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Gorvos
Amarr Viziam
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Posted - 2006.10.10 18:26:00 -
[1]
5 x Heavy Pulse II 1 x Med Nos 1 x Arb Heavy Launcher
1 x web 1 x warp 20km 1 x cap recharger II
1 x med repper II 3 x EANM 1 x E-DCU 1 x Heat Sink II
5 x Warrior Is for now, IIs when I get the skill.
Will this work? Any critiques would be welcome =]
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Angus McLean
Gallente Divinity Trials
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Posted - 2006.10.10 18:47:00 -
[2]
My setup is pretty much Similar-
6x Heavy Pulse Laser II Medium Diminishing Nos
10mn Afterburner Stasis Webifier Cap Rechager II
Medium Armor Rep II 2x Energized Adaptive Nano II's 2x Active Hardener II's Heat Sink II
As for suggestions? Drip the Warp Scrambler and add a 10mn Afterburner II. Why? Because Amarr arent solo ships, I wish they were but they arent. On top of that Battlecruisers are EVEN LESS solo ships.
Your 1pt 20km scram will be lucky if you jam him and more often than not your target will get away with 2pts of strength.
So leave a smaller faster ship to get in range and tackle for you with a 7500m scrambler and save your mids for cap regen.
As for the lows its really up to you, I went for a hardcore tank and a HS II for great damage. And web/AB is a must IMO.
Quote:
Basically we've established, EVE physics > Amarr 
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Beagle2
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Posted - 2006.10.10 18:59:00 -
[3]
It probably won't fit, but putting a med cap booster instead of the car recharger II will save cost and give a better boost to CAP when you really need it.
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Angus McLean
Gallente Divinity Trials
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Posted - 2006.10.10 19:02:00 -
[4]
Well cost isnt an issue for me right now heh, and yeah it wont fit, Heavy Pulse Laser II's are quite PG intensive. But it was a nice suggestion, I even tried it to make sure it didnt fit.
Quote:
Basically we've established, EVE physics > Amarr 
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Gorvos
Amarr Viziam
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Posted - 2006.10.10 19:03:00 -
[5]
Thanks for the reply =] I do agree, most Amarr ships aren't the best solo ships, but they are "soloable" if that makes sense. They may not be as powerful as Gallente, but fitted correctly they can hold their own.
After realizing how bad the diminishing returns were for a 3rd EANM, I replaced it with an active hardener. As far as BCs go for soloing, I do whole heartedly agree and took your advice about the AB. Going to keep the E-DCU, however, which leaves me with only 1 hardener. I think that will be sufficient. Any other comments? ;]
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inSpirAcy
The Solopwnmobiles
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Posted - 2006.10.10 19:29:00 -
[6]
My solo setup:
2x Heavy Pulse Laser II 4x Focused Medium Pulse Laser II 1x Medium Unstable Power Fluctuator I
1x Fleeting Propulsion Inhibitor I 1x Faint Warp Prohibitor I 1x Medium Electrochemical Capacitor Booster I
2x Medium Armor Repairer II 1x Energized Adaptive Nano Membrane II 1x Emergency Damage Control I 2x Heat Sink II
5x Warrior II
It's not an offensive setup (you're not moving far from your warp-in point) but it can hold its own against attacks. If you need to move and play solo, drop the injector and try a different fit in the lows (MAR, 2 EANM, DC, 3 HS). Should free up enough space for mostly HP in the highs. 
If the nos fix goes through then I have a perfect Prophecy setup ready, since it can sustain an MAR quite easily in an unnossable chunk of cap. Until then this is about as good as it gets - a poor man's Brutix basically.
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keepiru
Supernova Security Systems
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Posted - 2006.10.10 19:36:00 -
[7]
Originally by: inSpirAcy a poor man's Brutix basically.
I find the proph to be more effective standing off a little further out and using beams, in gangs, but thats just me - I can fly a 'tix for solo/duo work...
i find the proph is more survivable for gangwork where the resist bonus gives you more TTL (time to live) when being shot at, and your reppers count for less, where your usual dual-rep injector-fed 'tix wins out on 1-on-1s mostly tanks to being able to dictate range, scramble & inject at the same time.
then again, some people use railixes with a little EW in the mids (lots of CPU so not an issue) to great effect, but then what you have is a "poor man's ferox" ;)
overall im rather glad I can fly all 4BCs, even though I havent really found a use for a cyclone yet :) ----------------
Please fix BC Sig/Agility! |

inSpirAcy
The Solopwnmobiles
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Posted - 2006.10.10 19:45:00 -
[8]
Originally by: keepiru
Originally by: inSpirAcy a poor man's Brutix basically.
I find the proph to be more effective standing off a little further out and using beams, in gangs, but thats just me - I can fly a 'tix for solo/duo work...
Well, let me clarify that remark a little. 
The ideal Prophecy would be completely self-supporting capwise, running a single MAR and relying heavily on resistances and/or plates for its tank. The reality is that this makes you vulnerable to anything walking around with nos so you have to fit an injector, and then dual MAR to soak up all the cap.
It ends up trying to tank like a Brutix (dual MAR / injector) without the bonuses. With a decent fix for nos the Prophecy should be able to run a cap battery and a single MAR, endlessly sustainable in the absence of neut. That's how I envision Amarr vs Gallente tanks; weaker but sustainable, matching their weapon systems perfectly.
Or maybe I'm just living in a dream world. 
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Malcolm Adama
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Posted - 2006.10.10 19:54:00 -
[9]
If you come across a lot of intys, which is likely, then dual webs 4tw!
A single web with heavies won't do you much good against intys, but stick dual webs on and you don't need to bother with the scram... as soon as they drop within 10km, they're toast 
And despite also being thermal damage, I'd go for Hobgoblin IIs over the Warriors, because they are just better!
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