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SoftRevolution
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Posted - 2007.10.21 19:00:00 -
[61]
Originally by: Jonathan Storm Why do nearly all these setup use artillery? Auto cannons seam more fun and have less requirements to fit? Also why no target painting and webbing drones?
My thinking is
High 6 425 AC 2 assault missile launchers
Med Afterburner tracking computer Cap recharger Cap recharger
Low 2 Medium Armor Repair Gyro 2 NAM Damage control
med target painting drones webbing drones
Short ranged weapons for missions mean you're wasting time travelling.
It also means you actually have to tank all of the incoming DPS instead of just "distance tanking" it.
With long ranged weapons if you do it right you basically just snipe them as they come to you.
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BigNorm
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Posted - 2007.10.21 20:18:00 -
[62]
Well I dont have the best gunnery skills, seeing as I am a miner. I got a Hurricane to keep my occupied while I was training for a hulk, and it is a fun ship. I dont pvp, so this set-up is used for lvl 3s.
Highs: x5 720mm Howitzer Artillery (Proton/EMP) x3 Malkuth Heavy Launchers (Scourge Heavy Missiles)
Meds: Sensor Booster 1 Target Painter 1 x2 Cap Recharger IIs
Lows: Medium Accomodation Vestment Reconstructor Damage Control II 2 Active Hardeners (depends on mission, sometimes I will take 3) Gyrostabilizer I Reactor Control I (even with engineering V, its still needed because of the 720s)
I can get 80%+ resists for missions, and this will run everything on the ship for about 9 minutes. It only has a damage mod of about 8.5, but I can do any lvl 3 out there. I use x3 Vespa Is, and the drones combined with the target painter and heavy missiles kill any frigates, while the artillery will kill everything else. Once my Hulk is set, I plan on getting T2 guns/ammo and upgrade all fittings to T2.
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Ubad
Minmatar Bandits Are Doomed
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Posted - 2007.10.22 00:59:00 -
[63]
I've been using this for lvl 4 missions.
6 x 720mm Scouts
1 x Large Republic Fleet Shield Booster 3 x Active tech II shield hardeners (Change depending on the mission)
3 x Gyrostabs (2 Tech II, 1 Fleet just need the tags to replace the 2 Tech II) 2 x PDU II 1 x Damage Control II
1 x CCC rig 2 x Tracking rigs
5 x small drones
I decided to buy it since I was bored and wanted to know if it would work and it does. Also with AWU 3 there's about 7 grid left.
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Yosarian
Hand Of The Tahiri Namtz'aar k'in
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Posted - 2007.10.27 01:52:00 -
[64]
Currently using:
6x 650mm (usually Proton M ammo) 2 x heavy launchers
Afterburner Target painter Tracking computer Cap recharger
Medium armour repairer 3 x Resistance plating (Thm, Kin, Exp) 2 x gyrostabilisers
2x medium, 1x light drones
Mostly T2 with a few good T1s in there. Optimum engagement range is about 30km
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Atius Tirawa
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.10.27 06:09:00 -
[65]
even in PvP, the Cain is a fantastic 720 platform for sniping. It may not get the range of the munin, but its a good solid ship even with 720s. For AC-PvP, the Sleph is saddly too good to not fly (even if it costs 5 times more) -----------
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hette leif
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Posted - 2007.10.31 11:34:00 -
[66]
Edited by: hette leif on 31/10/2007 11:36:23
Originally by: Yosarian Edited by: Yosarian on 29/10/2007 23:52:17 Currently using this for lvl 3's:
6x 650mm (usually Proton M ammo) 2 x heavy launchers
Afterburner Target painter Tracking computer Cap recharger
Medium armour repairer 3 x Resistance plating (Thm, Kin, Exp) 2 x gyrostabilisers
2x medium, 1x light drones
Mostly T2 with a few good T1s in there. Optimum engagement range is about 30km
with only 1 cap recharger you would run out of cap on lvl 3 mission! you dont need Target painter. put in one more cap recharger. and for the drons, i would have 5 light.
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evriss
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Posted - 2007.10.31 12:13:00 -
[67]
Edited by: evriss on 31/10/2007 12:15:24 Some stunningly clueless setups here.
You don't need tracking mods with artillery. You're using an afterburner to out-maneuver rats therefore making transversal tend towards zero. Artillery track very badly. a tracking enhancer II has a traking mod of 1.095. That's still tracking very badly. use tracking enhancers on your auto setups for when you're orbiting, which is NOT what you do when you're using artys.
You don't need target painters when you're using medium class guns and missiles against mostly medium class ships. Artillery can instapop most frigates anyway. and your drones add to the mix. Painter on level 3 is a waste of a medslot and a waste of cap.
Artillery + webber? come on... think about it for a second... if transversal is close to zero, artillery are effective at point blank range. Webbers are for sticking ships in place while you orbit them with your autocannons blazing. Just because the tutorial told you to orbit that first rat you killed doesnt mean to say you should still be doing that now.
You don't need sensor boosters when the effective range of your artillery and missiles are INSIDE your targeting range! Again, wasted medslot, waste of cap. Maybe not the case when using tech II artys btw. Yes, those funky radiating blue waves might make you feel like a badass but they're not doing jack for you on a mission.
EFT jockeys posting dual-MAR setups with all sorts of crap in the mids: where you do think you're going to get the cap from to run even 1 of those? Get some resists in your lowslots and swap out those silly midlslot modules for some CR IIs and you can perma-run a single MAR-II AND your hardeners AND your AB and sit on on 80-99% armor for an entire mission.
"near-perfect" PVE setup for L3 with no frivolous mods.
5x650mm, 3xheavy AB II, 3x CR II 2-3 N-Types, 2-3 Gyros, Maybe a DC, maybe an EANM. Drones/Ammo/Resists to suit mission.
And that's it. all modules perma-run. no sensor boosters. no target painters. no tracking enhancers/computers. No fluffy pink dice. No just a good mission tank with good resists and a good dollop of damage mods.
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hette leif
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Posted - 2007.10.31 22:56:00 -
[68]
Originally by: evriss Edited by: evriss on 31/10/2007 13:47:48 Lots of clueless and clearly-never-actually-tried setups here :)
You don't need tracking mods with artillery. You're using an afterburner to out-maneuver rats therefore making transversal tend towards zero. Artillery track very badly. a tracking enhancer II has a traking mod of 1.095. That's still tracking very badly. use tracking enhancers on your auto setups for when you're orbiting closerange at speed, which is NOT what you do when you're using artys.
You don't need target painters when you're using medium class guns and missiles against mostly medium class ships. Artillery can instapop most frigates anyway. and your drones add to the mix. Painter on level 3 is a waste of a medslot and a waste of cap.
Artillery + webber? come on... think about it for a second... if transversal is close to zero, artillery are effective at point blank range. Webbers are for sticking ships in place while you orbit them with your autocannons blazing. Just because the tutorial told you to orbit that first rat you killed doesnt mean to say you should still be doing that for every weapon system.
You don't need sensor boosters when the effective range of your artillery and missiles are INSIDE your targeting range! Again, wasted medslot, waste of cap. Maybe not the case when using tech II artys btw. Yes, those funky radiating blue waves might make you feel like a badass but they're not doing jack for you on a mission.
EFT jockeys posting dual-MAR setups with all sorts of crap in the mids: where you do think you're going to get the cap from to run even 1 of those? Get some resists in your lowslots and swap out those silly midlslot modules for some CR IIs and you can perma-run a single MAR-II AND your hardeners AND your AB and sit on on 80-99% armor for an entire mission.
"near-perfect" PVE setup for L3 with no frivolous mods.
5x650mm, 3xheavy AB II, 3x CR II MAR II, 2-3 N-Types, 2-3 Gyros, Maybe a DC, maybe an EANM. Drones/Ammo/Resists to suit mission.
And that's it. all modules perma-run. no sensor boosters. no target painters. no tracking enhancers/computers. No fluffy pink dice. Just a good mission tank with good resists and a good dollop of damage mods.
*Lots of clueless and clearly-never-actually-tried setups here* true! but we are all here to learn! ;)
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ry ry
StateCorp The State
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Posted - 2007.11.01 13:08:00 -
[69]
6 x 650s, 2 HML 4 x CR 2 x MAR, 3 x Hardeners, DC
1 Med Drone, 4 Light Drones.
Use t2 where possible. shoot the cruisers, use drones on the frigates. don't release drones until you have aggro. walks through lvl3 missions.
on the (very) few missions where you take more DPS than you can tank, you should be able to fly away from the blob picking off cruisers and bring the DPS down to a level you can manage without warping out.
don't bother looting anything, just BM a can in each room as you finish it and send in a LootMonkeyStabber (setup below) after you've handed in the mission.
8 x salvagers MWD, MCB, CR 2 x Nano, IStab
i suppose you could fit tractor beams, but i haven't bothered training them.
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Melvyn Ducharme
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Posted - 2007.11.08 07:23:00 -
[70]
my setup, havnt tried level 4s yet, i may want to put some hardening on those shields
6 650mm tech 2 2 arbalast heavies
2 large shield extenders best named 10mn after burner tech 2 stasis webifier tech 2
3 shield power relays tech 2 2 RCU tech 2
3 shield rercharge rigs
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Galan Undris
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Posted - 2007.11.08 16:07:00 -
[71]
Originally by: evriss You don't need tracking mods with artillery. You're using an afterburner to out-maneuver rats therefore making transversal tend towards zero. Artillery track very badly. a tracking enhancer II has a traking mod of 1.095. That's still tracking very badly.
Well, you do realize that the primary reason to use tracking mods is range, right? 2-3 tracking mods and 720s will hit hard with high damage ammo all the way out to unboosted lock range. All mission rats, except a few missile BCs, will barely scratch you at that range.
No doubt your 650 setup can comlplete a mission (only 5 arties , BTW, a MAR II will parmarun on 2 Cap recharger IIs), but 6 tracking (range)-enhanced 720s will work better, that much I can guarantee.
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Odium47
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Posted - 2007.11.08 17:22:00 -
[72]
Edited by: Odium47 on 08/11/2007 17:22:21 I was wondering: these people who cripple ships' dmg, are they really playing this game or just looking at EFT?
"Maria de Mangop" 720mm II 720mm II 720mm II 720mm II 720mm II 720mm II ASML ASML SB II LSE II LSE II LSE II GYRO II GYRO II GYRO II TE II TE II PDU II rigsPBA I CAR I AESR I ammoProton (my favorite) Tremor (long range NPC mofos) DU (general use) Quake (always carry some in cargo) dronesHobgoblin Hobgoblin Hobgoblin Hobgoblin Hobgoblin Hobgoblin
I guess at this point explaining how it works it will just be a guide for Down Syndrome people.
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Melvyn Ducharme
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Posted - 2007.11.09 19:05:00 -
[73]
flaw is: it wont work for alot of people, who dont have awesome skills to fit that much power grid
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Deadly Harbinger
Minmatar Brutor tribe
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Posted - 2007.11.14 00:55:00 -
[74]
Originally by: Odium47 Edited by: Odium47 on 08/11/2007 17:22:21 I was wondering: these people who cripple ships' dmg, are they really playing this game or just looking at EFT?
"Maria de Mangop" 720mm II 720mm II 720mm II 720mm II 720mm II 720mm II ASML ASML SB II LSE II LSE II LSE II GYRO II GYRO II GYRO II TE II TE II PDU II rigsPBA I CAR I AESR I ammoProton (my favorite) Tremor (long range NPC mofos) DU (general use) Quake (always carry some in cargo) dronesHobgoblin Hobgoblin Hobgoblin Hobgoblin Hobgoblin Hobgoblin
I guess at this point explaining how it works it will just be a guide for Down Syndrome people.
Would someone be kind enough to translate all those abbreviations for a new player like me ? :S If I dislike something about this game is the excessive amounts of abbreviations..
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PVT Necromancist
Minmatar Full Metal Seraphim
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Posted - 2007.11.14 09:11:00 -
[75]
Originally by: Deadly Harbinger
Originally by: Odium47 Edited by: Odium47 on 08/11/2007 17:22:21 I was wondering: these people who cripple ships' dmg, are they really playing this game or just looking at EFT?
"Maria de Mangop" 720mm II 720mm II 720mm II 720mm II 720mm II 720mm II ASML ASML SB II LSE II LSE II LSE II GYRO II GYRO II GYRO II TE II TE II PDU II rigsPBA I CAR I AESR I ammoProton (my favorite) Tremor (long range NPC mofos) DU (general use) Quake (always carry some in cargo) dronesHobgoblin Hobgoblin Hobgoblin Hobgoblin Hobgoblin Hobgoblin
I guess at this point explaining how it works it will just be a guide for Down Syndrome people.
Would someone be kind enough to translate all those abbreviations for a new player like me ? :S If I dislike something about this game is the excessive amounts of abbreviations..
I'll explain those i understand myself:
ASML = Assault missile launcher SB = Shield booster LSE = Large shield extender Gyro = Gyrostabilizer TE = Tracking enhancer DU = Depleted uranium
As for the setup, i don't see the point of shieldtanking, because the cane has more "raw" armor hp than shields. Also, all those T2 mods would/will take months to train for, and most people don't have those skills yet. You should check the age of the char that made the post, if he's less than 6 months you should probably hold back on the T2 mods. (now i don't know the age of the char that made this post. just a pointer )
Finally, i can't say i'm a very experienced pilot myself, but what i can say is that if you don't have AWU, leave 720's alone, because you won't be able to fit anything reasonable with them. Trust me, i've tried.
And the Downs Syndrome thing? Not cool. ---------------------------------------- Bringin' the pain. On a stick. |

Dethatt Dorid
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Posted - 2007.12.30 23:02:00 -
[76]
I'm looking for lvl4 mission setup for hurricane. I've only 2.3 mil sp. Checked almost all forums but got nothing about hurricane lvl4 mission setup or some with high sp.
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Hiyy11
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Posted - 2008.01.03 15:43:00 -
[77]
This is what I use for running Lvl 2 and 3 Missions, easily.
HIGH SLOTS 5 x 650mm Artillery T1 2 x 'Arbalest' Assault Missile Launchers 1 x Salvager (Can be changed for another Arty if you don't want to salvage)
MEDIUM SLOTS 1 x 10MN Afterburner T2 2 x Cap Recharger T2 1 x X5 Prototype I Engine Enervator (Or whatever Named you want)
LOW SLOTS 1 x Medium Armor Repairer T2 1 x Gyrostabilizer T2 3 x Rat Specific Active Hardeners T2 1 x Passive Hardener (Adaptive Nano Membrane) T2
I find this Set-Up works perfectly, and with 2 CApacitor Control Circuits rigged to my ship, I can permo run the lot. Without the CCC's you will still be able to permo run the a hardener and the MAR2. I've never had a problem with this, and I havent got the best skills. Try it and see what you think.
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Mos Superum
Gallente Federal Navy Academy
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Posted - 2008.01.04 20:08:00 -
[78]
I'm Gallente with decent drone and gunnery skills and have fiddled with cross-training up to Minmatar battlecruisers.
I see that a couple of folks in here use theirs for L4s. How well do they tank? I would assume you could leave the MARII on constantly with the low cap requirements of the projectile weapons, right? I have a Domi, for example, that eats cap like kids in a candy store, and I have had to equip at least 1 CCC rig on it to maintain a constant LAR.
That said, will a single MAR hold my tank, seeing as I'll be going after battleship NPCs in an L4? This is in a solo L4 run, btw.
Thanks, Mos Superum
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Auch Mcfadden
Gallente
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Posted - 2008.03.01 06:45:00 -
[79]
is the passive shield tank Myr at all viable using T1 equipment? or without the rigs/implants.
or does it need every last bit of boost/recharge bump to be effective?
ie... for someone without the skills or money to immediately jump into a fully outfitted Myr with all T2 gear.
armor rep? or passive shield setup?
my drones skills are sufficient to use drones as primary dps. and my skills lean towards the armor rep path. the idea of the passive shield tank is really appealing, but i'll need time to redirect my training.
guess my question is...
High Slots:
agro grab guns, maybe salvager, maybe tractor beam, maybe nos
Mid Slots:
Large Shield Extender I x 4/5 Invuln I
Lows Slots:
Shield power relays I X 4/5 Power Dia Sys I 1/2
Drones:
mix/match heavies...or T2 meds
think this would work? wimpy shield tank?
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SFX Bladerunner
101st LST GHOST Alliance
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Posted - 2008.03.06 21:34:00 -
[80]
Edited by: SFX Bladerunner on 06/03/2008 21:35:41 WHAT THE HELL... why do people insist on posting shipsetups of ships they've only flown for 1 - 10 days... seriously... damn.
OK, here goes: I've worked on this setup for a LONG time and it works for all lvl1, lvl2 and lvl3 missions, though some lvl3 missions (read: 1 or 2) do require some fancy flying in order to succeed without having to warp off during.
!!WARNING!! this is a HIGH-SP setup, and works because it is full of T2 stuff and the user has alot of XP points dedicated to it.
HIGHSLOTS: 6x 720mm Howitzer Artillery II 2x 'malkuth' standard missile launcher
MEDSLOTS: 1x 10MN Afterburner II 1x Tracking computer II 1x Sensor Booster II 1x Target Painter II
LOWSLOTS: 1x Medium Armor Repairer II 1x Overdrive Injector System II 2x Gyrostabiliser II 1x Tracking Ehancer II 1x Power Diagnostics System II
USAGE: Use Depleted Uranium with your howitzers for a +-36km optimal range, Personally I fly at 40km from rats cuz damage is still great Use whatever missile you like for your missile launchers, I just have these on for show cuz I have crappy missile skills really Use whatever drones you like, Personally I use 5 lights but I hardly ever have to take em out (only used when encountering MWD frigs/drones) Stay 40km away from closest target and you're fine, this setup just EATS away at anything. IF you play harder missions like the mordus ones ive found out it helps to fit TREMOR ammo which gives you an optimal of +-70km, thus out of missile range for IE mordus missile spam boats.
MODULE EXPLANATION: -AB: gives you good speed, ensures you are faster than basically all rats you encounter on lvl3 missions -Overdrive: same reason as above, just adds that little extra speed... you can do without though so feel free to switch for another gyrostabiliser if you're up to it. -tracking computer: helps take out stuff within optimal range cuz of tracking bonus (which it usually is when you warp in) but most importantly adds to your optimal range -sensor booster: some rats have sensor dampeners and then its good to have one of theese babies, also they increase tracking speed, and you'll NEED one if you are going to be using TREMOR with this setup -target painter: helps take down the frigs and increases damage on cruisers a bit, not really 'necessary' but couldnt imagine what else to fit that would be more usefull. -lowslots: pretty much explain themselves, again the tracking enhancer for inreased range.. PDS so it actually all fits.. also, you might have noticed I have no tank on this xcept for the T2 med repper.. this is because 95% of the missions your shield wont go below 25% (and if you are a veteran at using this setup like I am 75%).
CONCLUSION: I hope this setup helps you people out there, and if any of you have comments on swapping some modules on this setup (like the target painter or tracking enhancer or w/e) feel free to post them and ill have a look at it.
__________________________________________________
History is much like an endless waltz, the three beats of war, peace and revolution continue on forever.. |

Ghengis Tia
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Posted - 2008.03.06 21:59:00 -
[81]
I use a similar setup, but with three Heavy Missile Launcher IIs and mix up the missile types (i.e. 1 w/Widowmaker, 2 w/scourge for Kinetic/Thermal damage).
If you keep yer distance you'll probably never get into armor.
Love my Hurricane, the versatility in changing which damage types to deal/tank for is superb.
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SFX Bladerunner
101st LST GHOST Alliance
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Posted - 2008.03.07 16:04:00 -
[82]
it has projectile bonusses.. why the hell fit 3 launchers? (ive always wondered)
just my 2 cents __________________________________________________
History is much like an endless waltz, the three beats of war, peace and revolution continue on forever.. |

Ghengis Tia
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Posted - 2008.03.07 20:16:00 -
[83]
Put on a projectile range rig, the additional 10% PG needed to run the 720's made me have to give up one gun for a launcher.
When I train up to AWU I'll probably be able to put on the sixth gun.
Besides, I get a kick out of watching missiles fly slow then go BOOM!
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SFX Bladerunner
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Posted - 2008.03.13 03:58:00 -
[84]
Edited by: SFX Bladerunner on 13/03/2008 03:58:48 PS... about my ship setup... it has a tracking computer and tracking enhancer on it. I read some other people saying "why use tracking mods when using artillery? the range bla bla transversal low bla bla"
the FACTS however are, while doing missions you cant be arsed to "select NPC ship, press keep at range, wait for alignment, shoot, repeat" I oftend find myself popping 10+ frigs around 20 - 30km away while I am flying away from a spawn to get good range on cruisers/BCs. I have experienced that this tactic (with the tracking mods) is faster and more efficient than the above stated tactic (with more damage mods or w/e), not to mention less tedious. ALSO, the tracking mods add range... which is always good when you are sniping and relying on range for tank.
- Blade __________________________________________________
History is much like an endless waltz, the three beats of war, peace and revolution continue on forever.. |

Subedai
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Posted - 2008.03.13 05:23:00 -
[85]
"canobond" works ok, speed tank, it is the fastest BC after all :)
passive shield tank - 2xlse2, ab, resist mod to suit mission.
long range or short range you get like 13k shield hp to play around with and plenty of pg for either. Leaves lows for shield recharge, speed and damage mods. Completely capless setup.
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Sionide
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Posted - 2008.03.13 06:05:00 -
[86]
I love the cane as well, but barely used it for pve but I am sure it does the job.
You probably want a cane fit, and many post have already been written. Though I suggest using a cyclone. I have a 9.58 rating with republic security services all doing L3s in my cyclone and never lost a ship...so yeah, I have done a lot of em.
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Neosteve
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Posted - 2008.04.22 09:32:00 -
[87]
Hey guys which tank setup would be better between these two?
Armour tank
or
Shield tank
Thing is i don't know how the defense points work in eft and which one is better. Any help would be appreciated.
Thanks Neo
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Halbmensch Ulfsark
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Posted - 2008.05.12 16:05:00 -
[88]
Ok before you all shoot me down... I can't quite remember what I put in the last two high slots.. Think it was rockets with FOF'f.. But a drake pilot friend of mine suggested I try a good shield tank on the hurricane for missions... This is my setup: High: 6 X 650mm tech2 Arties 2X Something that shoots missiles/rockets(whatever) Med: 4 X Large Shield Extenders tech2 Low: 5X Shield Power Relay Tech2 1X Co-processor
I might be wrong on some of the smaller stuff. Point is Med slots was full Larg Shield extenders t2, High full 650mm t2 and low as many shield power relays...
I did ALL my lvl3 missions solo with this setup without warping in and out to shield rep etc...
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Giao
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Posted - 2008.05.14 21:20:00 -
[89]
can someone tell me when someone says AWU for skills to train up in. What does AWU mean? Sorry I know I'm a noob, still learning
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Giao
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Posted - 2008.05.14 22:06:00 -
[90]
Ty very much, that was definitely informative
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