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Saul Reaver
UK Corp FATAL Alliance
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Posted - 2007.04.03 00:17:00 -
[1]
Hello all, I am currently building a Thanatos gallente Carrier and was wondering if anyone can give me some ideas on set up. I would like PVP set ups and other set ups if possible. I realize i'm probably going to have to buy Faction gear for it as it is my first carrier and i am going to fit a good set up so any faction ideas will be welcome. Thank you, Saul Reaver Fatal Alliance.
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Benglada
Infinitus Odium
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Posted - 2007.04.03 00:18:00 -
[2]
Edited by: Benglada on 03/04/2007 00:14:27 2x DCU 2x cap remote reps 1x cloak 5x cap rechargers
2 cap reps, Kin/therm/exp/ DCU II
3x cap rigs
edit: all t2/faction ---------------------------
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 |
Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.03 00:32:00 -
[3]
Originally by: Benglada Edited by: Benglada on 03/04/2007 00:14:27 2x DCU 2x cap remote reps 1x cloak 5x cap rechargers
2 cap reps, Kin/therm/exp/ DCU II
3x cap rigs
edit: all t2/faction
Needs Sensor booster/s in my humble oppinion. Also, you don't need the cloak unless traveling really, I hardly used mine so took it off in favor of a second Capital Remote.
But apart from that, go for it. If you are really feeling like spending a lot, buy Core X-Type Hardeners and a Corpum A-Type EANM. Resists are a bit weak with just T2.
Don't forget drones, 19 Fighters and 5000m3 of assorted drones. Include as many Heavies as you can and a good amount of Meds and Lights. ECM, Web and Cap Neut drones can be useful too. Don't think you'll never need them, sometimes its better to use Heavies than Fighters, if the situation is really dire and you loose all your fighters, you don't wanna be stuck without any offensive capibilities. -----
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HyJek
Central Defiance
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Posted - 2007.04.03 03:52:00 -
[4]
Originally by: Benglada Edited by: Benglada on 03/04/2007 00:14:27 2x DCU
too bad you can only fit one DCU
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Benglada
Infinitus Odium
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Posted - 2007.04.03 03:53:00 -
[5]
Edited by: Benglada on 03/04/2007 03:50:49
Originally by: HyJek
Originally by: Benglada Edited by: Benglada on 03/04/2007 00:14:27 2x DCU
too bad you can only fit one DCU
rofl.
Read the description of the skill "advanced drone interfacing "
iv got a carrier with this exact setup, wheres yours? ---------------------------
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 |
PCX339
Beasts of Burden YouWhat
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Posted - 2007.04.03 03:59:00 -
[6]
Edited by: PCX339 on 03/04/2007 03:56:34
Ahem..
Hyjek: In highs DCU is a Drone Control Unit
You were thinking Damage Control?
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Tunajuice
Convergent Firmus Ixion
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Posted - 2007.04.03 04:27:00 -
[7]
I would suggest a officer/fac smartbomb in there, even if everything else is t2.. really need a way to keep drones off you.
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hilaw
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Posted - 2007.04.03 07:41:00 -
[8]
Thanatos
Dread Guristas Large Graviton Smartbomb Dread Guristas Large Graviton Smartbomb Dark Blood Heavy Nosferatu Dark Blood Heavy Nosferatu Dark Blood Heavy Nosferatu
Cap Recharger II Cap Recharger II Cap Recharger II True Sansha Warp Disruptor Shadow Serpentis Sensor Booster
Capital Armor Repairer I Capital Armor Repairer I Armor Explosive Hardener II Armor Thermic Hardener II Capacitor Power Relay II Energized Adaptive Nano Membrane II
Rigs : Capacitor Control Circuit I \ Capacitor Control Circuit I \ Capacitor Control
156250 armor, E/T/K/Ex=68/76/48/68
Similar to the OP, but this is what I have currently came up with, If anyone would like to comment, thanks in advance.
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Gladiator Jonny
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Posted - 2007.04.03 09:50:00 -
[9]
im not a carrier pilot yet* but in my opinion... that setup could make a grown man cry. 1st high: no DCU's? 3 nos wont help the cap, neuts if any would be better. 2nd: meds. a warp scrambler? unless you plan on solo thats what gang mates are for. another recharge would be better in my eyes. 3rd: lows: oooh goodie. no dcu. cap relay... really? kinetic resist at 48 <--- anybody who has the brains to shoot with kinetic will love you. and im gonna stop their before i get going.
high: drop the nos for 3 dcu, 1 smartbomb for a remote rep meds: drop the scram for another cap recharge low: drop the relay for the kinetic hardner and change the t2 adap nano for a dark blood atlest.
rigs, some may disagree but i would fit and explosive resist and 2 cap recharge.
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hilaw
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Posted - 2007.04.03 10:07:00 -
[10]
Edited by: hilaw on 03/04/2007 10:03:43 The scrambler is there to prevent someone popping the tacklers and warping off, right pain that is. The nos will be swapped out for neuts too, packing a set of both, but it's like hitting yourself with 15 heavy nos, so its not something that I will be fitting normally. As for the lack of a damage control unit I totally agree that it sucks, but it lets me sustain my capacitor in the 80%+ zone with a single capital repairer running; I figured that was better.
As for the huge kinetic hole I decided that was better than an explosive one. Swapping a smart bomb out looks sensible I agree though. DCU and extra fighters out are all well and good, but people have developed a nasty habit of trying to destroy as many as possible before going down, and 20m fighters I prefer to expose as little as possible... the NOS / Neuts are there to remove their ability to tank to minimize dangr time for the fighters. I could simply use TII heavy drones instead of fighters when at risk I suppose.
Yes I'm going to front line it, it might not be how they are best used, but its certainly more fun!
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Gladiator Jonny
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Posted - 2007.04.03 12:00:00 -
[11]
dude this is you choice tbh. you have the choice of wasting the carriers main ability (to fit DCU's) whilst trying to do something the domi can do. and you dont want to use fighters...... Why the **** are you in a carrier? yea it gets more drones... and yea they are 20mil apiece but would you rather loose a few fighters? or a 1.2 bil carrier. for the warp scrambler and the frigs if you think you can lock and pop a ceptor before it brings support.... you might need a few more sensor boosters. also for the record their should be no big hole in a carrier's tank... explosive/kinetic it doesnt matter it still needs filling. anyhow it is your carrier so do as you wish
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hilaw
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Posted - 2007.04.03 12:19:00 -
[12]
Edited by: hilaw on 03/04/2007 12:16:39 OK, took your suggestion's on board and have tinkered with it somewhat, the primary reason for being protective of fighters/ fitting a scrambler and nos/neuts is that if your station camped and popping out to play with the campers those drones are not coming back! The resistance hole has been moved to EM, at the expense of a core x-type hardener, but I have to agree it's worthwhile, even if I am trying to keep costs for modules under that of the hull. Thanks for the criticism, its genuinely useful! Mk II:
Dread Guristas Large Graviton Smartbomb Dread Guristas Large Graviton Smartbomb / DCU Dark Blood Heavy Nosferatu / True Sansha Heavy Neutralizer / DCU *3
Cap Recharger II *3 True Sansha Warp Disruptor / Shadow Serpentis Sensor Booster Shadow Serpentis Sensor Booster
Capital Armor Repairer I *2 Armor Kinetic Hardener II Armor Thermic Hardener II Core X-Type Armor Explosive Hardener Damage Control II
Rigs : Capacitor Control Circuit I *3
E/T/K/Ex=65/75/75/72
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Calistro
Gallente RABBLE-RABBLE Knights Of the Southerncross
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Posted - 2007.04.03 12:19:00 -
[13]
Highs: 1 x remote Cap armor repper, 1 x cap shield transporter, 1 x dcu, 1 x faction smartbomb, 1 x cloak
Meds: 1 x Sensor booster, 4 x CPR II,
Lows: 2 x cap reppers, 1 x DC II , 1 x Armor Explosive Hardener II , 2 x EANM II or faction
Rigs: 2 x CCC and 1 x Semiconductor Memory cell or just 3 x CCC
Comments: Fairly lowcost setup, with good resists. You get 79,76,66,66 resists. Can run tank indefinately.
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.03 12:20:00 -
[14]
Originally by: Gladiator Jonny dude this is you choice tbh. you have the choice of wasting the carriers main ability (to fit DCU's) whilst trying to do something the domi can do.
The main ability of a Carrier when it comes to combat is Remote Repair. That is what will really win the fight, not extra fighters. -----
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Cividari
Caldari Shiva Morsus Mihi
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Posted - 2007.04.03 12:51:00 -
[15]
Whenever I manage to finish all the skills for it Il fit mine something like this:
2 Remote reps 2 Smartbombs 1 DCU
SB 4 Cap rechargers
2 Reps 3 Hardeners (expl/kin/therm) DCU
3 CCC rigs
Would allow me to have 10 fighters out and the two smartbombs should make quick work off drones and tacklers that get to close. Setup will prolly just be t2 but getting my hands on some decent faction smartbombs would probably make a big diferance.
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Renox
Gallente Celestial Apocalypse Insurgency
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Posted - 2007.04.03 12:56:00 -
[16]
the scrambler in the mids is not a bad idea. I know of many carriers that has been taken down simply because their attackers could keep warping out and coming back when in trouble. The carriers were caught on their own as support was dead at the time, but would have been able to kill at least some of the attackers if fitted with a scrambler.
TheJay > grrr slow stupid garlic eating surrender monkeys |
Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.03 13:05:00 -
[17]
Originally by: Renox the scrambler in the mids is not a bad idea. I know of many carriers that has been taken down simply because their attackers could keep warping out and coming back when in trouble. The carriers were caught on their own as support was dead at the time, but would have been able to kill at least some of the attackers if fitted with a scrambler.
Yep, very true. -----
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Gladiator Jonny
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Posted - 2007.04.03 13:11:00 -
[18]
as i said i dont fly a carrier yet so dont take my critisisms to heart. just for the record i *plan* to fly my thanatos with this setup:
High :: (3-4) DCU 1 remote armor rep (0-1) faction/officer smartbomb
Meds :: (3-4) Cap Recharger II 1 Sensor booster (0-1 24k warp scrambler)
Lows :: 2 Cap Reps 3x II Active hardners 1 dark blood adap nano
1 explosive rig 2 x cap rigs
228125 armor resistances :: 70.35 EM 74.67 Explosive 77.33 Kinetic 77.33 Thermal good or bad, i dunno but the stats seem ok
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hilaw
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Posted - 2007.04.03 13:29:00 -
[19]
Anything constructive is good. I'm in the same situation I'd assume your cap holds out fine under that as you have the extra capacitor charger to make up for the rig. Only thing I would suggest is that you make sure you have really considered a damage control unit II it effectively doubles your hull, giving you a lot longer, its a bit pessimistic, I admit, but for the difference in resistances I'm inclined to go with it unless the other hardeners are x-types, at which point it looks worthwhile because if they can get past your tank they can tear though your hull.
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Gladiator Jonny
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Posted - 2007.04.03 13:33:00 -
[20]
true. but if they get through your tank, unless you have some really late support... **** will still hit the fan and even with a damage control.... it will only buy you a few extra seconds to a min. The way i figure it is if your getting shot, your gang/fleet is dead. and if your into hull your not coming back.
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ViperVenom
Minmatar Fast Food Corp Novus Ordos Seclorum
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Posted - 2007.04.03 13:34:00 -
[21]
Originally by: Gladiator Jonny as i said i dont fly a carrier yet so dont take my critisisms to heart. just for the record i *plan* to fly my thanatos with this setup:
High :: (3-4) DCU 1 remote armor rep (0-1) faction/officer smartbomb
Meds :: (3-4) Cap Recharger II 1 Sensor booster (0-1 24k warp scrambler)
Lows :: 2 Cap Reps 3x II Active hardners 1 dark blood adap nano
1 explosive rig 2 x cap rigs
228125 armor resistances :: 70.35 EM 74.67 Explosive 77.33 Kinetic 77.33 Thermal good or bad, i dunno but the stats seem ok
I fly a Nid. Yes people fly them. And i run only Cprpum A-Type Armor hardners. And a Corpum EANM. My lopwest res is 78% Just food for thought. If u going to spent that much money i would have the good hardners on it.
Im guessing a good setuip would be... Hi-3xDCU 2 Officer SB's or 3xDCU 2 CAP Armor reppers Med-3xT2 or officer Cap rechargers T2 scram officer sebo Low-Dual Cap repper 3xCorpum A-type (Exp,Kin,Thrm) Corpum EANM CCC Rigs 3 of them This set up cost a boat load but hey but so does a Carrier. Not sure what you total res will be but im sure its going to be pretty dang Hi.
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hilaw
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Posted - 2007.04.03 13:38:00 -
[22]
Well given the fact I fly with some really supportive guys, they know who they are, who have been known to drop everything in a mad dash to help out, an extra minute sounds good! But even then I'm going to fit a membrane later on, so its a situational thing, guess I'm just lucky, and it depends on how its going to be used.
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Gladiator Jonny
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Posted - 2007.04.03 13:44:00 -
[23]
yea just did a quickfit and how you got lowest of 78 i dunno im not sure if the nid has diff basic resistances to the thanatos but with 3 a-type hards and the centus adap nano i get
73.02 em 75.74 exp 82.17 kin 82.17 therm
btw i know nid's are flown and ive seen so many vids etc which show they are valid carriers and it makes me sad with the mass "boost the nid" threads. and it looks the coolest so
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Balthaz
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Posted - 2007.04.03 13:58:00 -
[24]
Highs: 3x Drone Control Unit 1x Officer Smartbomb 1x Officer Neutralizer
4x Cap Recharger II 1x Sensor Booster / officer warp disruptor / Cap recharger II
2x Capital armor rep 1x Core X-type Kin 1x Core X-type Therm 1x Core X-type Explosive 1x Corpum A-type EANM.
Slave Set
19 Fighters, 6 Einherji, 6 templar, 4 Firbolg, 3 Dragonfly. Misc t2 Lights / Meds, T1 Heavys (face it, fighters hit large targets, and you only use heavys in low-sec as disposable).
3x Cap Recharge Rigs.
This has been tried and tested in battle many times, no i am not telling who my main is, but it's yet to die.
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.03 14:12:00 -
[25]
Originally by: Balthaz Highs: 3x Drone Control Unit 1x Officer Smartbomb 1x Officer Neutralizer
4x Cap Recharger II 1x Sensor Booster / officer warp disruptor / Cap recharger II
2x Capital armor rep 1x Core X-type Kin 1x Core X-type Therm 1x Core X-type Explosive 1x Corpum A-type EANM.
Slave Set
19 Fighters, 6 Einherji, 6 templar, 4 Firbolg, 3 Dragonfly. Misc t2 Lights / Meds, T1 Heavys (face it, fighters hit large targets, and you only use heavys in low-sec as disposable).
3x Cap Recharge Rigs.
This has been tried and tested in battle many times, no i am not telling who my main is, but it's yet to die.
Good fitting there, Tank is identical to mine, which, I discoverd yesterday, can hold its own Vs 2 dreads. I'd do the highs a little differently:
2x Capital remote Reps 1x Smartbomb (I used to hate the idea, but im starting to change my mind) 2x DCU
And the mids:
2x Shadow Serp Sensor Boosters 3x Cap Recharger II
or
1x Shadow Serp Sensor Booster 1x Domination/Officer Warp Disruptor. 3x Cap Recharger II
It all depends on the situation, I tend to change things around a lot. -----
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Lord Timelord
Gallente Artifex Dynamics
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Posted - 2007.04.03 14:20:00 -
[26]
Originally by: Saul Reaver Hello all, I am currently building a Thanatos gallente Carrier and was wondering if anyone can give me some ideas on set up. I would like PVP set ups and other set ups if possible. I realize I'm probably going to have to buy Faction gear for it as it is my first carrier and i am going to fit a good set up so any faction ideas will be welcome. Thank you, Saul Reaver Fatal Alliance.
There is a lot of good suggestions so far in this thread!
The most important thing to remember is the fact that you can refit your carrier at a pos's ship maintenance array. So carry different equipment to swap setups as needed in your carrier's corporate hanger array. The bulkier capital ship modules can be temporarily stored at the pos or station in the area if needed. However I recommend that you always carry the smaller items on board to make it possible to refit on the fly. And yes, two carriers can refit when they get next to each other!
Also always carry enough extra Oxygen Isotopes in your carriers Corporate Hanger Array for a minimum of two max range jumps. This is in addition to the fuel you have in your normal cargo hold of 3,500m3. This will ensure that you don't get stuck somewhere without fuel. As you get more accustomed to using jump drives, alter your logistical planning accordingly.
I also recommend a Helios Covert Ops ship in your carrier's ship maintenance array in case you need to do some scouting in a fast ship. Fit it with nanofibers and two rigs to boost your ships warp speed. Quicker Align and higher maximum Warp Speed will allow you to cover large distances in record time!
I also recommend carrying an extra book of Repair Drone Operation and some Logistics Drones on board so corp mates can get your shields back up to 100% faster if they are not equipped with remote reppers.
You also want to carry an extra book of Cynosural Field Theory on board, and a fully equipped frigate setup with a Cynosural Field Generator. Put Liquid Ozone in it's cargo hold, and fit warp core stabs on it. That extra 10M-15M Isk you spend on that book and frigate will some day allow a corpmate that HAS NOT trained up Cynosural Field Theory to get you out of a hot spot! __________
My Corporation's Website
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.03 14:33:00 -
[27]
Originally by: Lord Timelord
Originally by: Saul Reaver Hello all, I am currently building a Thanatos gallente Carrier and was wondering if anyone can give me some ideas on set up. I would like PVP set ups and other set ups if possible. I realize I'm probably going to have to buy Faction gear for it as it is my first carrier and i am going to fit a good set up so any faction ideas will be welcome. Thank you, Saul Reaver Fatal Alliance.
There is a lot of good suggestions so far in this thread!
The most important thing to remember is the fact that you can refit your carrier at a pos's ship maintenance array. So carry different equipment to swap setups as needed in your carrier's corporate hanger array. The bulkier capital ship modules can be temporarily stored at the pos or station in the area if needed. However I recommend that you always carry the smaller items on board to make it possible to refit on the fly. And yes, two carriers can refit when they get next to each other!
Also always carry enough extra Oxygen Isotopes in your carriers Corporate Hanger Array for a minimum of two max range jumps. This is in addition to the fuel you have in your normal cargo hold of 3,500m3. This will ensure that you don't get stuck somewhere without fuel. As you get more accustomed to using jump drives, alter your logistical planning accordingly.
I also recommend a Helios Covert Ops ship in your carrier's ship maintenance array in case you need to do some scouting in a fast ship. Fit it with nanofibers and two rigs to boost your ships warp speed. Quicker Align and higher maximum Warp Speed will allow you to cover large distances in record time!
I also recommend carrying an extra book of Repair Drone Operation and some Logistics Drones on board so corp mates can get your shields back up to 100% faster if they are not equipped with remote reppers.
You also want to carry an extra book of Cynosural Field Theory on board, and a fully equipped frigate setup with a Cynosural Field Generator. Put Liquid Ozone in it's cargo hold, and fit warp core stabs on it. That extra 10M-15M Isk you spend on that book and frigate will some day allow a corpmate that HAS NOT trained up Cynosural Field Theory to get you out of a hot spot!
Some good tips here too. Personally, I carry a Giant Secure Can full of Oxygen Isos (as wll as cargo bay full) at all times, just in case. I've also got things like extra Cap Rechargers, sensor boosters, a Cloak, Warp Scrams etc etc in a seperate GSC for refitting on-the-fly. Its totally futile, buy I try and be prepared for any situation. -----
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.03 15:34:00 -
[28]
Originally by: Lord Timelord
Originally by: Cividari
I like the idea of having two sensorboosters fitted but how well can you run the reps with just 3 cap rechargers in the meds?
With 3x recharger's in the mids (and cap rigs) you can easily run one repper non-stop. You can only run the 2nd on intermittently until you ran out of cap. As most setups, you have to balance offensive vs. defensive setups. When in doubt, it's smart to keep your defenses up. Someone might get away, but you'll still have your ship to try again at a later time.
You cant run both forever, but you can run both for a very very long time. Longer than you should ever need to run your tank tbh. I just like having a 5s lock time on friendly BS for remote repping. -----
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Balthaz
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Posted - 2007.04.03 15:38:00 -
[29]
Originally by: Chronus26
Good fitting there, Tank is identical to mine, which, I discoverd yesterday, can hold its own Vs 2 dreads. I'd do the highs a little differently:
2x Capital remote Reps 1x Smartbomb (I used to hate the idea, but im starting to change my mind) 2x DCU
And the mids:
2x Shadow Serp Sensor Boosters 3x Cap Recharger II
or
1x Shadow Serp Sensor Booster 1x Domination/Officer Warp Disruptor. 3x Cap Recharger II
It all depends on the situation, I tend to change things around a lot.
Well, atm i'm using a Tuvans smartbomb, and the 5th cap recharger; it maintains dual rep tank, smartbomb, and energy neut @ 68% capacitor.
I can fit a tuvans sensor booster, but tank is seriously deminished, and i hate risking tank.
A carrier without support, is a dead carrier.
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.03 15:52:00 -
[30]
Originally by: Balthaz A carrier without support, is a dead carrier.
Yus, hence why you should fit Remote Reps over DCUs. Your gang can't support you unless you support them.
Yeah, loosing 1-2 Cap rechargers makes you a little vulnerable to excessive NOS. That is where trusting in the abilities of your suport is important. If you can't trust them to stay alive and not to abbadon you, I wouldn't risk my Carrier to fight alongside them.
Believe me though, dropping the cap chargers wont hurt you as much as you think.
Another thing I should point out is that capital Logistics mods are extremly cap heavy. You'll never run 1 permanatly, let alone 2. Its just very useful to be able to dump a lot of armor/shield onto a friendly in a short time. -----
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