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Aisha02
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Posted - 2007.03.12 23:28:00 -
[1]
This is just a setup i have been thinking about and i was wondering what u would make of it. it sort of a well rounded setup
High Slots 5 425mm Tec2 Rails 3 Heavy diminishing Nos (for any thing that get close)
Med Slots 1x XL shield Booster Tec 2 1x L Shield extender Tec 2 1x resistance thermal Tec 2 1x Resistance EMP Tec 2 1x resistance Knietic Tec 2 1x Tracking comp Tec 2
Low slots 3x Power Diagnostic Tec 2 1x Magnetic stabilizer Tec 2 1x Tracking Enhancer Tec 2
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Fluffernator
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Posted - 2007.03.12 23:49:00 -
[2]
Only thing I can knock that setup for is it doesn't fill its role well. fit 8 t2 rails and make sure to have some support ships to kill anything that gets close. Rokh is the ultimate fleet sniper, if you want to pvp in it, try to use it as a sniper.
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jamesw
Omniscient Order Cruel Intentions
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Posted - 2007.03.12 23:53:00 -
[3]
Yeah go for 8 guns. That ship needs support to survive. Period.
Even with 3 nos, you won't actually hit anything that gets close, due to the tracking on 425's. A bunch of 3 or 4 Taranis would be able to just orbit at 500m and kill you. No warp disruptor means they can constantly warp out and back in if you use nos/drones on them.
Best option is to go for the extra 3 guns, use someone else to defend you up close.
--
Latest Vid: Domination! |

Aisha02
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Posted - 2007.03.13 23:21:00 -
[4]
i forgot to add 5 TEC2 med scout drones as well
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frozenkore
Caldari Species 5618 R0ADKILL
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Posted - 2007.12.19 19:52:00 -
[5]
Edited by: frozenkore on 19/12/2007 19:55:39 Hi, I've yet to get a Rokh myself but wanted to spec one out for small gang pvp and fleet pvp. I took Aisha's thoughts (with 8 425mms):
Originally by: Aisha02
Originally by: Aisha02
High Slots 5 425mm Tec2 Rails 3 Heavy diminishing Nos (for any thing that get close)
Med Slots 1x XL shield Booster Tec 2 1x L Shield extender Tec 2 1x resistance thermal Tec 2 1x Resistance EMP Tec 2 1x resistance Knietic Tec 2 1x Tracking comp Tec 2
Low slots 3x Power Diagnostic Tec 2 1x Magnetic stabilizer Tec 2 1x Tracking Enhancer Tec 2
and modified it slightly:
High Slots: 8x 425mm II Rails
Med Slots: 1x XL Shield Booster II 1x Large Extender II 1x Resistance Thermal II 1x Resistance EMP II 1x Resistance Kinetic II 1x Tracking comp II
Low: 1x PDU II 2x Magnetic Field Stab II 2x Signal Amplifier II
Rigs: 1x Ancillary Current Router I 2x Hybrid Locus Coordinator II
Ammo: Large Uranium: ~146k range Large Antimatter: ~101k range (when the get closer) Large Javelin: ~56k (when they get really close)
Now, I got this to fit in quickfit with a lot of tweaking. What I found to be a problem was I can get up to 310k range out of these guns if I use Large Spike ammo and change a rig or low slot (forgot exactly what combination gave me that), but my targeting was reduced to ~125k. I can get my targeting up to ~150k but then my optimal range drops. Again I can use spike, but I was kinda hoping for some more damage. I know that this is a sniper ship, and I can sure the get range on the guns, just not the targeting. So I compromised by giving myself medium - long range with more damage. I figure if I'm in a small gang or fleet, I can keep my distance and they can keep the ship away from me (more so than going solo).
So, the real question, any thoughts? I found that with this setup I only needed one of the three PDU IIs. Now I am sacrificing a Tracking Enhancer and I'm not sure how badly that will affect me. The Signal Amp IIs allow me to target farther away (again this seems to be the issue I'm running into) and another MFS II for more damage. Anyway, just thought I would toss it out and ask for some comments.
Cheers!
________________________________________________
For the Corp! |

frozenkore
Caldari Species 5618 R0ADKILL
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Posted - 2007.12.19 20:37:00 -
[6]
Just thought of something, tried it, it worked. I can get 250k targeting (is this a cap?) and 264k optimal range:
High Slots: 8x 425mm II Rails
Med Slots: 1x XL Shield Booster II 1x Resistance Thermal II 1x Resistance EMP II 1x Resistance Kinetic II 1x Tracking comp II 1x Sensor Booster II
Low: 1x PDU II 3x Magnetic Field Stab II 1x Targeting Enhancer II
Rigs: 1x Capacitor Control Circuit II 2x Ionic Field Projector I
Ammo: Large Spike: ~265k range
I could have put in one Ionic II but in order to get 250k without two, so I may as well pay less for the Is and get the same. This also gives me more damage at much farther range with Spike (which I did not have in the previous setup I posted). I also had to drop the extender but if I'm 250k away, I shouldn't have to worry about too much trouble, if I do, then I'll warp out. I am still interested in the setup above and this one, Thanks for the input! ________________________________________________
For the Corp! |

me bored
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Posted - 2007.12.19 21:51:00 -
[7]
caldari pvp success
pick two
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Major Stuart
Caldari Provisions
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Posted - 2007.12.19 22:01:00 -
[8]
Originally by: me bored caldari pvp success
pick two
caladari are good in group pvp :P
That's a Templar, an Amarr fighter. It is a combat drone used by carriers. |

Mona X
Caldari Polish Task Forces C0VEN
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Posted - 2007.12.19 23:44:00 -
[9]
Edited by: Mona X on 19/12/2007 23:44:22
Originally by: frozenkore Just thought of something, tried it, it worked. I can get 250k targeting (is this a cap?) and 264k optimal range:
High Slots: 8x 425mm II Rails
Med Slots: 1x XL Shield Booster II 1x Resistance Thermal II 1x Resistance EMP II 1x Resistance Kinetic II 1x Tracking comp II 1x Sensor Booster II
Low: 1x PDU II 3x Magnetic Field Stab II 1x Targeting Enhancer II
Rigs: 1x Capacitor Control Circuit II 2x Ionic Field Projector I
Ammo: Large Spike: ~265k range
Thanks for the input!
First: is this for fleet battles?
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Stuart Price
Caldari Havoc Inc Blood Blind
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Posted - 2007.12.20 01:02:00 -
[10]
If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
Whatever rigs, I advise shield ones, particularly resist rigs.
With proper skills you be hitting out to 18km with AM ammo for around 800dps. With Null you'll hit out to 32km. With blasters. The webber is for holding stuff still and suprising smaller ships that come within range. You don't tackle in a Rokh, you recruit minions to do that for you. The drones are there to harass additional targets.
The tank is good for around 800dps incoming as long as you have charges.
It just pulverises pretty much anything you decide to primary.
"I got soul but I'm not a soldier" |

Neuromandis
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Posted - 2007.12.20 01:43:00 -
[11]
Edited by: Neuromandis on 20/12/2007 01:44:08
Originally by: Stuart Price If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
Very good fitting in my opinion. Seconded. The only thing it lacks is a mwd, but since null can hit out of scrambling range, it is not THAT important. Still, I'll try to come up with something with an mwd... --- If someone else from my Corporation or Alliance agrees with me, he will say so. Assume nobody does :) --- WTB: Scorpion wing (left)
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frozenkore
Caldari Species 5618
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Posted - 2007.12.20 14:47:00 -
[12]
Originally by: Mona X Edited by: Mona X on 19/12/2007 23:44:22
Originally by: frozenkore Just thought of something, tried it, it worked. I can get 250k targeting (is this a cap?) and 264k optimal range:
High Slots: 8x 425mm II Rails
Med Slots: 1x XL Shield Booster II 1x Resistance Thermal II 1x Resistance EMP II 1x Resistance Kinetic II 1x Tracking comp II 1x Sensor Booster II
Low: 1x PDU II 3x Magnetic Field Stab II 1x Targeting Enhancer II
Rigs: 1x Capacitor Control Circuit II 2x Ionic Field Projector I
Ammo: Large Spike: ~265k range
Thanks for the input!
First: is this for fleet battles?
Yes, this was a fleet setup. After thinking about it, you wouldn't be doing a lot of dps and it would not be as affective in a small gang. I was thinking this would be a good fleet sniper.
Stuart, I do like your short range, I haven't tried messing with that yet, I'll give that a whirl. Thanks. ________________________________________________
For the Corp! |

Haradgrim
The Wild Bunch INTERDICTION
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Posted - 2007.12.20 17:11:00 -
[13]
Shield boosters and extenders on the same setup make baby Jesus cry 
Originally by: CCP Oveur ...every forum whine feels like a baby pony is getting killed
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Mona X
Caldari Polish Task Forces C0VEN
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Posted - 2007.12.21 14:49:00 -
[14]
Originally by: frozenkore
Yes, this was a fleet setup. After thinking about it, you wouldn't be doing a lot of dps and it would not be as affective in a small gang. I was thinking this would be a good fleet sniper.
Well, as fleet sniper Rokh has few issues. One is called Megathron, and second - Tempest. Those two are most popular fleet ships (simply because the're older), they're cheaper (more popular), and have better dps or alpha strike (their popularity has pierced my ceiling and now I have snow in my room).
Because of that, most fleet battles takes place where it's cosily for them: at 160-180km and Rokh's range bonus is wasted.
Next thing: during fleet battles you don't tank. If you're targeted by enemy blob, you are going to melt very, very fast. what you need is a big hp buffer, so you could warp out, restore shield and return asap.
And last thing: in 0.0 you never leave home without MWD and Damage Control. Plus of course Cap Booster.
So,
For med slots I recommend MWD, Cap booster, Sensor booster, invu field and shield extenders. Maybe one tracking comp. For lows damage Control, mag stabs, and fitting mods unfortunatelly.
Rigs: Ancillary Current Router, CCC or EM resist. Definitely not the Ionic Field Projector because it kills shields.
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Major Stuart
Caldari Provisions
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Posted - 2007.12.21 18:37:00 -
[15]
Originally by: Stuart Price If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
Whatever rigs, I advise shield ones, particularly resist rigs.
With proper skills you be hitting out to 18km with AM ammo for around 800dps. With Null you'll hit out to 32km. With blasters. The webber is for holding stuff still and suprising smaller ships that come within range. You don't tackle in a Rokh, you recruit minions to do that for you. The drones are there to harass additional targets.
The tank is good for around 800dps incoming as long as you have charges.
It just pulverises pretty much anything you decide to primary.
What skills do you need to fit that? I cant fit 8 neutrons with nothing else, add a few things and i can but i cant get that whole setup with being 200 over cpu and 2000 more power
That's a Templar, an Amarr fighter. It is a combat drone used by carriers. |

Damack112
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Posted - 2008.01.01 20:13:00 -
[16]
Hey Is it possible to run the Rokh with missles?? or is it just best to run guns on it? Either way would love to know 
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Karad Forsky
Caldari
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Posted - 2008.01.01 20:39:00 -
[17]
Originally by: Major Stuart
What skills do you need to fit that? I cant fit 8 neutrons with nothing else, add a few things and i can but i cant get that whole setup with being 200 over cpu and 2000 more power
Max fitting skills (i.e. AWU V). Or maybe with some expensive fitting implants you could get it to fit with lower skills.
Originally by: Damack112 Hey Is it possible to run the Rokh with missles?? or is it just best to run guns on it? Either way would love to know 
It is fitting-wise possible but worthwhile? No. Was more so before the NOS-change when you could get a silly heavy-nos supported tank on a Rokh with missiles but even less point fitting missiles now.
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D'ceet
Shadows of the Dead The Dawn of Darkness
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Posted - 2008.01.21 15:55:00 -
[18]
Originally by: Damack112 Hey Is it possible to run the Rokh with missles??
what you said is just heretical....if you want a missile boat, get a Raven. leave the hybrid guns and hybrid guns ONLY on the rokh.
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Ap0ll0n
Gallente Pikfjaes
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Posted - 2008.01.21 17:42:00 -
[19]
Originally by: Stuart Price If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
Whatever rigs, I advise shield ones, particularly resist rigs.
With proper skills you be hitting out to 18km with AM ammo for around 800dps. With Null you'll hit out to 32km. With blasters. The webber is for holding stuff still and suprising smaller ships that come within range. You don't tackle in a Rokh, you recruit minions to do that for you. The drones are there to harass additional targets.
The tank is good for around 800dps incoming as long as you have charges.
It just pulverises pretty much anything you decide to primary.
I like your setup, it is very similar to mine..
High: 8 Neutron blaster II
Meds: 1 XL booster II, 1 boost amp II, 1 heavy electrochemical cap injector, fleet web, 1 point II, 1 invulfield II
Lows: 3 Magstab II, 1 PDU II, 1 DC II
Rigs: 1 of each: kin, thermal and EM.
With BS 5, i have 65 EM, 72 thermal, 79.5 kinetic, and 81.5 explosive, and 77k effective HP, boosting 800 shield. With null, i do around 650 dps with optimal at 15km.
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Caffeine Junkie
Celestial Frontier Inc Celestial Frontier
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Posted - 2008.01.21 19:28:00 -
[20]
Originally by: me bored caldari pvp success
pick two
PWYM
and get it right. -------------------
Caldari Pvp Solo Success
Pick three.
_________________________________________________
I always have my fleet fit a Centus X-Type EM Armor Hardener before undocking, as a special treat for all the Amarr pilots out there. |

MalVortex
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Posted - 2008.01.21 20:46:00 -
[21]
Rokh with 4x Torps and 4x Nos/Neuts can actually put out around 600 maximum theoretical DPS IIRC, whilst having a great tank and good cap warfare. Its not optimal, but if you want a close range, cap warfare boat with DPS, its not a bad option.
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Arsenic Lupus
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Posted - 2008.02.17 02:53:00 -
[22]
Originally by: Ap0ll0n
Originally by: Stuart Price If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
Whatever rigs, I advise shield ones, particularly resist rigs.
With proper skills you be hitting out to 18km with AM ammo for around 800dps. With Null you'll hit out to 32km. With blasters. The webber is for holding stuff still and suprising smaller ships that come within range. You don't tackle in a Rokh, you recruit minions to do that for you. The drones are there to harass additional targets.
The tank is good for around 800dps incoming as long as you have charges.
It just pulverises pretty much anything you decide to primary.
I like your setup, it is very similar to mine..
High: 8 Neutron blaster II
Meds: 1 XL booster II, 1 boost amp II, 1 heavy electrochemical cap injector, fleet web, 1 point II, 1 invulfield II
Lows: 3 Magstab II, 1 PDU II, 1 DC II
Rigs: 1 of each: kin, thermal and EM.
With BS 5, i have 65 EM, 72 thermal, 79.5 kinetic, and 81.5 explosive, and 77k effective HP, boosting 800 shield. With null, i do around 650 dps with optimal at 15km.
Excellent setup ! That's how I intend to fly my rokh (in a year mayben when I'll have all the skills).
I agree with previous message, for optimal use a MWD would be perfect. I think it adds a nice surprise effect, as few will expect a Rokh to fly in at close range, as most players seem to consider this ship as a sniper. I'd throw out an invul field (or that point II you refer in your message which I don't know what that is), especially if you got 3 Shield resistance rigs and BS V. I mean this setup is for warp-in-rush-to-close-range-disintegrate.
But subsidary question: you guys fit a webifier. What for? Pointless if the target can warp out no? Now assuming you got a wingman who's tackling (and webbing), then there is no real need for a webifier imo. Unless you couple it with a Warp disruptor for solo hunt.
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Magazaki
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Posted - 2008.02.17 13:45:00 -
[23]
Originally by: Arsenic Lupus (or that point II you refer in your message which I don't know what that is)... But subsidary question: you guys fit a webifier. What for? Pointless if the target can warp out no? ...
Point II= 1 point Warp Disruptor tech 2 -----sig-----
Originally by: Kaemonn:Signature
Originally by: kieron: off duty You dont have to swallow!
Win... |

Gark32
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Posted - 2008.02.18 07:31:00 -
[24]
Originally by: Stuart Price If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
This. though i kinda favor rigs that reduce SB cap usage, cause there's no way in hell that this thing is cap stable.
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arbalesttom
Caldari Glauxian Brothers
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Posted - 2008.02.18 11:23:00 -
[25]
THe only way a neutron rokh with active tank is going to be cap stable is with fitting 3x shieldbooster energyusage reduction rigs (cant remember names). Dont even bother with ccc's or whatever because they wont help you. With the 3 rigs i mentioned you will be nearly cap stable for as long as you have capcharges.
***Warning! Sig ahead!***
20:06:21 Info The Jita solar system is currently stuck. Please avoid going into Jita for the time being. Our apologies for the inconvenience.
The EVE Online Customer |

Attack Dog
Caldari Terran Robotics
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Posted - 2008.02.18 11:29:00 -
[26]
Originally by: me bored caldari pvp success
pick two
caldari pvp solo
pick 2
fixed it 4 ya ------sig starts here------ Don't be a noob, stop whinning 4 nerf's 2day |

Omarvelous
Destry's Lounge
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Posted - 2008.02.18 14:30:00 -
[27]
Edited by: Omarvelous on 18/02/2008 14:33:00
I don't like mixing extenders with an active tank. Resist mods will boost your HP more effective on this resistance bonused ship.
My pvp setup:
Highs: 7x Large Ion Blasters (for me, neutrons require a fitting mod that I'd rather not have to use). Heavy Neutralizer
Mids: 100 MN MWD Webifier Invulnerability field XL Shield Booster Shield Boost Amp Heavy Capacitor Injector (800s)
Lows: 4x Magnetic Field Stabilizers (I normally loathe a 4th stacking nerfed item, but its an available low slot on a shield tanking ship - and being a battleship, small damage mod gains still makes a noticeable dps improvment)
Damage Control Unit
Rigs: Anti-EM Anti-Therm Anti-Kinetic
Drones: 5x ECM Vespas OR 5x Shield/Armor Rep drones
You tank like a beast, you can move (for a caldari battleship), and you can punish targets (if there ever was a case for using faction ammo its here - you can see well over 100 dps improvement with it).
You have a relatively small drone bay with unbonused drones - so go with ewar or logistics. I am tempted to test out 5 medium target painting drones (hit smaller targets more often, or help out your buddy in a Raven). I'm also debating the effectiveness of neutralizer drones in conjunction with your own neut (improve the neutralizer cap efficiency).
Like Stuart mentinoed - DONT fit a scram on this ship - that's what you have friends in smaller ships with faster locks for. If you MUST solo pvp in this - drop the shield boost amp for a scram, but be prepared to tank less damage.
The resist rigs are crucial for this ship as it is bonused towards resistance. The rigs + invul field II = resistances in the 70's-80's.
The MWD is a must for pvp - even if you go with neutrons with null (32km) - most fights will require you to move around some, which is why the mwd is necessary.
The neutralizer is good for 2 reasons. Yes, you sacrifice a good bit of DPS - but you gain immense tactical flexibility. Now small/fast enemy tacklers will get neutralized and either lose their MWD, or point on you - now you burn towards them, web them and burn them! Against larger ships - that neutralizer you're running helps to break their active tank faster than your extra dps would.
Spend 10+mil for a large hybrid damage implant, and again for the 10% RoF implant.
A set of crystals works wonders with this ship (because of shield tank bonus).
__________________________________________________ Sup brosef! Destry's Lounge is looking for a few good drunks - contact me in game.
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Kagura Nikon
Minmatar Infinity Enterprises Interstellar Alcohol Conglomerate
|
Posted - 2008.02.18 17:02:00 -
[28]
Originally by: Neuromandis Edited by: Neuromandis on 20/12/2007 01:44:08
Originally by: Stuart Price If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
Very good fitting in my opinion. Seconded. The only thing it lacks is a mwd, but since null can hit out of scrambling range, it is not THAT important. Still, I'll try to come up with something with an mwd...
Well if you are fighting INSIDE empire MWD is not a mandatory stuff for a battleship.
Only downside on this setup is, its completely overhelmed by the equivalent Maelstrom
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Seishomaru
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Posted - 2008.02.18 17:06:00 -
[29]
Originally by: Mona X
Originally by: frozenkore
Yes, this was a fleet setup. After thinking about it, you wouldn't be doing a lot of dps and it would not be as affective in a small gang. I was thinking this would be a good fleet sniper.
Well, as fleet sniper Rokh has few issues. One is called Megathron, and second - Tempest. Those two are most popular fleet ships (simply because the're older), they're cheaper (more popular), and have better dps or alpha strike (their popularity has pierced my ceiling and now I have snow in my room).
Because of that, most fleet battles takes place where it's cosily for them: at 160-180km and Rokh's range bonus is wasted.
Folow up that with Alpa Strike to see how realistically fleet combat damage is dealt. But if you have your own brain you can warp to your own spots and use rokh range advantage.
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Stuart Price
Caldari Havoc Inc Blood Blind
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Posted - 2008.02.18 20:04:00 -
[30]
Originally by: Kagura Nikon
Originally by: Neuromandis Edited by: Neuromandis on 20/12/2007 01:44:08
Originally by: Stuart Price If it's for anything BUT fleet battles:
8 x Neutron Blaster II (Cal Navy AM, Null) 1 x X-Large Booster II 1 x 'Fleeting' Stasis Webber 1 x Heavy Cap Booster II (800's ofc) 2 x Invul Field II 1 x Shield Boost Amp II 3 x Mag Stab II 1 x Damage Control II 1 x PDU II
5 x Vespa EC-600 ECM Drones
Very good fitting in my opinion. Seconded. The only thing it lacks is a mwd, but since null can hit out of scrambling range, it is not THAT important. Still, I'll try to come up with something with an mwd...
Well if you are fighting INSIDE empire MWD is not a mandatory stuff for a battleship.
Only downside on this setup is, its completely overhelmed by the equivalent Maelstrom
You'd think that, but somehow I engaged a dual-rep Maelstrom solo under gate guns and pummeled him into half armour before I even needed to think about cap boosting. He ran to a belt where backup got him tackled and finished him off.
To be honest though he must have panicked when I engaged so swiftly, since I'm not entirely sure he actually turned his reppers on until it was too late.
Psychologically, a strong injection tank is scary for an inexperienced opponent because it doesn't seem to even budge for ages. More people than you think just panic and try to bail or make stupid mistakes before you run out of charges. "I got soul but I'm not a soldier" |
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