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Haniblecter Teg
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2007.12.03 15:38:00 -
[151]
Edited by: Haniblecter Teg on 03/12/2007 15:41:24 This ship is solid solo'ing, go for a dual rep/rep 1600mm plate for that. Use rigs to plug the resistance holes and put Gyro II's in the lows to get closer to the magical 700dps.
If you're doing small gang work, forgoe a strong tank: 6x 425 2x HAM, 1x MWD, Large Shield Booster, 1x 24km, 1x Sensor Booster 3x Gyro, DCU, Speed Mods
3x Ambit Extension (Falloff Rig)
20km Effective range, 700+ DPS with drones, lives long enough to kill big targets, and has the scan res to beat out gangmates on pod kills (sounds crazy, but you'll lock before ships your size, and have the DPS to kill pods before frigs do)
EDIT: Part of the artform of this ship is switching between Hail and Barrage. Its around 80 - 100dps difference between the two, so its worth it to be concious of what range you're warping to. For smaller gangs, hail is OK because the target isnt going to go down very quickly. In larger gangs, stick with more barrage.
As a default, I normally fit 2x turrets with Barrage (to at last get on a KM) and 4x with hail (b/c more weapon systems provide 'burst' damage, potentially stealing a KM your ship rightfully earned through superior DPS) ----------------- Friends Forever
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Odium47
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Posted - 2007.12.03 16:37:00 -
[152]
Starting with this morning, i changed my mind to the dual repairs sistem tanking...its useless. Sooner or later, you will fall...its all up to dmg to take the oponent down faster that he can take you, or to be able to run, to live another day.
I would post my hurry-cane set ups, but as Pentinor still holds a grudge for cashing the 66 mils. bounty for his head, i must refrain myself.
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Mr Twinkie
Asshats and Alcoholics Minuit.
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Posted - 2007.12.12 22:48:00 -
[153]
any decent T1 Setups? ----------------- Asshats & Alcoholics |
Rezeik Aurelius
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Posted - 2007.12.13 09:29:00 -
[154]
Does anyone even use Hail anymore? Except for the disadvantage of higher cost, faction EMP offers comparable damage without all of the drawbacks.
I'm not educated on all of the damage formulas, but wouldn't faction EMP give even higher DPS than Hail indirectly because you get better tracking and better range?
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hollywood yamaha
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Posted - 2007.12.24 14:37:00 -
[155]
soon be trained for this ship switched from caldari to mim just to play with auto cannons (luv the sound) any decent t1 setups would be great ?
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Riddicke
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Posted - 2008.01.02 00:11:00 -
[156]
yo man,
theres no such thing as a good t1 set up, if you dont have the skill for T2, go faction but if you only have the lower skill points your only gona lose it anyways.
my advice stay cruiser until you can fit it full Tech 2 mate, people do awesome things with ruptures and you will gain awesome experience flying them get a full tech 2 fit on a ruppy learn the difference between Ac and blasters or arty and rails get a feel for minmatar ships then get yourself a cane mate.
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Raxxius Maelstrom
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Posted - 2008.01.02 00:26:00 -
[157]
Originally by: Rid****e yo man,
theres no such thing as a good t1 set up, if you dont have the skill for T2, go faction but if you only have the lower skill points your only gona lose it anyways.
my advice stay cruiser until you can fit it full Tech 2 mate, people do awesome things with ruptures and you will gain awesome experience flying them get a full tech 2 fit on a ruppy learn the difference between Ac and blasters or arty and rails get a feel for minmatar ships then get yourself a cane mate.
Quoting cause it's the truth, Canes are more or less a natural progression from Ruptures. So start on the little man first and then move on up.
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castraitory
Minmatar AND THEN NO YOU
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Posted - 2008.01.19 11:32:00 -
[158]
Edited by: castraitory on 19/01/2008 11:34:45 Not Had the cane that long but tried and like this setup.
Highslots.
6x 220mm autocannon t2 1x Medium nos t2 1x Medium neut (best named)
Medslots.
1x 10mn mwd 1x Fleeting web 1x 24km scram t2 1x Medium elec cap inj with 800 charges
Lowslots.
2x Medium reps t2 1x Explosive active t2 1x Thermal active t2 1x Kinetic active t2 1x Damage control
Rigs. ( I have 2 canes with 2 different rigs )
3x CCC's and other cane has 3x Auxiliary nano pumps.
Ammo mixture between barrage,hail,emp and phased plasma depending on your target and range. Not sure which I like best yet, although the pump one is slow it can rep alot. Took on a cane, arby and a crow with the ccc rig set up and killed the cane eventually after killing all thier ecm drones and other 2 ran. Im still a noob in the ship but its a fun ship to pvp in so far.
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Sepelio Fas
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Posted - 2008.02.07 03:24:00 -
[159]
figured i'd give this a shot, not bringing much new to the table but this is my perspective on it.
6 x 425mm AC (train motion prediction V and you get better tracking than 220mms base and only about 10% worse when mounting 220's and you're all right it's only 23 dps diff, but i like to hit harder) 1 med nos II (named works fine) 1 improved cloaking device II (trained to Cloaking IV and you get about an 11 sec targeting delay, i usually use this for security gate camps for mining ops, paired with a minnie recon ship)
mids (keep in mind what i use this for and it'll make sense)
1 med t2 cap booster (200s) 1 small t2 cap booster (200s) 1 X5 prototype web 1 t2 warp disruptor
2 t2 med reppers (expecting to be counter nos'd i can keep these up for about 8 minutes if it's a single target with 2 nos) 1 DCU II 2 EANM IIs (works best if you have all your armor compensation skills to at least IV) 1 gyrostab II (could also be a plate if you need to tank guns, or a t2 exp hardener if your worried about the low resist 54.3% for me)
anyways this works out pretty decently for me, though i'm not a super leet pwn machine like some of you.
5 x whatever t2 lights you use
downside to not mounting a mwd on this is that i wouldn't suggest armor rigs as they slow you down considerably. you can mount a mwd you just lose a lot of staying power out of your tank, and your going to have to use larger than 200 cap boosters. anyway let me know what you think.
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Anti Thought
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Posted - 2008.02.16 18:57:00 -
[160]
Seems like nearly everyone uses AC.. This thread seems to lack good artillery set ups.
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P'Tang
Dissolution Syndicate
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Posted - 2008.02.16 21:00:00 -
[161]
Originally by: Anti Thought Seems like nearly everyone uses AC.. This thread seems to lack good artillery set ups.
Well, considering this is a thread for PvP, that's not surprising. Arties might work for gang setups (emphasis on might), but there's a reason people prefer autocannons.
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Mei Saango
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Posted - 2008.02.16 22:07:00 -
[162]
Originally by: Anti Thought Seems like nearly everyone uses AC.. This thread seems to lack good artillery set ups.
PvP arty Hurricane setups are fairly dull. Not a lot you can do once you've put 6 x 720 in the high slots...
[Hurricane, Arty] Tracking Enhancer II Tracking Enhancer II Tracking Enhancer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II
10MN MicroWarpdrive II Sensor Booster II, Targeting Speed Sensor Booster II, Targeting Speed Sensor Booster II, Targeting Range
720mm Howitzer Artillery II, Tremor M 720mm Howitzer Artillery II, Tremor M 720mm Howitzer Artillery II, Tremor M 720mm Howitzer Artillery II, Tremor M 720mm Howitzer Artillery II, Tremor M 720mm Howitzer Artillery II, Tremor M Standard Missile Launcher II, Sabretooth Light Missile Standard Missile Launcher II, Sabretooth Light Missile
If (like me) you don't have advanved weapon upgrades V, one of the tracking enhancers needs to be swapped with an RCU :(
This is a large gang sniping setup.
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Mortuus
Minmatar Occassus Republica Phalanx Alliance
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Posted - 2008.02.17 11:47:00 -
[163]
Seriously, for Arty the only setup I use anymore on a Hurri is this
6x 650mm t2, 2x launchers of choice 1x mwd t2, 1x disrupter t2, 2x LSE t2 3x gyro t2, 2x Overdrives/nano, 1x DCU t2
rig to taste
Works a charm, not bad DPS for an arty boat, range is just about perfect for killing those short range setups fairly quickly. Occassus Republica <3 |
Makavelia
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Posted - 2008.02.18 20:36:00 -
[164]
Edited by: Makavelia on 18/02/2008 20:38:45 650's are nice but on eft fiting 6 is just not possible ontop of the other modules withought consuming 2-3 of the ships low slots for pg upgrades and that still left the 2 other high slots empty. I doupt any1 posting here has the max skilz of eft so its gune be even worse in practice.. i havent tested with pg rigs for the simple fact that its gune turn the ship real exspensive
edit.. tested again as an almost speed tanking setup, had alot more dps but the problem is simply a huggin who will run faster and web you x2
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Mortuus
Minmatar Occassus Republica Phalanx Alliance
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Posted - 2008.02.19 09:22:00 -
[165]
How bad are your skills to NOT be able to fit a full 650mm fit and still have PG left over?
And trust me, 650's work much better vs Rapier/Huginn than ACs do once you are webbed. Occassus Republica <3 |
Cpt Branko
Surge. Night's Dawn
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Posted - 2008.02.19 09:27:00 -
[166]
Edited by: Cpt Branko on 19/02/2008 09:28:24
Originally by: Mortuus
And trust me, 650's work much better vs Rapier/Huginn than ACs do once you are webbed.
Er, no. 90% of your Huggins/Rapiers are speedfit, meaning you won't hit them with arties. On the other hand, ACs + Barrage M will hit them decently enough to force them to disengage (or drift out of 24km, so again, disengage).
Although you do probably have the best arty setup I've seen ;P
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Mortuus
Minmatar Occassus Republica Phalanx Alliance
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Posted - 2008.02.19 10:13:00 -
[167]
With some crafty handling of my spaceship I've managed to peg ceptors, and kill a Deimos and Beagle at the same time, killed an Astarte solo with it, countless Ravens, forced a Sleipnir to run like a girl, etc.
650mm arty works, and it makes Rapiers that do less than 5k or so cry. Occassus Republica <3 |
Makavelia
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Posted - 2008.02.19 11:48:00 -
[168]
It is possible to fit them if you read properly.. just means u will have next to no tank
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Jaja binx
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Posted - 2008.02.19 12:40:00 -
[169]
Originally by: Animo06 ok first of all i want to see you run into an inty pilots whos moving 9k a sec around your ship at 17k with a tracking dis a mwd web and jecter and tell me you can hit him...ive gotten my claw through every gate camp ive ever run into even onces with hugs bubble and other inties chassing me and never laid a finger on me id like to see an ac fitted cane do that lol.especially when i have a sig radius of 27.its not easy youll be lucky to hit the ****er in most assault frigs m8.
Can your dps break my passive tank? This requires over 200-250 dps per second btw ;) And yes my dps is more then fine ;)
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Sepelio Fas
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Posted - 2008.02.25 22:46:00 -
[170]
Edited by: Sepelio Fas on 25/02/2008 22:47:25
Originally by: Jaja binx Can your dps break my passive tank? This requires over 200-250 dps per second btw ;)And yes my dps is more then fine ;)
umm Jaja i have a cane build that does over 400 dps just with ac's (rep fleet em, bc 5 med ac spec 4, rapid firing 5, surgical strike 4) and i'm not completely maxed on skills yet soooo. . . i would say you would burn in the fiery pits of hell rather quickly. A 200-250 passive shield tank is actually quite weak btw.
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morthala
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Posted - 2008.05.17 15:01:00 -
[171]
On My Cane which i usually fly around for pvp ive got: 6x220mm vulcan II and 2x hml II MWD Web scram cab booster(fitted with 800) 2x MAR 3x active armor (of your choice) damage control II
6 warrior II
Nano bot acc and other rig of your choice.
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Oghma Grianainech
SPORADIC MOVEMENT
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Posted - 2008.05.26 13:37:00 -
[172]
Originally by: Animo06 ok first of all i want to see you run into an inty pilots whos moving 9k a sec around your ship at 17k with a tracking dis a mwd web and jecter and tell me you can hit him...ive gotten my claw through every gate camp ive ever run into even onces with hugs bubble and other inties chassing me and never laid a finger on me id like to see an ac fitted cane do that lol.especially when i have a sig radius of 27.its not easy youll be lucky to hit the ****er in most assault frigs m8.
seriouos case of epeen problem....
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AsfALT
Republic Military School
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Posted - 2008.05.26 13:50:00 -
[173]
Edited by: AsfALT on 26/05/2008 13:51:51
Originally by: Cpt Branko Edited by: Cpt Branko on 19/02/2008 09:28:24
Originally by: Mortuus
And trust me, 650's work much better vs Rapier/Huginn than ACs do once you are webbed.
Er, no. 90% of your Huggins/Rapiers are speedfit, meaning you won't hit them with arties. On the other hand, ACs + Barrage M will hit them decently enough to force them to disengage (or drift out of 24km, so again, disengage).
Although you do probably have the best arty setup I've seen ;P
Actually you can hit them enough to make them run
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Agor Dirdonen
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Posted - 2008.05.26 20:23:00 -
[174]
Edited by: Agor Dirdonen on 26/05/2008 20:25:34 One of my favorite arty hurricane fits:
6x 650mm t2 1x med energy neut 1x standard missile launcher (can be changed, personal pref). I use defenders mostly in it as they have time to reach the incoming missile due to my speed.
mwd web disruptor sensor booster
combination of overdrive nano's istabs and a tracking enhancer
With overload, you can push it to above 3km/s, using correct gang setup, even above 5km/s.
Cruisers and frigs are easy, inties need some tactics but with your speed you can get lucky and web one, then neut and he pops.
Fighting other bc's is tricky as your dps is rather low but they can't catch you.
When you're dealing with minnie recon's, it's all about reaction. When you can speed towards them as fast as possible before they can lock and web, you can web em too and neut them. That usually scares em off. Last 3 rapiers that tried, ran off.
Speed is your tank though, get caught in a web and can't get out, it's pretty much over fast.
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Gromik
RillaCorp Insurgency
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Posted - 2008.05.26 20:39:00 -
[175]
Originally by: Agor Dirdonen Edited by: Agor Dirdonen on 26/05/2008 20:25:34 One of my favorite arty hurricane fits: <Fitting>
With overload, you can push it to above 3km/s, using correct gang setup, even above 5km/s.
Cruisers and frigs are easy, inties need some tactics but with your speed you can get lucky and web one, then neut and he pops.
Fighting other bc's is tricky as your dps is rather low but they can't catch you.
When you're dealing with minnie recon's, it's all about reaction. When you can speed towards them as fast as possible before they can lock and web, you can web em too and neut them. That usually scares em off. Last 3 rapiers that tried, ran off.
Speed is your tank though, get caught in a web and can't get out, it's pretty much over fast.
If you're going to do that, I recommend a tracking disruptor. I used to mess around with a nano-Cane and was shocked to find my BS-flying alt had no problems tracking me with 800mm ACs at 20km and 2.8k/s. Throw in a tracking speed script and the shots became negligible. I ran mine with ACs and HML, with a Rapid Deployment link (I have the skirmish mindlink).
Also, given you're not really hard to track in a BC, lack of cap booster can be an issue if you need to MWD a lot. Less of an issue if you've got EW in your gang, though.
Just my 2 cents, was fun to fly and got some interesting comments, but nowhere near as safe as nano-HACs can be. Gromik Mining Bytes, Inc.
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Agor Dirdonen
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Posted - 2008.05.26 20:45:00 -
[176]
I can run the mwd and disruptor for several minutes but I can imagine against a battleship that it can be an issue after a while. One of the reasons I don't go for a battleship alone.
Good tip on the tracking disruptor though, have to remember that.
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Norwood Franskly
Fleet of the Damned Interstellar Alcohol Conglomerate
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Posted - 2008.05.27 06:32:00 -
[177]
I prefer using a cyclone if I want to use an artillery boat fit but I got caught with only a hurricane in my hanger the other day and had to scramble to fit it in a hurry (got to love enemy roaming gangs)...
I went with
6 *650 II with Domination Carbonized Lead 2 * HML
2 Sensor boosters (with scan res scripts) 1 T1 MWD 1 Cap injector
2 Medium Armor Rep II 1 EANM II 1 Damage Control II 1 Power Diag System II 1 Gyro II
The fitting was incredibly tight but was surprisingly effective I was making it to the top or near the top of quite a few killmails (ships were poping before the bs's in our gang could lock them). The damage it was putting out was awesome I think I came close to 1 volley popping a blackbird with it. I was pretty surprised how well the guns were tracking. I think I might have had some problems, against nanoed ships and things (I had some warrior II's out as well so they could have added a bit to my damage ) but it just seemed to work nicely.
With faction carbonized lead I was hitting up to my max lock range which was very nice. tactics for the whole fight was pretty much just lock primary f1-f8 and watch he's hp drop. I got primaried by the enemy once I think but 1 cycle of reps was enough to keep me alive while I broadcast for some remote loving. If I was going to refit I think I'd get rid of the armor tank and fit some plates and maybe some tracking computers.
I've always gone with the conventional 220 ac's and 2 neutralizers on my cane but now I'm seriously rethinking the artillery cane as a viable pvp ship.
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Agor Dirdonen
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Posted - 2008.05.27 08:02:00 -
[178]
The nice thing about the Arty cane as pvp ship is that everyone expects an AC cane and acts accordingly, ie. they don't try to get closer to benefit from your poor tracking at close range.
Although, even if they do that, with the speed setup, it is possible to lower your transversal and get good hits.
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Shurq Ellale
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Posted - 2008.05.27 17:03:00 -
[179]
Edited by: Shurq Ellale on 27/05/2008 17:04:35 I would only consider using one of the following fits: the dual-LSE w/ 425s w/ 2x EM, 1x thermal rig (maybe drop an em rig for a falloff rig - not sure if it would fit) the dual-LSE w/ 650s w/ 2x EM, 1x thermal rig (maybe drop an em rig for an optimal rig - not sure if it would fit) the 720 glass cannon.
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Van Steiza
Eternal Perseverance
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Posted - 2008.05.27 17:20:00 -
[180]
My pvp setup ANYTHING nano usualy has to run Or die :D
220 Vulcan II's x 6 With barrage M loaded. 1x Large Offlined smartbomb Acts as a heatsink when overloading. 1x Unstable medium energy neutraliser.
1x 10mn t2 mwd 1x t2 warp disrupter 1x X5 web 1x medium t2 cap booster
Lows-
2x Medium armor reps t2 2x energized adaptive nanomembrane II 1x gyro II 1x damage control II
Rigs-
3x Projectile ambits - Fall off rigs I have effective 23km fall off considering max skillage :D
It goes 1.5km/s with mwd on its a kiteing ship you always want to stick within 15 to 17km of a target with this and if anything that is built for speed/ nano is engaging you they will either have to disengage or run due to ur ability to track them :D
:) You can go 1x EANM and 2x gyro if you wish :) Ur choice I prefer 2x eanm. ----------------------------------------------- Stop removing my Sig its fine!!!! Nerf Moderaters. |
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