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Tobizuru
Minmatar Cosmic Odyssey Chorus of Dawn
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Posted - 2006.12.04 20:10:00 -
[1]
Soon my skills will be on par to properly fly an Arazu, which I have been looking forward too, so I have been browsing the various setups that people have suggested. In light of the recent Revelations release though several new things can be taken into account for any Covert Ops/Recon setup.
- New Health Boost: The Arazu, Previously called "Paper Thin", can now take a little more Damage.
- The WCS Nerf: With the downsides to equipping more than 1 WCS it isn't necessary to equip more than one Jammer (Unless of course you want to Jam More than 1 Target)
- The New Probe Sytem: Now with Recon Probe Launchers and their ability to sniff out ships specifically they might be necessary in a gank setup
- The EW Nerf: Not big of a change in Covert Ops/Recon but now most ships won't have any form of EW fitted.
Taking these changes to mind I was hoping to get some thoughts going as to a new setup to be used for the Revelations Ship Index. Thanks to all who contribute. --------------------
If I only had a Face... :'( |
Velsharoon
Gallente Finite Horizon The Red Skull
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Posted - 2006.12.04 20:38:00 -
[2]
sensor booster 20k scramb, damps
1600mm plate, dmg control, exp hardner or EANM II, small rep
nos to kill tacklers? big guns use to much cap
would be for small gangs
for solo/partnership/scout
nanos in lows for speed and getting in position then same i guess
totally havent played in kali tho :)
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Saerid
Amarr FinFleet Lotka Volterra
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Posted - 2006.12.04 21:32:00 -
[3]
Just sticking with same fitting as prepatch myself. Only switching around a domi warp scrambler and a regular 20k. Bit unorthodox setup but it works in practice. Hi: Cloak, 2xion II, 1x neutron II. Null M ammo med: AB, 20k, web, 3x sensor damp II lo: med rep II, energized reactive II, 800mm plate, cap power relay.
And yes, it has blasters. First thing to do would be to pick up a pocket calculator, do a little damper testing and sketch out the range envelope you got to work with. Typically between 5.5km and 10km. I'm maxed out on skills for med rails and blasters and basically rails just don't do enough damage for my taste.
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Tobizuru
Minmatar Cosmic Odyssey Chorus of Dawn
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Posted - 2006.12.05 00:12:00 -
[4]
Originally by: Saerid Just sticking with same fitting as prepatch myself. Only switching around a domi warp scrambler and a regular 20k. Bit unorthodox setup but it works in practice. Hi: Cloak, 2xion II, 1x neutron II. Null M ammo med: AB, 20k, web, 3x sensor damp II lo: med rep II, energized reactive II, 800mm plate, cap power relay.
And yes, it has blasters. First thing to do would be to pick up a pocket calculator, do a little damper testing and sketch out the range envelope you got to work with. Typically between 5.5km and 10km. I'm maxed out on skills for med rails and blasters and basically rails just don't do enough damage for my taste.
Seems viable enough of a setup. The Neutron II could be switched out for a Probe Launcher when needed. Though, it would be nice to get a little more Range on it if at all possible. Nice setup to base ones work around. --------------------
If I only had a Face... :'( |
Misha Mosqito
Exanimo Inc Veritas Immortalis
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Posted - 2006.12.05 15:10:00 -
[5]
I don't understand why people use blaster on a ship that clearly is designed to fight from 30-40km?
High: - 1 x Covert Ops cloaking device II - 3 x 250mm Railgun II
Med: - 10mn Afterburner II - 3/4 x named dampners - 1/2 x Warp disruptors
Low: - Medium armor rep II - 2 x Mag stab's - Energized adaptive nano II
3 med and 2 small drones (tech 2)
With this setup you can take down solo bs's (although it will take a while)Keep your range with the AB and noone will be able to lock you. A sniping battleship with 3 sensor booster II's will have a max locking range at 35km. Everyone else can't even lock their own p**n.
Watch out for mwd'ing cruisers and intys tho...
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Kate Darieux
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Posted - 2006.12.05 15:15:00 -
[6]
Originally by: Misha Mosqito I don't understand why people use blaster on a ship that clearly is designed to fight from 30-40km?
High: - 1 x Covert Ops cloaking device II - 3 x 250mm Railgun II
Med: - 10mn Afterburner II - 3/4 x named dampners - 1/2 x Warp disruptors
Low: - Medium armor rep II - 2 x Mag stab's - Energized adaptive nano II
3 med and 2 small drones (tech 2)
With this setup you can take down solo bs's (although it will take a while)Keep your range with the AB and noone will be able to lock you. A sniping battleship with 3 sensor booster II's will have a max locking range at 35km. Everyone else can't even lock their own p**n.
Watch out for mwd'ing cruisers and intys tho...
Now that's a nice setup, you might want to replace a scram with a sensor booster though, or you won't catch much, since you have to wait out the sensor recalibration time and locking time.
Originally by: JeanPierre You need to examine Minmatar ships bro.
No kidding, I tried to Salvage one last night. Took me 20 cycles before the pilot convoed me and told me to stop it.
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Samirol
Ore Mongers
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Posted - 2006.12.05 15:16:00 -
[7]
i would think people would fit a cap battery to help with warping/cap problems...
Great being a gallente blasterthron pilot, aint it?
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Misha Mosqito
Exanimo Inc Veritas Immortalis
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Posted - 2006.12.05 15:22:00 -
[8]
Edited by: Misha Mosqito on 05/12/2006 15:30:17
Originally by: Kate Darieux
Now that's a nice setup, you might want to replace a scram with a sensor booster though, or you won't catch much, since you have to wait out the sensor recalibration time and locking time.
Yes, a sensor booster will surely do the trick. I use it when I'm going solo, and your locking time it's quite impressive. In larger gangs or fleet battles i don't bother tho.
Originally by: Samirol i would think people would fit a cap battery to help with warping/cap problems...
The Arazu don't have too much cap, but still i wouldn't save a slot for a cap battery. I've never had any cap problem during a fight, and when you're doing a 130au warp a cap battery won't help you anyway.
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Mihae
Queens of the Stone Age Anarchy Empire
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Posted - 2006.12.05 15:27:00 -
[9]
Edited by: Mihae on 05/12/2006 15:29:57 If I ever got into an Arazu I wouldn't armortank it. If you take any armordamage you have lost (ofc there are speciall ocasions). I would rather put CPRs in lows and a DC or something like that to help me run the MWD + Damps + Dissys and guns. Something like this looks sane:
3x 250mm with whatever ammo you need to stay out of range. 1x Cloak II
1x 10mn MWD 2x Warp Dissy 3x Dampners
3x CPR 1x DCU
4x Hammerhead II or Valkyrie II
Originally by: Kate Darieux You might want to replace a scram with a sensor booster though, or you won't catch much, since you have to wait out the sensor recalibration time and locking time.
I have no problem at all catching people without a SB on other Recons like Raiper and Pilgrim...
It's a Kitty ffs! |
VaderDSL
Caldari
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Posted - 2006.12.05 15:32:00 -
[10]
Originally by: Mihae If I ever got into an Arazu I wouldn't armortank it. If you take any armordamage you have lost (ofc there are speciall ocasions). I would rather put CPRs in lows and a DC or something like that to help me run the MWD + Damps + Dissys and guns. Something like this looks sane:
3x 250mm with whatever ammo you need to stay out of range. 1x Cloak II
1x 10mn MWD 2x Warp Dissy 3x Dampners
3x CPR 1x DCU
4x Hammerhead II or Valkyrie II
Enjoy
I've been playing with a Lachesis, only 3 lows ... and on that an armor tank (well passive) is required, for you can take out a ship and prevent it from firing on you, but when you get drones on you you need a buffer so you can take them out.
I found a plate, passive explosive armour hardener and dcu can let you stay alive in your armour for a relatively long time, giving you/gang mates time to kill the drones or the ship. Cap is a problem with 3/4 damps, ab and scram, but stick a medium cap booster on and the no repper means the booster keeps your cap up to run everything. |
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Mihae
Queens of the Stone Age Anarchy Empire
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Posted - 2006.12.05 17:19:00 -
[11]
In my Celestis I tend to stay away from droneships. I would do so in an Arazu aswell tbh.
It's a Kitty ffs! |
MrRx7
Amarr Quantum Industries Prime Orbital Systems
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Posted - 2006.12.05 17:38:00 -
[12]
its not so much of a problem before...so long as you lock first
At least in rmr as long as I launched my drones I could win without locking you, now you can damp me and my drones will just sit there like retards :)
In a pilgrim/curse that is
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Velsharoon
Gallente Finite Horizon The Red Skull
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Posted - 2006.12.05 20:38:00 -
[13]
from memory you cant fire guns and mids so why have the 250mm :/
I was drunk when i flew my arazus tho so :D
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Attak
Trioptimum FREGE Alliance
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Posted - 2006.12.05 21:33:00 -
[14]
1x Covops cloak 3x 150mm Railgun II (spike = 32km) 1x 10mn Afterburner II 1x 20km scram (or faction) 3x Phased Muons or tech 2 damps 1x Sensor booster II 1x Medium Armor Repairer II 1x Energized Adaptive Nano Membrane II 1x Named Cap Power Relay 1x 1600mm Rolled Tungsten
Presto! Small gang support ship. There's plenty of PG and CPU, so I think a probe launcher or nos will still fit.
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Saerid
Amarr FinFleet Lotka Volterra
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Posted - 2006.12.06 01:21:00 -
[15]
Originally by: Attak 1x Covops cloak 3x 150mm Railgun II (spike = 32km) 1x 10mn Afterburner II 1x 20km scram (or faction) 3x Phased Muons or tech 2 damps 1x Sensor booster II 1x Medium Armor Repairer II 1x Energized Adaptive Nano Membrane II 1x Named Cap Power Relay 1x 1600mm Rolled Tungsten
Presto! Small gang support ship. There's plenty of PG and CPU, so I think a probe launcher or nos will still fit.
This one definitely looks worth trying. Would be catastrophically short on damage but decent endurance, that 1600mm ought to give more playtime against drones. Looks good for it's stated purpose.
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sliver 0xD
Infinite Style Incorporated Chorus of Dawn
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Posted - 2006.12.06 06:44:00 -
[16]
my previous setup got a bit killed with the nerf so i have my recon in station waiting for a new breaktrouh :)
my old setup : 1x covert claok II 1x probe launcher (offline) 1x 150mm railgun II 1x medium nosf 1x warp scrambler 1x serpentis warp scrambler (17km woot) 1x 90% web 3x ecm - multi II 1x 1600mm tungsten plate 1x medium armor rep II 1x armor exp hardener II 1x energized adaptive II 3x medium t2 drones 2x small t2 drones
i used to warp scramble stablords, kill logers and macro npcers. i luved the damn thing.
a blackhole is, where god divided by zero.
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slothe
Caldari Forsaken Empire
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Posted - 2006.12.06 09:00:00 -
[17]
Edited by: slothe on 06/12/2006 09:06:03
from memory my fitting was-
1xcovops 3x200mm named (t2 didnt fit) (these shoot at the right range 20-30km and dont use too much power/cap)
1x10mn ab (mwd uses far to much cap) 1xsensor booster 2xdamps 2xdisruptors
(can play aroubnd with sb damps and disruptors)
1x med rep 1x 800 plate 1x active expl hardner (or passive energised plate)
drones
this was a decent all round setup.
please note the arazu s not a solopwnmobile.
it works well in a small group as an advance scout, or as a gate tackler but thats about it really. it could work as part of a 2 man team with a damage dealer.
it can take out ships solo, but you have to be very lucky as youll need to fight another pilot who doesnt really know what hes doing and thats an expensive risk in this ship.
oh and btw you made an easy mistake in the original post "With the downsides to equipping more than 1 WCS it isn't necessary to equip more than one Jammer" This is incorrect. If the opposing ship fits one wcs then you need 2 disruptors to hold him (or one scrambler). personally id always use disruptors on the arazu / lachesis for extended range.
imho dual 150mm suck, single 150mm dont do enough damage (unless your killing frigs, but without a web your gonna struggle).
also i feel 1600 plate slows the ship down too much. 800mm is enough if, as you should be, your working as part of a team.
Before complaining about any ship try flying Minmatar |
Alha Qmar
Caldari Xenon Logistics
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Posted - 2007.02.13 13:01:00 -
[18]
Any setup where a recon probe launcher is build in, to scan safe spotters out and kill?
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The Slayer
Caldari The Black Rabbits Fatal Persuasion
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Posted - 2007.02.17 20:13:00 -
[19]
Edited by: The Slayer on 17/02/2007 20:11:29 Edited by: The Slayer on 17/02/2007 20:10:57 Yeh I use this for solo mission runner killing. Now the DPS is DIRE, so what you gotta do it catch them when there are still rats about, damp the target and let the rats do the work. Got a Raven last night doing this!
1x Cloak 1x Recon Launcher 2x 250mm Proto (only just got skills for T2, not tried with them yet)
1x 10MN AB 2 2x Scram 2x Damp 1x Cap Recharger 2
1x Inertia Stab 2x Nano 1x CPU 2
I realise people are going to slate this fitting for being crap, but hey, it works. I go 750m/s with the AB on so even if I land on top of the target I can be out of his range (thanks to my damps) in about 5 seconds.
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flashsplat
Gallente Fleet Of Elite The OSS
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Posted - 2007.02.18 03:00:00 -
[20]
Originally by: Mihae
3x 250mm with whatever ammo you need to stay out of range. 1x Cloak II
1x 10mn MWD 2x Warp Dissy 3x Dampners
3x CPR 1x DCU
4x Hammerhead II or Valkyrie II
I actually find this setup quite plausible. Seems more for attacking a solo ship, and with the covert-op cloak, who you attack is almost always your choice.
I do find however, that 3 Hammerhead II's, and 2 Hobgoblins tend to dish better damage than 4 of either (from my experience and testing atleast)..
And i'm quite currious as to the DCU. If you get shot as an arazu, chances are you'll be scramed and webed also, so your basically gunna die lol. I replaced that with a MFS II..
Here's what i figure i'd run:
[HIGH] - (1) Covert-op Cloak - (3) 250mm Railguns II (Thorium = 35km optimal) [MEDS] - (1) 10mn AB - (2) 1 Sensor Booster II - (1) Warp Disrupter II (43.2km range with recon lvl4) - (3) Sensor Dampner II's [LOWS] - (3) CPR - (1) Magnetic Field Stabilizer II [DBAY] - (3) Hammerhead II (or Valks) - (2) Hobgoblin II (or warriors)
Setup like that, you can run everything forever.. AB and all..
But i'm no pro, Anyone see any problems with this?
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Hano 137
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Posted - 2007.02.18 04:26:00 -
[21]
Hmmm. I'm in two minds about how to use an Arazu in a battle any larger than a small roaming gang. If you try and fight in a fleet you're going called primary in fairly short order and just don't bother trying to tank anything larger than a T1 cruiser in it. You could use it as a decent anti cruiser/support killer but right now how many dedicated support killers are we seeing in engagements atm?
That said, yes you can damp at 70+ clicks with the right skills but if you're doing that don't expect to be doing any real damage at the range - Spike with 250 T2's gives range but the DPS with the 3 you're able to fit isn't exactly a ticket to your local Gankfest competition.
Even now that the cloak/cyno bug has been fixed, no one in their right mind is going to use it that way. If I uncloak in an enemy system and light the cyno, I'm a sitting duck for 9 minutes and can't even move let alone do anything constructive. hence cynos remain as a mod for use by expendable t1 frigs (and their pilots )
Still, right now, my setup is this:
1x Cloak II 3x 250 II loaded first w. Spike, but carry Thorium and AM as well
MWD 3x RSDs - best that skills and isk can get you Sensor Booster II Scrambler
2 CPR MAR2 - simply to save you having to dock and repair armour, it saves time 800mm plate - buys you time to run if you get called
4 x Hammerhead IIs (although I haven't tried the the 3 x T2 Meds, 2 T2 Lights someone posted earlier and I'll certainly give it a go)
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TestPic2
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Posted - 2007.02.18 04:41:00 -
[22]
My setup: H: 250mm IIs(3), COC II M: Phased Muon Damps(3), Sensor Booster II(2), Warp Disruptor II L: EAMN II, Exp Hardener II, CPR(any), MAR II Im not sure about having two sensor boosters. I could replace one with an AB or something but I usually just cloak if I know I cant stay out of range. Same goes with the tank. If I get locked I usually die and the tank only delays the inevitable. I could replace it with some damage mods and just cloak if I see trouble ahead.
BTW flash, you could replace those t2 sensor damps with phased muons. They do just as well and use less cap. Then you could put another damage mod instead of a third cpr.
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Test Ctrl
Caldari Deep Core Mining Inc.
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Posted - 2007.02.18 04:42:00 -
[23]
Originally by: TestPic2 My setup: H: 250mm IIs(3), COC II M: Phased Muon Damps(3), Sensor Booster II(2), Warp Disruptor II L: EAMN II, Exp Hardener II, CPR(any), MAR II Im not sure about having two sensor boosters. I could replace one with an AB or something but I usually just cloak if I know I cant stay out of range. Same goes with the tank. If I get locked I usually die and the tank only delays the inevitable. I could replace it with some damage mods and just cloak if I see trouble ahead.
BTW flash, you could replace those t2 sensor damps with phased muons. They do just as well and use less cap. Then you could put another damage mod instead of a third cpr.
Meh. Thats me. I just forgot to switch back to my character instead of my portrait change char : \.
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flashsplat
Gallente Fleet Of Elite The OSS
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Posted - 2007.02.18 04:59:00 -
[24]
Originally by: Hano 137 Hmmm. I'm in two minds about how to use an Arazu in a battle any larger than a small roaming gang. If you try and fight in a fleet you're going called primary in fairly short order and just don't bother trying to tank anything larger than a T1 cruiser in it.
Yeah, i don't personally see how it would be much use in a fleet battle. Lachesis would probably cover that role a little better, and then again, i'd probably rather just run something with a gank setup Lol. Sure, they can't lock you when they are dampened, but they can't lock you when they're dead either :P
Originally by: TestPic2 My setup: BTW flash, you could replace those t2 sensor damps with phased muons. They do just as well and use less cap. Then you could put another damage mod instead of a third cpr.
Dude, that's an awesome observation. I didn't realize that. Luckily i have 3 in me hanger ;).. will certainly give that a shot! Thanks!
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Gatiep
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Posted - 2007.02.18 12:59:00 -
[25]
My setup:
250mm II's w/ spike cov ops cloak II
3 phased muon II Y-T8 mwd Warp disruptor II (43km w/ recon 4) Med electrochemical injector w/ 800's
x2 nano's (named) x2 i stabs (named)
x1 rig that gives 10% damp bonus
So it goes 2.1 km/s and orbits at 40km with no problem with the cap booster. Yea, its a nano-arazu, so what, its great :P. Just lacks a SB, but can switch one rsd for that. set up for solo work but works just as good in gang. only other thing i use is the 1600mm plate tank in lows and small 150mm t2's in hi's.
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Noel Edmonds
Deal or No Deal
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Posted - 2007.02.18 13:12:00 -
[26]
Originally by: Gatiep My setup:
250mm II's w/ spike cov ops cloak II
3 phased muon II Y-T8 mwd Warp disruptor II (43km w/ recon 4) Med electrochemical injector w/ 800's
x2 nano's (named) x2 i stabs (named)
x1 rig that gives 10% damp bonus
So it goes 2.1 km/s and orbits at 40km with no problem with the cap booster. Yea, its a nano-arazu, so what, its great :P. Just lacks a SB, but can switch one rsd for that. set up for solo work but works just as good in gang. only other thing i use is the 1600mm plate tank in lows and small 150mm t2's in hi's.
I use very similar setup but 200mm II and rep/reactive membrane II, works a charm. Cap Injector/Mwd is a must especially with the current nano-fad.
4 x Valk II in drone bay as the dps is frankly pathetic.
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Gatiep
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Posted - 2007.02.18 14:09:00 -
[27]
Originally by: Noel Edmonds
Originally by: Gatiep My setup:
250mm II's w/ spike cov ops cloak II
3 phased muon II Y-T8 mwd Warp disruptor II (43km w/ recon 4) Med electrochemical injector w/ 800's
x2 nano's (named) x2 i stabs (named)
x1 rig that gives 10% damp bonus
So it goes 2.1 km/s and orbits at 40km with no problem with the cap booster. Yea, its a nano-arazu, so what, its great :P. Just lacks a SB, but can switch one rsd for that. set up for solo work but works just as good in gang. only other thing i use is the 1600mm plate tank in lows and small 150mm t2's in hi's.
I use very similar setup but 200mm II and rep/reactive membrane II, works a charm. Cap Injector/Mwd is a must especially with the current nano-fad.
4 x Valk II in drone bay as the dps is frankly pathetic.
yes, I've pondered the 200mm's and thought that they probably reduce cap use by a bit, so I'll test that out. not sure what the damage difference will be tho.
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Franconis
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Posted - 2007.02.19 09:32:00 -
[28]
Edited by: Franconis on 19/02/2007 09:34:42 Don't use less than 4 T2 damps if you want to work within 10km. A rigged setup is the only case where you can settle for 3 damps. As for your other two mids, a good faction 30km scram fits well. The last slot is a toss up between a sensor booster or MWD. The sensor booster will make you more likely to get the lock and therefore the kill. A MWD will allow you to stay at the range you want against most ships, and therefore you'll survive longer and kill more fast ships.
As for the high slots, go with a cloak, recon proble launcher, and some drone link augmentors or support modules. NOS is useless since you want to stay further away from your target if at all possible.
Cap power relays, big plates, and damage controls in the low slots.
You are vulnerable against many ships, or against any ship that stays too close for too long. So stay out of what you expect their targeting range to be, and don't engange too many ships unless you have good backup.
Edit: I have plenty of fun solo ganking in lowsec with just a celestis. Great little ship, and cheap too.
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Bigby
angels of darkness LTD Interstellar Starbase Syndicate
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Posted - 2007.02.19 14:06:00 -
[29]
Good to know my setting isn't completely off the mark - I just got one of these and am still getting used to it.
The main problem I see is the MWD blaster setups - you can damp them all you like but since they're so much faster than you they can close range quickly.
was thinking about using ECM or webi drones to counter this, but haven't had a chance to try it out yet - would mean that the DPS drops even lower as well so probably not viable for solo stuff
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flashsplat
Gallente Fleet Of Elite The OSS
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Posted - 2007.02.19 15:12:00 -
[30]
Aight.. well here's a crazy idea..
What about an arazu with 3 T2 Medium Blasters?.. i mean yeah, it's obviously designed to peck away out of range, but with good skills, you can damp someone down so bad, that even if you were in range, you would kill them long before they ever got a lock on you.. I estimate about 250dps.. which isn't a buttload, but the bigger they are, the longer it takes them to lock so the more time you'll have ;) - Crazy, but is it feesible? what you think?
Someone mentioned that the damps loose effectivness at closer ranges.. it that true?
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