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Sevyc
The Caldari Confederation
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Posted - 2007.02.12 22:51:00 -
[1]
I'm a little torn about which rigs to run on my mission running ship. Obviously there's no right answer here, but I thought maybe we'd start a little discussion and toss some ideas around.
My usual setup is H: 6/7 launcher; M: 1 XL faction booster, 3 racial hardeners (sometimes I mix in an invuln for angels/mercs), 2 Cap IIs L: 2 BCU, 3 PDU II
Couple of rig ideas I am tossing around : 1 EM shield resist rig 1 Thermal shield resist rig 1 Cap rig This plugs both holes in resists, and gives me enough cap to be cap stable with 3 PDU II, and 2 BCU II.
1 Em shield resist 1 Cap rig 1 Missile dmg or RoF rig Here we trade out the Thermal resist for more DPS. I am partial to the Dmg rig here( better alpha strike, less ammo) although the RoF one gives slightly better DPS because of the way RoF bonuses are calculated (unless I am misinformed on this one).
1 EM resist 2 cap rigs This allows me to go with 2 PDU II and 3 BCU II and still maintain a cap stable tank. It gives slightly better DPS than using a missile damage rig, even with the 3rd BCU's stacking penalty.
Thoughts? Other Ideas? I'm sure there's some clever stuff others have come up with, but that's some of the ideas I have been kicking around.
-Sevyc
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DARKKK
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Posted - 2007.02.12 23:32:00 -
[2]
I don't know what the thing with raven is. I used 3x 59.5% hardeners & dg invul. field and 1 t2 pdu and never had any problems before rigs.
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Raivi
Explosion Matrix
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Posted - 2007.02.12 23:57:00 -
[3]
Edited by: Raivi on 12/02/2007 23:56:45 I'd say definitely go with the 2 Cap Rigs. The extra DPS is the most important thing really since with all that cap tanking shouldn't be too hard. I'd actually say you should consider 3 cap rigs and swap out a Cap Recharger for something else, if you can spare the little bit of cap recharge. I use a target painter on my torp raven. Another racial hardener could also be good, as you can change it depending on the mission while the EM rig would be permanent.
----------------------------------------- Explosion Matrix: Our Name Makes No Sense |

Sevyc
The Caldari Confederation
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Posted - 2007.02.13 00:02:00 -
[4]
Originally by: Raivi Edited by: Raivi on 12/02/2007 23:56:45 I'd say definitely go with the 2 Cap Rigs. The extra DPS is the most important thing really since with all that cap tanking shouldn't be too hard. I'd actually say you should consider 3 cap rigs and swap out a Cap Recharger for something else, if you can spare the little bit of cap recharge. I use a target painter on my torp raven. Another racial hardener could also be good, as you can change it depending on the mission while the EM rig would be permanent.
Thanks Raivi! These are just the sort of ideas I was looking for. I hadn't thought about 3 cap rigs, but I guess there isn't any stacking penalty, so that makes sense as an option.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.02.13 00:06:00 -
[5]
3 CCC/SMC rigs is the only feasable alternative for a torpedo Raven. Some missile explosion radius rigs if you use a Cruise Raven, as much as CPU output permits, rest CCC and/or SMC.
For a Raven (and basically just about any other BS or bigger sized vessel), nothing else even comes close. _ MySkills | Module/Rig stacknerfing explained |

DiseL
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Posted - 2007.02.13 16:01:00 -
[6]
I am running 3 cap rigs on my CNR and regular Raven. Makes running a Tech2 XL booster or non-Gist faction XL booster much easier.
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Georges Monluc
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Posted - 2007.02.13 16:58:00 -
[7]
IMO, the cap rigs are inherently 'flexible.' I suppose it's possible on an excellent CNR fit to get more cap than you can efficiently use, but for a regular raven it seems to me that an un-penalized, generic, non-diminishing cap bonus beats a selective tank with stacking penalties.
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Traak
CompleXion Industries
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Posted - 2007.02.13 17:43:00 -
[8]
Don't fit resist rigs onto your raven. They get a stacking penalty, aren't as good as the mid-slot resist mods and aren't flexible. What if you're against NPCs that don't deal EM damage? You're effectively wasting a rig slot at that point.
The only 2 good options (IMO) are the cap rigs and the explosion radius reducing rigs.
The Missile rigs are ok, but you may as well just put on a cap rig and replace a PDS with a BCU instead.
Cap rigs: you'll always want more cap. I'd suggest simply fitting 3 of these. This lets you perma-run a gist booster, or let's you free up mid slots for another hardener, target painter, shield boost amp, etc. I personally love the 3CCC set-up.
Expl. radius rig: you can't get this mod elsewhere and the effect (especially on torps) is pretty sweet. If you don't need more cap (ie. you have faction PDS and cap rechargers), then the 3rd or even 2nd CCC rig may just be over-kill. If that's the case, fit this rig. Your torps will chew through cruisers or your cruise will demolish those pesky frigs and HACs.
Bottom line - fit for flexibility. Put on rigs that give mods you'll always want on, no matter what mission you're running.
Also, with prices coming down, don't get too stressed out about it. Prices are dropping fast on these, and destroying one rig and purchasing a new one is the cost of 1 decent mission. It's not the end of the world if you have to throw away 20M. Not fun, but not the end of the world. __________
Traak
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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.02.13 17:52:00 -
[9]
don't fit ROF or dmg rigs, they will be nerfed to hell and back by the three BCU-II you should have on it already. Instead, fitting T2 cruise launchers and two exposion radius reduction rigs and one explosion velocity rig = mean damage versus all small targets.
Suicide is bad, hmkay? (clickety clickety) |

Egil Kolsto
Caldari Collwood Collective
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Posted - 2007.02.13 18:00:00 -
[10]
I'd have to agree with Soc.
Torp setup's main weakness is the explosion radius so something that reduce this and is not stacking nerfed with modules already used aka Bay Loaders and BCUs.
Just for kicks I have fit shield extenders onto mine, 20k shield on a CNR is different and makes me fuzzy. They'll come off soon enough for the CCC, so that I can remove my cap recharger from mid slot.
My CNR is all out cruise so I am not worried about the explosion radius as much. Next CNR I build will be all out Torp but it is a long-term build as the parts for a torpedo boat is a lot more expensive =P
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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.02.13 18:06:00 -
[11]
few things...
torps dont get the rig bonuses from explosion radius (theyre not guided missiles)
rigs get destroyed when you remove them
Suicide is bad, hmkay? (clickety clickety) |

Dragon Lord
Caldari Helion Production Labs
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Posted - 2007.02.13 20:18:00 -
[12]
depends if u want pure safty and have a faction tank u should fit 3 ccc's. If on the other hand u wanna go for more dmg and quicker mission running without totally screwing ur cap, id suggest the rigs i use on my cnr, 2 x exp radius reducing rigs, 1x ccc. I have to fit a dread cpu in the mid but the reduced sig on my cruise mean they kill crusers in 2 vollys easily.
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Putso Glifti
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Posted - 2007.02.13 20:26:00 -
[13]
afk level 4's with 3*ccc and fof cruise
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Majin82
Caldari g guild
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Posted - 2007.02.13 20:27:00 -
[14]
Originally by: Sevyc
My usual setup is H: 6/7 launcher; M: 1 XL faction booster, 3 racial hardeners (sometimes I mix in an invuln for angels/mercs), 2 Cap IIs L: 2 BCU, 3 PDU II
-Sevyc
Get 3 Cap Rigs (CCC) Then you will not need to use 2 Cap II's in your mids and can add more Hardeners to them. Get the 3 x CCC and then setup like this:
7 x CML 1 x Tractor
1 x Shield Booster 3 x Active Hardener 2 x Invul. Field
3 x BCU 2 x PDS
Will do any level 4 with Cap for ever!
------------------------------------- The difference between a Pirate and an Anti-Pirate is that an Anti-Pirate fights ships fitted with guns!
Passive Drake For The Win |

Isonkon Serikain
Gallente Band of Builders Inc. Firmus Ixion
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Posted - 2007.02.13 20:39:00 -
[15]
Originally by: Sevyc I'm a little torn about which rigs to run on my mission running ship. Obviously there's no right answer here, but I thought maybe we'd start a little discussion and toss some ideas around.
My usual setup is H: 6/7 launcher; M: 1 XL faction booster, 3 racial hardeners (sometimes I mix in an invuln for angels/mercs), 2 Cap IIs L: 2 BCU, 3 PDU II
Couple of rig ideas I am tossing around : 1 EM shield resist rig 1 Thermal shield resist rig 1 Cap rig This plugs both holes in resists, and gives me enough cap to be cap stable with 3 PDU II, and 2 BCU II.
1 Em shield resist 1 Cap rig 1 Missile dmg or RoF rig Here we trade out the Thermal resist for more DPS. I am partial to the Dmg rig here( better alpha strike, less ammo) although the RoF one gives slightly better DPS because of the way RoF bonuses are calculated (unless I am misinformed on this one).
1 EM resist 2 cap rigs This allows me to go with 2 PDU II and 3 BCU II and still maintain a cap stable tank. It gives slightly better DPS than using a missile damage rig, even with the 3rd BCU's stacking penalty.
Thoughts? Other Ideas? I'm sure there's some clever stuff others have come up with, but that's some of the ideas I have been kicking around.
-Sevyc
Do you get nossed a lot? Because if you don't, can you replace a cap recharger with a shield boost amp? Give up 20% cap recharge for 30% shield boost... A good trade, IMO. Pity the fool |

Traak
CompleXion Industries
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Posted - 2007.02.13 21:04:00 -
[16]
Originally by: Sokratesz torps dont get the rig bonuses from explosion radius (theyre not guided missiles)
Woh! I didn't know that. That makes a huge difference then. Thanks for the info - you saved me a lot of effort and ISK with that tidbit of knowledge. __________
Traak
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Trotski II
Rasta Tropical Club
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Posted - 2007.02.15 07:36:00 -
[17]
If you use cruises sell the faction X-Large and plug in 3 explosion radius rigs
Medium: Pithum A type Medium Shield Booster,1 SBA,1 Cap recharger II, 3 Hardeners. Low: 3 BCS, 1 DCU II, 1 PDS
Booster runs forever (need all energy skills except the one which is rank3 at 5) and boosts around a Gist B Large.
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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.02.15 07:46:00 -
[18]
Yeah i just noticed you have no SBA on a mission ship...thats like blasphemy :)
Suicide is bad, hmkay? (clickety clickety) |

Terdarius
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Posted - 2007.02.15 08:29:00 -
[19]
I have to say lol at everyone using cap rigs on their ravens... really did you have any problem tanking NPCs before rigs?
Here's a hint: signature radius / explosion radius = damage factor
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.02.15 08:51:00 -
[20]
Originally by: Terdarius I have to say lol at everyone using cap rigs on their ravens... really did you have any problem tanking NPCs before rigs? Here's a hint: signature radius / explosion radius = damage factor
Your "hint" only makes any sense if you're flying a Cruise Raven, unlike Siege Ravens, which are not at all affected in any positive way (there is no explosion radius bonus for torpedos) but they do suffer from the drawbacks (if you thought CPU was tight on a Raven, guess what, now it's worse).
And of course some people HAD problems tanking NPCs in some of the nastier missions, especially with sub-optimal skills and non-faction equipment. Not so much the actual tank part, as the lag-related deaths: boosters that wouldn't turn on when needed, boosters that wouldn't turn off soon enough and drain all capacitor so you had none when you actually need it, so on and so forth.
Adding 3 CCC rigs (that are, well, not that cheap to be honest) can make you perma-tank using a T2 XL booster if you have good capacitor skills, INSTEAD of having to go grab an expensive pirate faction XL booster for that. _ MySkills | Module/Rig stacknerfing explained |

MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.02.15 09:26:00 -
[21]
Originally by: Akita T
Originally by: Terdarius I have to say lol at everyone using cap rigs on their ravens... really did you have any problem tanking NPCs before rigs? Here's a hint: signature radius / explosion radius = damage factor
Your "hint" only makes any sense if you're flying a Cruise Raven, unlike Siege Ravens, which are not at all affected in any positive way (there is no explosion radius bonus for torpedos) but they do suffer from the drawbacks (if you thought CPU was tight on a Raven, guess what, now it's worse).
And of course some people HAD problems tanking NPCs in some of the nastier missions, especially with sub-optimal skills and non-faction equipment. Not so much the actual tank part, as the lag-related deaths: boosters that wouldn't turn on when needed, boosters that wouldn't turn off soon enough and drain all capacitor so you had none when you actually need it, so on and so forth.
Adding 3 CCC rigs (that are, well, not that cheap to be honest) can make you perma-tank using a T2 XL booster if you have good capacitor skills, INSTEAD of having to go grab an expensive pirate faction XL booster for that.
Terdarius speaks the truth. My mission Raven has been parked for about half a year now but myself I was using cruisemissiles. They are simply uber for missions with all those pesky cruisers/frigs. Fitting explosion radius/speed rigs gives you free precission cruises with standard cruise damage. Tanking never was a problem before rigs as long as I was using a gist booster anyway.
sig nurfed |

Terdarius
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Posted - 2007.02.15 09:52:00 -
[22]
6x T2 CML 2x Heavy diminishing nos
1x T2 Large booster x3 T2 specific hardener 1x T2 shield boost amp 1x T2 target painter
2x T2 BCS 1x T2 PDU 1x T2 DC 1x Co-proc
2x Explosion radius rig 1x Missile damage rig
My setup atm, and it rocks.
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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.02.15 10:01:00 -
[23]
Originally by: Terdarius 6x T2 CML 2x Heavy diminishing nos
1x T2 Large booster x3 T2 specific hardener 1x T2 shield boost amp 1x T2 target painter
2x T2 BCS 1x T2 PDU 1x T2 DC 1x Co-proc
2x Explosion radius rig 1x Missile damage rig
My setup atm, and it rocks.
You need a cpu for that? Can't test it myself now but with a large booster and cruise launchers that seems odd. What is your launcher rig skills?
sig nurfed |

Terdarius
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Posted - 2007.02.15 10:08:00 -
[24]
Not that good atm, but i think with max skills and a named painter and DC you can don't need a Co-proc. Not much else you can use in that slot though... so it would net you a nanofiber or something. not allot of difference...
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