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Mar Idoun
Aurora Empire Fuzzy Nut Attack Squirrels
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Posted - 2006.12.04 15:15:00 -
[1]
Highs: 7x small Ion II w/ Null or Void
Meds: 3x Racial Jammers, 1x Cap Booster
Low:
Jamming Amplifier II
tinker with the high slot layout if you want to fit MWD and/or Webber, if you're using blasters it's not really necessary to have all 7. It's an annoying set up against frigs and fun to be lame with on the test server for a little while. Gave an Ishkur a run for its money when I fot 3 small smartbombs (but i fit specifically to be anti-ishkur)-- I still lost. I can't think of too many practical situations for this but the ECM strength is good against frigs, t1 and t2 and the Ion IIs instapop interdictors.
rationalization for ECM is that it seems pointless to shield tank it since it's still not much better than a frig and its got a larger sig radius so it takes some damage. Oddball set up, I know. And TBH this would probably have been a better set up in RMR, that's for sure.
thoughts, criticisms, flames...?
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PartyVaN
Minmatar The Hand Trade Alliance
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Posted - 2006.12.24 03:47:00 -
[2]
Edited by: PartyVaN on 24/12/2006 03:48:24 Edited by: PartyVaN on 24/12/2006 03:48:05 no way to dictate range without ab/mwd and/or web. Also need a tackler if you plan to actually kill anything (no one will stick around if they're jammed).
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2006.12.24 22:39:00 -
[3]
stop trying to ecm tank it, and gank it out like it is intednded to be tbh.
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Jessica Iritan
Gallente Dread Elite The Imperial Order
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Posted - 2006.12.25 00:32:00 -
[4]
My current setup on the cheap... HIGH: 125mm I's(Don't want to shell out for tech II yet) Mids: 2 Sensor Booster I's and 1 AB Low: Tracking ENHANCER
With Iron ammo and my bonuses, I hit 35km out.. respectable for a frigate. I need to train up sharpshooting up more and destroyers 4 will be done as I'm opening up presents :) Join the save Stargate SG1 Campaign Today!
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Segmentor
Hunters Agency Firmus Ixion
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Posted - 2006.12.25 02:29:00 -
[5]
Edited by: Segmentor on 25/12/2006 02:31:46
Im using mine as a fighter bomber in carrier supported blobs. Assign 5 fighters to 5 of those, and see how fast they murder ppl. A great pod sniper too.
7x 125mm Rail IIs w/Spike 1x Salvager I
2x Sensor Boosters 1x Tracking Comp (to compensate for the horrible tracking with Spike) 1x 20k Scrambler
1x Inertial Stab
Hits at those 50km, and can fit a mag instead of the inertial stab for extra carnage. I'm sure that with a good AWU level you can fit it with 150mms instead, but i neither have, or want to. -----
EVE +NLINE - T+TALHELLDEATH Supporter
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2006.12.25 04:13:00 -
[6]
Originally by: Jessica Iritan My current setup on the cheap... HIGH: 125mm I's(Don't want to shell out for tech II yet) Mids: 2 Sensor Booster I's and 1 AB Low: Tracking ENHANCER
With Iron ammo and my bonuses, I hit 35km out.. respectable for a frigate. I need to train up sharpshooting up more and destroyers 4 will be done as I'm opening up presents :)
tracking comps > racking enhancers.
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Pallidum Treponema
Four Horsemen
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Posted - 2006.12.26 19:26:00 -
[7]
My low-SP setup that I used quite successfully over in Syndicate a few months ago should still be valid.
Highs: 7x150/125mm rails.
Mids: 2x Sensor Booster, 2x 20km Scrambler
Lows: CPR
Due to my (at the time) very low skills, I was forced to use a mix of 150 and 125mm T1 (named) rails for the high slots. The ammo was selected to provide the highest DPS within an optimal+falloff at around 20-25km.
This setup, while gatecamping, is absolute murder on small craft. It has to be used carefully though, as it's paper thin. I got myself 60+ kills with it for no losses, mostly frigates and shuttles, but with fighters assigned it will be a serious threat even for cruisers and battleships.
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Nerogk Shorn
Caldari Royal Hiigaran Navy Ascendant Frontier
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Posted - 2006.12.27 04:20:00 -
[8]
7 125mm II's uh cap booster afterburner web magnetic field stabilizer
BTW, this is probably my favorite looking ship in the game. It's a beauty and looks vicous with its guns blasting away. It also does decent damage, hits at good range, and has good tracking.
D-F-A-A-B-A-A-S |
Tovran
Kinda'Shujaa
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Posted - 2007.01.13 21:21:00 -
[9]
Edited by: Tovran on 13/01/2007 21:19:03 I've used 2 different builds that have worked well on this ship:
Gate camper/Long-range for gang
Hi's: 7 125mm T2's w/spike Mids: Small shield extender( variable, switch for something else depending on personal tastes), tracking comp, sensor booster, sensor dampner( or another sensor booster/tracking comp) Lows: Mag Stab
With my variation of this I get around 60-70km range and a decent shield wall of 1.5k hp or so. Switching to T1 ammo gives you the tracking to hit alot of inties.
Point defense/tackler
Hi's: 7 75mm rails, standard missile launcher Mids: Medium shield extender, AB or MWD, web, 20km scram Low: Mag Stab ( all you should really ever put on the lows of this ship i think)
Easily has the tracking to hit inties just outside web range with max speeds of 4.5km/s or more and with 2.3k+ shields its not too bad on the survival end. Can even dictate range and tackle.
There is a third option I havent really bothered with and i'm not quite sure if it works.
Gate camper/extreme range (for a ship its size )
Hi's: 7 150mm T2's w/spike Mids: Sensor damp, 2x sensor booster, tracking comp Lows: MAPC ( most likely required for the fitting)
Most likely gets around 80-100km range or so, and a very fast lock speed. Best in gate camp type situations. The DPS may suffer from no mag stab but the jump to 150mm may make up the difference. Obviously this one is not made for anykind of tackling and range is your only defence.
Personnaly I think, except for the speed factor, that the cormorant is one of the most useable destroyers.
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Nathan Grey
Gallente Aurora Empire Fuzzy Nut Attack Squirrels
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Posted - 2007.01.13 22:28:00 -
[10]
Originally by: Tovran There is a third option I havent really bothered with and i'm not quite sure if it works.
Gate camper/extreme range (for a ship its size )
Hi's: 7 150mm T2's w/spike Mids: Sensor damp, 2x sensor booster, tracking comp Lows: MAPC ( most likely required for the fitting)
Most likely gets around 80-100km range or so, and a very fast lock speed. Best in gate camp type situations. The DPS may suffer from no mag stab but the jump to 150mm may make up the difference. Obviously this one is not made for anykind of tackling and range is your only defence.
Personnaly I think, except for the speed factor, that the cormorant is one of the most useable destroyers.
I've used a similar T1 fit, and was getting some 40km w/ iridium off 150mm 1s. A T2 fit would hit out to 80km easy, and the tracking bonus would make hitting anything past about 30km cake.
However, if memory serves, you get more DPS off of a MFS than a MAPC and another gun. I think it was 16% for the gun and 20% for a MFS2.
Originally by: Mar Idoun Highs: 7x small Ion II w/ Null or Void
Mar, we're going to have some words about what kind of guns go on Cormies... and it's going to involve a crowbar behind the shed... ----------------------------------
Industrialist. I build it. You buy it. You break it and buy another one. Market domination through ingue ferrogue. (I did this and could have stopped it.) |
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Idara
Caldari Contraband Inc. Mercenary Coalition
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Posted - 2007.01.13 22:44:00 -
[11]
4x Tractor Beams, 4x Salvagers 1x 1mn AB, 3x Cap Rechargers 1x Cargo Expander
ph34r teh 1337ness. ---
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James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2007.01.13 23:57:00 -
[12]
7x 150mm IIs w/ spike 2x sensor booster II, 2x tracking comp II 1x MAPC
Drop it in on a gate at optimal, especially in a gang, and watch the interceptors misjudge how big a threat that ship 90km away is presenting.
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