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Brother Tycho
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.01.08 12:37:00 -
[1]
This is for small fleet fights 10 vs 10 BS's and support where you have peoplke webbing and scramming targets for you.
8 Mega Pulse II (Conflag L) 2 Tracking Comp II 2 Sensor Booster II 3 HS II 1 EANM II 3 1600mm rolled tungsten.
Opt range is somewhere round 25km with 10 km falloff so you can hit well upto 35km perfect for gate camping :P
Max armour comp and gunnery to get the most outa it.
Takes me roughly 25 seconds in testing to kill a Duel rep Domi even with nos and scores wreaking shots upto 1400 on structure with max skills, i dont have a DPS number but its very high im sure.
Parking up my geddon to play with this bad boy, and cap is not as big a issue as you may think.
SOD Killboard |

Lunarmist
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Posted - 2007.01.08 12:45:00 -
[2]
if you got people to do the tackle, then why not use t2 tachyons with multi F crystal? No need to use T2 crystal at all. Other than that, I would add a cap injector and remove a tracking computer. I would hate to run out of cap before making the kill if you got a few unlucky rolls and keep missing or delt low damage.
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Darwinia
Minmatar
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Posted - 2007.01.08 12:51:00 -
[3]
This will work for killing a single ship.. but by the time you switch to a second you're all out of cap and make a great target to shoot at.
Do yourself a favor and fit a cap injector, even at a cost of 1 HS.
In other words, good for gate camping, but it won't work in a small fleet (or a big one). ------------------------ I don't believe in sigs. |

Alliaanna Dalaii
Gallente Black Eclipse Corp Band of Brothers
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Posted - 2007.01.08 13:21:00 -
[4]
Cap will hold for 2 minutes+ so it's not as bad as it seems.
But tbh if it's a 10 on 10 then flexibility of beams would be a lot nicer imoh
Alliaanna [FOR SALE]25Mill Sp Amarr Char + Hauler Alt
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Brother Tycho
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.01.08 14:19:00 -
[5]
The piont of this setup to get the most out of the ship as a turret platform with decent resists and a mountain of hpts.
Beams have insane grid reqs and puting Tachyons on a short range setup aint good sence, Mega Pulse for the win.
If i was realy running into cap problems i would swap a sensor booster for cap injector but as i dont have cap problems the 2nd sensor booster helps me ***** killmails and counter all the sensor damps everyone seems to fit in pvp gangs.
Again i stress range is not a issue if something is fast enough to escape a dictor bubble, a Rapier and Interceptors, battleship turrets probably cant hit it anyway.
The reality of pvp is fights take place at 100km and over or 30km and less.
Build on the ships strenths (DOT, Resists and Armor HPT) dont waste slots overcoming a its weakness (cap use).
As someone whos flown the Gankgeddon for 2 years plus i feel the Abaddon is "more" of the same, well alot more.
SOD Killboard |

Deathbarrage
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Posted - 2007.01.08 14:20:00 -
[6]
count on it that in the average fight you'll have atleast 1 heavy nos on you
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Brother Tycho
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.01.08 15:04:00 -
[7]
Originally by: Deathbarrage count on it that in the average fight you'll have atleast 1 heavy nos on you
lol had to quote that sorry, there no such thing as a average fight! when i posted in the OP that this was a 10 vs 10 bs setup i was giveing a example of one of its many uses.
I should probably mention the fact im running 3 Cap Control rigs.
Anything within Nos range of my Abaddon had better hope im jammed or hes going down fast, after all the best defence is a good offence.
In the Rock Paper Sissor War you cant setup for everything. (unless you fly a domi ).
If you want a balls to the wall dps ship but dont wanna spend half a battle MWD between targets in the case of blaserboats try the Abaddon if your cap skills suck fit a injector.
SOD Killboard |

Lysunder
KDM Corp Firmus Ixion
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Posted - 2007.02.02 13:06:00 -
[8]
The OP isnt a bad setup at all, allthough i use a slighty modded version:
8 Mega Pulse II -- 1 Sensor Booster II 2 Tracking Comp II 1 Heavy Elec' Cap Injector -- 2 HS II 1 LAR II 2 EANM II 1 1600mm II (but tungsten is obviously first choice) 1 Damage Control II/Named (or another HS II)
Anything within 35km gets hit hard, BS' are like lambs to the kebab shop and with 2 tracking comp's with t1 lenses meagpulse do tracking pretty well (with all related gunnery skills at 5 ofc) even hitting fast cruisers and slower frigs is not rare in the 15/35km window with MP.
The true DPS numbers for the aba arent that high tbh, but the alpha strike is pant staining with t2 lenses.
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