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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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Shintoko Akahoshi
Omerta Syndicate Exuro Mortis
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Posted - 2007.02.19 19:37:00 -
[31]
As an Arazu pilot, the problem with many of these setups are the guns.
I've got very good cap skills, fit a DG disruptor, SB, 3 t2 damps and a MWD in the mids, and I have cap problems if I try to fire guns. The ship will just barely keep up cap with the disruptor, damps and SB running. The Arazu is a really great ship, but you're really heading for disappointment with a 3 (or even 2) gun setup. Always fit a launcher - you have the hardpoint for it, so you might as well get the advantage of a cap-free damage-selectable weapon. The folks who suggest fitting a recon probe launcher are pretty spot-on, too, though you'll likely run into fitting problems if you also fit a 1600mm plate and a MWD.
The Arazu is a great ship, don't get me wrong, and I love using it. It's just not intended to be a damage-dealing ship.
Omerta Syndicate Biotechnical Research |
Franconis
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Posted - 2007.02.19 20:48:00 -
[32]
Originally by: Shintoko Akahoshi As an Arazu pilot, the problem with many of these setups are the guns.
I've got very good cap skills, fit a DG disruptor, SB, 3 t2 damps and a MWD in the mids, and I have cap problems if I try to fire guns. The ship will just barely keep up cap with the disruptor, damps and SB running. The Arazu is a really great ship, but you're really heading for disappointment with a 3 (or even 2) gun setup. Always fit a launcher - you have the hardpoint for it, so you might as well get the advantage of a cap-free damage-selectable weapon. The folks who suggest fitting a recon probe launcher are pretty spot-on, too, though you'll likely run into fitting problems if you also fit a 1600mm plate and a MWD.
The Arazu is a great ship, don't get me wrong, and I love using it. It's just not intended to be a damage-dealing ship.
/signed
I agree totally. Use launchers and T2 dones for damage because they're much more flexible than rails and they don't take up cap. I put drone link augs and mabye a small remote armor rep in my turret hardpoints for drone support.
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Zazzz
Caldari
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Posted - 2007.02.19 20:49:00 -
[33]
Originally by: Shintoko Akahoshi stuff :)
Try it with Phased Muon Sensor Disruptor I's instead of RSD II's
Pro's: 14 cpu less each 12 cap less each per cycle Same dampening stats
Con's: Bit more expensive then RSD II's
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xenodia
Gallente RONA Corporation RONA Alliance
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Posted - 2007.02.20 00:15:00 -
[34]
This has always worked well for me. Only change since Revelations is that I dont HAVE to run 2 scramblers all the time, so I'll sometimes put in something else in place of the 2nd one (cap booster, shield booster)
Highs: Cov ops cloak 200mm Railgun IIs
Mids: Sensor booster 3x Damps 2x longest range scramblers you can afford
Lows: 2x PDU II 2x Mag Stab II
Drones (3 Med T2, 2 small T2)
With decent cap skills, you can run the railguns, all the damps, and both scramblers for several minutes straight. Ive solo killed battleships in that setup (although it took a LONG time).
As mentioned before though, you WILL get owned if something cruiser size or larger MWDs in close to you. It can be a very effective setup if you take advantage of the ability to choose your fights provided by the covert ops cloak. In short, dont take on MWD/Blaster boats, or missile spammers with lots of FoF, and you'll be ok.
This signature space for rent |
xenodia
Gallente RONA Corporation RONA Alliance
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Posted - 2007.02.20 00:15:00 -
[35]
This has always worked well for me. Only change since Revelations is that I dont HAVE to run 2 scramblers all the time, so I'll sometimes put in something else in place of the 2nd one (cap booster, shield booster)
Highs: Cov ops cloak 200mm Railgun IIs
Mids: Sensor booster 3x Damps 2x longest range scramblers you can afford
Lows: 2x PDU II 2x Mag Stab II
Drones (3 Med T2, 2 small T2)
With decent cap skills, you can run the railguns, all the damps, and both scramblers for several minutes straight. Ive solo killed battleships in that setup (although it took a LONG time).
As mentioned before though, you WILL get owned if something cruiser size or larger MWDs in close to you. It can be a very effective setup if you take advantage of the ability to choose your fights provided by the covert ops cloak. In short, dont take on MWD/Blaster boats, or missile spammers with lots of FoF, and you'll be ok.
This signature space for rent |
xenodia
Gallente RONA Corporation RONA Alliance
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Posted - 2007.02.20 00:17:00 -
[36]
Originally by: Shintoko Akahoshi As an Arazu pilot, the problem with many of these setups are the guns.
I've got very good cap skills, fit a DG disruptor, SB, 3 t2 damps and a MWD in the mids, and I have cap problems if I try to fire guns. The ship will just barely keep up cap with the disruptor, damps and SB running. The Arazu is a really great ship, but you're really heading for disappointment with a 3 (or even 2) gun setup. Always fit a launcher - you have the hardpoint for it, so you might as well get the advantage of a cap-free damage-selectable weapon. The folks who suggest fitting a recon probe launcher are pretty spot-on, too, though you'll likely run into fitting problems if you also fit a 1600mm plate and a MWD.
The Arazu is a great ship, don't get me wrong, and I love using it. It's just not intended to be a damage-dealing ship.
The MWD is why you have problems. The cap penalty is brutal for a ship like this. I NEVER run an MWD on my arazu if im expecting a fight. The only time I ran one was pre-revelations if I was running through an area I didnt have instas for and needed to go decently fast through it.
This signature space for rent |
xenodia
Gallente RONA Corporation RONA Alliance
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Posted - 2007.02.20 00:17:00 -
[37]
Originally by: Shintoko Akahoshi As an Arazu pilot, the problem with many of these setups are the guns.
I've got very good cap skills, fit a DG disruptor, SB, 3 t2 damps and a MWD in the mids, and I have cap problems if I try to fire guns. The ship will just barely keep up cap with the disruptor, damps and SB running. The Arazu is a really great ship, but you're really heading for disappointment with a 3 (or even 2) gun setup. Always fit a launcher - you have the hardpoint for it, so you might as well get the advantage of a cap-free damage-selectable weapon. The folks who suggest fitting a recon probe launcher are pretty spot-on, too, though you'll likely run into fitting problems if you also fit a 1600mm plate and a MWD.
The Arazu is a great ship, don't get me wrong, and I love using it. It's just not intended to be a damage-dealing ship.
The MWD is why you have problems. The cap penalty is brutal for a ship like this. I NEVER run an MWD on my arazu if im expecting a fight. The only time I ran one was pre-revelations if I was running through an area I didnt have instas for and needed to go decently fast through it.
This signature space for rent |
flashsplat
Gallente Fleet Of Elite The OSS
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Posted - 2007.02.20 17:44:00 -
[38]
What would you guys think about this.. a "blaserazu": --------- [HIGH] (1)Covert Ops Cloaking Device II (3)Heavy Neutron Blaster II [80xNull M]
[MEDS] (1)Sensor Booster II (3)Remote Sensor Dampener II (1)Fleeting Propulsion Inhibitor I (1)Warp Disruptor II (or scrambler)
[LOWS] (2)Magnetic Field Stabilizer II (2)Capacitor Power Relay I
[RIGS] (2)Inverted Signal Field Projector I
[DRONE] (2)Hobgoblin II (3)Hammerhead II ---------
Now, i know yall think this is crazy, but think harder lol.. Setup like this, you drop anyone from 100km Targeting to 5km Targeting. Guns hit nearly perfect at 8km and do an average of 250DPS (with drones). A good thorax pilot always caries a MWD, and can get to you fast. But you can take his 281 scan res and drop it to 14.29 and then it'll take him 2 minutes to lock you (121 seconds). He'll be dead long before that ever happens. I think with this setup you have the potential to kill alot more ships, and alot more quickly.
It'd take some practice, but i think it can be done quite effectitly. Oh, and the best part is, it'll run forever.. not minutes.. FOREVER.. WooohoO!! Pew pew baby!! :P
Hah, what chall think? (all numbers and calculations came from quickfit)
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Gatiep
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Posted - 2007.02.21 13:29:00 -
[39]
Originally by: flashsplat What would you guys think about this.. a "blaserazu": --------- [HIGH] (1)Covert Ops Cloaking Device II (3)Heavy Neutron Blaster II [80xNull M]
[MEDS] (1)Sensor Booster II (3)Remote Sensor Dampener II (1)Fleeting Propulsion Inhibitor I (1)Warp Disruptor II (or scrambler)
[LOWS] (2)Magnetic Field Stabilizer II (2)Capacitor Power Relay I
[RIGS] (2)Inverted Signal Field Projector I
[DRONE] (2)Hobgoblin II (3)Hammerhead II ---------
Now, i know yall think this is crazy, but think harder lol.. Setup like this, you drop anyone from 100km Targeting to 5km Targeting. Guns hit nearly perfect at 8km and do an average of 250DPS (with drones). A good thorax pilot always caries a MWD, and can get to you fast. But you can take his 281 scan res and drop it to 14.29 and then it'll take him 2 minutes to lock you (121 seconds). He'll be dead long before that ever happens. I think with this setup you have the potential to kill alot more ships, and alot more quickly.
It'd take some practice, but i think it can be done quite effectitly. Oh, and the best part is, it'll run forever.. not minutes.. FOREVER.. WooohoO!! Pew pew baby!! :P
Hah, what chall think? (all numbers and calculations came from quickfit)
The blaster's are a valid thought and maybe that setup would be good in a gang or solo versus 1 target, but if youre solo and someone jumps on you and scrams you you're a goner. naturally you can avoid that by picking your targets but the thing that bothers me a bit is you don't have ab or mwd... might be hard for you to keep ranges versus whatever target you're facing, and you certainly won't be escaping either if you get scrammed.
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flashsplat
Gallente Fleet Of Elite The OSS
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Posted - 2007.02.21 18:43:00 -
[40]
Originally by: Gatiep The blaster's are a valid thought and maybe that setup would be good in a gang or solo versus 1 target, but if youre solo and someone jumps on you and scrams you you're a goner. naturally you can avoid that by picking your targets but the thing that bothers me a bit is you don't have ab or mwd... might be hard for you to keep ranges versus whatever target you're facing, and you certainly won't be escaping either if you get scrammed.
Yeah, it is a scarey thought without the AB/MWD. And certainly couldn't take on more than 1 person. Thought about possibly dropping the Sensor booster for the AB, but I think a MWD would be out of the question :( - Takes up to much cap and the dampeners are greedy :(. However, with the 90% web on target, even if a cruiser could go 2000m/s it'd be knocked down to 200m/s and that should allow you to orbit him rather saftly outside his range and him MWDing would only eat up his cap and lower his repping abilities.
I picture myself baiting someone with it really. Like uncloak about 30km out and then have them MWD to me, thinkin' i have rails and that i wouldn't be able to hit them at that range :P Risky setup for sure. But under the right circumstances.. i think it could be brutal :) Thanks for the reply!
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steveid
Viziam
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Posted - 2007.02.25 16:31:00 -
[41]
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.
Just about to get into this ship and i was looking over these setups. would anyone more mathematically minded than me run the numbers and look at the feasability of an autocannon w/ barrage setup. i was thinking going the route of the setup above but fitting, range and damage wise how feasable would that be? Also i thought autocannons dont use cap?
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EHZorg
Ars ex Discordia Free Trade Zone.
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Posted - 2007.04.03 13:21:00 -
[42]
Please comment on the validity of this setup. Intended for use with small gang PvP in an anti-ECM role. Orbits at about 25-30km with MWD, sustained by cap booster. With skills and rigs accounted for, 2 damps should knock anything with a 200km lock range down to about 18km.
HIGH-SLOTS : ~~~~~~~~~~~~ - [ 1 | 200] Covert Ops Cloaking Device II - [ 225 | 25] 250mm Prototype I Gauss Gun [40xUranium Charge M] - [ 225 | 25] 250mm Prototype I Gauss Gun [40xUranium Charge M] - [ 225 | 25] 250mm Prototype I Gauss Gun [40xUranium Charge M]
MED-SLOTS : ~~~~~~~~~~~~ - [ 150 | 50] Y-T8 Overcharged Hydrocarbon I Microwarpdrive - [ 165 | 25] Medium Capacitor Booster II [2xCap Booster 400] - [ 1 | 10] Sensor Booster II - [ 1 | 28] Phased Muon Sensor Disruptor I - [ 1 | 28] Phased Muon Sensor Disruptor I - [ 1 | 36] Fleeting Warp Scrambler I
LOW-SLOTS : ~~~~~~~~~~~~ - [ 2 | 30] Energized Adaptive Nano Membrane II - [ 6 | 6] Small Armor Repairer II - [ 1 | 13] Magnetometric Backup Array II - [ 0 | 17] Reactor Control Unit I
RIG-SLOTS : ~~~~~~~~~~~~ - [ 200] Inverted Signal Field Projector I - [ 100] Targeting System Subcontroller I
DRONE BAY : ~~~~~~~~~~~~~~~ - Hammerhead II (Medium Scout Drone) - Infiltrator II (Medium Scout Drone) - Infiltrator II (Medium Scout Drone) - Warrior II (Light Scout Drone) - Warrior II (Light Scout Drone)
SHIP'S ATTRIBUTES : ~~~~~~~~~~~~~~~ Powergrid : 1004.0 MW / 1031.25 MW CPU : 520.0 tf / 525.0 tf Capacitor (regen) : 1040.625 Energy (257.81sec) Max Cap Regen : 9.89 per sec (approx.) Max Cap Needed : 37.079 per sec Velocity : 1389.375 m/sec Signature : 1012.5 m Target Range : 224000.003 m Scan Resolution : 504.0 mm ECCM Magnetometric : 38.48 points Shield HP (regen) : 1047.938 HP (1000.0sec) Max Shield Regen : 2.62 per sec (approx.) Shield EM : 0.0 % Shield Explo : 60.0 % Shield Kinetic : 70.0 % Shield Thermal : 40.0 % Armor HP : 1617.5 Armor EM : 69.2 % Armor Explo : 31.6 % Armor Kinetic : 74.98 % Armor Thermal : 62.95 % Structure HP : 1090.0 Drone Capacity : 40.0 m3 Capacity : 315.0 Warp Max Distance : 95.1AU
==> 45.4 DPS <==
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DeadRow
Magnificent Beavers Exquisite Malevolence
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Posted - 2007.04.03 13:34:00 -
[43]
My setup was: 1 Cloak (duh) 3 200mm Railgun II (thorium in guns mix of ammos in hold)
4 Phased Moun Damps 2 Warp disruptor II
1 800mm II 1 DCII 1 EANMII 1 Cap relay
4 Valkyries II
Did have a MARII in there but cap was a problem so I swapped it for the cap relay. /DeadRow
*snip* - signature removed, please email us with a link if you wish to know why. -Ivan K |
Toku Katayama
Veto. Veto Corp
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Posted - 2007.04.03 14:20:00 -
[44]
Originally by: DeadRow My setup was: 1 Cloak (duh) 3 200mm Railgun II (thorium in guns mix of ammos in hold)
4 Phased Moun Damps 2 Warp disruptor II
1 800mm II 1 DCII 1 EANMII 1 Cap relay
4 Valkyries II
Did have a MARII in there but cap was a problem so I swapped it for the cap relay.
What do you do when a ship mwd's into locking range or if by chance drones lock onto you? With no AB or MWD you'll be screwed.
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jbob2000
Gallente KIA Corp KIA Alliance
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Posted - 2007.04.03 15:28:00 -
[45]
Here's a great setup for gangs:
2x 250mm IIs 1x Recon Probe Launcher 1x Cov Ops Cloak II
1x Sensor Booster II 2x Warp Disruptor IIs 3x Phased Muon Sensor
1x MARII 1x Faction Explosive Plate 2x CPU II (1 can be dropped once recon 5 is trained, 15 days more for me)
4x Valkyrie IIs in the bay
2x Probe time reducers for rigs
Haven't lost one yet, been into structure many times though. Cap can sometimes be a problem, but generally you can turn off a warp scram or two or the damps if you need to. The majority of my fighting is ganks or small skirmishes so it works perfectly. ________________________________ KIA Recruitment
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Eko Zeni
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Posted - 2007.04.10 23:58:00 -
[46]
1 x Medium Unstable Neut 1 x Medium Diminishing NOS 1 x Recon Probe Launcher 1 x Covert Ops Cloaking Device II --- 3 x Muon damps (T2 damps suck) 1 x Sensor Booster II 1 x 10mn MWD II 1 x SS Warp Disruptor --- 2 x I-Stabs 1 x Nano 1 x CPU II (or something else with Recon V or a Domination disruptor) --- 1 x Damp bonus rig 1 x Targeting speed rig --- 4 Medium or 8 Light T2 drones
This one is pretty much invulnerable against 2-4 hostiles, gives a nice 47km scramble range with Recon IV and does about 2000-2500 m/s to keep some distance from the faster ships, distance is everything with this baby. Your tank should be the ability to damp you opponents and keeping them outside their locking range. The neut/NOS is to shut down inties that come close and kill them with drones.
Has a good survivability and is very usefull in small gangs. |
kearion
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Posted - 2007.04.11 01:10:00 -
[47]
First of, I've seen some nice set-ups here.
So I thought I might aswell just share mine here aswell.
I've been flying an arazu for a very long time now, flown it 1 vs 1/2/3/4, and flown it for gang support.
The one I will post here goes for all the roles I believe, atleast it worked out for me nicely, haven't checked into rigs for my arazu yet though.
Highs: 2x 250mm proto's (AM M) 1x Cloak 1x Arbi heavy launcher / probe launcher
Mids: 1x mwd T2 3/4x Phased muons (never use T2 cause your cap will be dead in seconds) 1/2x scrams
Lows: 1x MAR II 2x cap recharge things (forgot the name for low slot, but there best named) 1x Co Processor II or 1x EANM II
Drones: 3x meds (Hammerhead II's) 2x smalls (Warior II's)
Keep range at around 30km and ppl will not be able to do anything against you. For the MWD, I only use it if I land to close to the target, so I still miss out on some cap I know.
This set-up is not for a tanker ofcourse, but I don't think the arazu is ment for that, Just keep range and kill the target. If the targets drones agress you, use your own drones to kill those. Just keep your range and keep an eye on your surroundings.
Why no Sensor Booster? You don't really need it, if you know what your doing.
Just my 2 cents
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achoura
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Posted - 2007.04.24 15:51:00 -
[48]
Cap rigs.....
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Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
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Posted - 2007.04.24 16:25:00 -
[49]
Originally by: achoura Cap rigs.....
A wise man (well prolly a woman tbh) once said: 'If you can't think of anything useful to say, you might aswell not say anything..'
or as I like to say: STFU damned necro-er All the stuff above does not necessarily reflect my corp, my alliance or even me.. Drone guide.. |
Sedai Hara
Caldari The Forsakened Companions
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Posted - 2007.05.24 16:45:00 -
[50]
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.
Almost the exact setup i use, just switch the istabs for overdrives. (as of the nano nerf)
I havent tested it in combat yet, but i learned that a cov ops cruiser should never take damage, atleast not the arazu. So to go 2km/s and be able to escape bubble camps/dictor camps is a big plus!
But as said.. i ahvent tried it in real combat just yet, but i hope it will go well (got a faction fitted pilgrim buddy with me for my recon gangs, so the pair of us would work well i hope).
Sry for the small necromancing, but it was the only real good arazu post with rev material i could find in search
Originally by: Tuxford Speed is fun and all but this is getting silly, yes we are addressing it, yes I have a blog coming about it.
2007-02-05 end of the nano-era |
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Nines Tslaruk
Minmatar North Face Force Anarchy Empire
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Posted - 2007.05.24 17:13:00 -
[51]
Edited by: Nines Tslaruk on 24/05/2007 17:17:42 The main role of this ship is probing, tackling lone targets, and ewar support in small gangs. To do this, fit a light tank, maybe an istab, mwd to keep range, and probe launcher (and cloak of course). Guns are not very important on this ship; the rest of your gang should do their part to deal dps. ------------------- [url=http://oldforums.eveonline.com/?a=topic&threadID=524621&page=1]NFF Recruitment[/url]
[url=http://northface.griefwatch.net/]NFF Killboard[/url] |
Minnow maught
Art of War Cult of War
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Posted - 2007.06.29 12:14:00 -
[52]
1xCov Ops Cloak 3x250mm Rail II (Faction Ammo)
1xSensor Boost 1xAft II 1xFaction Scambler 3xPhased Muon Sensor Damps
2xOverdrive II 2xMagstab II
3xMedium II Drones 2xSmall II Drones
2xDamp Strength Rigs
Gang setup not for solo work although it can work against soft targets.
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Bigby
The Scope
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Posted - 2007.06.29 12:23:00 -
[53]
Edited by: Bigby on 29/06/2007 12:22:34 The one thing I always thought this ship needed was a long range webber, and now with heat you can overcharge a GN webber to get to almost 17k. Just gotta grind a few missions to get one and I'll be laughing :)
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Shozo
Pay Now inc
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Posted - 2007.06.29 13:29:00 -
[54]
High: 3x 250mm Prototype Rails w/Thorium M 1x Covert Ops Cloak
Meds: 1x 10MN AB II 2x Warp Disrupt II 3x Muon Sensor Damps
Lows: 1x Medium Armor Rep II 1x Dmg Cntrl II 1x Explosive Energized Plate II 1x Beta CPR
Rigs: 1x Dampener Rig 1x Cap Recharge Rig
Drones: 3x Hammerhead II 2x Hobgoblin II
Notes: I do a lot of mission busting(YARRR!!) so the 2x disrupts ensures the target is not going to run away. Obviously if you can do tech2 rails you should do that and same with the cap relay. Your optimal for all weapons is somewhere around 35km - 40km and 40+km with tech2 rails and/or Recon V. Lows can be switched up with some Magnetic Stab II's for the increase in your DPS, if necessary, or per your preference. You could go with tech2 dampeners but, the cap use on them is a lot more than the muon's for the same stats.
--
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Akwarr
Infinitus Odium
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Posted - 2007.06.29 14:23:00 -
[55]
Edited by: Akwarr on 29/06/2007 14:25:40 Just thought I'd add my views to this thread. I see some very bad setups in here that will get people killed. I also see people saying things like "You can't do this or that because of cap issues, etc". Well, guess what, you're in a 100+mil ship that takes a crapton of SP to fly, if you can't afford to fit it GOOD, with rigs, etc, you shouldn't be flying it. If you spend a bit of money on your ship and fit it right you'll never, EVER lose it, so why not put some good money into it? With that being said here is my current setup:
Highs: Cov ops cloak 3x 250mm II with iridium ammo (puts my optimal around 38km or so)
Mids: 10mn AB II Sensor Booster II 3x Phased Muon damps 1x Warp disruptor II (probably going to buy a faction one here soon)
Lows: Beta cap relay 2x Mag stab II 1x DCU II
Rigs: 1x CCC 1x RSD strength rig
Drones: 3x hammerhead II 2x Warrior II
With the CCC and beta cap relay and no MWD, I can run the damps, disruptor, AB, and guns for a really, really, really long time. With long distance jamming 4, Recon 4, and gunnery support skills at 4, the optimal on the RSDs is 42km, 43km for the warp disruptor II, and 38km for the 250mm II's. This makes for a great fighting range of 40km, so try to stay at that range, or move closer if you think the person will be able to move out of your disruptor range.
No plate or armor rep because honestly if you're getting shot you need to warp away or you're going to die either way. This ship EXCELS at killing solo ships, preferably ratters. If you're trying to take on 3 other ships, even if you have a gang of 3, you better be VERY careful. My RSDs damp by 72% with this setup.
I wanted a setup that could actually kill something, since usually I fly around solo. This setup will kill any ship that is getting shot at by rats, and almost any ship smaller than a battleship (and some battleships) 1v1, even if it takes awhile.
MWD will kill your ability to run everything, and honestly the only scenarios when you MAY need it are scenarios that you shouldn't be getting into anyway. Sometimes I'll fit a 10mn MWD II to make the jump through a choke point going into 0.0, but then I dock immediately afterwards and switch back to an AB II. If you lock down a ship and he starts MWDing towards you and you can't get away, the RSDs give you way more than enough time to just warp off and find someone else to gank before he can even come close to locking you. The AB II gives you around 700m/s which is more than enough to stay away from almost all ships you'll fight. Interceptors and AFs will usually be dead before they can reach you anyway...couple good volleys and your drones should make pretty short work of the inties and the AFs have a bigger sig radius and are slower anyway.
Last, blaster setups on an arazu make me want to cry.
That is all.
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Riechao
KDM Corp
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Posted - 2007.06.30 03:45:00 -
[56]
Originally by: Akwarr Edited by: Akwarr on 29/06/2007 14:25:40 Highs: Cov ops cloak 3x 250mm II with iridium ammo (puts my optimal around 38km or so)
Mids: 10mn AB II Sensor Booster II 3x Phased Muon damps 1x Warp disruptor II (probably going to buy a faction one here soon)
Lows: Beta cap relay 2x Mag stab II 1x DCU II
Rigs: 1x CCC 1x RSD strength rig
Drones: 3x hammerhead II 2x Warrior II
Excellent fitting. I am a long time arazu user and I hadn't updated since rigs were introduced. I love the set-up, have now switched to muon damps. One thing, since this ship is for just attacking and dampening and pretty much giving someone a nightmare, there's no reason for a DCU, just use a signal amplifier instead. Faster lock time = victory... Also, you could try to use web drones with 3 small drones if you're afraid of them moving out of range, though the web drone is really slow. You won't have as much DPS, but, you'll hit better when they're not moving so fast.
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Ackaroth
D00M. Triumvirate.
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Posted - 2007.07.03 11:32:00 -
[57]
Originally by: Akwarr Edited by: Akwarr on 29/06/2007 14:25:40 Just thought I'd add my views to this thread. I see some very bad setups in here that will get people killed. I also see people saying things like "You can't do this or that because of cap issues, etc". Well, guess what, you're in a 100+mil ship that takes a crapton of SP to fly, if you can't afford to fit it GOOD, with rigs, etc, you shouldn't be flying it. If you spend a bit of money on your ship and fit it right you'll never, EVER lose it, so why not put some good money into it? With that being said here is my current setup:
Highs: Cov ops cloak 3x 250mm II with iridium ammo (puts my optimal around 38km or so)
Mids: 10mn AB II Sensor Booster II 3x Phased Muon damps 1x Warp disruptor II (probably going to buy a faction one here soon)
Lows: Beta cap relay 2x Mag stab II 1x DCU II
Rigs: 1x CCC 1x RSD strength rig
Drones: 3x hammerhead II 2x Warrior II
With the CCC and beta cap relay and no MWD, I can run the damps, disruptor, AB, and guns for a really, really, really long time. With long distance jamming 4, Recon 4, and gunnery support skills at 4, the optimal on the RSDs is 42km, 43km for the warp disruptor II, and 38km for the 250mm II's. This makes for a great fighting range of 40km, so try to stay at that range, or move closer if you think the person will be able to move out of your disruptor range.
No plate or armor rep because honestly if you're getting shot you need to warp away or you're going to die either way. This ship EXCELS at killing solo ships, preferably ratters. If you're trying to take on 3 other ships, even if you have a gang of 3, you better be VERY careful. My RSDs damp by 72% with this setup.
I wanted a setup that could actually kill something, since usually I fly around solo. This setup will kill any ship that is getting shot at by rats, and almost any ship smaller than a battleship (and some battleships) 1v1, even if it takes awhile.
MWD will kill your ability to run everything, and honestly the only scenarios when you MAY need it are scenarios that you shouldn't be getting into anyway. Sometimes I'll fit a 10mn MWD II to make the jump through a choke point going into 0.0, but then I dock immediately afterwards and switch back to an AB II. If you lock down a ship and he starts MWDing towards you and you can't get away, the RSDs give you way more than enough time to just warp off and find someone else to gank before he can even come close to locking you. The AB II gives you around 700m/s which is more than enough to stay away from almost all ships you'll fight. Interceptors and AFs will usually be dead before they can reach you anyway...couple good volleys and your drones should make pretty short work of the inties and the AFs have a bigger sig radius and are slower anyway.
Last, blaster setups on an arazu make me want to cry.
That is all.
Been trying my damndest(sp?) to make this fit work on quickfit, even tried with prototype's instead of T2 rails. I seem to be coming up short on CPU, despite having electronics 5. Any tips?
Signature deleted for being too awesome. - Ackaroth |
Grytok
German Kings OPUS Alliance
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Posted - 2007.07.03 13:28:00 -
[58]
I've tested and tested the Arazu during the last 3 Month and the best setup so far I got was this:
High: COCD II, 3x 200mm Rail II Med: 10MN MWD II, 2xLSE II, 2x Phased Muon Damp, T2 Disruptor@43km Low: PDS, DCU II, 2x Nanofiber II
Rigs: Shield EM and Therm Resist
With decent skills you get your target down to 10% (should be enough). Goes over 2000m/sec and has about 8000 Shield HPs. .
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Idealdeath
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Posted - 2007.07.06 18:51:00 -
[59]
Edited by: Akwarr on 29/06/2007 14:25:40 Just thought I'd add my views to this thread. I see some very bad setups in here that will get people killed. I also see people saying things like "You can't do this or that because of cap issues, etc". Well, guess what, you're in a 100+mil ship that takes a crapton of SP to fly, if you can't afford to fit it GOOD, with rigs, etc, you shouldn't be flying it. If you spend a bit of money on your ship and fit it right you'll never, EVER lose it, so why not put some good money into it? With that being said here is my current setup:
Highs: Cov ops cloak 3x 250mm II with iridium ammo (puts my optimal around 38km or so)
Mids: 10mn AB II Sensor Booster II 3x Phased Muon damps 1x Warp disruptor II (probably going to buy a faction one here soon)
Lows: Beta cap relay 2x Mag stab II 1x DCU II
Rigs: 1x CCC 1x RSD strength rig
Drones: 3x hammerhead II 2x Warrior II
With the CCC and beta cap relay and no MWD, I can run the damps, disruptor, AB, and guns for a really, really, really long time. With long distance jamming 4, Recon 4, and gunnery support skills at 4, the optimal on the RSDs is 42km, 43km for the warp disruptor II, and 38km for the 250mm II's. This makes for a great fighting range of 40km, so try to stay at that range, or move closer if you think the person will be able to move out of your disruptor range.
No plate or armor rep because honestly if you're getting shot you need to warp away or you're going to die either way. This ship EXCELS at killing solo ships, preferably ratters. If you're trying to take on 3 other ships, even if you have a gang of 3, you better be VERY careful. My RSDs damp by 72% with this setup.
I wanted a setup that could actually kill something, since usually I fly around solo. This setup will kill any ship that is getting shot at by rats, and almost any ship smaller than a battleship (and some battleships) 1v1, even if it takes awhile.
MWD will kill your ability to run everything, and honestly the only scenarios when you MAY need it are scenarios that you shouldn't be getting into anyway. Sometimes I'll fit a 10mn MWD II to make the jump through a choke point going into 0.0, but then I dock immediately afterwards and switch back to an AB II. If you lock down a ship and he starts MWDing towards you and you can't get away, the RSDs give you way more than enough time to just warp off and find someone else to gank before he can even come close to locking you. The AB II gives you around 700m/s which is more than enough to stay away from almost all ships you'll fight. Interceptors and AFs will usually be dead before they can reach you anyway...couple good volleys and your drones should make pretty short work of the inties and the AFs have a bigger sig radius and are slower anyway.
Last, blaster setups on an arazu make me want to cry.
That is all. --------------------------------------------------------------------------------
Been trying my damndest(sp?) to make this fit work on quickfit, even tried with prototype's instead of T2 rails. I seem to be coming up short on CPU, despite having electronics 5. Any tips?
I have the exact fit on my Arazu and have plenty of cpu and pg left. Get weapons upgrades 5 that should help fix your cpu problem. With same set up im using 480.20 of 525.00 cpu and 824.52 of 937.50 pg. Good Luck
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Meeko Gloom
The Collective Against ALL Authorities
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Posted - 2007.07.07 00:42:00 -
[60]
People people, what is up with these setups... --------------------------
Guns dont Kill People Drones Do |
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Puupuu
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Posted - 2007.07.07 01:10:00 -
[61]
Originally by: Meeko Gloom People people, what is up with these setups...
Were you going to post a setup of your own, and accidently clicked submit before finishing?
It happens..
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.07.07 02:18:00 -
[62]
tbh, while you can deal some damage with the arazu, your guns here are just props.
3 damps at least. 2 1pointers (T2 can reach over 38km at recon lvl4... or was it 42? can't remember well) mwd or ab
covert op cloak and probe launcher are important in the setup, and you need a T2 co-pro to fit all of this at recon lvl4.
rest of the stuff is at your own pleasure. ---
truth about EVE: Originally by: Cpt Branko "Guns are fine, boost players"
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Meeko Gloom
The Collective Against ALL Authorities
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Posted - 2007.07.07 03:28:00 -
[63]
Originally by: Puupuu Edited by: Puupuu on 07/07/2007 01:15:37
Originally by: Meeko Gloom People people, what is up with these setups...
Were you going to post a setup of your own, and accidentally clicked submit before finishing?
It happens..
wouldnt u like to know --------------------------
Guns dont Kill People Drones Do |
Ahnajhatae
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Posted - 2007.07.16 17:54:00 -
[64]
Gankazu Seems to work for me in a support gang.
IMPORTANT!!!! Skill Recon Ships to level 5 in order to put all devices online.
High: 3x T2 250mm Railguns w/antimatter 1x T2 Covert Ops Cloaking Device
Mid: 2x T2 Warp Disruptors 3x T2 Remote Sensor Dampeners 1x T2 Sensor Booster
Low: 1x T2 Medium Armor Repairer 1x T2 Energized Adaptive Nano Membrane 2x T2 Magnetic Field Stabilizers
Drones: 4x T2 Hammerheads
Rigs: 1x T1 Targeting Systems Stabilizer 1x T1 Inverted Signal Field Projector
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WildSide
Infinitus Odium The Church.
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Posted - 2007.08.01 13:51:00 -
[65]
Edited by: WildSide on 01/08/2007 13:52:12 I wouldnt run a arazu without a setup unable to run forever, as I use long enough time as it is killing stuff solo, but with this setup Im able to hold down targets as for as longas I want.
3x 250mm t2 rails+cover op cloak
2x t2 (or faction, i use ts/db) warp disuptors, 3 best named damps, 1 best named mwd(or ab t2 for mission running ganking).
small armor rep t2, 3x beta cap relay
2 damp rigs.
3 hammerheadt2+2 warriors t2
first of all...I rarly engange a target if its not alone.. with this setup I damp ppl to less than 4.5k lock range with my current skills. even if they have sensorbooster they not gonna have more than 10k. tops.
with lots of testing and errors(and lots of dead arazus due to "certaint sentry guns and pos guns...grr" I found that this setup souts me best. as long as ure hunting along or with a alt in a probing ships. I dont see the use of much tank...for as as long as u do things right..(or else u should simply damp him and warp off). ure not even gonna have to tank his drones.
In a gang or fleet I see the use of a proper tank..but besides that..ure bether of with a setup able to run everything untill u kill the target or if I can I ask for help and hold the target down utill then.
I normaly use caldari navy antimatter...sitting as much as possible still at about 15km. to pack maximum dmg.
Vids produced by me
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Zhoul
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Posted - 2007.08.23 21:27:00 -
[66]
Recon Level 4:
High: 3x T2 200mm Railguns w/antimatter or Spike M 1x T2 Covert Ops Cloaking Device
Mid: 1x Y-T8 MWD (Swap to AB if hunting mission runners. Kept in cargo.) 1x Web (Sometimes replaced with a warp dissy/scram which is kept in cargo.) 1x T2 Warp Disruptor 3x T2 Remote Sensor Dampeners
Low: 1x T2 Medium Armor Repairer 1x T2 Energized Adaptive Nano Membrane 2x Capacitor Power Relay
Drones: 4x T2 Valks (I fight gallente a lot)
Rigs: 2x Capacitor Control Circuit (helps keep tank running perma with short spirts of MWD, even with MWD).
The web alone has saved my ship from being popped on multiple occasions. The web can be used in a variety of ways as well.
1. If a drone boat gains lock on your drones and sends them, then you pull your own drones, the enemy drones will lock you. Webbing any type of drone enables my drones to eat them alive. Webbing a heavy drone enables the 200mm rails to actually hit them. Even from a max skill domi, you can pop their drones faster then they can get them to you.
2. 0.0 Gate ganks
3. Small/fast ship trying to gank you? You can easily hit them with a web, and with your MWD/Damps, they will never catch you.
This setup can orbit almost any ship in game with web, without fear being targeted (8km orbit). If your target happens to have a sensor booster or two, then the web comes in handy for drone mutilation or possibly holding off another target.
- Zhoul
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4rc4ng3L
Finite Horizon The Red Skull
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Posted - 2007.08.31 23:29:00 -
[67]
Edited by: 4rc4ng3L on 31/08/2007 23:32:49
I really dont see the point of tanking this ship in any way. If they can lock you and fire at you then your not using the ship right, the enemy should in no way have a chance to fire, 3x damps and some speed and you should sail through solo fights.
Then id stick 2x mag stabs and a cap relay in the lows along with an overdrive injector.
Still using common sense of course, stay away from anything with backup close by or a large stash of drones onboard.
What i use: -------------------------------
High:
3x 250mm railgun II 1x Cov ops cloak
Meds:
1x 10mn Microwarp drive II 1x Warp Disrupter II 3x Phased Moun Sensor damps 1x Sensor booster
Lows:
1x Overdrive injector II 1x Capacitor power relay II 2x Magnetic Field Stab II
Drones:
8x Hobgoblin II's
Rigs:
2x Capacitor Control Circuit *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
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Solenia
Gallente Dawn of a new Empire Pure.
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Posted - 2007.09.09 11:13:00 -
[68]
Here is a setup that I had done on EFT, I use a similer one on my lachesis and it work great. Most ppl have a problem with Cap this setup allows me to run all mods none stop.
High 3x250mm II( Antimatter & Spike ) 1xCovert Ops Cloak II
Med Y-T80 Overcharged( can fit 10mn MWD II if u got High Speed Maneuvering 5 ) 3xPhased Muon 1xWarp Disruptor II 1xMed Cap Battery II( key in making this setup )*
Low 3xCap Relay II 1xOverdrive II( u can fit this as u wish, either overdrive, nano or Inertia...etc)
Rigs Inverted Signal Field Projector I Particle Dispersion Projesctor I
The Cap Battery will increase the amount your cap regen, enough to be little more then what u are using, with my skill all those mods will be using -29.1 and I'm regening 30.1( very tight I know hehe ).
My skills are atm Recon 4, frequency modulation 4, Long distance jamming3( planned to be 4 ), Propulsion jamming3( planned to be 4 ), Sensor Link 4, Sensor Supperssion3( working on lvl4 atm ).
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D'Avore
Relic Defense Initiative
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Posted - 2007.09.09 12:39:00 -
[69]
Edited by: D''Avore on 09/09/2007 12:39:43 With recon 4: Highs: 3*250mm Railgun II 1*Covops cloak
Meds: 1*ABII 1*SBII 1*best disruptor i can get my hands on 3*Phased Muons
Lows: 1*800 RT plate 1*exp hardener 1*EANM II 1*SAR II
Rigs: 1x damp range 1x damp strenght
I used to fly it with 3 magstabs in the lowslots, but I think it is too paper thin that way. With that 800 plate I can take some hits and get back to that gate with a bit of luck. I find the MWD too gimping. And speed setups don't really work on this ship :(
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Amantus
Gallente Murientor Tribe
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Posted - 2007.09.09 18:49:00 -
[70]
Edited by: Amantus on 09/09/2007 18:54:47 I want to train my alt for an Arazu and have been playing around with setups in EFT. The problem is that I want to fit a recon probe launcher on the Arazu, but the ship lacks the bonus to recon launcher duration that covert ops frigates have. Basically what I want to use this ship for with my alt is jumping him into a 0.0 system to find hostiles, him to probe them out, decloak, damp and scram while I come in on my main in an Eos or Domi or a high damage blaster ship like Deimos or Astarte..
Here's the setup I've come up with:
2x 250mm Rails Covert Ops Cloak Recon Probe Launcher
4x Phased Muon Sensor Disruptor I Warp Disruptor II Sensor Booster II
Beta Reaction Control CPR 2x Overdrive II Co-processor II
3x Vespa EC-600 2x Hornet EC-300
Rigs: 2x Gravity Capacitor Upgrade I
When I get Recon ships V, I'll switch out the co-processor for a local hull inertia stab to reduce my time to get to warp.
My cap will run forever with the cap power relay.
With the rigs and appropriate skills to IV, the recon probe duration is reduces to 58.3 seconds. The damps can lock a ship down very tightly and the ecm drones will keep breaking the enemy's lock an the damps will give them such a long locking time that they'll basically be shut down for good.
My main question is this: Without the bonus to the duration of the recon probe launcher, is it still viable to fit one on the ship?
Thanks, Amantus ------------
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Mr Friendly
That it Should Come to This
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Posted - 2007.09.09 19:56:00 -
[71]
Originally by: Meeko Gloom
Originally by: Puupuu Edited by: Puupuu on 07/07/2007 01:15:37
Originally by: Meeko Gloom People people, what is up with these setups...
Were you going to post a setup of your own, and accidentally clicked submit before finishing?
It happens..
wouldnt u like to know
Hmm, another 'vaporware-I'm-so-uber-setup'... GG.
For actual advice that usually doesn't involve smack-fu idiots, go over to Scrapheap-Challenge.com (aka SHC).
Most of the setups are well thought out, with reasoning behind them.
Just keep in mind it's not Eve-O, so idiots should just not post... ever...
cheers
__________________________________________________ FOLD. The Ultimate PVP. It really is Us vs. Them. clicky |
skuggan
Unseen Inc.
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Posted - 2007.09.10 16:08:00 -
[72]
High Covert Ops Cloaking Device II Recon Probe Launcher I Heavy Missile Launcher II Empty
Med Warp Disruptor II Y-T8 Overcharged Hydrocarbon I Microwarpdrive Phased Muon Sensor Disruptor I Phased Muon Sensor Disruptor I Sensor Booster II Medium Capacitor Booster II
Lows Small Armor Repairer II Dread Guristas Co-Processor Armor Explosive Hardener II 1600mm Reinforced Rolled Tungsten Plates
Rigs Gravity Capacitor Upgrade I Gravity Capacitor Upgrade I
Drones 4x Hammerhead II
800 Charges in the booster and faction missiles.
It's not a solo omgwtfbbq ship, but it's nice for small gangs.
Can take some sentry fire and scan for those lowsec missionrunners/safespotters \o/
But if you are lazy as me, and have not trained recon to more that lvl4, you might need a hardwiring - zainou 'gypsy' kmb-50 (3% cpu bonus)
come on, flame me ;) -- With a license to carebear. |
Shozo
Pay Now inc
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Posted - 2007.09.10 17:07:00 -
[73]
High: 3x 250mm II Railguns w/Federation Navy Thorium M or Spike M 1x Covert Ops Cloak
Meds: 1x 10MN AB II 2x Warp Disrupt II 3x Muon Sensor Damps
Lows: 1x Medium Armor Rep II 1x Dmg Cntrl II 1x Explosive Energized Plate II 1x Beta CPR
Rigs: 1x Dampener Rig 1x Cap Recharge Rig
Drones: 3x Hammerhead II or 3x Valkyrie II 2x Hobgoblin II or 2x Warrior II
Notes: I do a lot of mission busting(YARRR!!) so the 2x disrupts ensures the target is not going to run away. Your optimal for all weapons is somewhere around 31km - 63km depending if you use the faction or tech2 ammo. Lows can be switched up with some Magnetic Stab II's or Shadow Serpentis Magnetic Stabs for the increase in your DPS, if necessary, or per your preference. You could go with tech2 dampeners but, the cap use on them is a lot more than the muon's for the same stats.
--
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MrTripps
Gallente
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Posted - 2007.09.11 21:50:00 -
[74]
Edited by: MrTripps on 11/09/2007 21:50:09 I'm surprised how few of these setups have a recon probe launcher and a heavy arby in the highs. It seems like if cap is a factor a bit of cap-free dps would be welcome.
Certainty of death...small chance of success...what are we waiting for? - Gimli |
Shai Uroku
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Posted - 2007.09.21 20:46:00 -
[75]
3 x 250mm II`s Cov ops cloak
10mn AB II SB II Warp disruptor II 3 x Sensor damp II
2x Mag stab II 2x cap relay II
2 ccc rigs
everything permaruns, all the time...
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Wawa WeeWa
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Posted - 2007.10.10 19:32:00 -
[76]
Any feedback on a setup like this (designed to damp from about 30k or so):
Covert Ops Cloaking Device II 'Arbalest' Heavy Missile Launcher 250mm Prototype I Gauss Gun [Lead ] 250mm Prototype I Gauss Gun [Lead ]
2xPhased Muon Sensor Disruptor I 2xWarp Disruptor II Remote Sensor Booster II 10MN Afterburner II
2xCapacitor Power Relay II Inertia Stabilizers II Nanofiber Internal Structure II
Rigs : Targeting Systems Stabilizer I, Polycarbon Engine Housing I
3xHammerhead 2xHobgoblin
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flashsplat
Gallente CyberDyne Industries Te-Ka
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Posted - 2007.10.10 19:44:00 -
[77]
Edited by: flashsplat on 10/10/2007 19:45:17 Blasters on Arazu = PWN. You guys are all noobs :P Though with the upcoming changes to damps, it may not be all that effective in the future. If anything it'll be alot more risky. Risky = fun.
[HIGH] 3 Heavy Neut II's w/ Null Covert-Ops Cloak [MED] 10mn AB II fleeting web 3 phased muon rsd's T2 warp disrupt [LOWS] 2 mag stabs 2 cap relays [RIGS] 2 damp sensor strength [DRONES] 3 Hammers 2 Hobies
I'd try to make that all pretty but i'm at work and in a rush. I crank about 250-300DPS with skills/plants maybe more.. can't remember.. AAAHH!!?! Boss coming!!
EDIT: This is for Solo PWN btw. Or use with other recons.
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Sunshine xXx
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Posted - 2007.10.14 12:28:00 -
[78]
Great posts here. thanks all
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Angeltara
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Posted - 2007.10.23 17:22:00 -
[79]
Ok, I may be missing something, but I thought the whole idea behind the Arazu was speed and damp. Everyone's setup seems to include various tanks in the low slots. I use the below setup (I got from a buddy), and it works well in low-sec and 0.0, especially when I need to make a quick, unseen getaway from within a bubble!
High; Covert ops, 250 Rails T2 x 3 (Spike)
Med: Sensor Boost T2, Phased Muons x 3, Warp Disruptor T2
Low: Overdrive T2, Mag stabs T2 x 2, CPU T2
I maybe missing an item, but thats about it. The theory is that, if you get targeted in an Arazu your ****ed anyway, plates, reps, etc aren't going to help much anyway other than prolong the inevitable. This is what I've been told, so shed some light please.
Angel
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madaluap
Gallente Mercenary Forces Exquisite Malevolence
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Posted - 2007.10.23 17:24:00 -
[80]
Originally by: Angeltara Ok, I may be missing something, but I thought the whole idea behind the Arazu was speed and damp. Everyone's setup seems to include various tanks in the low slots. I use the below setup (I got from a buddy), and it works well in low-sec and 0.0, especially when I need to make a quick, unseen getaway from within a bubble!
High; Covert ops, 250 Rails T2 x 3 (Spike)
Med: Sensor Boost T2, Phased Muons x 3, Warp Disruptor T2
Low: Overdrive T2, Mag stabs T2 x 2, CPU T2
I maybe missing an item, but thats about it. The theory is that, if you get targeted in an Arazu your ****ed anyway, plates, reps, etc aren't going to help much anyway other than prolong the inevitable. This is what I've been told, so shed some light please.
Angel
If you arent gonna fit a mwd, drop the overdrive and fit a cap relay instead. _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |
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Angeltara
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Posted - 2007.10.23 17:25:00 -
[81]
Oops....did forget something. Add a MWP to the mid slot.
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