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Angus McLean
Gallente Divinity Trials
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Posted - 2006.12.08 19:55:00 -
[1]
Im going to bring my Damnation into a PvP gang and I have some cookie cutter setups. Ill post mine, and I just want to see out of the few people that use them what their setups are.
4x Heavy Pulse Laser II (w/Conflagration) 3x Medium Diminishing Nos
10mn AB II TS Web (14km) Fleeting Scram TS Cap injector (400)
MAR II 2x TS Energized Adaptive nano 2x TS Passive (40%) Therm, EM 1x HeatSink II
2 Cap Rigs 1 Repair bonus rig
Thats what ive been using, ofc except the rigs which im having a hard time finding. Just wondering if anyone else likes to take their Damnations on to battlefields where Absolutions should be fighting.
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Tulakh
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Posted - 2006.12.08 20:20:00 -
[2]
The damnation actually only has 2 rig slots so u would maybe either drop the repair bonus rig or one of the cap rigs.
Im not to sure about the 3x medium NOS might be better to fit 2 NOS and go with either an (set of) missile launcher (versatile damage) and replace the pulses except 2 or go with 1 big if it fits.
If you go with 2x recharger rig you CAN get out with replaceing the cap injector with an recharger. Obvious if you go with missiles rather then lasers heatsink becomes an BCU.
It would be nice to do something like this: High slot - 4x Heavy missile launcher II - ?x Heavy / medium NOS with eventually an painter (against small targets, unless someone else is filling that role)
Mid slot - Cap recharger II - 10mn afterburner II - True sansha web - Faction or T2 scrambler
Low slot - 1x TS energized adaptive nano (to take advantage of skills on all resistances) - *patch down all other lowest resistances with specialised modules (preferably active for an as high as possible effect) - 1x (or 2x if resistance modules allow it) BCU II - Medium armor repairer II
Rig slots - 2x 15% or if even remotely possible 2x 20% T2
I think with top knot skills this should be working, but it MAY require the T2 rigs to really work well without cap injector (replace cap recharger in mid slot for cap injector if needed) I do not know for sure fitting works with your current skills, they might need abit of playing arround, but seems like some upgrades to factional and high skills will make it just barely.
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Romulus Maximus
Reikoku Band of Brothers
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Posted - 2006.12.08 21:55:00 -
[3]
Roms phat Damnation
Dont ***** about how exspensive it is blah blah. Swap for T2 etc.
4 Heavy Pulse II 2 Dark Blood Nos Passive Armour Resists Mod thing
Domi Web Domi 30k T2 MWD Cap Inj 800s !!!!
2 Corpum Rep 2 Corpum Nanos Dark Blood Thermal Active Dark Blood RCU
Why on earth would u use a Damnation over an Absolution, unless ur gonna run a gang mod ? Yeah better resists, and extra mid. But u lose loads of dmg. Not worth it, unless ur running Gang mods.
Cap 800s > 400s. For 800 cap, with 400s, u have to wait through 2 cycle time, then the reload. With 800s, its 1 cycle time, and reload. Figure it out.
Running 3 nos..and passive hardners If u want dmg, use an Absolution. Dont bother fitting dmg mods to the Damnation. Theres no signifcant gain in using a Damnation over an Absoultion if ur not running gnag mods.
Current RKK Ranking: (AMM15) Ace - 1000 kills
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Romulus Maximus
Reikoku Band of Brothers
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Posted - 2006.12.08 22:00:00 -
[4]
Originally by: Tulakh
It would be nice to do something like this: High slot - 4x Heavy missile launcher II - ?x Heavy / medium NOS with eventually an painter (against small targets, unless someone else is filling that role)
- 1x (or 2x if resistance modules allow it) BCU II
Lol...just lol
Take a ship with A laser bonus,albeit a range one. No missile bonus. Then try and turn it onto a missile platform. Seriously. Why. Cap Charger is pointless, as ur using no cap to fire.Fit that mucho impressive painter to make ur missile boom boom better I mean..is this actually for pvp ?
Current RKK Ranking: (AMM15) Ace - 1000 kills
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hattifnatt
Gallente The Movement
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Posted - 2006.12.08 23:49:00 -
[5]
Originally by: Angus McLean Im going to bring my Damnation into a PvP gang
How about fitting ganglinks? 400x120@24000 Bytes Maximum please. -Capsicum ___ /o.0\ \___/ <-- This is Jigglypuff!! [ |
6Bagheera9
Shadows of the Dead Xelas Alliance
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Posted - 2006.12.09 00:11:00 -
[6]
You really shouldn't fly a fleet CS without gang modules. Its like trying to fly a inty without a scrambler. If you want to get into the thick of it and slug it out, get a field CS. With the possible exception of the Eos, field command ships are far superior to their fleet counterparts for straight pvp combat.
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Exogene
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Posted - 2006.12.09 00:36:00 -
[7]
Originally by: hattifnatt
Originally by: Angus McLean Im going to bring my Damnation into a PvP gang
How about fitting ganglinks?
Indeed, that's what the damnation is designed for...
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ScreamingLord Sutch
Hand in Mouth
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Posted - 2006.12.09 03:56:00 -
[8]
Originally by: 6Bagheera9 You really shouldn't fly a fleet CS without gang modules. Its like trying to fly a inty without a scrambler. If you want to get into the thick of it and slug it out, get a field CS. With the possible exception of the Eos, field command ships are far superior to their fleet counterparts for straight pvp combat.
QFT, any command ship I undock for pvp has a gang mod on it. I didnt even climb into my field CS ship until I had the mindlink in my head.
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