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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.31 16:55:00 -
[1]
So I'm trying to think of three types of setup for the archon. Gang-assist carrier (fighters + warefare modules) Fleet assist carrier (remote reps + energy transfers etc) Frontline Carrier (drone control units, dual repair, one man army(?)).
I have no real experience with setting up something like this. But for those who wish to help I set the limit to Faction and deadspace items. Officer items start costing more than the ship very fast. Anyone eager to help? :)
I can try putting together 3 setups myself, but they will probably just be borked to start with, so I'll rather try and build and modify on your ideas. --
-- Sound in EVE |

Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
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Posted - 2006.12.31 16:59:00 -
[2]
All Archon setups should fit two capital armor repairers, combat setups three and a possible fourth remote one. As for tank, go faction. Faction EANM:s cost about 300M/piece (usually 280-350M) but are definately worth their price tag.
Think it like this: The skills cost like 1.6 billion in total, the ship costs another billion - why not spend yet another billion on modules unless your plan was to waste ISK in the first place.
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Deathbarrage
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Posted - 2006.12.31 17:06:00 -
[3]
2x capital armor repairer, 3x corpum a-type EANM, 1x DCU II, 1x TS cap relay
4x CR II
4x DCU dunno howmany hislots there are just put whatever
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.31 17:18:00 -
[4]
ok so for frontline carrier this would be a good setup then? not sure what to put in the last highslot (and I'm not gonna train advanced drone interfacing to lvl 5)
Archon
Drone Control Unit I Drone Control Unit I Drone Control Unit I Drone Control Unit I Empty Slot
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Capital Armor Repairer I Capital Armor Repairer I True Sansha Capacitor Power Relay Damage Control II
According to quickfit the cap lasts forever in this setup (unless u got some nos down your throat)
--
-- Sound in EVE |

Hehulk
Slacker Industries
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Posted - 2006.12.31 17:20:00 -
[5]
Nice gang resistance mod? Can't see a point in leaving that highslot empty. ---------- It's great being minmatar, ain't it |

Deathbarrage
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Posted - 2006.12.31 17:20:00 -
[6]
Originally by: Amarria Lightwielder ok so for frontline carrier this would be a good setup then? not sure what to put in the last highslot (and I'm not gonna train advanced drone interfacing to lvl 5)
Archon
Drone Control Unit I Drone Control Unit I Drone Control Unit I Drone Control Unit I Empty Slot
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Capital Armor Repairer I Capital Armor Repairer I True Sansha Capacitor Power Relay Damage Control II
According to quickfit the cap lasts forever in this setup (unless u got some nos down your throat)
yeah that's what i said heh fit a nos in the last hi slot to counter other nos ;)
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Sagnius
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Posted - 2006.12.31 17:27:00 -
[7]
fit 3 cap recharge rigsd and you can free up 1 or 2 med slots for ECCM, sensor boosters and such like. them cap rigs are like a god send
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.31 17:28:00 -
[8]
to bad there aint such a thing as capital nos :)
Here's a go at gang-repair archon :), imposible to get enough cap for all of this though Archon
Capital Energy Transfer Array I Capital Energy Transfer Array I Capital Remote Armor Repair System I Capital Remote Armor Repair System I Capital Remote Armor Repair System I
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Capital Armor Repairer I Capital Armor Repairer I True Sansha Capacitor Power Relay True Sansha Capacitor Power Relay Damage Control II Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane
--
-- Sound in EVE |

Amarria Lightwielder
N.A.G.A Corporation
|
Posted - 2006.12.31 17:29:00 -
[9]
Originally by: Sagnius fit 3 cap recharge rigsd and you can free up 1 or 2 med slots for ECCM, sensor boosters and such like. them cap rigs are like a god send
ohhh indeed, rigs, never though of rigs *boink* bring the rigs! :) Are cap rigs the only valid thing for capital ships? Should think the boost to repair amount would be nice aswell no? --
-- Sound in EVE |

Deadeye Dave
Amarr DIE WITH HONOUR
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Posted - 2006.12.31 17:49:00 -
[10]
Originally by: Amarria Lightwielder Are cap rigs the only valid thing for capital ships? Should think the boost to repair amount would be nice aswell no?
I think the Armor rigs do not affect Capital Armor Repairs. I would go with Cap Rigs just incase you get Nos'd.
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.31 18:07:00 -
[11]
really? hm, might need some test server testing this --
-- Sound in EVE |

Commander Thrawn
Tarnak inc.
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Posted - 2006.12.31 18:40:00 -
[12]
Originally by: Amarria Lightwielder ok so for frontline carrier this would be a good setup then? not sure what to put in the last highslot (and I'm not gonna train advanced drone interfacing to lvl 5)
Archon
Drone Control Unit I Drone Control Unit I Drone Control Unit I Drone Control Unit I Empty Slot
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Capital Armor Repairer I Capital Armor Repairer I True Sansha Capacitor Power Relay Damage Control II
According to quickfit the cap lasts forever in this setup (unless u got some nos down your throat)
looks like a good setup maybe a cloak in that last hi so you can duck out if you need to. and i would drop 1 cap recharger for a sensor booster 3 cap rigs also
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.31 18:51:00 -
[13]
ah, cloak yes, very good idea. And yea, with a couple of cap rigs a sensor booster should be valid indeed. What about resist rigs, any value? like an anti-explosive rig? --
-- Sound in EVE |

Arctur Septim
Amarr Elderan Shipyards
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Posted - 2006.12.31 18:52:00 -
[14]
Originally by: Amarria Lightwielder ok so for frontline carrier this would be a good setup then? not sure what to put in the last highslot (and I'm not gonna train advanced drone interfacing to lvl 5)
Archon
Drone Control Unit I Drone Control Unit I Drone Control Unit I Drone Control Unit I Empty Slot
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Capital Armor Repairer I Capital Armor Repairer I True Sansha Capacitor Power Relay Damage Control II
According to quickfit the cap lasts forever in this setup (unless u got some nos down your throat)
whats your rezists with that 3x EANM ?
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Amarria Lightwielder
N.A.G.A Corporation
|
Posted - 2006.12.31 19:11:00 -
[15]
with the damage control and 3 corpum eanm I get 89% EM 79% expl 80% kinetic 83% thermal
that's with all the compensation skills at lvl 4, if you want to go even higher and train all compensations to lvl 5 you get: 90% EM 80% explosive 81% kinetic 84% thermal So basicly a 1% increase across the board --
-- Sound in EVE |

Arctur Septim
Amarr Elderan Shipyards
|
Posted - 2006.12.31 19:29:00 -
[16]
Originally by: Amarria Lightwielder with the damage control and 3 corpum eanm I get 89% EM 79% expl 80% kinetic 83% thermal
that's with all the compensation skills at lvl 4, if you want to go even higher and train all compensations to lvl 5 you get: 90% EM 80% explosive 81% kinetic 84% thermal So basicly a 1% increase across the board
Is it with carrier lvl5 ?
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Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
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Posted - 2006.12.31 19:39:00 -
[17]
Carrier skill doesn't affect resistances.
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Ihar Enda
Caldari
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Posted - 2006.12.31 19:41:00 -
[18]
Originally by: Ather Ialeas Carrier skill doesn't affect resistances.

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Deadeye Dave
Amarr DIE WITH HONOUR
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Posted - 2006.12.31 19:45:00 -
[19]
Originally by: Ather Ialeas Carrier skill doesn't affect resistances.
Amarr Carrier Skill Bonuses: 50% bonus to Energy and Armor transfer range per level 5% bonus to all Armor resistances per level 99% reduction in CPU need for Warfare Link modules Can deploy 1 additional Fighter per level 200% bonus to Fighter control range
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xeom
Veto.
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Posted - 2006.12.31 19:59:00 -
[20]
I was considering the archon over a thanatos.
Was thinking about a super resists and just 1 repper
3xActive Hardners 2xEANMs 1xDMG CTRL II 1xCap Rep
And slowly faction pimp it with time.Then 3 Armor hitpoint rigs. Just a idea not sure. ---
"Those nuclear missiles are for domestic heating." - Scagga
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.31 22:12:00 -
[21]
Originally by: Arctur Septim
Originally by: Amarria Lightwielder with the damage control and 3 corpum eanm I get 89% EM 79% expl 80% kinetic 83% thermal
that's with all the compensation skills at lvl 4, if you want to go even higher and train all compensations to lvl 5 you get: 90% EM 80% explosive 81% kinetic 84% thermal So basicly a 1% increase across the board
Is it with carrier lvl5 ?
hmm, this quickfit version of mine doesn't seem to take that into account (ship bonus). So this is with amarr carrier lvl 0 if you will --
-- Sound in EVE |

Toaster Oven
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Posted - 2006.12.31 22:20:00 -
[22]
Frontline (small gang)
3x True Sansha Heavy Energy Neutralizer or better (Brokara/Tairei is cheap) 2x Officer Smartbomb (don't need uber expensive 10km smarties, but something with decent range)
Shadow Serpentis Sensor Booster Domination Warp Disruptor 2x Cap Recharger II
2x Capital Armor Repairer I 2x Corpum A-Type Energized Adaptive Nano Membrane Damage Control Unit II 2x True Sansha Capacitor Power Relay
3x Capacitor Control Circuit I
3x Neut + 2x Smartbomb > 4 Drone Control Units. You will bust through heavy BS tanks quicker and give yourself a ton of protection against dictor bubbles, tacklers, and enemy drones allowing you to tank longer and escape more quickly if needed. Sensor booster to help counter damps which are your main EW concern. And a 30km disruptor to keep heavy enemy ships from warping away in case all your tackler buddies die. Fast cap recharge to keep everything running and allow you to jump out quicker after the action is over.
Anyhow, with this setup I'm comfortable taking on about 4-5 BS with some light support. I have a light tackler gang act as bait and then cyno me right on top of them for some surprise pwnage 
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Arctur Septim
Amarr Elderan Shipyards
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Posted - 2006.12.31 22:45:00 -
[23]
Originally by: Toaster Oven Frontline (small gang) Anyhow, with this setup I'm comfortable taking on about 4-5 BS with some light support. I have a light tackler gang act as bait and then cyno me right on top of them for some surprise pwnage 
Activation of cyno takes 10mins aint it ? So it isnt surprise
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Toaster Oven
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Posted - 2006.12.31 22:50:00 -
[24]
Originally by: Arctur Septim Activation of cyno takes 10mins aint it ? So it isnt surprise
LOL, have you even activated a cyno ever? 
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Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
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Posted - 2006.12.31 23:03:00 -
[25]
Originally by: Deadeye Dave
Originally by: Ather Ialeas Carrier skill doesn't affect resistances.
Amarr Carrier Skill Bonuses: 50% bonus to Energy and Armor transfer range per level 5% bonus to all Armor resistances per level 99% reduction in CPU need for Warfare Link modules Can deploy 1 additional Fighter per level 200% bonus to Fighter control range
Meh, too many bonuses to keep up with.
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Chronus26
Gallente Dark Blood Contracts
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Posted - 2006.12.31 23:15:00 -
[26]
Loose the EANMs for Core X-type actives, your not flying a frigate or a gank BS. Each hardner uses like... 4 cap a second, you really think its worth loosing resists for such an insignificant amount of cap saving? -----
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Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
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Posted - 2006.12.31 23:19:00 -
[27]
Originally by: Chronus26 Loose the EANMs for Core X-type actives, your not flying a frigate or a gank BS. Each hardner uses like... 4 cap a second, you really think its worth loosing resists for such an insignificant amount of cap saving?
Two 28.xx% EANM:s equal to four 55% hardeners, actually a bit more. It's not about cap, it's about total resistances.
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Chronus26
Gallente Dark Blood Contracts
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Posted - 2006.12.31 23:51:00 -
[28]
Originally by: Ather Ialeas
Originally by: Chronus26 Loose the EANMs for Core X-type actives, your not flying a frigate or a gank BS. Each hardner uses like... 4 cap a second, you really think its worth loosing resists for such an insignificant amount of cap saving?
Two 28.xx% EANM:s equal to four 55% hardeners, actually a bit more. It's not about cap, it's about total resistances.
Actually, you can get a better tank with the same number of slots with:
3x Core X-Type Hardners (Exp/Kin/Therm) 1x Corpum A-Type EANM
(assuming all compensation skills and Amarr Carrier are at lvl 4)
Resists = (EM/EXP/KIN/THERM) = 78.87/84.79/85.74/87.64
average that out: = 337.04 / 4 = 84.25 average resist.
also, in my oppinion the resists are well proportiond for tanking pvp damage.
---
Do the same for the setup suggest somwhere above:
3x Corpum A-Type EANM 1x Damage Control II
resists = (EM/EXP/KIN/THERM) = 89.8/79.6/80.87/83.42 = 333.69 / 4 = average of 84.42
Also note that by far the highest resist is EM, which your likeley to be getting hit with alot less of from a mixed gang. Not so well ballanced imo.
All else aside... the actives are cheaper. 
Passive harnders are overrated. -----
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.01.01 00:00:00 -
[29]
you are forgetting though, that the t2 damage control adds 60% resistance to your structure and resistance to your shields, making you last longer. Passive tanks are also nice if you run into some kind of nos-fest. With all actives (more or less) if u drop totally out of cap you will go down like a sack of ****. With a passive tank you will still hold your ground until you can (hopefully) get out of dodge --
-- Sound in EVE |

Chronus26
Gallente Dark Blood Contracts
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Posted - 2007.01.01 00:09:00 -
[30]
Originally by: Amarria Lightwielder you are forgetting though, that the t2 damage control adds 60% resistance to your structure and resistance to your shields, making you last longer. Passive tanks are also nice if you run into some kind of nos-fest. With all actives (more or less) if u drop totally out of cap you will go down like a sack of ****. With a passive tank you will still hold your ground until you can (hopefully) get out of dodge
Ahh but im the king of the pessemists.
If something got through that tank I wouldnt be betting on your survival no matter what heppened. -----
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.01.01 01:34:00 -
[31]
you never know, that little extra time might be what your gang needed to get rid of those tacklers :) --
-- Sound in EVE |

Aeaus
Tabula Rasa Systems The Star Fraction
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Posted - 2007.01.01 03:47:00 -
[32]
Originally by: Amarria Lightwielder you never know, that little extra time might be what your gang needed to get rid of those tacklers :)
Plug them into my tanking spreadsheet and see ;)
My bet is on the one with the damage control.
Tanking Survivability Calculator
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.01.01 13:59:00 -
[33]
yep, mine to --
-- Sound in EVE |

Admiral Pringles
Caldari Punk Rock Academy
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Posted - 2007.01.01 16:13:00 -
[34]
This was posted by mr Sarmaul in http://www.scrapheap-challenge.com/viewtopic.php?t=2424 thread:
Capital Rep x 1 Core X-Type Explosive x 1 Core X-Type Kinetic x 1 Core X-Type Thermal x 1 Corpum A-Type EANM x 2 Damage Control II x 1
Combine it with the 25% resistance bonus you have an absolutely insane tank that can be run forever on 3 cap recharger IIs (upgrade to officer and you only need 2).
Resistances are 88.59% EM, 91.79% EX, 92.3% KI, 93.33% TH (91.5025% Average) and can tank 5021 dps.
and he adds:
With 3 T1 cap recharge rigs and a CR II you can run the single rep forever. If you manage to get 3 T2 cap recharge rigs all of your mids will be free (Cap Recharge Rig II = Cap Recharger II)
Edit: triple T2 cap recharge rigs + triple cap recharger II = double rep permatank (drop the DC or EANM)
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Diablique
The Forsakened Few
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Posted - 2007.01.01 16:16:00 -
[35]
Ur lows are excellent.
Ur mids should include a 30km -1 or better, preferbly -2.
Now i've lost alot of carriers fighting, I enjoy them alot.
I wouldnt dare undock without a high slot fitting of 3-4 true sansha nuets/NOS and a Named like Dread gurista smart bomb. The last High i usualy keep a remote shield repairer in.
That smart bomb is a must, its amazing what 20 ships of drones will do to you.....
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Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
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Posted - 2007.01.01 16:32:00 -
[36]
Edited by: Ather Ialeas on 01/01/2007 16:37:24
Originally by: Admiral Pringles This was posted by mr Sarmaul in http://www.scrapheap-challenge.com/viewtopic.php?t=2424 thread:
Capital Rep x 1 Core X-Type Explosive x 1 Core X-Type Kinetic x 1 Core X-Type Thermal x 1 Corpum A-Type EANM x 2 Damage Control II x 1
Combine it with the 25% resistance bonus you have an absolutely insane tank that can be run forever on 3 cap recharger IIs (upgrade to officer and you only need 2).
Resistances are 88.59% EM, 91.79% EX, 92.3% KI, 93.33% TH (91.5025% Average) and can tank 5021 dps.
and he adds:
With 3 T1 cap recharge rigs and a CR II you can run the single rep forever. If you manage to get 3 T2 cap recharge rigs all of your mids will be free (Cap Recharge Rig II = Cap Recharger II)
Edit: triple T2 cap recharge rigs + triple cap recharger II = double rep permatank (drop the DC or EANM)
Yet another proof of why Sarmaul should still be allowed to post.
The only weak point in that is of course the T2 rigs and assuming you'd be bringing your carrier to front line you should fit two sensor boosters in there but hey, we have this handy faction Cap Rechargers too!
Small edit: Sarmaul's double repairer fit tanks 8535,47DPS. I'd be tempted to bring that to front lines...
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Draugz
Caldari Sound of Silence
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Posted - 2007.01.01 18:31:00 -
[37]
Do the "increase armor rep amount by 15%" Rig affect capitol reps? If so, are they not worth trying out?
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Arctur Septim
Amarr Elderan Shipyards
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Posted - 2007.01.01 19:31:00 -
[38]
Originally by: Draugz Do the "increase armor rep amount by 15%" Rig affect capitol reps? If so, are they not worth trying out?
NO they dont
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.01.02 17:27:00 -
[39]
Originally by: Ather Ialeas Edited by: Ather Ialeas on 01/01/2007 16:37:24
Originally by: Admiral Pringles This was posted by mr Sarmaul in http://www.scrapheap-challenge.com/viewtopic.php?t=2424 thread:
Capital Rep x 1 Core X-Type Explosive x 1 Core X-Type Kinetic x 1 Core X-Type Thermal x 1 Corpum A-Type EANM x 2 Damage Control II x 1
Combine it with the 25% resistance bonus you have an absolutely insane tank that can be run forever on 3 cap recharger IIs (upgrade to officer and you only need 2).
Resistances are 88.59% EM, 91.79% EX, 92.3% KI, 93.33% TH (91.5025% Average) and can tank 5021 dps.
and he adds:
With 3 T1 cap recharge rigs and a CR II you can run the single rep forever. If you manage to get 3 T2 cap recharge rigs all of your mids will be free (Cap Recharge Rig II = Cap Recharger II)
Edit: triple T2 cap recharge rigs + triple cap recharger II = double rep permatank (drop the DC or EANM)
Yet another proof of why Sarmaul should still be allowed to post.
The only weak point in that is of course the T2 rigs and assuming you'd be bringing your carrier to front line you should fit two sensor boosters in there but hey, we have this handy faction Cap Rechargers too!
Small edit: Sarmaul's double repairer fit tanks 8535,47DPS. I'd be tempted to bring that to front lines...
Looks like a really nice tank indeed, maybe when t2 rigs gets more common. However you can't fit 3 t2 cap rigs on an archon can you? will get you 450/400 --
-- Sound in EVE |

Layla Ashley
Amarr Children of Avalon
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Posted - 2007.01.02 17:49:00 -
[40]
would it be a good idea to fit one em resi rig to fix the em hole (for 3x X-Type Hardner / 1 A-Type EANM tank)
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.01.02 17:52:00 -
[41]
Edited by: Amarria Lightwielder on 02/01/2007 17:58:25 Edited by: Amarria Lightwielder on 02/01/2007 17:53:17 btw what smartbomb would you fit (damage type) to take out drones and frigates that gets to close? Kinetic? And does 4 nos really help more than 4 more fighters?
Was thinking about something like this:
Archon
Drone Control Unit I Drone Control Unit I Drone Control Unit I Improved Cloaking Device II Dread Guristas Large Graviton Smartbomb
Sensor Booster II Cap Recharger II Cap Recharger II Cap Recharger II
Core X-Type Armor Explosive Hardener Core X-Type Armor Kinetic Hardener Core X-Type Armor Thermic Hardener Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Damage Control II Capital Armor Repairer I
The tanking setup of Sarmaul, with 3 T1 cap recharge rigs (do stacking penalty affect this?) To make it harder to nos down. The 3 extra drones should give you more damage to take down stuff attacking you no?
More input needed! :)
edit:
Originally by: Layla Ashley would it be a good idea to fit one em resi rig to fix the em hole (for 3x X-Type Hardner / 1 A-Type EANM tank)
That sounds like a good idea! What about one EM rig and 2 cap recharge rigs?
edit2: one t1 anti-em pump puts that resistance from 88 to 92, worth it? --
-- Sound in EVE |

Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
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Posted - 2007.01.02 18:22:00 -
[42]
BTW while the setup above is almost what I'd use, there's one flaw in it: Only one Sensor Booster II. That can be countered way too easily with some dampening so I'm not really keen on using 3/4 midslots on Cap Rechargers. If you can be damped, there's no point in having a tank since you won't take a carrier that can be damped to front lines.
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.01.02 18:32:00 -
[43]
ok, but with two t1 cap recharge rigs I guess I could drop one cap recharger for another sensor booster anyway right? --
-- Sound in EVE |

Chronus26
Gallente Dark Blood Contracts
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Posted - 2007.01.02 19:00:00 -
[44]
Edited by: Chronus26 on 02/01/2007 19:04:38 Edited by: Chronus26 on 02/01/2007 19:02:49
Originally by: Layla Ashley would it be a good idea to fit one em resi rig to fix the em hole (for 3x X-Type Hardner / 1 A-Type EANM tank)
IMO an EM hole isn't that big an issue - In the grand scheme of things its not a predomanant damage type.
Em - Amarr ships, Minmatar using EMP ammo (not alot), Caldari with EM mislses (not what most people are gonna chuck at an armor tank).
Kinetic - Caldari (Missles w/ bonus, hybrid guns), Gallente (Hybrid guns), Minmatar (Projectile ammo), Sometimes Kinetic drones.
Thermic - Done by Lasers, Hybrids, some projectile ammo (I think), thermal missles are reasonably common in PVP and gallente drones are widly used because of there high damage output.
Explosive - A lot of people pack Explosive Drones, Projectile ammo, Kinetic Missles widley used.
At least the way I see it is that if you are getting hit by a mixed gang, you'll be taking far more Kinetic, Thermic and Explosive damage than you do EM.
Originally by: Admiral Pringles This was posted by mr Sarmaul in http://www.scrapheap-challenge.com/viewtopic.php?t=2424 thread:
Capital Rep x 1 Core X-Type Explosive x 1 Core X-Type Kinetic x 1 Core X-Type Thermal x 1 Corpum A-Type EANM x 2 Damage Control II x 1
Combine it with the 25% resistance bonus you have an absolutely insane tank that can be run forever on 3 cap recharger IIs (upgrade to officer and you only need 2).
Resistances are 88.59% EM, 91.79% EX, 92.3% KI, 93.33% TH (91.5025% Average) and can tank 5021 dps.
and he adds:
With 3 T1 cap recharge rigs and a CR II you can run the single rep forever. If you manage to get 3 T2 cap recharge rigs all of your mids will be free (Cap Recharge Rig II = Cap Recharger II)
Edit: triple T2 cap recharge rigs + triple cap recharger II = double rep permatank (drop the DC or EANM)
I posted a similar setup in another thread, except I dropped the second EANM for another rep. It had slight sustainability issues but with 2x T2 Cap rech Rigs + 1x T1, and maybe a single officer cap recharger it should work.
Only problem would be NOS vulnerability, but your not gonna go down without a pretty epic fight thats for sure. -----
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Diablique
The Forsakened Few
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Posted - 2007.01.02 23:47:00 -
[45]
Edited by: Diablique on 02/01/2007 23:49:01 Edited by: Amarria Lightwielder on 02/01/2007 17:58:25 Edited by: Amarria Lightwielder on 02/01/2007 17:53:17 btw what smartbomb would you fit (damage type) to take out drones and frigates that gets to close? Kinetic? And does 4 nos really help more than 4 more fighters?
Your damage type ont eh SB really doesnt matter. Its only a difference of 2 or 3 cycles.
IMHO i'd take 2nuet/2nos over DCU any day.. .. because the moment u launch fighters, they get targeted and destroyed, and they are too slow to return, every time u launch fighters u will lose 3 or 4 to enemy fire.
So it is my opinion never to launch until you know your targets tank is down, to ensure a quick kill. Also if you run out of fighters... t2 ogres do nicely on a target with no cap...... and nox nuet really F's frigates, in conjuction with 30km -1 range or grater, and t1 lights you'll eat the tacklers for lunch
oh... and by the way, you'll always be the last one left alive if things go **** up... without a 30km or greater -1, how do supose to kill anything?
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Amarria Lightwielder
N.A.G.A Corporation
|
Posted - 2007.01.03 01:23:00 -
[46]
so it seems like medslots are in demand here. The lowslot setup from Sarmaul looks excellent, would it suffer alot if you extract one of the corpum eanm's and add one more capital rep? You don't need to have it running all the time, but to put it on manual and pull of chunks when needed? And then use 3 cap recharge rigs, 3xt1 or change a max of 2xt2 + t1. on medlots cap recharger II's + some kind of disruptor and a sensor booster? on highslots 2neut2nos+sb. something like this:
Archon
Dread Guristas Large Graviton Smartbomb True Sansha Heavy Nosferatu True Sansha Heavy Nosferatu True Sansha Heavy Energy Neutralizer True Sansha Heavy Energy Neutralizer
Sensor Booster II Cap Recharger II Cap Recharger II Domination Warp Disruptor
Capital Armor Repairer I Core X-Type Armor Explosive Hardener Core X-Type Armor Kinetic Hardener Core X-Type Armor Thermic Hardener Corpum A-Type Energized Adaptive Nano Membrane Corpum A-Type Energized Adaptive Nano Membrane Damage Control II
Rigs : Capacitor Control Circuit I \ Capacitor Control Circuit I \ Capacitor Control Circuit I \
171875 armor, E/T/K/Ex=88/93/92/91
I'm not totally sure of this setup, but it seems like this could be a solution, problem is the medslots and lowslots. Do you want a dual rep to try and save you from an armada, will it make a difference if you're taking a ton of damage? what amount of sensor dampeners would you need to save yourself from sensor dampening?, is there no salvation for the dampened? :p --
-- Sound in EVE |

Cheese999
Minmatar Spitefully Targeting Foolishly Underskilled The SUdden Death Squad
|
Posted - 2007.01.03 05:28:00 -
[47]
Originally by: Amarria Lightwielder ...Domination Warp Disruptor...
Seems unlikly you would ever need to tackle someone in a carrier, and besides, your drones can follow people into warp to finish them off. -----
There is no Spoon Minmatar: Bending over for Tux since RmR
Originally by: Outa Rileau bring a nosdomi to a fleet, and your fc will most likely call you primary.
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Heikki
Gallente Wreckless Abandon The UnAssociated
|
Posted - 2007.01.03 08:24:00 -
[48]
Originally by: Cheese999 Seems unlikly you would ever need to tackle someone in a carrier
Then again, in my experience a lone carrier without disruptor is utterly harmless to a normal PvP battleships. During an escape warps you can repair enough not to worry about those pesky fighters following you.
So, without sensor boosting and disruptors, you'll be likely to face slow tormenting death to even small gang of battleships.
Then again, as always it depends what you plan to use the carrier for. If you'll know you'll always have support gang next to you (and carry a few replacement ships for them), might give up tackling..
-Lasse
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Amarria Lightwielder
N.A.G.A Corporation
|
Posted - 2007.01.06 01:04:00 -
[49]
In a lone carrier I do see the point, in a team, say 3 carriers I guess you would setup a bit differently --
-- Sound in EVE |

Amarria Lightwielder
N.A.G.A Corporation
|
Posted - 2007.01.06 01:08:00 -
[50]
by the way how do stacking penalty (if it exists) work on cap rechargers? With 3 cap recharge rigs and 2 cap recharger II's will they stack badly? --
-- Sound in EVE |

Chronus26
Gallente Dark Blood Contracts
|
Posted - 2007.01.06 03:18:00 -
[51]
Originally by: Amarria Lightwielder by the way how do stacking penalty (if it exists) work on cap rechargers? With 3 cap recharge rigs and 2 cap recharger II's will they stack badly?
I've been told that the stacking penalty doesn't affect cap recharghers or Cap Rigs, although the whole stacking penalty thing is too maths-ey for me so I don't really understand it well enough to be sure. -----
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cadoris
Interstellar eXodus R0ADKILL
|
Posted - 2007.01.13 19:49:00 -
[52]
Great thread soo much good stuff in here
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Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
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Posted - 2007.01.13 20:46:00 -
[53]
All mods that affect capacitor recharge rate are NOT under the influence of stacking penalty. That's why CCC rig has been rated as "most useful rig released" already.
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.01.13 21:26:00 -
[54]
do you guys think fitting more than one smartbomb is a good idea? How long does it take to take out large drones, especially T2 large with just one faction smartbomb? I've changed from guristas smartbomb to true sansha large EMP SB cause it has the best range of the faction smartbombs, also changed to shadow serpentis sensor booster as it has a bit more range -
-- Sound in EVE |

Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
|
Posted - 2007.01.13 21:37:00 -
[55]
Originally by: Amarria Lightwielder do you guys think fitting more than one smartbomb is a good idea? How long does it take to take out large drones, especially T2 large with just one faction smartbomb? I've changed from guristas smartbomb to true sansha large EMP SB cause it has the best range of the faction smartbombs, also changed to shadow serpentis sensor booster as it has a bit more range
One smartbomb - sure, why not. Two smartbombs - streching but if you're not going to fill your highs with Drone Control Units, why not?
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Amarria Lightwielder
N.A.G.A Corporation
|
Posted - 2007.01.13 23:28:00 -
[56]
if you see my last setup my highs are filled with nos and neut -
-- Sound in EVE |

Andargor theWise
Disbelievers of Fate The SUdden Death Squad
|
Posted - 2007.01.14 05:06:00 -
[57]
Edited by: Andargor theWise on 14/01/2007 05:04:22
I'm training the alt for an archon, so I'm interested as well... 
I've experimented to see what the effect of the armor pump rigs would have on the two setups Sarmaul and others have suggested. The nanobot Accelerator gives the most DPS tanked, obviously, but at the expense of increased cap use. Indeed 3 x Nanobot accelerators does not give a sustainable permatank.
The Auxiliary Nano Pump gives more repair per cycle, so same cap use, but a little DPS less.
The end result is that a Axiliary nano Pump x 3 setup with 1 Cap Rep is a bit superior in DPS tankability to a vanilla 2 x Cap Rep setup. Is is sustainable, but at the cost of 4 x Cap Rep II in the mids. It is mildly deficient with 3 x Cap Rech II. However, some officer cap rechargers should free some mid slots up.
To check my numbers, I used Aeaus' "Tanking Survivability Calculator". Dunno if it's accurate, but the numbers differ slightly from Sarmaul's. For example:
1 x Cap Rep: 7626 DPS to break in 1000s 2 x Cap Rep: 8934 DPS to break in 1000s 1 x Cap Rep + 3 x Aux Nano: 10241 DPS to break in 1000s 2 x Cap Rep + 3 x Aux Nano: 12555 DPS to break in 1000s
That's with max skills (Carrier 5, Cap Repair 5, all Armor Comp 5)
Anyway, I hope I'm measuring the right thing. Here's the spreadsheet and QuickFit files (1.1n2).
Also, I didn't include an SB, just a disruptor. Reason is simple, if you have more than a handful of ships dampening you, the SB won't make much of a difference. So I'd replace it with something else like another cap recharger to give more time for friends to come and bail you out, or to prolong the pain. 
Or prehaps ECCM is also a good idea, nothing more annoying than being permajammed.
- Got grief?
Revelations MySQL Database |

baaaaal
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Posted - 2007.01.14 05:17:00 -
[58]
should use shadow serpentis sensor booster instead of a tech 2 one.
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Lucas Smaise
x13
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Posted - 2007.01.14 07:24:00 -
[59]
I actually think that if you take 2 cap rigs +15 recharge and one rig for total cap it would be more than 3 Cap Recharge ones.
Also only rigs that affect ship stats can be used on a carrier. Not the armor rep ones.
Lucas
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Chronus26
Gallente Vale Heavy Industries SMASH Alliance
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Posted - 2007.01.14 07:51:00 -
[60]
Originally by: Lucas Smaise I actually think that if you take 2 cap rigs +15 recharge and one rig for total cap it would be more than 3 Cap Recharge ones.
Also only rigs that affect ship stats can be used on a carrier. Not the armor rep ones.
Lucas
Sombody worked it out in another thread a while back, and 3x Cap Recharge Rigs beats any conceivable combo of Recharge and Size Rigs. Can't for the life of me remember what the threas was on to look it up though.  -----
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Lucas Smaise
x13
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Posted - 2007.01.14 10:35:00 -
[61]
I seem to have made an error here. If anyone could help me out that would be great. This is based on a Niddie Carrier
max cap / recharge time x 2,4 = Sustainable Cap Usage/sec
3 Rigs (1 Total Cap, 2 Cap Recharge) 65.625 x Max Cap rig (15%) = 75468.75 Total Cap Z = 2731(base recharge) - 2 x Cap Recharge Rigs(15%) = 1747.84 75468.75 / Z x 2.4 = 103.6767029
3 Rigs (3 Cap Recharge) 65.625 / 1638.6 x 2,4 = 96.15384614
I know this could be faulty as hell since my math skills aint trained on this char.
If anyone else have better calc let me see them 8)
Lucas Smaise
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Chronus26
Gallente Vale Heavy Industries SMASH Alliance
|
Posted - 2007.01.14 11:18:00 -
[62]
Originally by: Lucas Smaise I seem to have made an error here. If anyone could help me out that would be great. This is based on a Niddie Carrier
max cap / recharge time x 2,4 = Sustainable Cap Usage/sec
3 Rigs (1 Total Cap, 2 Cap Recharge) 65.625 x Max Cap rig (15%) = 75468.75 Total Cap Z = 2731(base recharge) - 2 x Cap Recharge Rigs(15%) = 1747.84 75468.75 / Z x 2.4 = 103.6767029
3 Rigs (3 Cap Recharge) 65.625 / 1638.6 x 2,4 = 96.15384614
I know this could be faulty as hell since my math skills aint trained on this char.
If anyone else have better calc let me see them 8)
Lucas Smaise
The maths I don't know, but using Quickfit I get a higher Cap/s using 3x Cap recharge rigs than any combination of Cap Size and Recharge (all t1). -----
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babylonstew
Caldari Caldari Scouting and Intel Group
|
Posted - 2007.01.14 11:36:00 -
[63]
Edited by: babylonstew on 14/01/2007 11:33:06
Originally by: Lucas Smaise I
3 Rigs (1 Total Cap, 2 Cap Recharge) 65.625 x Max Cap rig (15%) = 75468.75 Total Cap Z = 2731(base recharge) - 2 x Cap Recharge Rigs(15%) = 1747.84 75468.75 / Z x 2.4 = 103.6767029
Lucas Smaise
(its actually 1973.14, so its actually 91.8 cap sec)
Originally by: Devilish Ledoux Don't think of it as being kicked out of the Federation; think of it as beating the rush
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Toaster Oven
|
Posted - 2007.01.14 11:47:00 -
[64]
Originally by: Lucas Smaise I seem to have made an error here. If anyone could help me out that would be great. This is based on a Niddie Carrier
max cap / recharge time x 2,4 = Sustainable Cap Usage/sec
3 Rigs (1 Total Cap, 2 Cap Recharge) 65.625 x Max Cap rig (15%) = 75468.75 Total Cap Z = 2731(base recharge) - 2 x Cap Recharge Rigs(15%) = 1747.84 75468.75 / Z x 2.4 = 103.6767029
3 Rigs (3 Cap Recharge) 65.625 / 1638.6 x 2,4 = 96.15384614
I know this could be faulty as hell since my math skills aint trained on this char.
If anyone else have better calc let me see them 8)
Lucas Smaise
Cap recharge rig is better than Cap amount rig in terms of peak cap output. And since there is no stacking penalty here, it's true regardless of how many you fit. Using a Nidhoggur for example with max cap skills:
Base cap size = 52,500 * 1.25 = 65,625 Base cap recharge = 3641.62 * .75 = 2,731.215
With 2x Cap Recharge + 1x Cap amount rigs
Cap size = 65,625 * 1.15 = 75,468.75 Cap recharge = 2,731.215 * .85^2 = 1,973.302838 Peak cap output = (75,468.75 / 1,973.302838) * 2.4 = 91.79 cap/s
With 3x Cap Recharge rigs
Cap size = 65,625 Cap recharge = 2,731.215 * .85^3 = 1,677.307412 Peak cap output = (65,625 / 1,677.307412) * 2.4 = 93.90 cap/s
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Lucas Smaise
x13
|
Posted - 2007.01.14 12:36:00 -
[65]
thx a bunch for that.
Now I am really happy that I only put Cap Recharge rigs on it.
Lucas
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Deathbarrage
|
Posted - 2007.01.14 12:36:00 -
[66]
i would never use a +total cap rig, duno why you would on a capital ship tbh...
i would fit something like this
highs: whatever suits the situation
meds: 4x cap recharger II
lows: 2x capital armor repairer , corpum therm/exp/kin hardener, corpum EANM, DCU II, TS cap relay
2x cap recharge rigs, 1x -15% armor rep duration rig
will give you all resistances over 85% i think, pretty heavy tank
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Sagnius
|
Posted - 2007.01.14 14:35:00 -
[67]
Originally by: Deathbarrage i would never use a +total cap rig, duno why you would on a capital ship tbh...
i would fit something like this
highs: whatever suits the situation
meds: 4x cap recharger II
lows: 2x capital armor repairer , corpum therm/exp/kin hardener, corpum EANM, DCU II, TS cap relay
2x cap recharge rigs, 1x -15% armor rep duration rig
will give you all resistances over 85% i think, pretty heavy tank
except as stated about 8 times allready, armour rep rigs DONT work on capital modules
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Shirei
Minmatar Cutting Edge Incorporated
|
Posted - 2007.01.14 14:49:00 -
[68]
Edited by: Shirei on 14/01/2007 14:45:43 How about an Armored Warfare Link - Passive Defense in the last high slot which has been left empty in some set-ups (e.g. the one with drone control units)?
If you're in a carrier, you'll most likely have at least one other person in gang, and extra resistances never go amiss.
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Deathbarrage
|
Posted - 2007.01.14 15:38:00 -
[69]
Originally by: Sagnius
Originally by: Deathbarrage i would never use a +total cap rig, duno why you would on a capital ship tbh...
i would fit something like this
highs: whatever suits the situation
meds: 4x cap recharger II
lows: 2x capital armor repairer , corpum therm/exp/kin hardener, corpum EANM, DCU II, TS cap relay
2x cap recharge rigs, 1x -15% armor rep duration rig
will give you all resistances over 85% i think, pretty heavy tank
except as stated about 8 times allready, armour rep rigs DONT work on capital modules
then fit another cap recharge rig, maybe change the relay cor another corpum EANM not that would depend on the nos-resistance I'm not in the mood to check right now
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Timmyu
Spontaneous Defenestration
|
Posted - 2007.01.14 15:49:00 -
[70]
only 7 lowslots on the archon death
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Andargor theWise
Disbelievers of Fate The SUdden Death Squad
|
Posted - 2007.01.14 16:22:00 -
[71]
Originally by: Lucas Smaise
Also only rigs that affect ship stats can be used on a carrier. Not the armor rep ones.
Ahhh, right. My bad. Is this a bug or intentional?
- Got grief?
Revelations MySQL Database |

Ather Ialeas
Amarr Karjala Inc. Imperial Republic Of the North
|
Posted - 2007.01.14 16:52:00 -
[72]
Originally by: Andargor theWise
Originally by: Lucas Smaise
Also only rigs that affect ship stats can be used on a carrier. Not the armor rep ones.
Ahhh, right. My bad. Is this a bug or intentional?
Most likely intentional just like Crystal implants not affecting Capital Shield Boosters.
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Deathbarrage
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Posted - 2007.01.14 16:59:00 -
[73]
Originally by: Timmyu only 7 lowslots on the archon death
hehe well then just drop the relay
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Ipsissimus Marr
|
Posted - 2007.01.31 15:56:00 -
[74]
Has anyone played with fitting 2x Cap Recharge Rigs + 1x Armor HP rig? How's that work out in terms of survivability?
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Vicious Phoenix
|
Posted - 2007.04.04 21:03:00 -
[75]
Originally by: Deathbarrage i would never use a +total cap rig, duno why you would on a capital ship tbh...
Because with cap capacity rigs over recharge you get something like 40k extra cap and the decrease in recharge is a single figure percentage. Depends how long you want to tank and how nos invulnerable you want to be.
CFW (Certified Forum Warrior) I kill people ingame too. |

Singularity XX
Caldari Foundation R0ADKILL
|
Posted - 2007.04.05 03:57:00 -
[76]
Originally by: Vicious Phoenix
Originally by: Deathbarrage i would never use a +total cap rig, duno why you would on a capital ship tbh...
Because with cap capacity rigs over recharge you get something like 40k extra cap and the decrease in recharge is a single figure percentage. Depends how long you want to tank and how nos invulnerable you want to be.
A lot of cap woun't give u nos invulnerability... recharge will.
Minmatar have sunglasses and are, to quote a very famous Matar, "like going down a flight of stairs in a office chair firing an Uzi |

kezz2411
Dirty Deeds Corp. Axiom Empire
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Posted - 2007.04.05 06:09:00 -
[77]
one thing i want know is which setup would best satisfy frontline situation...the 2 repper setup with high resistand less rep amount or the 3 repper setup with lower resist and more repper amount
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Eamz
Endgame.
|
Posted - 2007.04.05 10:45:00 -
[78]
Originally by: kezz2411 one thing i want know is which setup would best satisfy frontline situation...the 2 repper setup with high resistand less rep amount or the 3 repper setup with lower resist and more repper amount
+amount repaired rigs do not work on capital ships, how many times does it have to be said.
Regards to the + cap amount or recharge, im tending towards amount because in a lot of situations you are going to be running a setup which isnt sustainable with recharge or cap amount rigs and in that situation you will last a lot longer with cap amount rigs simply because you have that extra cap to use during which you are recharging cap "free of charge" which will make up for the lost cap/s.
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kezz2411
Dirty Deeds Corp. Axiom Empire
|
Posted - 2007.04.05 12:26:00 -
[79]
I wasnt refering to the armor repper amount rigs...simple question...2 lumps or 3.. should i go fo the dual repper setup or the 3 repper setup which one of those setups are better in frontline combat
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Amarria Lightwielder
N.A.G.A Corporation
|
Posted - 2007.04.05 14:25:00 -
[80]
3 capital armor reps? I've seen setups with 1, and 2, but not 3? Is this effective at all? -
-- Sound in EVE |

Alaron Giancol
Resurrection R i s e
|
Posted - 2007.04.17 23:25:00 -
[81]
you can run 3 reppers, but you need at least one CPR as well, dropping you to 3 slots to improve resistances, which I wouldn't be comfortable with.
then again, my setup would look like
2x TS EMP SB Dread cloak DCU heavy neut II
4x Cap recharger II
2x CAR 3x Core-X hardeners (therm/kin/exp) 2x Corpum A-type EANM
CCCII/CCCII/CCCI
(85.11em/86.91exp/87.73kin/89.37therm)
I'm still messing with the highs, any suggestions would be nice. imho, if you are in a situation where your armor tank breaks, a damage control isn't going to save you, so just stack armor.
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Vicious Phoenix
|
Posted - 2007.04.18 00:35:00 -
[82]
Originally by: Alaron Giancol imho, if you are in a situation where your armor tank breaks, a damage control isn't going to save you, so just stack armor.
This is true, but I believe the DC is more to add the un-stacked resists than to add resists to structure. I'm pretty sure (not totally since quickfit is a little inaccurate) that the DCUII is better for armor resists than another Corpum EANM.
CFW (Certified Forum Warrior) I kill people ingame too. |

Alaron Giancol
Resurrection R i s e
|
Posted - 2007.04.18 06:46:00 -
[83]
Originally by: Vicious Phoenix This is true, but I believe the DC is more to add the un-stacked resists than to add resists to structure. I'm pretty sure (not totally since quickfit is a little inaccurate) that the DCUII is better for armor resists than another Corpum EANM.
If we were talking about a standard EANM II with no compensation skills, I would be inclined to agree, but taking into account the extra resists of of the Corpum and compensation skills (which don't apply to DCs), I think Corpum turns out to be better than the DCUII.
/*ten minutes later*/
I ran the numbers using EVEGeek.com's stacking calculator and found that the difference between a DCUII and a 2nd Corpum is about .6-.7% for non-em, and 3.1% for em, in favor of the Corpum. This assumes all compensation skills at 4. (Incidentally, the resist values I got when using a DCUII were about 1% higher each than quickfit got.)
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RedClaws
Amarr Dragon's Rage Intrepid Crossing
|
Posted - 2007.04.21 11:22:00 -
[84]
I'm actually using 4 capital armor reps : according to what i calculated its more effective than 2 CAR's and 3 armor hardeners.
Without spending a couple of billion on equipment i can still tank 4700dps
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FraXy
0utbreak
|
Posted - 2007.04.21 12:17:00 -
[85]
Originally by: RedClaws I'm actually using 4 capital armor reps : according to what i calculated its more effective than 2 CAR's and 3 armor hardeners.
Without spending a couple of billion on equipment i can still tank 4700dps
And mind if i ask how long you can solo run that 4-repper setup?
Sub 1 minute? 
|

FraXy
0utbreak
|
Posted - 2007.04.21 12:23:00 -
[86]
Originally by: kezz2411 I wasnt refering to the armor repper amount rigs...simple question...2 lumps or 3.. should i go fo the dual repper setup or the 3 repper setup which one of those setups are better in frontline combat
2 Rep setup.
Higher resist = More effective HP = Better Remote Rep Efficiency = Less Cap Intensive and overall the better setup.
|

Requiescat
|
Posted - 2007.04.21 15:04:00 -
[87]
Edited by: Requiescat on 21/04/2007 15:01:29 Archon
Drone Control Unit I Drone Control Unit I Drone Control Unit I Tuvan's Modified Large Plasma Smartbomb Tuvan's Modified Large Plasma Smartbomb
Cap Recharger II Cap Recharger II Cap Recharger II Sensor Booster II
Capital Armor Repairer I Capital Armor Repairer I Centus X-Type Armor Explosive Hardener Centus X-Type Armor Kinetic Hardener Centus X-Type Armor Thermic Hardener Centum A-Type Energized Adaptive Nano Membrane Damage Control II
E/T/K/Ex=83/90/88/88
add cap rigs, presto - unkillable by numbers you can count on your hands. --=-- I turned off "show corp/alliance" because, to be frank, I'm ashamed of them. They'll be turned back on when I'm somewhere more suitable for someone of my talents. |

hilaw
|
Posted - 2007.04.21 17:08:00 -
[88]
Shhh, don't tell people, it will get nerfed 
As for un-killable with 10 people or less, would you care to put money on that 
|

ReePeR McAllem
The Carebear Stare Privateer Alliance
|
Posted - 2007.04.21 17:42:00 -
[89]
Originally by: Requiescat Edited by: Requiescat on 21/04/2007 15:01:29 Archon
Drone Control Unit I Drone Control Unit I Drone Control Unit I Tuvan's Modified Large Plasma Smartbomb Tuvan's Modified Large Plasma Smartbomb
Cap Recharger II Cap Recharger II Cap Recharger II Sensor Booster II
Capital Armor Repairer I Capital Armor Repairer I Centus X-Type Armor Explosive Hardener Centus X-Type Armor Kinetic Hardener Centus X-Type Armor Thermic Hardener Centum A-Type Energized Adaptive Nano Membrane Damage Control II
E/T/K/Ex=83/90/88/88
add cap rigs, presto - unkillable by numbers you can count on your hands.
Nice set-up.
You really think two faction smartbombs are needed?
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RedClaws
Amarr Dragon's Rage Intrepid Crossing
|
Posted - 2007.04.21 20:01:00 -
[90]
Originally by: FraXy
Originally by: RedClaws I'm actually using 4 capital armor reps : according to what i calculated its more effective than 2 CAR's and 3 armor hardeners.
Without spending a couple of billion on equipment i can still tank 4700dps
And mind if i ask how long you can solo run that 4-repper setup?
Sub 1 minute? 
Forever
|

Vicious Phoenix
|
Posted - 2007.04.21 20:18:00 -
[91]
Originally by: RedClaws
Originally by: FraXy
Originally by: RedClaws I'm actually using 4 capital armor reps : according to what i calculated its more effective than 2 CAR's and 3 armor hardeners.
Without spending a couple of billion on equipment i can still tank 4700dps
And mind if i ask how long you can solo run that 4-repper setup?
Sub 1 minute? 
Forever
So you have no resist mods at all and have all of your mids/3 extra lows with cap recharge mods? Hmmm, methinks your tank is poor and that I can tank somewhere around 30-50% more damage with a T2 resist fit.
CFW (Certified Forum Warrior) I kill people ingame too. |

FraXy
0utbreak
|
Posted - 2007.04.22 05:59:00 -
[92]
Originally by: RedClaws
Originally by: FraXy
Originally by: RedClaws I'm actually using 4 capital armor reps : according to what i calculated its more effective than 2 CAR's and 3 armor hardeners.
Without spending a couple of billion on equipment i can still tank 4700dps
And mind if i ask how long you can solo run that 4-repper setup?
Sub 1 minute? 
Forever
I can understand a burst extreme 3-rep tank, but a 4-rep that runs forever.
I`m gonna have to call that an outright crappy tank just by the forever comment.
|

RedClaws
Amarr Dragon's Rage Intrepid Crossing
|
Posted - 2007.04.23 18:20:00 -
[93]
Well like i said it can tank 4700 dps and is practicly immune to nos and when needed can run one cap repper and 1 remote cap repper forever.
That is probebly pretty substandard for you rich guys but i don't have multiple billions to spend on 1 item.
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DiuxDium
Loot
|
Posted - 2007.04.23 18:38:00 -
[94]
Edited by: DiuxDium on 23/04/2007 18:34:05 If you don't put at least 1 SB II or better on your Carrier, expect to never target anything ever. Ever.
Quote: Also, he didnt even have a Scrambler, so the POS would have gotten away anyway.
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Deathbarrage
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Posted - 2007.04.28 16:03:00 -
[95]
what about this for an archon:
3x DCU, faction large SB, cap rep
3x cap recharger II, SB II
2x cap rep, 3x corpum EANM, DCU II, cap relay
2x cap size, 1x cap recharge
Lowest resist should be about 80% on explosive with max skills.
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Ris Dnalor
Minmatar Union Enterprises
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Posted - 2007.09.02 16:43:00 -
[96]
Edited by: Ris Dnalor on 02/09/2007 16:44:38 I see all the fittings focusing on cap. If you want to tank and we're talking about using faction modules anyway, why not go for resists with only 1 armor repper...
Quote: LOW-SLOTS : ~~~~~~~~~~~~ - [ 1 | 30] Damage Control II - [ 1 | 28] Centus X-Type Armor Explosive Hardener - [ 1 | 28] Centus X-Type Armor Kinetic Hardener - [ 1 | 28] Centus X-Type Armor Thermic Hardener - [ 2 | 32] Corpum A-Type Energized Adaptive Nano Membrane - [ 2 | 32] Corpum A-Type Energized Adaptive Nano Membrane - [ 0 | 0] Capital Armor Repairer I
RIG-SLOTS : ~~~~~~~~~~~~ - [ 75] Anti-Explosive Pump II - [ 75] Anti-Kinetic Pump II - [ 75] Anti-Thermic Pump II
ARMOR ATTRIBUTES : ~~~~~~~~~~~~~~~ Armor EM : 87.67 % Armor Explo : 90.56 % Armor Kinetic : 91.27 % Armor Thermal : 92.44
SKILLS REQUIRED ~~~~~~~~~~~~~~~ Lvl 5 Navigation Lvl 5 Science Lvl 4 Amarr Frigate Lvl 3 Capital Ships Lvl 5 Spaceship Command Lvl 5 Drone Interfacing Lvl 4 Hull Upgrades Lvl 3 Mechanic Lvl 4 Armor Rigging Lvl 5 Advanced Spaceship Command Lvl 3 Jury Rigging Lvl 5 Drones Lvl 1 Jump Drive Operation Lvl 5 Warp Drive Operation Lvl 5 Amarr Battleship Lvl 4 Amarr Cruiser Lvl 5 Amarr Carrier
-- Talking in Circles is more dizzying than walking in them...
Tralala |

Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.09.02 16:58:00 -
[97]
Edited by: Chronus26 on 02/09/2007 17:04:12
Originally by: Ris Dnalor Edited by: Ris Dnalor on 02/09/2007 16:44:38 I see all the fittings focusing on cap. If you want to tank and we're talking about using faction modules anyway, why not go for resists with only 1 armor repper...
Quote: LOW-SLOTS : ~~~~~~~~~~~~ - [ 1 | 30] Damage Control II - [ 1 | 28] Centus X-Type Armor Explosive Hardener - [ 1 | 28] Centus X-Type Armor Kinetic Hardener - [ 1 | 28] Centus X-Type Armor Thermic Hardener - [ 2 | 32] Corpum A-Type Energized Adaptive Nano Membrane - [ 2 | 32] Corpum A-Type Energized Adaptive Nano Membrane - [ 0 | 0] Capital Armor Repairer I
RIG-SLOTS : ~~~~~~~~~~~~ - [ 75] Anti-Explosive Pump II - [ 75] Anti-Kinetic Pump II - [ 75] Anti-Thermic Pump II
ARMOR ATTRIBUTES : ~~~~~~~~~~~~~~~ Armor EM : 87.67 % Armor Explo : 90.56 % Armor Kinetic : 91.27 % Armor Thermal : 92.44
SKILLS REQUIRED ~~~~~~~~~~~~~~~ Lvl 5 Navigation Lvl 5 Science Lvl 4 Amarr Frigate Lvl 3 Capital Ships Lvl 5 Spaceship Command Lvl 5 Drone Interfacing Lvl 4 Hull Upgrades Lvl 3 Mechanic Lvl 4 Armor Rigging Lvl 5 Advanced Spaceship Command Lvl 3 Jury Rigging Lvl 5 Drones Lvl 1 Jump Drive Operation Lvl 5 Warp Drive Operation Lvl 5 Amarr Battleship Lvl 4 Amarr Cruiser Lvl 5 Amarr Carrier
Because you can fit 2x Cap Reps with only a tiny drop in resists (stacking penalties) which will tank alot more DPS. -----
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WildSide
Toys R Us M. PIRE
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Posted - 2007.09.02 17:56:00 -
[98]
Edited by: WildSide on 02/09/2007 18:04:28 why fit corpums eanm cost 700mill a pop or so on a carrier? if the support gets killed..its gonna go down anyway. save it for ure motherships/titans me think. no matter how much u pimp it. and very few ppl start shooting archon anyway if support/other races carrier is at the battlefield.
Even I dont fly amarr caps, I would prob fit
highslots: 1 em large smart bomb 1 exp large smart bomb, 2 cap remote reps, 1 drone control upgrade
med slots: 1 or 2 sensorboosters t2 rest cap rechargers t2
low: 2 cap reps, 1 exp/kin/therm t2 hardnener, 1 eanm, 1 ts cap relay.
U might need to swap the hardneders for cheap SS/DB/TS ones as I supect the archon got les cpu than a thanatos.
then add 3ccc rigs t1 or 2ccc t1 and 1 t2 trimark rig,
[img] Vids produced by me
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Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.09.02 19:15:00 -
[99]
Originally by: WildSide Edited by: WildSide on 02/09/2007 18:04:28 why fit corpums eanm cost 700mill a pop or so on a carrier? if the support gets killed..its gonna go down anyway. save it for ure motherships/titans me think. no matter how much u pimp it. and very few ppl start shooting archon anyway if support/other races carrier is at the battlefield.
Even I dont fly amarr caps, I would prob fit
highslots: 1 em large smart bomb 1 exp large smart bomb, 2 cap remote reps, 1 drone control upgrade
med slots: 1 or 2 sensorboosters t2 rest cap rechargers t2
low: 2 cap reps, 1 exp/kin/therm t2 hardnener, 1 eanm, 1 ts cap relay.
U might need to swap the hardneders for cheap SS/DB/TS ones as I supect the archon got les cpu than a thanatos.
then add 3ccc rigs t1 or 2ccc t1 and 1 t2 trimark rig,
Nah its actualy pretty difficult to run out of fitting on the Archon & Thanatos. Got about 150 CPU spare on my Basic T2 Archon fitting and 270 on the Thana. -----
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