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Mayoz
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Posted - 2006.10.24 23:56:00 -
[1]
Edited by: Mayoz on 24/10/2006 23:56:25 anyone got any ideas still have newbie skills too I dnt mind din a few hours training though to boost say speed and shield :) ty
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Gloria Stitz
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Posted - 2006.10.25 00:04:00 -
[2]
Originally by: Mayoz Edited by: Mayoz on 24/10/2006 23:56:25 anyone got any ideas still have newbie skills too I dnt mind din a few hours training though to boost say speed and shield :) ty
Best merlin setup = get a kestrel.
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Sandeep
Trojan industries
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Posted - 2006.10.25 00:55:00 -
[3]
The best is for you to sooner realize that there is no best setup for such a broad category as PVE. Other than that, you should use your ship's bonus. Is there something (e.g. certain missions) that you would like to accomplish using your ship?
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Letouk Mernel
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Posted - 2006.10.25 01:39:00 -
[4]
I don't know about "the best", but I'd do one of these:
Long Range setup:
High slots: 2x 125mm Railgun I 2x Standard Missile Launcher I
Med Slots: Stasis Webifier I Small Shield Booster I Small Shield Extender I Cap Recharger I
Low Slots: Warp Core Stabilizer I Magnetic Field Stabilizer I, or Reactor Control Unit I (if you need power grid to fit the guns)
This setup should let you open up with a couple missiles then finish off with rails as they approach. If they get too close, webify to slow them down so your rails can still track them. No afterburner so the ship is relatively slow.
Mixed / Short Range:
High Slots: 2x Light Electron Blaster I (Ion if you have the grid for it) 2x Standard Missile Launcher I
Med Slots: 1MN Afterburner I Stasis Webifier I Small Shield Booster I Small Shield Extender I
Low Slots: Reactor Control Unit I Warp Core Stabilizer I
With this one you open up with missiles at 15km and then afterburn to an orbit of 1km or so where your blasters can rip them apart. Webifier is somewhat optional, you can either use it to keep them in range, or replace it with a Cap Recharger.
With both setups you'll likely need Engineering skills at 3 or so to have enough powergrid to fit all that stuff.
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Sandeep
Trojan industries
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Posted - 2006.10.25 01:41:00 -
[5]
Originally by: Letouk Mernel
In most cases you can just fit an afterburner to make them have zero transversal. When they try to regain their range, they will not orbit you.
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Letouk Mernel
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Posted - 2006.10.25 01:51:00 -
[6]
Yeah, but with rails on he'll max out the grid, and will need a micro aux power core to get the extra 10 needed for the afterburner, and the skills for the micro aux are relatively high for a newbie.
Couldn't fit an AB in the "rails" setup due to not enough grid.
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ToyGirl
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Posted - 2006.10.25 10:27:00 -
[7]
I suggest NOT to setup for PvE but for PvP, especially when out of Empire. You never know when a human, and I use this term loosely, Pie-rat comes calling. Better be prepared for them, the NPC's are not that difficult to beat.
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Mayoz
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Posted - 2006.10.25 11:52:00 -
[8]
thx gave me some gd ideas :)
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Morlar
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Posted - 2006.10.25 12:30:00 -
[9]
My Merlin (still) looks like Letouk's long range setup and I was able to rig that after about two weeks of training. (from character start)
Especially for PVE, the Merlin is a HUGE leap forward from what you're flying before.
Do work those engineering and electronics skills, they make a big difference.
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ToyGirl
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Posted - 2006.10.25 13:38:00 -
[10]
Edited by: ToyGirl on 25/10/2006 13:40:32 Edited by: ToyGirl on 25/10/2006 13:39:41
Quote: thx gave me some gd ideas :)
This tels me you must be fairly new to the game. There is NO standard setup, it depends on what you expect your opponent to have, what strengths and weakneses your ship has, what skills you have and DON't have... Have a look at the Ships and Modules forum for ideas on what setups are used and considered effective. Since I don't fly the Merlin I cannot tell you what I would do. To give you something beside words... You may assume that a solo Pie-rat has at least a Warpscrambler, maybe 2 or more. That to prevent you from warping away. A WCS or 2 may help, but it also occupies low-slots which can be used better. If you feel not confident enough to fight a Pie-rat, consider the use of ECM burst, to destroy locks he may have on you. Re-locking takes some time, it may give you time to warp away. Jammers are also good to have, it will hamper his ability to track and target you with guns and such. However, against missiles it's less effective. Protection against pirate attack is more then the right ship-config. If you are mining align with an object or savespot, so you can warp immediately. There is more, much more on tactics, I wont go into that since you asked about ship-setup.
Hope you will be a little wiser.
*Edit* Sorry, misread your comment there... Also, it seems WCS are being nerved in a new release...
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Imation Sturm
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Posted - 2006.10.25 18:08:00 -
[11]
2 X 150mm "Scouts" 1 X Missle launcher w/ usualy Bloodclaw 1 X Rocket launcher w/ Defenders
2 X Sheild extenders (730hp) 1 X Thermal dmg booster or diff depending on enemy 1 X 1MN AFB
2 X PDS
I can run the AFB all day and my optimal range can very from 29KM to 10KM for just about any situation.
I would not PVP with this though.
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Easy Target
Minmatar Black Nova Corp Band of Brothers
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Posted - 2006.10.25 21:25:00 -
[12]
Originally by: Imation Sturm 2 X 150mm "Scouts" 1 X Missle launcher w/ usualy Bloodclaw 1 X Rocket launcher w/ Defenders
2 X Sheild extenders (730hp) 1 X Thermal dmg booster or diff depending on enemy 1 X 1MN AFB
2 X PDS
I can run the AFB all day and my optimal range can very from 29KM to 10KM for just about any situation.
I would not PVP with this though.
i wouldnt personally recommend a rocket launcher for missiles, at frigate ranges they arent very effective, fit a second standard launcher on there for extra damage, if the target is dead it aint firing missiles at you anymore. :)
Defender missiles arent effective enough to sacrefice a launcher hardpoint...
IMO
Easy Target -----------------------------------------------
No i'm not good... but i have never claimed to be -------------------- |
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