therm) 1x Corpum A-Type EANM (Awsomness with comp skills)
Rigs: 3x capacitor Control Circuit I
Drones: Too many to list, but a lot.
Mods kept in Cargo for 'on-the-fly' swap-outs:
1x Shadow Serpentis Sensor Booster (for situatons involving those damn Arazu/Lachesis') 1x Kaikka's Modified Cloaking Device (for solo-jumps and sneaky traps) 2x Drone Control Units (No point since I don't do it anymore, but for SS'ing and assigning fighters )
I settled on this setup after a lot of combat testing, Quickfitting and general debating with myself and other Carrier pilots. Tanks well, is effective in keeping people alive and can get itsself out of sticky situations if the need arises. -----
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Darth Alt
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Posted - 2007.05.10 01:37:00 -
[46]
Chronus26 and Ariel...
/bow
Thanks for the input, much appreciated ;)
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mematar
The League of Legitimate Nigerian Businessmen
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Posted - 2007.05.10 05:38:00 -
[47]
Corpmates fit (iirc):
3x Drone Control Unit 2x Heavy Nos
2x Sensor Booster II 2x Cap Recharger II (4 or 5 mids? O.o, also told him to change one booster for Cap II)
2x Capital Rep 1x Exp Hard II 1x Kin Hard II 1x Therm Hard II 1x EANM II 1x DCU II
3x CCC
I think that is what he uses.
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Sokratesz
Paradox v2.0 1 Shot 1 Kill
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Posted - 2007.05.10 08:36:00 -
[48]
Originally by: mematar Corpmates fit (iirc):
3x Drone Control Unit 2x Heavy Nos
2x Sensor Booster II 2x Cap Recharger II (4 or 5 mids? O.o, also told him to change one booster for Cap II)
2x Capital Rep 1x Exp Hard II 1x Kin Hard II 1x Therm Hard II 1x EANM II 1x DCU II
3x CCC
I think that is what he uses.
WTB Thanatos with 7 lowslots :)
Originally by: welsh wizard You might not be able to kill anything but you can sure as hell ignore it and go about your business
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Chronus26
Gallente Team Laser Explosion
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Posted - 2007.05.10 12:11:00 -
[49]
Originally by: mematar Corpmates fit (iirc):
3x Drone Control Unit 2x Heavy Nos
2x Sensor Booster II 2x Cap Recharger II (4 or 5 mids? O.o, also told him to change one booster for Cap II)
2x Capital Rep 1x Exp Hard II 1x Kin Hard II 1x Therm Hard II 1x EANM II 1x DCU II
3x CCC
I think that is what he uses.
5 Highs
5 Mids
6 Lows
3x Cap Recharger II and 3x CCC Rigs is fine, can sustain your tank for long enough. The 2nd sensor booster is fine.
Once change I'd suggest to him is dropping the Heavy NOS for Heavy Neuts. What use is 240 extra cap/cycle on a ship with a base cap of 60k? 2 neuts will zap tacklers cap much more effectivly than 2 NOS if thats why he has them fitted. -----
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Sinder Ohm
Infinite Improbability Inc Dusk and Dawn
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Posted - 2007.05.10 14:55:00 -
[50]
Originally by: Ivan Kirilenkov Don't dig up old threads just to critisize them.
are you my brother ? 
Originally by: Rawne Karrde PVP in EvE is consentual, you agree to it when you login. If you don't like it you're in the wrong game.
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hilaw
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Posted - 2007.05.10 15:29:00 -
[51]
Nuets: That and the fact if someone is tanking you using nos its rather nice to be able to remove their cap 
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hilaw
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Posted - 2007.05.10 15:57:00 -
[52]
This fitting is about the only excuse I can see for fitting NOS, and even then I'd be somewhat dubious of using it:
Thanatos
Dark Blood Heavy Nosferatu *4 Dark Blood Large EMP Smartbomb
Cap Recharger II *3 (3 Injectors might be better?) Shadow Serpentis Sensor Booster *2
Capital Armor Repairer I *3 Core X-Type Armor Explosive Hardener Core X-Type Armor Kinetic Hardener Core X-Type Armor Thermic Hardener
Rigs : Capacitor Control Circuit *3
Your cap is going to be on the borderline of collapsing / collapsing depending on your skills, but you can run 3 capital reps, without sacrificing your sensor boosters.
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xenodia
Gallente RONA Corporation RONA Alliance
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Posted - 2007.05.10 16:28:00 -
[53]
Originally by: hilaw This fitting is about the only excuse I can see for fitting NOS, and even then I'd be somewhat dubious of using it:
Thanatos
Dark Blood Heavy Nosferatu *4 Dark Blood Large EMP Smartbomb
Cap Recharger II *3 (3 Injectors might be better?) Shadow Serpentis Sensor Booster *2
Capital Armor Repairer I *3 Core X-Type Armor Explosive Hardener Core X-Type Armor Kinetic Hardener Core X-Type Armor Thermic Hardener
Rigs : Capacitor Control Circuit *3
Your cap is going to be on the borderline of collapsing / collapsing depending on your skills, but you can run 3 capital reps, without sacrificing your sensor boosters.
One arazu or even celestis with sensor dampeners breaks this setup. No lock = no nos. No nos = no cap with this setup. No cap = dead carrier. Thats why I dont advocate setups that are reliant on NOS for any ship, let alone a carrier.
http://www.eve-ronacorp.com RONA Corp is Recruiting |

hilaw
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Posted - 2007.05.10 16:54:00 -
[54]
Aye, I did say I personally wouldn't use it, but its a good example of why you mayuse a nos on a carrier. However two sensor boosters will give you a fair resistance to dampening.
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Chronus26
Gallente Team Laser Explosion
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Posted - 2007.05.10 17:51:00 -
[55]
Edited by: Chronus26 on 10/05/2007 17:48:11 With two high-quality sensor booster you should atleast still have a 2-digit locking range with 4 Damps on you... you'll probably take around 90-100 seconds to get a lock, but atleast you CAN lock. With one sensor Booster i'd be expecting a 2 minute lock time (I think lock-time is capped at 120 seconds, not positive on that one) at a range of 10k or less. Just guesstimates though, but you get the idea.
Shoot the Dampning ships first. They are evil. 
EDIT: Lol, just noticed that about every 2nd reply in this thread is mine, think I talk too much?  -----
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Commander Mark
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Posted - 2007.05.11 08:59:00 -
[56]
Edited by: Commander Mark on 11/05/2007 08:56:05 for my Thanatos i have
High slots 3x DCU 2x faction smartbombs/ sometimes swap for different modules such as Capital Remote Repairers.
Med Slots
4x Cap Rechargers 1x Sensor Booster or 3x Cap Rechargers 1x Sensor Booster 1x Faction Warp Scramble
Low
2x CAR 1x Corelum EAN 1x Centus X-Type Kintec Resist 1x Centus X-Type Explosive Resist 1x Centus X-Type Thermal Resist
Rigs
3x CCC's
cant really have the ship survival odds as very good with only 1 Capital Armor Rep
not sure how you would rate the setup but meh works for me. |

Gariuys
Evil Strangers Inc.
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Posted - 2007.05.11 09:46:00 -
[57]
Originally by: Chronus26 Edited by: Chronus26 on 10/05/2007 17:48:11 With two high-quality sensor booster you should atleast still have a 2-digit locking range with 4 Damps on you... you'll probably take around 90-100 seconds to get a lock, but atleast you CAN lock. With one sensor Booster i'd be expecting a 2 minute lock time (I think lock-time is capped at 120 seconds, not positive on that one) at a range of 10k or less. Just guesstimates though, but you get the idea.
Shoot the Dampning ships first. They are evil. 
EDIT: Lol, just noticed that about every 2nd reply in this thread is mine, think I talk too much? 
Yes you talk way too much, but atleast you don't talk nonsense so that's good. ;-D Nice setup you got there btw. I'd go the same route.
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Ghargon
The Sausage Smuggling Syndicate
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Posted - 2007.05.11 11:59:00 -
[58]
Just a quick question with regards to cap recharge. Ive noticed that everyone with their setups is using at least 3 cap rechargers and then three CCC's. Now i know that in most cases you achieve more cap per second by having greater recharge than cap amount. However if you are using such a large number of mods to afect your cap recharge surely this difference is diminishing?
I havnt done the maths but to me it would seem that the best setup cap-wise would be to use 1 CCC and two semi conducter memory cells in conjunction with your 3-5 cap recharger. Am i wrong? I never think of the future - It comes soon enough
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Capitan Harlock
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Posted - 2007.05.11 13:44:00 -
[59]
Well, i don't fly a thanatos but a nidhoggur and i fly it daily on front line fight, i could suggest 3 or 4 fittings mostly for the different situation, obviously there is a difference in med/low slot but the hi slot fitting is very very important! and is 5 slot at same.
All this fittings are intended with 3 CCC as rigs.
OUTSIDE FRIENDLY STATION FIGHT (Very often you have to undock your monster for getting kills scaring off people) Hi Slot: 1x DCU, 1x Shield Transporter, 1x Remote Armor, 2x Heavy Unstable Neutralizer (1200 cap removed on activation) Med Slot: 1x Sensor Booster t2, 1x ECCM T2, 4x Cap Recharger T2 Low Slot: 2x Capital Armor Repper, 3x Hardeners T2
OPEN SPACE/GATE ENGAGEMENTS (Is risky but using suicide cyno for getting on the heat of fight realy change the balance of a fleet) Hi Slot: 1x DCU, 1x Shield Transporter, 1x Remote Armor, 1x 7.5km Smartbomb, 1x Cloack Device Med Slot: 2x Sensor Booster t2, 1x ECCM t2, 3x Cap Recharger T2 Low Slot: 2x Capital Armor Repper, 3x Hardeners T2
OUTSIDE ENEMY STATION ENGAGMENT (They know what you are flying they can counter attack you) Hi Slot: 3x DCU, 1x Shield Transporter, 1x Remote Repper Med Slot: 3x Sensor Booster t2, 1x ECCM t2, 2x Cap Recharger T2 Low Slot: 2x Capital Armor Repper, 3x Hardeners T2
And then a pretty crazy thing that i'm enjoying a lot:
SOLO ROAMING GANGS ENGAGEMENT WITH SUICIDAL DICTOR ALT! (Roam around with your Dictor pilot alt with Cyno gen fitted, when you end up in a group of hostiles drop dictor bubble and open cyno, jump inside with carrier and kill what you can with the following fit) Hi Slot: 1x DCU, 3x Heavy Unstable Neutralizer, 1x 7.5km Smartbomb Med Slot: 2x Sensor Booster t2, 1x ECCM t2, 3x Warp Distruptor t2 Low Slot: 2x Capital Armor Repper, 3x Hardeners T2
With this last tactic i got plenty of funny kills even with friends, and i'm training now my personal dictor alt for doing it alone :) losing 1 dictor and 1 cyno gen for killing 2-3 battleships/command is very very cool!
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Darth Sentinel
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Posted - 2007.05.13 15:53:00 -
[60]
Originally by: Capitan Harlock
SOLO ROAMING GANGS ENGAGEMENT WITH SUICIDAL DICTOR ALT! (Roam around with your Dictor pilot alt with Cyno gen fitted, when you end up in a group of hostiles drop dictor bubble and open cyno, jump inside with carrier and kill what you can with the following fit) Hi Slot: 1x DCU, 3x Heavy Unstable Neutralizer, 1x 7.5km Smartbomb Med Slot: 2x Sensor Booster t2, 1x ECCM t2, 3x Warp Distruptor t2 Low Slot: 2x Capital Armor Repper, 3x Hardeners T2
With this last tactic i got plenty of funny kills even with friends, and i'm training now my personal dictor alt for doing it alone :) losing 1 dictor and 1 cyno gen for killing 2-3 battleships/command is very very cool!
That would be so funny to see :)
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