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Garat Mant
Minmatar Moons of Pluto
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Posted - 2007.10.01 17:37:00 -
[1]
Edited by: Garat Mant on 01/10/2007 17:38:16 This is a "Low Skill" PvE fitting that still manages to cost an arm and a leg:
Highs: 8 x 1200mm Artillery Cannon I with Phased Plasma L
Mids: X-Large C5-L Emergency Shield Overload 'Copasetic' Particle Field Acceleration 3 x Rat-specific hardeners Large F-S9 Regolith Shield Induction
Lows: 2 x Counterbalanced Weapon Mounts 2 x F-aQ Phase Code Tracking Subroutines Emergency Damage Control
Drones: Ogre 1 x 2, Valkyrie II x 3 Warrior II x 4 (for frigates)
Rigs: 2 x Semiconductor Memory Cell 1 x Projectile Metastasis Adjuster
Which with my terrible skills gives me 302dp/s.
Now, is it worth it to drop a hardener for a tracking computer or target painter? What about the rigs? (remember, no t2 stuff!)
-G --
CEO, Moons Of Pluto industrial corporation. Contact us in game for ice/rock mining contracts and manufacturing. |

Garat Mant
Minmatar Moons of Pluto
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Posted - 2007.10.23 15:00:00 -
[2]
Originally by: Mudkest
leave the hardners, drop the extender for tp or tc. if you want buffer then fit a cap recharger, will let you run shield booster longer wich helps more. Or cap battery, dont know if cap rechargers and rigs are stacking and if battery will help mroe in that case.
rigs, shield EM resist rig are nice to plug that hole(like exp rigs are for armor tankers). Also, if you see a t2 fitting setup you can always replace those things with named stuff if you dont have skills(or fitting due to skills) for t2.
Forgot to mention damage control in my setup post. realy nice module, shield resists on lowslot item(and added hull in case things go really terrebly wrong) usualy fit one in those missions where theres lots of incomming damage. usualy reaplace a tracking enhancher and keep 3 gyros though. Specialy if you fit a tracking comp
Yep. I discovered a lot of this after running a few level 4s for the first time. I have about 2 weeks worth of secondary gunnery skills to go but then I'll have them all at level 4 which will help a lot.
I went with 3 CDC rigs, which drops the XL booster cap usage from 400 to 290ish - it makes a hell of a difference.
For the mids I dropped the extender and went for XL C5-L booster, Heavy Electrochemical cap booster and 3 or 4 active hardeners. I haven't yet run rat-specific damage with 4 hardeners vs 3 hardeners + boost amplifier.
I want to see if autocannons will work for level 4 missions, but at that point I'm using an afterburner as well, which is even more cap draining badness I guess at that point I'd have to drop the 2 Counterbalanced gyros and 2 Fourier tracking comps for cap power relays or PDUs. I love my arty's, but getting dropped in the middle of a group of rats is nasty to say the least.
-G --
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Garat Mant
Minmatar Moons of Pluto
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Posted - 2007.10.30 17:15:00 -
[3]
Switched to dual 650mm scout autocannons with a 100MN Afterburner II for some missions:
8 x Dual 650mm "Scout" repeating artillery. (usually phased plasma) or 8 x 1200mm "Gallium" howitzers
XL C5-L shield booster 3 x rat specific active hardeners 1 x 100MN Afterburner II or another hardener or a boost amplifier 1 x Heavy electrochemical cap booster with 200s or 400s
1 x T2 suitcase (Damage Control II) 3 x Counterbalanced Weapon Mounts 1 x Fourier Transform I tracking program
3 x Core Defence Capacitor Sa***uard
5 x Medium shield/armour repair bots for group missions 5 x Hammerhead, Valkyrie or Vespa IIs depending on damage requirements.
Artillery does 320ish dps out to at least 60km. Autocannons do 470ish dps out to 24km. Drones add another 110ish dps with my poor skills.
I've found the Maelstrom is definitely a gang ship. I can solo most level 4s in it, but they take forever. I usually stop and salvage each room in a deadspace mission because I know the wrecks will disappear before I'm done. 
The autocannon setup chews through most BSs very quickly, but you will get beat up fast if you can't manage aggro. The Maelstrom is certainly no Typhoon, I've found it difficult to catch some boss style BSs while managing my cap.
I really want to love this Maelstrom, I really do. But its low speed and relatively low cap seem to cripple it. It rules with a little support though... --
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Garat Mant
Minmatar Moons of Pluto
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Posted - 2007.11.13 14:01:00 -
[4]
Originally by: Fingalickin
Low 2 x Gyro II 2 x Track enhance II 1 x PDU II
Try testing it out with 3 x gyro II and 1 x damage control II (the t2 suitcase isn't stacking nerfed with other shield resists, afaik)
I'd also be interested to hear just how well the large booster works vs the XL; with that cap I'm assuming you can permarun it.
Also, try fitting a full rack of arty in the hi-slots. The siege launchers won't work well with a sniper fit in the upcoming update due to the torpedo changes.
I rescind my former assertion - Maelstroms do in fact rule ;-) --
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Garat Mant
Minmatar Moons of Pluto
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Posted - 2007.11.15 16:01:00 -
[5]
Ah, I had wondered if the SBA is negated by a hardener.
Ned; One thing I've discovered recently is that the greater damage output of Phased Plasma and EMP artillery shells can be outweighed by the lack of tracking at closer ranges. Going to Nuclear and Proton shells actually allowed me to hit more often and further away, making more missions easier.
Although that doesn't help when a deadspace gate drops you at 10km from a group of battleships  --
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