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Crazylegs Joe
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Posted - 2007.01.14 21:07:00 -
[1]
I am having trouble getting the fitting together
So my question is: What skills do i need to lvl up to get a bigger powergrid or is there no such skill?
Low slots are taken so i cant use control units etc.
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KillerOfMacros
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Posted - 2007.01.14 21:15:00 -
[2]
There are a few things. 1 Engineering skill 2 Adv Weapon Upgrades 3 RCU 4 Aux Power unit
If you have adv weapon upgrades to 4 and engineering to 5 then you need to use a fitting module in the low and change your setup.
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Jarjar
exscape corporation
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Posted - 2007.01.14 21:44:00 -
[3]
Use rocket launchers in your highs, and the fitting problems should disappear.
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Crazylegs Joe
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Posted - 2007.01.14 22:15:00 -
[4]
But i want the range from missiles,
Gonna start working on those skills then.
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AKULA UrQuan
Caldari STK Scientific
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Posted - 2007.01.15 05:32:00 -
[5]
Edited by: AKULA UrQuan on 15/01/2007 05:30:39 Energy management to level 4 and you can use the micro aux power cores. Those make fitting a kessy powergrid wise alot easier. Also don't even bother with RCU/PDU modules on most frigates unless you are only looking for a little bit of grid for your fitting.
Another nice thing is with energy management trained to level four a kestral will warp slightly farther than two feet.
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CamMan
Evolution Band of Brothers
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Posted - 2007.01.15 10:30:00 -
[6]
Originally by: Crazylegs Joe I am having trouble getting the fitting together
So my question is: What skills do i need to lvl up to get a bigger powergrid or is there no such skill?
Low slots are taken so i cant use control units etc.
having 4 standard missile launhcers on a frig is amazing firepower. So the kestrel is designed to be amazingly hard to fit. Even with maxed out engineering and advanced weapons upgrades, it is still amazingly hard to fit.
You either have to fit a micro auxillary power core, or you have to lose your shield booster or speed booster (AB or MWD). It is a pain but having the advantage of shooting things from 30km away for max damage makes up for it.
So you either have to be a slow missile boat, or a fast rocket boat, you cant have it both way unfortunately.
Cheers CamMan
Originally by: Bender Interesting, no the other one ... tedious
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Crazylegs Joe
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Posted - 2007.01.15 19:40:00 -
[7]
Depends on what im doing i guess, gonna try these gang vs solo setups i found.
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Crazylegs Joe
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Posted - 2007.01.15 19:43:00 -
[8]
BTW
Thanks for the reply's guys
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J Valkor
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Posted - 2007.01.16 06:02:00 -
[9]
There *are* rigs that are flat bonuses to your powergrid.
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Jarjar
exscape corporation
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Posted - 2007.01.16 09:53:00 -
[10]
Originally by: J Valkor There *are* rigs that are flat bonuses to your powergrid.
We're talking about a kestrel here. Only crazy people would fix 50+ million worth of modules on a 225k ship.
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Edward Drakiel
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Posted - 2007.01.17 22:01:00 -
[11]
All you need is a Power Diagnostic System, and the right skills, as well as the right turrets.
When all is said and done, at 880,000sp, I was able to fit something useful to every slot (with exception of an AB).
When flying a frig you can only pick one....speed, firepower, or durability....any hybridization will end up giving a pretty mediocre ship. Kessies can't tank well, so go for firepower or speed.
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BlackMoon Thrawn
the Organ Grinder and Company Tactical Narcotics Team
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Posted - 2007.01.17 23:16:00 -
[12]
Quote: When flying a frig you can only pick one....speed, firepower, or durability....any hybridization will end up giving a pretty mediocre ship.
I have a Rifter that begs to differ.
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CamMan
Evolution Band of Brothers
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Posted - 2007.01.18 05:38:00 -
[13]
Originally by: Edward Drakiel All you need is a Power Diagnostic System, and the right skills, as well as the right turrets.
When all is said and done, at 880,000sp, I was able to fit something useful to every slot (with exception of an AB).
When flying a frig you can only pick one....speed, firepower, or durability....any hybridization will end up giving a pretty mediocre ship. Kessies can't tank well, so go for firepower or speed.
disagree with you, some frigs can tank and firepower. Not the kestrel though.
power diagnostics are pretty useless on a frig, as they give % bonuses, so a 5% bonus to something very little is still crap. Hence they have micro auxillary power cores for frigs.
In a kestrel for PvE you want speed and range. So you want to fit those 4 standard launchers, and a AB. small shield booster, and maybe some cap related modules.
for PvP, you just have to accept that you are going to die. standard missiles are good but you sacrifice speed by filling your low slots with fitting mods. rockets are better, you can then fit a MWD and shield booster and then put nanos in your lows, and prolly a scrambler in your remaining mid slot. That should give you decent firpower at close range, and enough speed to get out of trouble, and a very small amount of durability.
Up to you, play around a bit and see what fittings suit you and your style of play, things will change a bit with your skill level.
Cheers CamMan
Originally by: Bender Interesting, no the other one ... tedious
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Sanzorz
Amarr Ministry of War
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Posted - 2007.01.18 07:39:00 -
[14]
Slightly offtopic. I notice you're talking about missiles. My question is how far you can shoot Light Missiles only with skills? --- Currently flying a PvE geared Crusader and Prophecy |
Egil Kolsto
Caldari Collwood Collective
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Posted - 2007.01.19 17:54:00 -
[15]
Well, skills only: Base is 3750 m/s 5 second flight time Missile Projection give you 50% Velocity bonus at level 5 Missile Bombardement give you 50% Duration at level 5, so: 3750 * 1.5 = 5,625 m/s 5 * 1.5 = 7.5 Max range from skill only: 7.5 * 5,625 = 42,187.5 meter or roughly 42km
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Sivias
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Posted - 2007.03.29 10:09:00 -
[16]
wow thats a nice range
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Temppist
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Posted - 2007.03.29 11:44:00 -
[17]
Originally by: Egil Kolsto Well, skills only: Base is 3750 m/s 5 second flight time Missile Projection give you 50% Velocity bonus at level 5 Missile Bombardement give you 50% Duration at level 5, so: 3750 * 1.5 = 5,625 m/s 5 * 1.5 = 7.5 Max range from skill only: 7.5 * 5,625 = 42,187.5 meter or roughly 42km
Well it may look like 42k, but the math does not work like that for missiles (atleast for me)
I have those two skills at lvl 4 so 40% bonus or 1.4. So if your math was right:
3750 * 1.4 = 5,250 m/s 5 * 1.4 = 7 Max range from skill only: 7 * 5,250 = 36750 meter or roughly 36.7km
In game I get 26k max, beyond 26k the missiles miss.
strange how that works
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Jacob Holland
Gallente FIRMA Interstellar Alcohol Conglomerate
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Posted - 2007.03.29 12:16:00 -
[18]
The longest range, hardest hitting T1 frigate in the game, it has to be hard to fit. I would suggest ignoring speed mods, they really aren't needed in most situations, 4 Standard Launchers, Small shield booster, small shield extender, passive resistance mod, cap power relay (yes, I know it interferes with shield boosting, it also means you can keep boosting for a lot longer, it more than pays for itself) and Damage Control has served me well in the past. --
Originally by: cordy
Respect to IAC .Your one of the few people who truly deserve to own and live in the space you are in.
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Kery Nysell
Caldari Nysell Incorporated
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Posted - 2007.03.29 13:53:00 -
[19]
Originally by: Temppist
Originally by: Egil Kolsto Well, skills only: Base is 3750 m/s 5 second flight time Missile Projection give you 50% Velocity bonus at level 5 Missile Bombardement give you 50% Duration at level 5, so: 3750 * 1.5 = 5,625 m/s 5 * 1.5 = 7.5 Max range from skill only: 7.5 * 5,625 = 42,187.5 meter or roughly 42km
Well it may look like 42k, but the math does not work like that for missiles (atleast for me)
I have those two skills at lvl 4 so 40% bonus or 1.4. So if your math was right:
3750 * 1.4 = 5,250 m/s 5 * 1.4 = 7 Max range from skill only: 7 * 5,250 = 36750 meter or roughly 36.7km
In game I get 26k max, beyond 26k the missiles miss.
strange how that works
Smells like a bug, I have the same support skills as you, and my light missiles on an un-bonused ship do indeed fly up to 36750 meters ... and much more than that on the few ships with flight time/missile velocity bonuses ...
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Elain Reverse
Caldari Shokei
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Posted - 2007.03.29 16:54:00 -
[20]
Originally by: Jacob Holland The longest range, hardest hitting T1 frigate in the game, it has to be hard to fit. I would suggest ignoring speed mods, they really aren't needed in most situations, 4 Standard Launchers, Small shield booster, small shield extender, passive resistance mod, cap power relay (yes, I know it interferes with shield boosting, it also means you can keep boosting for a lot longer, it more than pays for itself) and Damage Control has served me well in the past.
Kesty is not largest range, nor biggest DPS frig in game. If i am not wrong, closerange blasters have better DPS and some projectile weapons greater range, Kesty is just somewhere in middle, good range good DPS frig.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.03.29 17:11:00 -
[21]
Originally by: Elain Reverse
Originally by: Jacob Holland The longest range, hardest hitting T1 frigate in the game, it has to be hard to fit.
Kesty is not largest range, nor biggest DPS frig in game. If i am not wrong, closerange blasters have better DPS and some projectile weapons greater range, Kesty is just somewhere in middle, good range good DPS frig.
Projectile weapons on a FRIGATE with longer range as a light missile ? You know they go up to 42 km from a Kestrel, and up to 63km from a Condor, do you ?
Largest T2 small artillery has (with maxed skills) 15km optimal and under 11km faloff, so at 37km it hits nothing, while the light missiles still hit for full damage !
Also, "longest range, highest DPS frig" does not mean longest range AND highest DPS, but merely "the highest DPS of long-range frigs", as I've read that. _ MySkills | Module/Rig stacknerfing explained |
Jacob Holland
Gallente FIRMA Interstellar Alcohol Conglomerate
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Posted - 2007.03.29 17:34:00 -
[22]
I also said hardest hitting... The DPS isn't as high as some of the close range ships, it isn't as high as a Rocket Kessie... The Alpha however is huge for a frig and the burst makes Punishers cry
--
Originally by: cordy
Respect to IAC .Your one of the few people who truly deserve to own and live in the space you are in.
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Mudkest
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Posted - 2007.03.29 18:58:00 -
[23]
about rcu's and micro auxialiary powercores, if you ahve over 100 powergrid(including engineering skill bonus) a tech1 RCU will give a bigger bonus then a mapc, under 100 powergrid fit a mapc.
for a tech2 rcu(or named one that gives 15% powergrid bonus), if you have 67 or more powergrid(again including engineering bonus) those will give you more powergrid then a mapc.
not sur eon the order of bonus applied(apart skill goes last) but if I am not mistake mapc bonus is added before rcu, so if your first mapc puts you over 100 grid and you still need more, put a rcu in instead of a 2nd mapc. Also seeing the cost of t2(and fation/officer) rcu and the small powergrid advantage theye give over a mapc on a frigate you'll have to decide if the small amount of powergridboost its worth the vastly increased pricetag
-Duct tape might hold the univurse together, but it's coffee that makes it tick |
Elain Reverse
Caldari Shokei
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Posted - 2007.03.29 19:32:00 -
[24]
Originally by: Akita T
Originally by: Elain Reverse
Originally by: Jacob Holland The longest range, hardest hitting T1 frigate in the game, it has to be hard to fit.
Kesty is not largest range, nor biggest DPS frig in game. If i am not wrong, closerange blasters have better DPS and some projectile weapons greater range, Kesty is just somewhere in middle, good range good DPS frig.
Projectile weapons on a FRIGATE with longer range as a light missile ? You know they go up to 42 km from a Kestrel, and up to 63km from a Condor, do you ?
Largest T2 small artillery has (with maxed skills) 15km optimal and under 11km faloff, so at 37km it hits nothing, while the light missiles still hit for full damage !
Also, "longest range, highest DPS frig" does not mean longest range AND highest DPS, but merely "the highest DPS of long-range frigs", as I've read that.
Arent you forgeting something ? some skills add range as well Trajectory Analysis lvl5 -> increase falloff by 25% Sharpshooter lvl5 -> increase optimal range by 25% Frigate lvl5 -> bonus for merlin +50% optimal range +60% optimal range from amunition so 15,6x1.25x1.5x1.6 = 46,8 optimal with faction gun or 14,4x1.25x1.5x1.6 = 43,2 optimal with 150mm Railgun II whitch is more then on kestrel even in optimal whitch add. with T2 amunition its even 52.65 optimal I am not yet fun of turret ships, but thats dont mean i dont know what they can or cannot do.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.03.30 06:25:00 -
[25]
You said "projectile" (i.e. not laser, not hybrid), I picked the longest range one (T2 280mm arty). If you meant to say "weapon turrets" (or, rather, "railguns"), then don't say "projectile weapons", that's something else. Also, I already accounted for skills for that above example... well, what does "WITH MAXED SKILLS" mean to you otherwise ?!? Oh, and just TRY to compare the DPS from a Merlin's railguns+iron ammo with the damage of 4 light missiles from a Kestrel for a change.
So, please, NEXT time you post, you could at least do a bit more "showinfo" in-game or browse the EVE-Mon item section BEFORE you spout inaccurate drivel. _ MySkills | Module/Rig stacknerfing explained |
Vasiliyan
PAX Interstellar Services Freelancer Alliance
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Posted - 2007.03.30 11:33:00 -
[26]
Missile launchers are 8MW each, so fitting 4 takes 32MW. Kestrel has base 30MW powergrid. Engineering adds 5% per level.
So all you need is Engineering 2 to fit them with one PG left over.
For more practical fittings you'll want Engineering 4 or 5.
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Sahjahn
Caldari Black Wolves
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Posted - 2007.03.30 12:29:00 -
[27]
a Rocket kestrel will out dps a missile kestrel by around a factor of 2, a rocket kestrel will dish over 100dps no problems, which is pretty decent for a frig.
Of course you're limited to a range of about 13Km.
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westernstab
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Posted - 2007.03.30 14:52:00 -
[28]
Originally by: Crazylegs Joe But i want the range from missiles,
Gonna start working on those skills then.
Train the skills to increase missles velocity and flight to 4 and you will have the range of the missle with no skill in these, on rockets
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Kat Dinahk
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Posted - 2007.04.02 11:38:00 -
[29]
Originally by: Temppist
Originally by: Egil Kolsto Well, skills only: Base is 3750 m/s 5 second flight time Missile Projection give you 50% Velocity bonus at level 5 Missile Bombardement give you 50% Duration at level 5, so: 3750 * 1.5 = 5,625 m/s 5 * 1.5 = 7.5 Max range from skill only: 7.5 * 5,625 = 42,187.5 meter or roughly 42km
Well it may look like 42k, but the math does not work like that for missiles (atleast for me)
I have those two skills at lvl 4 so 40% bonus or 1.4. So if your math was right:
3750 * 1.4 = 5,250 m/s 5 * 1.4 = 7 Max range from skill only: 7 * 5,250 = 36750 meter or roughly 36.7km
In game I get 26k max, beyond 26k the missiles miss.
strange how that works
You will not always hit moving targets at your missiles max range. Because your target ship is moving your missile follows a curve and it has to chase the target. Likewise you can some times see your missile hit beyond there max range because you and your target ship are constanly moving.
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Elain Reverse
Caldari Shokei
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Posted - 2007.04.03 08:50:00 -
[30]
I didnt say sniping frig get more DPS then kestrel. I just said Kestrel dont have biggest DPS and dont have biggest range. There are sniping ships, whitch have usualy litle less dps and there are short range ships with bigger DPS. Kestrel is somewhere betwen. Not biggest DPS and range, but decent from both.
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