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Siakel
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Posted - 2006.11.30 18:21:00 -
[31]
Originally by: PKlavins hm yea i just tested it in a lvl3 mission...i had to warp out once my cap ran out. which was after 2 minutes. WTF???
im regretting buying this ship now...anyone got any suggestions?
Fit ACs.
No, really. If you want to run a sustainable NPCing setup, fit ACs.
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PKlavins
Caldari Total Mayhem. Maelstrom Alliance
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Posted - 2006.11.30 18:24:00 -
[32]
Originally by: Siakel
Originally by: PKlavins hm yea i just tested it in a lvl3 mission...i had to warp out once my cap ran out. which was after 2 minutes. WTF???
im regretting buying this ship now...anyone got any suggestions?
Fit ACs.
No, really. If you want to run a sustainable NPCing setup, fit ACs.
...anyone got any suggestions that dont involve turning away from the guns that A) i have most SP in and B) get a 15% damage bonus with my skills?
anyway im not gonna be ratting in it all the time, this was just a test
T3 Cakes for Mods in This Sig! first -eris
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Siakel
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Posted - 2006.11.30 18:28:00 -
[33]
Originally by: PKlavins
Originally by: Siakel
Originally by: PKlavins hm yea i just tested it in a lvl3 mission...i had to warp out once my cap ran out. which was after 2 minutes. WTF???
im regretting buying this ship now...anyone got any suggestions?
Fit ACs.
No, really. If you want to run a sustainable NPCing setup, fit ACs.
...anyone got any suggestions that dont involve turning away from the guns that A) i have most SP in and B) get a 15% damage bonus with my skills?
anyway im not gonna be ratting in it all the time, this was just a test
If you insist on using Lasers with it, you're going to have to use a high-resist, single-repper setup with a lot of cap-recharge mods. 4x Recharger 2x Relay or so. Maybe an injector thrown in. I know it sucks, but the guns alone take up nearly the same cap as a LAR II last I checked... 
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DarkElf
Caldari DJ's Exotic Dancers Escorts
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Posted - 2006.11.30 18:33:00 -
[34]
Originally by: PKlavins Edited by: PKlavins on 30/11/2006 18:15:10 well ive just bought one of these beauties and i have the following...
HI's 8x Dual Heavy Modulated Pulse
MED's 4x Cap Rechargers
LO's 2x LAR (would be T2 but im not rich enough) 3x EANM (would be T2 but im not rich enough) 2x 1600mm Titanium plates
So...i have 19625 armor HP, 77EM, 54EXP, 56KIN and 63THERM resists as well as only half my powergrid and CPU filled (AWU lvl5 FTW!)
gonna try fitting some beams next maybe...or mega pulses...
edit: the cap is crap tho O.o
i'm guessing that's a mission setup?
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PKlavins
Caldari Total Mayhem. Maelstrom Alliance
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Posted - 2006.11.30 18:38:00 -
[35]
Originally by: DarkElf
Originally by: PKlavins Edited by: PKlavins on 30/11/2006 18:15:10 well ive just bought one of these beauties and i have the following...
HI's 8x Dual Heavy Modulated Pulse
MED's 4x Cap Rechargers
LO's 2x LAR (would be T2 but im not rich enough) 3x EANM (would be T2 but im not rich enough) 2x 1600mm Titanium plates
So...i have 19625 armor HP, 77EM, 54EXP, 56KIN and 63THERM resists as well as only half my powergrid and CPU filled (AWU lvl5 FTW!)
gonna try fitting some beams next maybe...or mega pulses...
edit: the cap is crap tho O.o
i'm guessing that's a mission setup?
yea. ive yet to see a good PvP setup.
T3 Cakes for Mods in This Sig! first -eris
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Billy Sastard
Amarr Zephyr Enterprises Inc. Astral Wolves
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Posted - 2006.11.30 18:39:00 -
[36]
I have no idea if this will work, so bear with me....
Hi: 4x heavy nos, 4x 800mm AC
Mid: Named or T2 MWD, named cap recharger (or injector), web, scram(or whatever else you think would be good here)
Low: LG T2 Repper, passive tankage (4 types), a couple inertial stabs.
Might be a fun ship for pvp battles, the inertia stabs might have to be swapped for more resists.
Am I smoking ***** here, or you guys think this would work?
 -=^=-
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gu o
Amarr DarkStar 1
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Posted - 2006.11.30 19:09:00 -
[37]
Hmmm, maybe, but I think you would find an issue with them nos'ing you back. it would be a transfer of nos back n forth. 3 nos 1 neut if you are wanting to sacrifice all your guns for nos. the neut kills 500-600 cap per hit so it really does affect them hard. especially if they are using weapons that run on cap... you can make a passive fitted ship and get away with almos tno cap but they cannot. Its time to just try it out.. who knows but one thing is for sure projectiles are ace on amarr ships now more than ever...
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Laythun
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.11.30 19:09:00 -
[38]
Originally by: DeadDuck
Originally by: Verone Edited by: Verone on 30/11/2006 07:41:31
Obviously people haven't thought about how to fit it properly.
The ship is fine.
I can happily fit a Dual LAR II fully passive tank and get decent damage out of it no worries, while maintaining cap for in excess of 8 minutes.
And yes, that's with 8 turrets... and yes, they're large lasers.

QFT. Tested in test server a very similar close range setup. Works fine
share
CEI's own Undercover Brother It's great being Amarr, aint it?Ö |

gu o
Amarr DarkStar 1
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Posted - 2006.11.30 19:17:00 -
[39]
It seems to me that a fair few people here who are claiming to "thats 8 large lasers and it works fine" maybe have not actually flone one... at least in any sort of pvp style play. because the shere idea of using 8 lasers and haveing enough cap to run anything defensable is just silly. unless they have a large rep (not running) and 6 1600mm plates its bs. Heck I was running outta cap just shooting my mega pulse lasers... with 4 cpr II's and a cap relay. yeah I do not have maxed out skills (thank the lord I didn't waste that much time) but its getting silly the cap use. If 8 lasers worked so well stick on 8 ac's and a mad tank. Oh and fit something useful in the mids, mwd, webber, injector, wardisruptor something fun... anything but CPR2's making your mid slots worth as much as a brand new apoc...
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Alowishus
Shadow Company Alektorophobia
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Posted - 2006.11.30 19:37:00 -
[40]
If you're going to run ACs then why not just use an Apoc of less isk?
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Alowishus
Shadow Company Alektorophobia
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Posted - 2006.11.30 19:40:00 -
[41]
Originally by: Verone Edited by: Verone on 30/11/2006 07:41:31
Obviously people haven't thought about how to fit it properly.
The ship is fine.
I can happily fit a Dual LAR II fully passive tank and get decent damage out of it no worries, while maintaining cap for in excess of 8 minutes.
And yes, that's with 8 turrets... and yes, they're large lasers.

Verone, I'd much rather listen to people who put ships into fantastic and unrealistic situations on SiSi and don't have any solo kills on TQ in the last six months than you. Sorry, dude. On the forums actual PvP experience doesn't matter.
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gu o
Amarr DarkStar 1
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Posted - 2006.11.30 19:41:00 -
[42]
Originally by: Alowishus If you're going to run ACs then why not just use an Apoc of less isk?
well the tank is unbreakable on the abba... with the resistance rigs and full out tank your godly tanked. the issue with fitting ac's is the lack of damage bonus.. so to compensate make a tank that cannot be beaten for hrs. if your on your own terf backup should be there by then...
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Alowishus
Shadow Company Alektorophobia
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Posted - 2006.11.30 20:11:00 -
[43]
Really, seriosly, have any of you complainers/AC fitters ever been in a fight on TQ? Just curious.
First of all, if a few people jump you, you're dead. "Unbreakable tank" or not. They only way "help" might arrive is if you're in a home system or part of a roving group, in that case, if you're in a BS and get caught alone YOU SUCK.
Secondly 1v1 BS combat rarely ever occurs. I've had ONE out of hundreds of kills (I won). If you want to fit for solo combat anyway then the only midslot item you really need is a warp disruptor. Conflag hits out to 15km with MP2s. You don't need an MWD or AB or Web. Why? Because this is the way solo combat works: if you're in disruptor range, so are they, if they're setup for mid/long range and are maintaing it, warp out. That leaves mid slots open for a cap booster and cap rechargers. In 1v2 BS combat you're going to lose no matter what, unless you are some godly player (which most of you are not) or your two opponents are stupid (which most of you are).
Thirdly in fleet combat a tank doesn't ******* matter. If you're primary then warp out or die. If you're an idiot and not aligned well, that's your fault and tanking isn't going to help you with 20 ships shooting at you when it takes you 15 seconds to get into warp.
Lastly, in small gang warfare you will have plenty of slots to spare for cap mods. Ideally a well rounded small gang will have a passive tanked ganking (3x damage mods) BS, two damage dealing cruisers (Rupture/Thorax), an EW cruiser and ceptor or two- everything else is gravy. You'll have 1.5+ times the damage of any enemy BS, you'll be able to jam him, you'll be able to tackle him. He'll be dead in about a minute. I'd hope all of you are capable enough to be able to run an Abbodon's cap at full tilt for at least 90 seconds (but I'm not getting my hopes up).
So I hope that clears some stuff up for people who dream of actual PvP on TQ but only ever actually get into unrealistic battles on SiSi.
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PKlavins
Caldari Total Mayhem. Maelstrom Alliance
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Posted - 2006.11.30 21:08:00 -
[44]
this just isnt right. ive put 8 afocal tachs onto the aba, with nothing other than tracking + damage mods and a sensor booster. and i run out of cap after, hmm..probably 2minutes.
THIS IS NOT A GOOD SHIP!!!
not enough cap to use tachs well, not enough cap to use pulses plus a normal tank. only thing i can think of is an 8x nos setup with a tank. and thats a purely fleet setup.
ccp...whichever dev gave this ship its cap...
T3 Cakes for Mods in This Sig! first -eris
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Alowishus
Shadow Company Alektorophobia
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Posted - 2006.11.30 21:23:00 -
[45]
Originally by: PKlavins this just isnt right. ive put 8 afocal tachs onto the aba, with nothing other than tracking + damage mods and a sensor booster. and i run out of cap after, hmm..probably 2minutes.

How long can an Arma sustain Tachs without any cap mods?
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PKlavins
Caldari Total Mayhem. Maelstrom Alliance
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Posted - 2006.11.30 21:24:00 -
[46]
Originally by: Alowishus
Originally by: PKlavins this just isnt right. ive put 8 afocal tachs onto the aba, with nothing other than tracking + damage mods and a sensor booster. and i run out of cap after, hmm..probably 2minutes.

How long can an Arma sustain Tachs without any cap mods?
no idea. you tell me.
or, it would be cool if someone actually posted a decent setup for this ship. otherwise im gonna be testing the contracts system...
T3 Cakes for Mods in This Sig! first -eris
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keepiru
Supernova Security Systems
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Posted - 2006.11.30 21:34:00 -
[47]
Edited by: keepiru on 30/11/2006 21:37:07 A longer amount of time than the abaddon.
Aba has 8 guns cap draw, Geddon has 7*0.5/0.75=4.6*, and the aba does not have *that* much more cap.
It does more damage (not much) and tanks better, but doing both at once at once for any lenght of time is not easy. ----------------
Kali ships worth flying left: Harbinger, Rokh. Only 2 left tux, you can make it! |

PKlavins
Caldari Total Mayhem. Maelstrom Alliance
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Posted - 2006.11.30 21:39:00 -
[48]
Originally by: keepiru Edited by: keepiru on 30/11/2006 21:37:07 A longer amount of time than the abaddon.
Aba has 8 guns cap draw, Geddon has 7*0.5/0.75=4.6*, and the aba does not have *that* much more cap.
It does more damage (not much) and tanks better, but doing both at once at once for any lenght of time is not easy.
so does ANYONE at all have any decent tank/gank/snipe setups at all for this ship? or should i just sell it asap and get a rokh? 
T3 Cakes for Mods in This Sig! first -eris
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Deathbarrage
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Posted - 2006.11.30 21:49:00 -
[49]
i used a 6x MP II 2x heavy nos setup
all this really does tho is the same damage as an apoc while trying to keep up with the cap
in other words, inferior to the apoc
(exact setup: 6x MP II, 2x heavy nos, AB, web, scramble, injector, 2x LAR II, 2x EANM II, 1x DCU, 2x HS II, 3x cap recharge rigs)
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PKlavins
Caldari Total Mayhem. Maelstrom Alliance
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Posted - 2006.11.30 21:50:00 -
[50]
Originally by: Deathbarrage i used a 6x MP II 2x heavy nos setup
all this really does tho is the same damage as an apoc while trying to keep up with the cap
in other words, inferior to the apoc
(exact setup: 6x MP II, 2x heavy nos, AB, web, scramble, injector, 2x LAR II, 2x EANM II, 1x DCU, 2x HS II, 3x cap recharge rigs)
you have cap recharge rigs? i cant even find any on the market...where did u get them from?
T3 Cakes for Mods in This Sig! first -eris
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Alowishus
Shadow Company Alektorophobia
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Posted - 2006.11.30 21:53:00 -
[51]
Originally by: Deathbarrage i used a 6x MP II 2x heavy nos setup
all this really does tho is the same damage as an apoc while trying to keep up with the cap
in other words, inferior to the apoc
(exact setup: 6x MP II, 2x heavy nos, AB, web, scramble, injector, 2x LAR II, 2x EANM II, 1x DCU, 2x HS II, 3x cap recharge rigs)
You're doing the same damage as an Apoc but you're sucking 20 cap per second from your enemy. Guess that's meaningless... 
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Siakel
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Posted - 2006.11.30 21:54:00 -
[52]
Originally by: PKlavins
Originally by: keepiru Edited by: keepiru on 30/11/2006 21:37:07 A longer amount of time than the abaddon.
Aba has 8 guns cap draw, Geddon has 7*0.5/0.75=4.6*, and the aba does not have *that* much more cap.
It does more damage (not much) and tanks better, but doing both at once at once for any lenght of time is not easy.
so does ANYONE at all have any decent tank/gank/snipe setups at all for this ship? or should i just sell it asap and get a rokh? 
8x Tachs. 1x Injector, 2 Sensor Booster II, 1 Tracking Comp II, HS/TE/RCUs in lows. It'll work ok for quick sniping engagements. Unless you have to warp around. And for extended engagements it'll cap out and the Apoc will blow it away.
Abaddon, the ship intended to put out mediocre performance for a short time only. Released the same patch they increased combat length again. Oh joy.
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mallina
Caldari
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Posted - 2006.12.01 02:12:00 -
[53]
I was never too excited about the Abaddon,the lack of a cap use bonus made it somewhat unuseable for any period of time, especially if you're getting NOSed. The only worthwhile setup I can think of is Plates + Resists + MPs, with MWD/Web/Scram/Injector in the med at least they bothered to change the ROF bonus to a damage bonus, though
for shortrange, a Geddon is a lot more practical - its a VERY powerful ship considering its only tier 1 and you can get decent tank+gank out of it if you set it up right. ----------- Turbulance |

Cmdr Sy
Appetite 4 Destruction
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Posted - 2006.12.04 21:11:00 -
[54]
I am not going to post full setups until I have actually assembled one, but I can give people two hints.
1) Nos, ACs and active tanks work great on the other two Amarr ships with armour resistance bonuses.
Remember that they are supertanks first, damage second!
So long as you don't make the mistake of packing too many nos, and have the skills to back up the setups, the Punisher and Maller will happily shred anything which doesn't jam or drone them - especially another Punisher or Maller which uses lasers. The Abaddon, with its armour resistance bonus and cap-destroying RoF bonus, was going to complete the series. And just as conventional wisdom butchered hundreds of Caracal, Moa and Omen pilots, it has the capacity to backfire on BS pilots who assume that an active supertank which trades a cap use bonus for cap-less weapons while freeing up powergrid for nos and armour, is doing something wrong.
In other words, don't knock the cap-injected dual-rep, dual-nos, neut, 5x 800mm AC brigade, because it simply represents a scaling-up of a proven method.
But then the Abaddon's RoF bonus was changed to damage bonus, and this opens up a new possibility. Which brings me to...
2) Use Dual Heavy Pulse Lasers.
Save Tachyons for fleet setups, bring an injector and hope you see your two minutes of fame and not your desktop. As for megapulse, consider this:
Mega Pulse Laser II
Damage mod: 3.6 x RoF: 7.88 s Cap: 40
Dual Heavy Pulse Laser II
Damage Mod: 2.4 x RoF: 6.08 s Cap: 25
OK, so the megapulse does 50% more damage. However, its cycle time is 30% longer. The real DPS advantage gained by using megapulse is a mere 16%, at the cost of 23% higher cap use over time and far higher fitting requirements. At this point, I will repeat what I said above:
Supertank first, damage second!
Don't accept a trade-off of 23% higher cap use for 16% higher damage. The ship's damage bonus is there to make dual heavy pulse setups viable on an active tank, not to make it into a megapulse gank plaform mysteriously inferior to the Armageddon. The Armageddon is better at that by design.
Incidentally your optimal and falloff will be almost the same, with slightly better tracking.
So how will the Abaddon perform on paper?
Weapon cap use will be 112.5 cap for a cycle time of 4.1 seconds without damage mods, or 27.4 cap per second. Two heavy diminishing nos will provide 20 cap per second. A heavy electrochemical injector will easily sustain the balance, along with a pair of large T2 armor reps, hardners and warp/tracking disruptors. DPS with Conflagration L will be 388.8, again assuming no damage mods and not including drones.
Resistances with an active multispectral tank (T2 hardners) will be somewhere along the lines of:
EM: 86.5% Th: 78.1% KE: 74.7% Ex: 73.0%
In practice, the EM hardner will be far more usefully replaced by a damage control or heatsink (or plate), and the 7th low slot will be taken up by a 1600mm rolled tungsten plate. Either way, it should tank 600 DPS with ease, or else free up some slots by ditching active tank in favour of plated passive and more room for damage mods.
People wishing to participate in nos-fests can always replace the 6th turret with a 3rd nos or a neutralizer.
So to sum up, what the Devs said was right.
- Cap is this ship's weakness, but not in the sense of a fatal design flaw, rather an encouragement to explore one of two possibilities - ACs or a currently underutilised class of large energy turret.
- You can tank or gank but not both at the same time, assuming when they said gank, they meant Tachyon alpha strike in fleet battles and not megapulse deployment, at which this ships well and truly bombs. The tanking part is self-explanatory - active or passive, whatever works for you.
Anyway, that's how I see it. 
If you have a more original idea, share.
Or keep fitting megapulse and heatsinks. 
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goodby4u
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Posted - 2006.12.04 21:20:00 -
[55]
Heh seeing all the strange setups has changed my mind about this ship.
What amarr need is versatility and this ship gives it...In strange(WTF)setups!
Now to add to the thread let me give you my terrible wtf my cap is gone setup from the test server.
Highs:8 mega pulse. Mids:4 cap rechargers. Lows:2x LAR 2x power relay 3x hardener.
This can run both armor reps nearly forever...Unless you turn on the lasers 
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2006.12.04 21:43:00 -
[56]
In my argument above I overlooked the fact that Conflagration L increases weapon cap use from base values, but I don't have enough characters left to edit my post. 
Anyway. Tank mods before damage mods. Use smaller lasers.
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Kimoto Harasakii
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Posted - 2006.12.07 16:20:00 -
[57]
Edited by: Kimoto Harasakii on 07/12/2006 16:21:23 I tried this on test server a few days ago, and fitting it like a gankageddon works wonders.
High: 8 MP's T2 Med: Cap booster, 20km scrambler, and 2 SB's T2 Low: 3 Heatsinks T2, 4 1600mmm plates
The cap works fine with the booster on, however when that goes out, you're screwed.
Edit: typo
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Almarez
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Posted - 2006.12.12 18:43:00 -
[58]
In all honesty, I think the best way to fit this ship is to go with cap help like cap rech and cap power relays and leave the damage to the ship bonus, at least until the rigs start showing up.
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gu o
Amarr
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Posted - 2006.12.12 18:48:00 -
[59]
I was messing with the abba a bit, and found a setup I really enjoyed. It is possible to pvp solo with it, kinda.
Highslots:5MEgapulse, 3 E500 nos
Midslots:AB, Injector, Warpdisruptor, Tracking disruptor
Lowslots:T2 large armour rep, 3 hardeners, 1 eanm, 2 Heatsink 2's
Its not fast by any streach of the imagination but it gets there eventually. and does good damage as well as run well with the nos/injector combo. The damage bonus on this ship makes it somethign to truely fear. Maybe all our ships could get a damage bonus vs cap bonus.
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Reddice
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Posted - 2006.12.12 19:49:00 -
[60]
Edited by: Reddice on 12/12/2006 19:51:01
OK the fiting I have us in gangs an works really well is
6 tech 2 mega pulses lasers with tech 2 pulses crystasls 2 diminsion nose
med slots
1 elctro large cap injector with 800 chargers 3 cap rechargers
low slots
2 amror reps tech 2 or best named 1600tugsun plate therm kin expo hardners and a tech 2 eanm
and if you have rigs the amror rigs fit one of the themr rigs an one of the kin rigs with a capicity rig an you will do good at a gang with almost no cap problems 
and with that reistance and the help of rigs i get reistance of 80+
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