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MOCC3
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Posted - 2007.02.03 22:44:00 -
[1]
This is what i use in out small gangs. Between 5-10 ships.
Hi- 3x 650t2 (i carry alot of ammo) 3x Heavy launchers T2 )Hi Dmg Type) Meds- 2xFleeting web 2x T2 sens Damps 1 Named TP 1 T2 sens Booster Lows- T2 BCU T2 Gyro T2 Dmg Control
This is for small gang warfare. Not solo work. O yeah drone bay 4 Med t2 drones Minne spec.
Feedback. This is not a solo set up. Gang support. Inty catcher. Also Anti Nanophoon Or any Nanoship.
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Mikal Drey
Purgatorial Janitors Inc.
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Posted - 2007.02.03 23:01:00 -
[2]
hey hey
Hi - yeah thats what ive now managed to fit on :)))
Med - 2x web = Yup yup yup - Sensor booster = not sure its needed but even with SigAn V my lock time is 4 seconds so another second or so will be nice. - Damps - not sure, but dont really like TBH. For an anti nano ship of inty catcher id sacrifice these in exchange for something else. Helpfull; but if i was in a gang then id like EW support - Painter = yup its got a paint bonus so i can see the benefit here.
Lows - Your in a gang as support but fitted lows for damage ?. with no AB or MWD you could add your own nanos here to give you the ability to catch those fast little buggers. im currently having issue with the relativly short web range on the huginn and a standard 10km web will get 40km range with recon V.
that little inty that escaped me the other day I actually DID have a web fitted tyvm but you were 71km from me. :/
try to get a faction web to truly appreciate this ship.
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dalman
Finite Horizon
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Posted - 2007.02.03 23:03:00 -
[3]
I don't fly that ship, but I find your setup aweful.
If you're really gonna be in a gang, using it to catch larger ships... Who in that gang do you think that target(s) will go for first? Exactly how long do you think that ship will last when it has zero defence fitted?
The effect of fitting a BCU and gyro is also kinda minimal. IMO that's 2 wasted slots.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |
Deathbarrage
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Posted - 2007.02.03 23:11:00 -
[4]
highs: 3x 220mm II, 3x heavy launcher?
med: 2x web, disruptor, MWD, TP, LSE II
lows: 1x DCU II, 2x nano
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Samirol
OctoberSnow Corp
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Posted - 2007.02.03 23:25:00 -
[5]
Originally by: Deathbarrage highs: 3x 220mm II, 3x heavy launcher?
med: 2x web, disruptor, MWD, TP, LSE II
lows: 1x DCU II, 2x nano
if he was in a gang, i would replace the disruptor with an invuln field II
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zwerg
Caldari OctoberSnow Corp
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Posted - 2007.02.04 00:10:00 -
[6]
3x 650's II, 3x Assault's 2x Web, 1x Paint, 1x LSE II, 1x 10mn Afterburner, 1x Sensor Boost II, 1x Power Diag II, 1x DCU II, 1x Gyro II
Save the whales!!! Harpoon some Amarrians!!!! It's great being minmatard isnt it?!
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MOCC3
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Posted - 2007.02.04 04:28:00 -
[7]
Originally by: dalman I don't fly that ship, but I find your setup aweful.
If you're really gonna be in a gang, using it to catch larger ships... Who in that gang do you think that target(s) will go for first? Exactly how long do you think that ship will last when it has zero defence fitted?
The effect of fitting a BCU and gyro is also kinda minimal. IMO that's 2 wasted slots.
Thanks for the flame. If you have even been twin damped you lock ranges goes poof. In this ship i dictate range. I can see the use of a AB. And i shall give that a shot. I use the Gyro/Bcu to help my gimped dps the best i can. a InvulII is a good idea but the dmg control II give me a nice boost for little cap.We smashed 2 Nanophoons and there intys yesterday. the nanophoons never targeted me due to damps put on them. I fly in gangs with a Galente Recon so my damps with his people are crippled. Thanks for all the feed back.
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Benglada
Infinitus Odium Curse Alliance
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Posted - 2007.02.04 04:30:00 -
[8]
3x dual 180 II 3x heavy missile II
MWD 2x best named webb 1x best named painter 2x large extender II
1x Gyro II 2x inertials
Is what i always used in gangs ---------------------------
Originally by: Arkanor
0.0 is the Final Frontier. Bring money and friends.
Sig nerfz0r - maximum allowed siz0r is 24000 bytz0r. - Devil ([email protected]) Sig By Ortos |
Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2007.02.04 07:06:00 -
[9]
Edited by: Haniblecter Teg on 04/02/2007 07:05:38
Originally by: MOCC3 This is what i use in out small gangs. Between 5-10 ships.
Hi- 3x 650t2 (i carry alot of ammo) 3x Heavy launchers T2 )Hi Dmg Type) Meds- 2xFleeting web 2x T2 sens Damps 1 Named TP 1 T2 sens Booster Lows- T2 BCU T2 Gyro T2 Dmg Control
This is for small gang warfare. Not solo work. O yeah drone bay 4 Med t2 drones Minne spec.
Feedback. This is not a solo set up. Gang support. Inty catcher. Also Anti Nanophoon Or any Nanoship.
I really like that fit alot, I may just start going for Recon's.
On second thought, I'd drop the BCU's and the booster, and throw a MWD on it (assuming there's not much cap problems) I think it'd be best if you were able to catch ships easier, like an inty flying away, or a speeding nano-ship, than having a bit more damage and sig res. ---------------------------------------- Friends Forever
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Destr0math
Tritanium Workers Union
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Posted - 2007.02.04 10:11:00 -
[10]
Edited by: Destr0math on 04/02/2007 10:08:35
Originally by: Benglada 3x dual 180 II 3x heavy missile II
MWD 2x best named webb 1x best named painter 2x large extender II
1x Gyro II 2x inertials
Is what i always used in gangs
why use closerange guns? seems that 90% of solo people are gonna use close* range, and tracking won't be an issue, so you may as well at least use 425's. Tbh, 720s ftw, because you can stay out of their range completely.
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Benglada
Infinitus Odium Curse Alliance
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Posted - 2007.02.04 10:22:00 -
[11]
Edited by: Benglada on 04/02/2007 10:18:26
Originally by: Destr0math Edited by: Destr0math on 04/02/2007 10:08:35
Originally by: Benglada 3x dual 180 II 3x heavy missile II
MWD 2x best named webb 1x best named painter 2x large extender II
1x Gyro II 2x inertials
Is what i always used in gangs
why use closerange guns? seems that 90% of solo people are gonna use close* range, and tracking won't be an issue, so you may as well at least use 425's. Tbh, 720s ftw, because you can stay out of their range completely.
Im a killmail ***** = /
Edit: But honestly? To kill interceptors. ---------------------------
Originally by: Arkanor
0.0 is the Final Frontier. Bring money and friends.
Sig nerfz0r - maximum allowed siz0r is 24000 bytz0r. - Devil ([email protected]) Sig By Ortos |
Deathbarrage
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Posted - 2007.02.04 10:50:00 -
[12]
close range guns use waaaaay less pg
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Mikal Drey
Purgatorial Janitors Inc.
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Posted - 2007.02.04 11:09:00 -
[13]
3x heavy missile II 3x 650mm II
10mn AB II Med Shield booster II Large extender invul 1x web 1x TS Web
DC 2x RCU
**notes**
Shes currently doing very well in gangs but like i mentioned a faction web is certaily the way forward. I cannot fit an RCU II STILL!! but i would like to free up a low slot* as well as upgrade to a MWD. the AB gives a good 600ms speed. I used to have Dual extenders and that was also pretty funky. You really have to fly this ship well to survive anything bigger than a cruiser but dual webs and you can AB away and laugh or orbit around 25km and still get in the 650mm's and heavy missiles :) * low slot sensor booster would be my first choice.
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Kwerkus Ilf
Mutually Assured Distraction
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Posted - 2007.02.12 04:47:00 -
[14]
Edited by: Kwerkus Ilf on 12/02/2007 04:45:21 I'm looking to use this ship in small, fast gangs (5 ships or so) that often engage other gangs of the same or even larger size. It is intended to help ensure a speed advantage against the other gangs and facilitate disengangement if things go badly.
As such, speed is essential because it provides defense if the ship goes primary and the ability to engange/disengage quickly. Dropping the scram is tempting, but frankly this ship makes too good of a tackler (web and orbit at 18-20km or so until the gang catches up) for me to think of doing that. Arties are kind of useless at high speed and I've had a hard time figuring out how 3 of them is going to be much of any help in a fair fight.
So, I'm thinking of the following:
3x t2 D180s, 3x HMLs (or frankly 3x AMLs seem plenty useful and don't significantly lower dps against most ships)
named MWD, 24km disruptor, 2x fleeting webbers, LSEII, Med Electrochem Cap Booster
0-1x PDUII, 1-2x istabs, 1x nano
I'd really like to fit 2x LSEIIs and drop the booster but the ship becomes useless if it's running out of cap or can't go into heavy NOS range. Webbing from outside of 25km precludes tackling or the ability to really do significant dps.
I know some people will claim that the Huginn is intended to be used with arties and stay out of range but frankly it seems like way too good of a tackler for that and 3x arties seem like an afterthought in terms of DPS.
Thoughts? [URL=http://www.putfile.com/pic.php?img=4499216][/URL] |
Harlequinn
Caldari Confederation of Red Moon Red Moon Federation
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Posted - 2007.02.12 16:23:00 -
[15]
Highs 3 x 650mm II 2 x Assault Launcher II 1 x Recon Probe Launcher
Mids 2 x Fleeting webs 1 x Warp Disruptor II 1 x 10MN MWD II (or named) 2 x Sensor Booster II
Lows 1 x Gyrostab II 1 x Co-processor II 1 x Named iStab
If you don't have a covert ops available this thing rules for gate camping or roaming.
--Victory needs no explanation, defeat allows none.-- |
Justice Bringer
Minmatar United Univers
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Posted - 2007.02.12 18:02:00 -
[16]
Originally by: MOCC3
Originally by: dalman I don't fly that ship, but I find your setup aweful.
If you're really gonna be in a gang, using it to catch larger ships... Who in that gang do you think that target(s) will go for first? Exactly how long do you think that ship will last when it has zero defence fitted?
The effect of fitting a BCU and gyro is also kinda minimal. IMO that's 2 wasted slots.
Thanks for the flame. If you have even been twin damped you lock ranges goes poof. In this ship i dictate range. I can see the use of a AB. And i shall give that a shot. I use the Gyro/Bcu to help my gimped dps the best i can. a InvulII is a good idea but the dmg control II give me a nice boost for little cap.We smashed 2 Nanophoons and there intys yesterday. the nanophoons never targeted me due to damps put on them. I fly in gangs with a Galente Recon so my damps with his people are crippled. Thanks for all the feed back.
If you fly in a gang and one of your gang ships is a Lachesis then you really shouldn't be using any damps at all. The Lachesis should hopefully be using at least 3, and then this leaves you free to fit a 3rd web and/or an AB as well.
I've said before that the Huggin/Lachesis combination is deadly as the target will not be able to lock or escape (damp + scram), nor will it be able to move with its fat butt (web + paint) .
Recons rock fo' sho'
Justice
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.12 18:05:00 -
[17]
Any setup involving target painters is crap With 2x 90%webs you don't need to paint anyone.
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Jedi Alchemist
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Posted - 2007.02.12 19:59:00 -
[18]
A double webbed Interceptor the size of a BC/Cruiser will go pop very quickly .......
Target painters shouldn't be underestimated.
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.12 20:45:00 -
[19]
Originally by: Jedi Alchemist Target painters shouldn't be underestimated.
Underestimated no... properly evaluated yes (for this ship)... I'd put an extra webber in the place of a painter in 95% of the occasions I would be flying it.
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spoon2
Slacker Industries Exuro Mortis
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Posted - 2007.03.15 10:12:00 -
[20]
Edited by: spoon2 on 15/03/2007 10:09:40
Originally by: ElCoCo Any setup involving target painters is crap With 2x 90%webs you don't need to paint anyone.
Have to agree completely and also ACs on a ship with web range bonus is silly, you should dictate the range and imo it should be outside their web/nos range fit artillery. Currently with all the nanos *****s I fit 2 x sb2 on mine dual webs a scram and a lse2 its gang use only though.
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Johncrab
Minmatar Eve Defence Force Pure.
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Posted - 2007.03.26 12:19:00 -
[21]
Edited by: Johncrab on 26/03/2007 12:16:15 In a gang, as a anti-support ship. Web range bonus and the painting bonus are what you should be taking advantage of.
HIGH-SLOTS : ~~~~~~~~~~~~ 650mm Artillery Cannon II 650mm Artillery Cannon II 650mm Artillery Cannon II XR-3200 Heavy Missile Bay XR-3200 Heavy Missile Bay XR-3200 Heavy Missile Bay
MED-SLOTS : ~~~~~~~~~~~~ Medium Shield Booster II Invulnerability Field II Sensor Booster II X5 Prototype I Engine Enervator X5 Prototype I Engine Enervator Target Painter II
LOW-SLOTS : ~~~~~~~~~~~~ Gyrostabilizer II Ballistic Control System II Gyrostabilizer II
A 3rd webber would be a good idea also. |
Arx Impera
Amarr Gr0und Zer0
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Posted - 2007.03.26 12:31:00 -
[22]
Originally by: MOCC3
Originally by: dalman I don't fly that ship, but I find your setup aweful.
If you're really gonna be in a gang, using it to catch larger ships... Who in that gang do you think that target(s) will go for first? Exactly how long do you think that ship will last when it has zero defence fitted?
The effect of fitting a BCU and gyro is also kinda minimal. IMO that's 2 wasted slots.
Thanks for the flame. If you have even been twin damped you lock ranges goes poof. In this ship i dictate range. I can see the use of a AB. And i shall give that a shot. I use the Gyro/Bcu to help my gimped dps the best i can. a InvulII is a good idea but the dmg control II give me a nice boost for little cap.We smashed 2 Nanophoons and there intys yesterday. the nanophoons never targeted me due to damps put on them. I fly in gangs with a Galente Recon so my damps with his people are crippled. Thanks for all the feed back.
He gave good advice you know? Because, congratulations on killing 2 Nanophoons and a couple intys in a 5-10 man gang...
You will hardly ever be in danger in a gangbang, but wait until you find a gang of equal strength of yours, and suddenly the ability to disable with dampeners 1 target out of 10, makes it loses its effectiveness...
Personally, I'd fit it all the EW first, then tank tank tank, then whatever is left of the PG and CPU, the guns I can. While I dont fly the huggin, EW ships rules of engagement dont change much;
They are weak against focused fire, and they are primaried a lot.
...who of course promptly went bat****, flipped out and killed some people. |
jizzmonkey
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Posted - 2007.03.26 13:30:00 -
[23]
Edited by: ****monkey on 26/03/2007 13:26:35
Originally by: MOCC3 This is what i use in out small gangs. Between 5-10 ships.
i know its off topic...but damn, i remember when 10 people was a fleet so whats a medium gang?30?!
****monkey - advocating for 1 day of no gangs
edit - spelling
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Sin Stylejr
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Posted - 2007.04.16 12:37:00 -
[24]
Quickfits information is a bit out dated at the moment. I was wondering if its possable to speed tank this ship? IStabs and mass rigs? over drives? or is this just crazy talk?
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Atomic Atty
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Posted - 2007.04.16 12:55:00 -
[25]
I don't see the point of people fittings close range weapons on this ship when its strength is the range due to webbers, I'd fit Arties, not ACs.
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.16 13:14:00 -
[26]
Edited by: Ryysa on 16/04/2007 13:11:57 Arties take a lot of grid...
Options imo, for small gang/solo - Hugabond :) 3x dual 180mm II, 3x hml II (fury vs aml light is huge damage difference) mwd II, 2x web, 24km scram, 1-2x lse II, 1-0x med injector overdrive, istab, pdu II 2x mass red. rigs.
Slightly different approach: 3x 650mm II, 3x hml II mwd II, 1-2x web, 24km scram, 3-2x damps DB/t2 rcu, overdrive, istab... 2x mass red or dampening rigs...
Here is a damage graph to back up my claims. The curve with arties + quake ammo, while looking really good is just there for the sake of it, since in reality you really don't want to use ammo that slows you down.
However, I'd say for a bigger gang go with a rapier. It's a lot better having your EW cloaked in a bigger gang so it doesn't get primaried... Also the surprise factor is a lot better, not to mention that they can be great scouts. Your damage hardly matters in large gang.
N.F.F. Recruitment - Killboard Mirroring tool |
Darklin Eldaris
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Posted - 2007.06.03 10:24:00 -
[27]
Originally by: Harlequinn Edited by: Harlequinn on 12/02/2007 16:50:23
Highs 3 x 650mm II 2 x Assault Launcher II 1 x Recon Probe Launcher
Mids 2 x Fleeting webs 1 x Warp Disruptor II 1 x 10MN MWD II (or named) 2 x Sensor Booster II
Lows 1 x Gyrostab II 1 x Co-processor II 1 x Named iStab
If you don't have a covert ops available this thing rules for gate camping or roaming.
Edit: Btw this is obviously only intended as a gang setup like the OP.
This is the closest to a useful setup I've seen thus far. Would be great at a gatecamp ( though I'd drop the probe launcher and fit the 3rd assault, takes too long to probe in a recon). If you're in a roaming gang, or looking at fleet combat I'd deffinantly drop the sensor boosters for 2x Large Shield Extender II's, makes it so you have time to get away and don't melt.
The big thing is that you MUST have an MWD on this ship, if you don't you've lost your freakin mind. I can't tell you how many times I've gotten out of a sticky situation by webbing a tackler and mwding out of disruptor range just in the nick of time to get out cleanly.
Huginn/Rapier are about stopping those pesky inties, and about dictating range with bigger targets (HAC's and the like) You web the vaga, you get the hell out of the vaga's range before it kills you.
If you're going 1v1 3x sensor damps (with good skills) is plenty of tank on this puppy.
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Father Weebles
North Face Force Anarchy Empire
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Posted - 2007.06.03 17:53:00 -
[28]
Originally by: Jedi Alchemist A double webbed Interceptor the size of a BC/Cruiser will go pop very quickly .......
Target painters shouldn't be underestimated.
not like it matters with a dual webbed huginn
http://oldforums.eveonline.com/?a=topic&threadID=524621
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Lore Isander
Caldari Deep Core Mining Inc.
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Posted - 2007.06.03 19:11:00 -
[29]
Just listen to Ryysa
I use the Autocannon fit he posted except I fit 2x Overdrive for slightly more speed, the agility is plenty for me with 2x Polycarbon Engine Housing
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Stork DK
Red 42
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Posted - 2007.06.04 13:11:00 -
[30]
How come you use auto's?? You have the web range bonus for a reason... Even without ab you'll be faster than interceptors, YOU dictate the range... So why on earth fly closer than 10 km??
My Setup: Hi: 3x 650 3x Heavy launchers Meds 2x T2 Webber (Getting boosted in near future) 1 Named TP 1 T2 sens Booster 1 Invul field 1 Passive Kin amplifier
Low T2 Gyro T2 Dmg Control Power Relay
-------------- If i could be a Super Hero, i would be AwesomeMan
Minmatar Are The Awesome Race Idiots |
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Drag Lord
GBTeam
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Posted - 2007.08.27 11:16:00 -
[31]
bump any new interesting fits ?
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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.08.27 11:54:00 -
[32]
Originally by: Stork DK You have the web range bonus for a reason... Even without ab you'll be faster than interceptors, YOU dictate the range... So why on earth fly closer than 10 km??
Grid for LSE2. Which give a far FAR better survivability booster than harderners. If you need to keep your range you can still use your drones and missile launchers. Having 2-3 times the HP from 2 LSE2 is more beneficial than doing 80 dps more from arties.
The huginn is a major danger for allships which rely on speed, be it speedsetups or ships with a limited weapon range - so it will often get primaried by the enemy gang. Higher survivability helps it more than slightly higher range dps. And if you have a target outgunned and need to kill it before it deagresses the AC setup can provide more dps when needed.
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Major Raditz
MASS Ministry Of Amarrian Secret Service
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Posted - 2007.08.27 14:33:00 -
[33]
*Something* like
3 220 vulcans, 2 heavy missles, mwd, 2 13km+ webs, 2 LSE, sensor booster, dmg control, 2 nano fibre rigs 2 core field extenders.
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Hayward Cyprus
Caldari Exiled.
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Posted - 2007.08.27 15:00:00 -
[34]
Edited by: Hayward Cyprus on 27/08/2007 15:00:55 I don't fly the ship myself, but my fitting would resemble something like this:
Highs: 2-3 Assault launchers (or heavies) / 2-3 Arties (small if not enough PG/CPU left), cloak
Med: 4 x Web, 2 LSE
Low: Dmg Control, 1-2 x signal Amplifier/or Ladar (or was it Radar) backup array, or PDU T2.
Dronebay 8 small drones -> faster at the target, can hit small targets very well
Why? Because small gangs may encounter more than 1 or 2 ships, your job is to hold them in place, thus negating most enemy ships set up for close range (if spread out). Others do the damage. But that's just me, I wouldn't care for the damage. Same with lachesis or arazu, I don't want them in gang for dampening (though that's a nice addition), I want them for the long range scram. If I want damp, I take a Celestis or maulus who do the same for much cheaper and same effectiveness.
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Hithlum
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Posted - 2007.08.27 15:13:00 -
[35]
Edited by: Hithlum on 27/08/2007 15:13:13
Originally by: Major Raditz *Something* like
3 220 vulcans, 2 heavy missles, mwd, 2 13km+ webs, 2 LSE, sensor booster, dmg control, 2 nano fibre rigs 2 core field extenders.
Was the 2 heavys a typo or does a 3rd not fit?
My small gang setup is: 3x 220, 3x heavy missile ab, 2x web, 2x LSE, sensor booster (or painter if the gang has BSs) damage control, gryo, BCU 2 falloff rigs
Drones are 3 meds 2 lights, mix of hammers, valks, hobs, and warriors.
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Lazuran
Gallente Time And ISK Sink Corporation
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Posted - 2007.08.27 15:35:00 -
[36]
Assault launchers and Target Painters are 100% useless on Huginns since anything that deserves to be webbed at all will have a signature big enough to be hit for full damage with Heavy Missiles and as soon as it's webbed, it will die very fast in a gang with or without TP.
Fit 3 x 220mm T2, 3 x HML, MWD, 1 LSE2, 1 T2 Warp Disruptor, then 1 Web, 2 T2 damps for solo and 2 Webs 1 Sensor Booster II for gangs.
In the lows you should have 1-2 Overdrive II's and 1-2 Nano II's (depending on whether you bought polycarbs or not).
If you expect heavy resistance in gangs, you can squeeze 2 LSE2 + 1 PDU2 on it to live a little longer.
isn't it funny how some people advocate both GTC<=>ISK trades and EVE being superior due to its cruelty and costly losses, when they use the former to circumvent the latter?
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Hithlum
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Posted - 2007.08.27 19:16:00 -
[37]
Originally by: Lazuran Assault launchers and Target Painters are 100% useless on Huginns since anything that deserves to be webbed at all will have a signature big enough to be hit for full damage with Heavy Missiles and as soon as it's webbed, it will die very fast in a gang with or without TP.
Of course, what was I thinking. The TP would make your gang kill the target too fast.
For a small gang there are much better ships than a huginn for getting a point on a ship.
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Genocidal Policy
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Posted - 2007.09.14 11:21:00 -
[38]
Quote:
Have to agree completely and also ACs on a ship with web range bonus is silly, you should dictate the range and imo it should be outside their web/nos range fit artillery. Currently with all the nanos *****s I fit 2 x sb2 on mine dual webs a scram and a lse2 its gang use only though.
Disagree to some extent fit 425 tech 2's with Barrage, spamming heavy's as you approach even throw in a cheap Fall off Hardwiring you can still hammer them at up to 20k, and even stay out of Falloff of those Vaga's, with a couple of OD's and Nano in low I get just over 3km's/sec with Named Mwd....as always with setups................ Horses for courses
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