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Khlaatu Nikto
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Posted - 2006.12.18 19:45:00 -
[1]
Edited by: Khlaatu Nikto on 18/12/2006 20:22:05 Edited by: Khlaatu Nikto on 18/12/2006 19:51:31 This is my first time posting a setup. I want to get more into PvP. And I thought I would give myself some experience by tooling around low sec belts in a beater Ferox. Given that scenario, what do you think the life expectancy of my ship will be with the following setup?
HIGH: 5 Heavy Missile Launchers, 2 250mm Scout railguns (Tungsten) MED Tech II AB, 2 Shield Extenders, Invulnerability Field, 20k Warp Scrambler LOW: 3 Overdrive Injectors, Damage Control I
Powergrid 1,248/1,250 CPU 461.2/570
As you can see, I'm squeezing out close to maximum power grid, so take that into account if you choose to make suggestions. Thanks
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EPSILON DELTA
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Posted - 2006.12.18 19:48:00 -
[2]
if you want to use missiles just go for a drake solopwnmobile.
if you dont want to spend that extra 25mil then at least use hybrids which the ferox got a bonus for, 5 heavy missiles without any bonus is not going to get you anywhere.
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Khlaatu Nikto
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Posted - 2006.12.18 19:56:00 -
[3]
Edited by: Khlaatu Nikto on 18/12/2006 19:55:54 Thanks for your reply. I have a Drake. This is just a beater ship I can abuse. I have two hybrids on it. But I would have to lose the extenders and swap the ODs for PDUs to fit 5 rails. I am hoping the bump in speed and shields will allow me to survive a little longer. 
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Pinky Denmark
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Posted - 2006.12.18 20:12:00 -
[4]
the speed from AB and 3 overdrives won't save you - and I doubt you can survive an encounter with a T2 fitted Thorax...
your 2 x 250mm guns won't really save your day as you'll have trouble hitting anythingsmaller than another battlecruiser without speed mods...
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Anaalys Fluuterby
Caldari
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Posted - 2006.12.18 20:12:00 -
[5]
Originally by: Khlaatu Nikto Edited by: Khlaatu Nikto on 18/12/2006 19:55:54 Thanks for your reply. I have a Drake. This is just a beater ship I can abuse. I have two hybrids on it. But I would have to lose the extenders and swap the ODs for PDUs to fit 5 rails. I am hoping the bump in speed and shields will allow me to survive a little longer. 
Surviving longer means adding resistances and faster shield regeneration. With no resistances it doesn't matter if you have 50K shields, your opponents will cut through them very quickly.
Also, you only have 7 high slots, you have 8 things listed for highs  <-----------> MMORPG == Massively Moronic Online Raw Powergaming Grief fests....
http://oldforums.eveonline.com/?a=topic&threadID=426616
LowSec != NoSec
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Trina Porter
EvR Corporation
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Posted - 2006.12.18 20:13:00 -
[6]
Originally by: Khlaatu Nikto
HIGH: 5 Heavy Missile Launchers, 3 250mm Scout railguns (Tungsten)
WTP: 8 highslot ferox 
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Khlaatu Nikto
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Posted - 2006.12.18 20:24:00 -
[7]
Whoops, sorry about that. I edited the orig post to reflect 2 rails.
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Khlaatu Nikto
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Posted - 2006.12.18 20:26:00 -
[8]
Originally by: Pinky Denmark the speed from AB and 3 overdrives won't save you - and I doubt you can survive an encounter with a T2 fitted Thorax...
your 2 x 250mm guns won't really save your day as you'll have trouble hitting anythingsmaller than another battlecruiser without speed mods...
I don't want to be saved, just maintain distance a little longer, allowing my 250s to work their magic.
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Balrog Valarauko
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Posted - 2006.12.18 20:36:00 -
[9]
If you are concerned about speed, try playing around with a MWD in your setups. Fit a scram, web, maybe even some ECM mods. Ferox is a good EW boat. Fit as many 250's as you can and NOS mods as well. Get in close, lock them down, suck them dry and pelt them with antimatter. Find some friends to test your setups with until you find one you are comfortable with, instead of testing it against someone who won't let you live if your setup sucks.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.12.18 21:02:00 -
[10]
It's a bit tricky. If you want a long-range setup, then you are certainly mixing your ranges with Heavy Missiles (70km) and 250mm's (40km-100km). Add your 20km scrambler into the mix, the setup just looks confused.
If your rail skills are good, then focus on the advantage of the Ferox, its range. See this thread on the Ferox compared to the Drake. Without much working, you can warp into a belt at 100km and attack from that range. Of course, you have the risk of the target closing range rapidly, or running off.
Instead you probably need to go on an oldschool method of a Ferox setup, with some new twists. Without trying it in-game, I would suggest:
5x Heavy Assault Missile 2x Dual 150mm or Medium Nos
1x 10MN AB 1x 20km Warp Scrambler (1 point should be enough since WCS nerf) <3x whatever you like. Maybe some sensor damps. Or some Invulns>
2x Inertial Stabilisers 1x Power Diagnostic 1x Damage Control
What I do the rest of the time - Vote for a Jita bypass! |

Maxine Blade
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Posted - 2006.12.18 21:04:00 -
[11]
I'm offline so I don't know the exact setup of my PvP Ferox, but here it is
Highs: 2 Medium NOS, 5 Heavies Mid: Shield Booster, 2 Invuln Fields, 20k Warp Scrambler, 1 Large Shield Extender Low: Damage Control, other modules (I think they are PDUs), I know there is 1 Ballistic Control System
I use a Berserker Webbing Drone.
This setup is awesome as it keeps toe-to-toe blaster ships at 17km away, which is my standard orbit range. the Webbing Drone takes care of making sure that they stay out of my range. BUT, if they decide to kill the webbing drone, the 2 Medium NOS help with staying Toe to Toe.
I have yet to lose this Ferox. I took out a Curse, several Moas, and a Harbinger with it.
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Khlaatu Nikto
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Posted - 2006.12.18 21:41:00 -
[12]
Edited by: Khlaatu Nikto on 18/12/2006 21:41:54 Thanks for all your replies. I decided I would try the railgun setup using resists instead of extenders to make it fit the powergrid. The assault missile bay is for when small ships get too close. Here is the setup. Please tell me if this is any better than the first one I submitted.
Ferox II HIGH: 5x 250mm (Thorium), 2x Assault Missile Bay (Bloodclaw) MED: AB II, Invuln, Thermal and EM resists, Scram LOW: Damage Control, PDU, 'Skadi' Coolant System I (what the generic name for this? It increases the turret damage and ROF.), OD
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Vladimir Norkoff
The Black Rabbits
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Posted - 2006.12.18 22:32:00 -
[13]
Low sec life expectancy of a solo Ferox?.. umm... Not terribly high I'm afraid.. Most pirates see a Ferox as an easy kill.. Decent tank, but not enough punch - 2 cruisers would usually be sufficient to take one down..
Tbh, unlike the other replies, I'd go with missiles.. At least you might be able to kill one cruiser before you pop.. Rails can't stop a cruiser before it gets under your guns, and med rails would only tickle anything bigger.. If you had a gangmate or two to tackle, rails might not be so bad.. But for solo they'd probably be a death knell..
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Carita Cartwright
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Posted - 2006.12.19 10:56:00 -
[14]
using this setup on my Ferox, works both close and long range
HIGH: 5x Makluth heavy missile launcher, 2x Medium NOS MID: 3x Large Regolith shield extenders, 1x invulnerability field, 1x 20km scrambler LOW: 3x Local powerplant;power diagnostic system, 1x BCS(balistic controll system)
tanked a BS's and several BC's at a time in that fitting and able to do some nice dmg BC'skill at minimum lvl 4 to get alill resistance
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Ren Tales
Null Horizon
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Posted - 2006.12.19 12:39:00 -
[15]
I like feroxes... they give nice big bounties when I take them down. =)
In all seriousness the Ferox is a terrible solo ship. Where it really shines is small gang warfare, where it can either go for rails and ewar, for good damage at range and suport EWAR (of any type you please) or missles and a ridiculous tank, for close in suport. Solo? Not a chance. As a shield tanker, it needs its mids, so it can't tackle and run at the same time very well, with rails it needs that speed to dictate range (which is worthless if you can't keep a target in place at your favorite range) and with missles it needs to get into range and pin stuff there, which it also can't do. A drake can /sorta/ do the solo thing, but barely. Ferox? Not a chance.
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Galliana Foresta
Fleeting Moments of Insanity The Imperial Order
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Posted - 2006.12.19 13:11:00 -
[16]
Originally by: Khlaatu Nikto
Stuff stuff, yadda yadda... 'Skadi' Coolant System I (what the generic name for this? It increases the turret damage and ROF.)
Get that 'Skadi' Coolant System off your ship at once and replace it with a Magnetic Field Stabiliser of some sort - that Skadi is a heatsink, for lasers...  ---------------
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Drethon
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Posted - 2006.12.19 13:36:00 -
[17]
Originally by: Anaalys Fluuterby
Originally by: Khlaatu Nikto Edited by: Khlaatu Nikto on 18/12/2006 19:55:54 Thanks for your reply. I have a Drake. This is just a beater ship I can abuse. I have two hybrids on it. But I would have to lose the extenders and swap the ODs for PDUs to fit 5 rails. I am hoping the bump in speed and shields will allow me to survive a little longer. 
Surviving longer means adding resistances and faster shield regeneration. With no resistances it doesn't matter if you have 50K shields, your opponents will cut through them very quickly.
Also, you only have 7 high slots, you have 8 things listed for highs 
Not true. Shields have a regeneration rate that is improved by shield extenders. The best pure tank I found on a Ferox (using only invuln fields to avoid complexity) was three large extenders and two invuln fields. This may change with specific hardeners but I think extenders are greater than hardeners on the Ferox to a point because of increased shield regen.
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LoKesh
Amarr InQuest Ascension Vertigo Coalition
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Posted - 2006.12.19 19:04:00 -
[18]
Originally by: Carita Cartwright using this setup on my Ferox, works both close and long range
HIGH: 5x Makluth heavy missile launcher, 2x Medium NOS MID: 3x Large Regolith shield extenders, 1x invulnerability field, 1x 20km scrambler LOW: 3x Local powerplant;power diagnostic system, 1x BCS(balistic controll system)
This really is your best bet for solo work - use tech2 shield extenders and power diagnostic units if you can. Consider swapping one PDU for a shield power relay (this slightly optimizes your peak recharge)
Also - dropping 1 launcher for a medium neutralizer will give you greater ability to drain people's cap. Killing in a Ferox takes patience - the passive tank keeps you alive, the NOS/Neut removes your enemies ability to fight back and then you chip them down with missiles and drones.
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