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Kurt Gergard
Caldari Lai Dai Innovations
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Posted - 2008.01.24 14:16:00 -
[91]
8* 425 proto 1*invu field t2 3* resitance amplifiers t2 1* large shield booster t2 1* shield boost amp 3* mag stab t2 2* PDU t2 -3 CCC rigs with good compensation skills you are better off with resitance amplifiers (no cap usage) the resist are over 70% across the board the dmg output is good
"No plan has ever survived the contact with the enemy" von Moltke |

popej
Celestial Apocalypse
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Posted - 2008.01.24 14:43:00 -
[92]
Edited by: popej on 24/01/2008 14:44:26
Originally by: Black Scorpio
Originally by: deshan missiles aint my "thing" mainly cus my skills are'nt focused on hybrids but thanks for the input
Which proves again the idea that the Rokh is actually the Gallente tier 4 BS 
Most of the storyline material suggests that railguns are a Caldari weapon. Missiles, railguns & long range for Caldari, drones, blasters & close range for Gallente. Gallente have the added benefit of their bonuses being excellent for railguns aswell as blasters. Not so much for Caldari and blasters although it has its niche.
It's part of the reason why Gallente are arguably the best all round race. They have the best useable capacitor (Amarr bigger but lasers offset that), they have 3 of the most useful weapons systems and they have the joint heaviest low slot tank (again the cap thing with Amarr).
They have fewer disadvantages in the most aspects of combat.
NPC Rokh's can be a pain mainly because of cap useage especially when you're using cap intensive shield boosters (unless you've got a gistii booster?). You may have to use a longer range lower cap use ammunition like lead instead of antimatter but it could take a while to kill the BS this way. Also use your range advantage by moving away from the npc's if possible.
Alternatively you can get around 180,000 effective shield hitpoints on all damage types on a Rokh. That'll be enough to passively tank some level IV's (although not all) so cap wont be an issue when firing your guns.
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Bronson Hughes
Knights of the Wild
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Posted - 2008.01.24 14:59:00 -
[93]
Edited by: Bronson Hughes on 24/01/2008 14:58:41 There have been a few people here to ask about why you would mount cruise launchers on a Rokh for missions.
The short answer: NPC resists and tracking.
The long answer: If you're going up against Sansha/Blood or even Angels, their resists to Kinetic and Thermal are good to great. Fitting a half rack of cruise launchers lets you pick your damage type and it really helps on EM/EXP weak NPCs. Also, if you get cruisers orbiting you too closely you can have a hard time hitting them with your guns so the missiles help your drones kill them faster. Not to add that they can do full dmaage out to longer ranges without T2 guns or using long range T1 ammo.
For Battleship-heavy Guristas missions, I use a full rack of guns. For everything else, I use a split rack of guns and cruise launchers. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |

Ap0ll0n
Gallente Pikfjaes
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Posted - 2008.01.24 20:51:00 -
[94]
Been playing a bit with EFT, and i got to this:
Lows: 2 magstabs II, 3 CPR II
Meds: 1 Gist B-type XL booster, 2 boost amp II, 3 active hardeners
High: 8 x Neutron Blaster Cannon II with null ammo
Rigs: 3 CCC
Got BS 5, and combined with my skills, gives me 513 dps, optimal at 16.2km, falloff at 15km. As im mostly doing angel missions, with BS¦s and cruisers around me, at 10 - 25km, this setup is pretty good. For missions with NPC¦s further away than 30km, i have my alt in a Domi with heavy T2 drones that reaches 80km.
For close range BS, you could switch to faction AM, and dish out 650 dps instead.
The tank i used, was to tank against angels. I use 1 EM, 1 kinetic, and 1 invulfield, which gives me around 75% EM, 85% kinetic and 80% explosive. Furthermore, i boost 775 every 4 seconds, so most, if not all missions should be tankable solo.
Note: This setup is cap stable with cap skills at 5 (my shield comp is at 4 though)..
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Kzintee
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Posted - 2008.02.24 21:58:00 -
[95]
Originally by: Ap0ll0n Been playing a bit with EFT, and i got to this:
Lows: 2 magstabs II, 3 CPR II
Meds: 1 Gist B-type XL booster, 2 boost amp II, 3 active hardeners
High: 8 x Neutron Blaster Cannon II with null ammo
Rigs: 3 CCC
Got BS 5, and combined with my skills, gives me 513 dps, optimal at 16.2km, falloff at 15km. As im mostly doing angel missions, with BS¦s and cruisers around me, at 10 - 25km, this setup is pretty good. For missions with NPC¦s further away than 30km, i have my alt in a Domi with heavy T2 drones that reaches 80km.
For close range BS, you could switch to faction AM, and dish out 650 dps instead.
The tank i used, was to tank against angels. I use 1 EM, 1 kinetic, and 1 invulfield, which gives me around 75% EM, 85% kinetic and 80% explosive. Furthermore, i boost 775 every 4 seconds, so most, if not all missions should be tankable solo.
Note: This setup is cap stable with cap skills at 5 (my shield comp is at 4 though)..
I'm very much liking this setup. One thing I'm hesitant of is the blasters...so far pretty much every lvl4 mission I've run has had the initial spawn at 60-70km mark. I haven't had WC yet.
I've made a variation of this setup that uses 350mm: Low: 3 MFS, 2 CPR Med: SBA, 2 EM active hard, 1 EM passive hard, Tracking Comp, Gist C-type Large booster (not XL). Hi: 8 350mm Rig: 3 CCC.
EFT is telling me that with Caldari AM this puts out 503DPS with 44km optimal. 670 defense against EM (86.9%) for 6.21min. Basically the LSB is used as an oh **** button. To make this cap-stable have shield comp to 5 and energy management to 5, and swap 1 MFS for CPR (and drop DPS about 10%)
Why use an XL booster? As another "oh crap" button? I'll admit, though, I haven't been through many lvl4 missions yet, but the only two options for XLSB I see are: - Gist C-type. 2 billion ISK. - Any other XLSB with a Heavy Cap 800s. How many of those can you fit into your cargo hold after all the ammo? 15 tops? That's a grand total of 3 minutes of running the heavy cap and booster at which point you're out of luck.
If you're in a mission where enemy is at 60km, your best defense is offense. If you are in a situation where everyone is at 20km autoaggroing, go to blasters (Rokh with 3 MFS and 8 neutrons will put out 600DPS with t1 uranium at 11km opt).
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Bronson Hughes
Knights of the Wild
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Posted - 2008.02.24 23:46:00 -
[96]
Originally by: Kzintee
Why use an XL booster? As another "oh crap" button?
Flying with an XL booster is different that using a large one. They're equally cap efficient (i.e. they both turn the same amount of cap into shields), but the XL booster does it twice as fast. You definitely do not aim to perma-run XL booster setups; you pulse them as necessary. It will really save your hide if you over-aggro and need to tank a lot of damage for a short while as you align for warp and/or deal with any scrambler frigates. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |

Kzintee
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Posted - 2008.02.25 01:37:00 -
[97]
Originally by: Bronson Hughes
Originally by: Kzintee
Why use an XL booster? As another "oh crap" button?
Flying with an XL booster is different that using a large one. They're equally cap efficient (i.e. they both turn the same amount of cap into shields), but the XL booster does it twice as fast. You definitely do not aim to perma-run XL booster setups; you pulse them as necessary. It will really save your hide if you over-aggro and need to tank a lot of damage for a short while as you align for warp and/or deal with any scrambler frigates.
If that's the case why bother with running a heavy capacitor behind it if XLSB is meant to be pulsed. Wouldn't setup like this work? Low: 3 MFS, 2 CPR Med: active/passive hards (4 slots, any combo), tracking comp, XLSB Hi: 8 350mm Rig: 3 CCC
This setup is cap-stable without XLSB running. Once that starts going you got just under 3 minutes (turning off guns if we're dealing with scrambler frigs...you can't hit those anyway) of XL tanking before you can get the heck out.
It just seems that people put too much emphasis on the XLSB. If it is meant to be the oh **** button then let it be the oh **** button. Put the biggest XLSB you can find (Pith X-type would take defense through the roof) and forget about it. But as it is right now majority of setups come with XLSB, SBA and Heavy Cap. That's 3 slots that you don't get to use for resists and tracking. It's not like heavy capacitor provides that much more survivability (10 charges take up half the space in a Rokh, that's 2 minutes of cap vs 1 minute without it). Am I just thinking wrong about this?
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Kzintee
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Posted - 2008.02.29 01:44:00 -
[98]
Well, once I do have the skills I'm going to evaluate this setup. Low: 2x MFS 2x PDU 1x DC
Mid: 2 active hards. 1 passive hard. CN XLSB SBA LSE
Hi: 8x 425mm
Rig: 3x CCC
What I like about this fit: - Effective HP is around 200k. - 425mm. If optimal is what I want (based on suggestions) then I'll stick with optimal first. - Interchangeable. Using 350s allows to remove one PDU and add 1 MFS. Drops tanking a little but gives more tracking and DPS.
Bad things: - No TC. May not need one, though, based on my experience. - Requires a faction/complex booster (only with 425)
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Arana Tellen
Gallente The Blackguard Wolves Black Star Alliance
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Posted - 2008.02.29 02:45:00 -
[99]
Edited by: Arana Tellen on 29/02/2008 02:48:23 If you dont put on 3 mag field stabs, fly a mega.
8x 425mm railgun II
1x Serpentis tracking computer (tracking) 1x Large shield extender 4x mission specific hardners
2x PDU II 3x Mag field stab
3x core defense field purgers
5x valkarie II
With propper skills antimatter is hitting over 50km allowing you to use full damage ammo against further out targets. Faction antimatter is not too far fetched since you are using the largest guns with the best damage to ROF. ---------------------------------
Oh noes!
Originally by: CCP Greyscale *moderated - mother abuse - Mitnal*
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Admiral Brutix
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Posted - 2008.03.09 17:47:00 -
[100]
i miss in all this fittings the AB 
so the Rokh is a slow ship so how doyou get fast in optimal range if you have 8 Guns fitted ?? Just wondering
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Crazy Medo
Republic Military School
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Posted - 2008.03.22 10:20:00 -
[101]
Edited by: Crazy Medo on 22/03/2008 10:23:47 Edited by: Crazy Medo on 22/03/2008 10:23:06 Edited by: Crazy Medo on 22/03/2008 10:21:27 Edited by: Crazy Medo on 22/03/2008 10:20:04 High:
8 x 350 T2 - thorium charges (for me 80km optimal)
Med::
X-large shield booster T2 Shield boost amplifier T2 Capacitor booster T2 - with 800 cap batteries Invulnerability T2 Invulnerability T2 Tracking computer + Tracking speed script
Low:
Magnetic field stabilizer II Magnetic field stabilizer II Magnetic field stabilizer II Tracking enhancer II Tracking enhancer II
Rigs: Semiconductor memory cell II (15% more cap) Semiconductor memory cell II (15% more cap) Semiconductor memory cell II (15% more cap
Any way i don't have problem to hit anything lower than 12km... i got cap to last all mission and if it get though i use cap booster.   
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uppgift
Caldari United Forces Academy
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Posted - 2008.04.28 08:58:00 -
[102]
Edited by: uppgift on 28/04/2008 08:59:52 Here is my suggestion, and i would like some feedback.
High: 8x 350mm compressed coil gun (when skills allow it I will have t2)
Med: Cap recharger II XL-SB II SBA II 2x rat specific hardeners II Tracking computor II
Low: 2x PDU II 3x MFS II
Rigs: 3x CCC
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Viktor Fyretracker
Caldari Provisions
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Posted - 2008.06.21 05:55:00 -
[103]
i take it due to how the math works for the BS that even though its stats are like an overgrown ferox you cant run the "super passive" tank.
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gogogogooooo
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Posted - 2008.06.21 08:22:00 -
[104]
With alot of setups range between prototype 425 and level 2s, if i have skills for level II 425, they would be better than the proto due to the skill bonus right?
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Viktor Fyretracker
Caldari Provisions
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Posted - 2008.06.21 14:09:00 -
[105]
in theory the T2 is always better then the named, on my raven though i mainly use T2 because they are about 6 million isk cheaper then arby launchers. id imagine guns are the same in that respect, protos are the arby of rails. just keep the fitting in mind when bringing in a full rack of T2 guns.
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Cooler Master
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Posted - 2008.06.30 14:32:00 -
[106]
What setup can survive Worlds Collide Level 4 mission?
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Staggerr
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Posted - 2008.06.30 14:50:00 -
[107]
Edited by: Staggerr on 30/06/2008 14:54:04
Originally by: Cooler Master What setup can survive Worlds Collide Level 4 mission?
I easily solo WC4 with the following
8x425
xl booster amp 2x hardener (kin+therm) 2x cap recharger
3x magstab tracking enhancer power diag
t2 and a couple faction modules. |

Tascaithos
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Posted - 2008.09.13 10:15:00 -
[108]
Be gentle, I can only take it this big... 
[Rokh, Blaster/Torp PvE Rokh] Power Diagnostic System II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Ballistic Control System II Ballistic Control System II
Invulnerability Field II Invulnerability Field II Shield Boost Amplifier II Cap Recharger II X-Large Shield Booster II LiF Fueled I Booster Rockets
Anode Mega Neutron Particle Cannon I, Tungsten Charge L Anode Mega Neutron Particle Cannon I, Tungsten Charge L Anode Mega Neutron Particle Cannon I, Tungsten Charge L Anode Mega Neutron Particle Cannon I, Tungsten Charge L 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo
Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead I x5
Tungstens are there to get a nice uniformity of weapons ranges. And they're cap friendly.
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Thirzarr
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Posted - 2008.12.08 23:14:00 -
[109]
So... with the Rokh needing its Rigs for cap and the ****e tracking of rails... is there ANY way to make this rather cool looking ship into a mission boat? I doubt it.
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Janu Hull
Caldari Terra Incognita Ethereal Dawn
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Posted - 2008.12.09 14:17:00 -
[110]
Originally by: Tascaithos Be gentle, I can only take it this big... 
[Rokh, Blaster/Torp PvE Rokh] Power Diagnostic System II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Ballistic Control System II Ballistic Control System II
Invulnerability Field II Invulnerability Field II Shield Boost Amplifier II Cap Recharger II X-Large Shield Booster II LiF Fueled I Booster Rockets
Anode Mega Neutron Particle Cannon I, Tungsten Charge L Anode Mega Neutron Particle Cannon I, Tungsten Charge L Anode Mega Neutron Particle Cannon I, Tungsten Charge L Anode Mega Neutron Particle Cannon I, Tungsten Charge L 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo
Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead I x5
Tungstens are there to get a nice uniformity of weapons ranges. And they're cap friendly.
Tungsten's a good starter round until you get your capacitor skills developed. After a while (and maybe another level of Caldari Battleship), you might want to step up to Iridium. More than enough range, significant step up in damage.
In the long run, though, if you're having little trouble closing to optimal range, you may as well step up to antimatter. It'll bruise your cap, BUT with the kind of damage it puts out, you'll make up for it in far quicker kills.
In the event of an emergency, my ego may be used as a floatation device.
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Infinity Ziona
Extortive
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Posted - 2009.01.03 02:55:00 -
[111]
This is my setup.
8 x 425 T2 1 x Large T2 SB 1 x Heavy Cap Booster T2 2 x Hardners T2 1 x Hardner Invul T2 1 x SB Amp T2 4 x Mag Stabs T2 1 x Cargo Expander T2 1 x Cargo Hold Optimization I 2 x Ancillary Current Router I Hobgob II's / Hammer II's in Dronebay
Pops ships nicely and has 24k cap in the hold and 80-85% resists (with my skills).
Ganking Buddhist Nun |

Shadowed Arashi
Caldari Roid Ripper Industries
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Posted - 2009.03.06 20:46:00 -
[112]
Could you passive tank the rokh? with the setup that i have right now i cant even tank the dmg without having to warp out! makes it slow to get money anyway to deal with this i wanna keep my 8 425mm though they seem to be working good. everything else could do away with i guess

Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |

Shatner19
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Posted - 2009.03.07 00:30:00 -
[113]
Edited by: Shatner19 on 07/03/2009 00:32:42 please try do not to passive shield tank the rokh. Passive shield tanks don't work on battleships, the recharge on shields is way too long to be effective.
i have ran literally hundreds of lvl 4's in a rokh and this my setup. H: 8x 425mm prototypes. M: XL-shield booster, 2/3x hardeners, boost amp (or 2x tracking comps). L: 2x cprII's, 3x mag stabs IIs. Rigs: 3x CCC's.
the ships is very situational but can be used for most missions depending on how well you pilot your ship. 2x tracking comps boost the range of antimatter to 70K+30K (at max skills), or some needed tracking in case anything gets below optimal.
tactics: frigs = drone food. cruiser and battlecruisers are priority targets. they are easy to pop at range (2-3 volleys avg), but get pretty dangerous once they get under optimal (harder to track and have significant dps). Last thing on the list are battleships, slow and kitable (except angels, but they pump out explosive damage so are easily tanked).
tank: the ship is not cap stable, and frankly it doesn't need to be. a close analogy to the ship bonuses would be the abaddon. a resist bonus is given in lieu of cap stability. the advantages of the shield tank on the rokh though is higher base resistances and lows open for damage mods. tanking the enemy involves soaking up damage and boosting it back again (a crystal set is nice for this). besides, by using the ship's range bonuses, you are pretty untouchable by everything except cruises, torps, the occasional heavy missile, and sentry guns.
in cases where ships get really close, a good tactic is to look at the ship, and match the direction they are flying towards. this reduces angular velocity and gives your guns a chance to score a few hits. (even at 5K with angel bs's ive seen volley damage up to 1K).
the bad news: if you want to loot and salvage. well its gonna suck. kiting leaves wrecks so far apart that salvaging might not be worth it. i had to fit 1 destroyer with 8 tractors fitted to speed to drag all the wrecks into a ball and come back with a salvage-cane with 8x salvagers, to save some time flying around.
personally i've moved onto a navy mega as a training ship for when i sit in a kronos. the few times i do bring it out is for angels missions just because the explosive resist are much better than with the mega.
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Destrous Light
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Posted - 2009.03.07 04:30:00 -
[114]
I know this was a rather old topic, so the question I must pose is this:
Is the rokh now a viable level 4 mission runner, or is the raven still leaps and bounds better?
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Shatner19
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Posted - 2009.03.07 05:04:00 -
[115]
Originally by: Destrous Light I know this was a rather old topic, so the question I must pose is this:
Is the rokh now a viable level 4 mission runner, or is the raven still leaps and bounds better?
with the raven you get the versility of changable damage types, cap independancy, etc.
with pve gunships, however, each turret class is specialized in dealing with the "local" rats. Projectiles are best for angels, due to weaknesses to explosive damage. hybrids are tailored towards serpentis, guristas mordus, anything with a kinetic or thermic resistance hole. energy beams = sanshas and blood raiders.
as for being a viable mission runner, its certainly doable but requires a very different tactic than: enter deadspace, stop, wait for rats at optimal, turn on guns, profit. the tracking on hybrid is seriously lacking and being able to manage angular velocity at all ranges is critical to survival.
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