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Skyblue
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Posted - 2007.04.09 17:41:00 -
[1]
For solo work, should I fit her for speed or damage?
AC¦s + HML`s best compo? Like
3x 220mm II 3x HML II mwd, 2x web, distruptor, 2x LSE II ? speed mods/dmg (thou only 3 lows to play with) rigs: mass reduce?
btw Ryysa, why huginn over vaga for solo?
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Murukan
Minmatar Chaos Reborn
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Posted - 2007.04.09 17:58:00 -
[2]
Originally by: Skyblue For solo work, should I fit her for speed or damage?
AC¦s + HML`s best compo? Like
3x 220mm II 3x HML II mwd, 2x web, distruptor, 2x LSE II ? speed mods/dmg (thou only 3 lows to play with) rigs: mass reduce?
btw Ryysa, why huginn over vaga for solo?
huggins are a lot cheaper :). Personally i think a faction disruptor with damps and a web would be more effective. Use artillery and heavey missles and your target will never be able to hit back.
Manlove by Zaphod Jones
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VanNostrum
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Posted - 2007.04.09 18:03:00 -
[3]
best is to stay at range 25-30km, within domination distuptor range, outside hvy nos range rails & heavy missiles
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Tista
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Posted - 2007.04.09 18:04:00 -
[4]
basicly the huginn can control their foe easier.. use a speed tank and use ewar unlike the vaga which relies on just the speed.
you want to use a speed tank and domination scrammer.. 25km orbit 25km scrammer and webber 25km heavy missile II and AC's... in this ship you want speed more than firepower.
Originally by: inSpirAcy Don't worry, it's the bullying culture EVE attracts.
You don't actually have to make a point if you get enough people to laugh with you. 
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VanNostrum
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Posted - 2007.04.09 18:20:00 -
[5]
Originally by: Tista basicly the huginn can control their foe easier.. use a speed tank and use ewar unlike the vaga which relies on just the speed.
you want to use a speed tank and domination scrammer.. 25km orbit 25km scrammer and webber 25km heavy missile II and AC's... in this ship you want speed more than firepower.
how are you gonna hit with ACs at 25km?
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Tista
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Posted - 2007.04.09 18:33:00 -
[6]
Originally by: VanNostrum
Originally by: Tista basicly the huginn can control their foe easier.. use a speed tank and use ewar unlike the vaga which relies on just the speed.
you want to use a speed tank and domination scrammer.. 25km orbit 25km scrammer and webber 25km heavy missile II and AC's... in this ship you want speed more than firepower.
how are you gonna hit with ACs at 25km?
sorry not ac, ment arti
Originally by: inSpirAcy Don't worry, it's the bullying culture EVE attracts.
You don't actually have to make a point if you get enough people to laugh with you. 
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.04.09 21:33:00 -
[7]
For solo work eh? Try....
3xheavy missile launchers 2's, 2x650mm scouts ,1xsalvager (grid issues)  mwd (shadow serp), DB/Domi warp disruptor, fleeting web, LSE, 2xphased muon damps 2xistabs, 1 nano
Fit rigs to your preference (more grid for guns or speed rigs)
Used to absolutely adore this ship before the recent change with that mwd rig 
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.09 22:14:00 -
[8]
Edited by: Ryysa on 09/04/2007 22:13:56 You will not kill anything with arties solo, they just lack damage too much.
If you have AC's, you will have about 14km falloff with traj analysis 4 and barrage, which combined with 2400m optimal will give you 50% Damage at 16.4km.
The fitting is: 3x dual 180mm II, 3x hml II (with normal & fury) mwd (shadow serp), 2x 90% web, 2x lse II, t2 or shadow serp disruptor+ 1x istab, 1x overdrive, 1x pdu II (needed for fitting). Rigs: 2x mass reduction. Drones: 3x valk II, 2x warrior II
There is an alternate fitting, involving 1 web, no extenders, sensor damps and arties, but this would be only for 1v1. If you are fighting more ships no tank is very scary.
The reasons to use huginn over vagabond for solo are multiple. 1) With snake set, you go pretty fast... with LG snakes about 4600m/s with a domination mwd. So it's fast enough. 2) Most importantly, ask yourself... what can you kill solo with a vagabond? You don't fit a web on it, so almost everything can just slowboat back to the gate. 3) The cost (although cost of vaga is falling fast), huginn costs about 50-60m, 2x cheaper than vaga. 4) Less vulnerability. With a vagabond, if something goes faster than you, you are pretty much screwed. With a huginn you hit him with 2x webs and laugh at him. 5) Dumb people. When people see a vagabond they go "omg imba, I don't want to fight this". When they see a huginn they go "hmm what is this ship?". I have had so many thoraxes and deimos etc engaging me, just to be dual webbed to nothingness and get killed by me orbiting at 11km without being able to hit me even once.
With one sentence: You will kill more **** with huginn.
Hope this helps :)
P.S. If you fit arties you will never be able to fit dual extender for survivability without cramming your lowslots full of RCU's. Which means in turn that you are slow. Soloing in a ship which can be camped in easily is not very smart, so you /should/ be going fast.
N.F.F. Recruitment |

VanNostrum
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Posted - 2007.04.09 22:19:00 -
[9]
Originally by: Ryysa Edited by: Ryysa on 09/04/2007 22:12:30 You will not kill anything with arties solo, they just lack damage too much.
If you have AC's, you will have about 14km falloff with traj analysis 4 and barrage, which combined with 2400m optimal will give you 50% Damage at 16.4km.
The fitting is: 3x dual 180mm II, 3x hml II (with normal & fury) mwd (shadow serp), 2x 90% web, 2x lse II, t2 or shadow serp disruptor+ 1x istab, 1x overdrive, 1x pdu II (needed for fitting). Rigs: 2x mass reduction. Drones: 3x valk II, 2x warrior II
There is an alternate fitting, involving 1 web, no extenders, sensor damps and arties, but this would be only for 1v1. If you are fighting more ships no tank is very scary.
The reasons to use huginn over vagabond for solo are multiple. 1) With snake set, you go pretty fast... with LG snakes about 4600m/s with a domination mwd. So it's fast enough. 2) Most importantly, ask yourself... what can you kill solo with a vagabond? You don't fit a web on it, so almost everything can just slowboat back to the gate. 3) The cost (although cost of vaga is falling fast), huginn costs about 50-60m, 2x cheaper than vaga. 4) Less vulnerability. With a vagabond, if something goes faster than you, you are pretty much screwed. With a huginn you hit him with 2x webs and laugh at him. 5) Dumb people. When people see a vagabond they go "omg imba, I don't want to fight this". When they see a huginn they go "hmm what is this ship?". I have had so many thoraxes and deimos etc engaging me, just to be dual webbed to nothingness and get killed by me orbiting at 11km without being able to hit me even once.
With one sentence: You will kill more **** with huginn.
Hope this helps :)
Why have 50% chance to hit at 16.4km with ACs when you can have 100% excellent hit chance at 28km with arties and dual web?
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.09 22:22:00 -
[10]
Have you ever flown hugin solo?
You can be at 11-13 km, the chance to hit at 12 km with dual 180mm II's with barrage and traj analysis 4 67%
Also, how do you make room for speedmods or dual lse II if you fit arties + heavies?
N.F.F. Recruitment |

VanNostrum
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Posted - 2007.04.09 22:30:00 -
[11]
Originally by: Ryysa Have you ever flown hugin solo?
You can be at 11-13 km, the chance to hit at 12 km with dual 180mm II's with barrage and traj analysis 4 67%
Also, how do you make room for speedmods or dual lse II if you fit arties + heavies?
aren't you in medium nos range at 11-12km?
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.09 22:31:00 -
[12]
Medium nos is 12km, if you are at 12.5km where your hitting chance is 65% you are not in medium nos range anymore.
N.F.F. Recruitment |

VanNostrum
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Posted - 2007.04.09 22:38:00 -
[13]
but med II & diminishing nos range = 12600m, even if u're at 13km one burst of mwd and you will fall under nos range, plus domination web = 15km if u're gonna fight under 15km why use a huginn? why under 15km when u have 30-35km web range bonus?
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.04.09 22:40:00 -
[14]
I like Ryysa's setup quite a bit and experimented a lot in the past with something almost identical (no second extender and bigger AC's). However, I've found it's almost imperative to fit 2xi-stabs for solowork, especialy in 0.0 to quickly warp-off from camps, hence what I'm proposing.
It might come down to your individual playstyle I guess.
For 1vs1 the dmg from 2 arties I use coupled with the hml's is quite enough (I do have recons lvl5 for the hml's though) and even with one web, the arties hit just fine. Only problem is the rare occasion of FoF'ed ravens.
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.09 22:54:00 -
[15]
Originally by: VanNostrum but med II & diminishing nos range = 12600m, even if u're at 13km one burst of mwd and you will fall under nos range, plus domination web = 15km if u're gonna fight under 15km why use a huginn? why under 15km when u have 30-35km web range bonus?
Ok, please try to fly huginn in a 0.0 environment where you don't know what's behind next gate.
If you don't fit lows with speedmods or don't fit lse II when u jump into a big bubblecamp, you will be dead before you make it back to the gate.
Stop arguing - If I could fit arties, I would. Arties DON'T FIT. Ok? So why are you arguing that arties are better? Are you illiterate? I told you 4 times now that they don't fit.
Also, unless your targets has 2x domination webs and is faster than you, what's the problem of dualwebbing him and mwding away from him ?
FFS, please fly the ship outside of a 50 man blob.
N.F.F. Recruitment |

VanNostrum
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Posted - 2007.04.09 23:03:00 -
[16]
Originally by: Ryysa
Originally by: VanNostrum but med II & diminishing nos range = 12600m, even if u're at 13km one burst of mwd and you will fall under nos range, plus domination web = 15km if u're gonna fight under 15km why use a huginn? why under 15km when u have 30-35km web range bonus?
Ok, please try to fly huginn in a 0.0 environment where you don't know what's behind next gate.
If you don't fit lows with speedmods or don't fit lse II when u jump into a big bubblecamp, you will be dead before you make it back to the gate.
Stop arguing - If I could fit arties, I would. Arties DON'T FIT. Ok? So why are you arguing that arties are better? Are you illiterate? I told you 4 times now that they don't fit.
Also, unless your targets has 2x domination webs and is faster than you, what's the problem of dualwebbing him and mwding away from him ?
FFS, please fly the ship outside of a 50 man blob.
Hellooo? Is there some kind of must-fit-this-way code in eula or something? If you can't fit arties, that's your problem. I was merely asking questions, not saying what's better what's worse, get a life man.
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.09 23:18:00 -
[17]
Nice flaming.
Why is "not being able to fit arties" my problem any more than it's yours?
Unless you have a special huginn with 200 extra grid?
Op asked for solo setup, arty hugin sucks for solo because for very little benefit it decreases the ship's survivability by an unacceptable margin.
If you are in a bigger gang, then if you want to do damage, you can fit arties. I prefer to fit ac's however and use my ship as antifrig support in bigger engagements. Also combination of Dual LSE II + Speed is a tried and true formula of success. Why change it?
And since when are 30km disruptors the norm on every ship?
/yawn
N.F.F. Recruitment |

Justice Bringer
Minmatar United Univers
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Posted - 2007.04.09 23:43:00 -
[18]
Originally by: VanNostrum
Originally by: Ryysa
Originally by: VanNostrum but med II & diminishing nos range = 12600m, even if u're at 13km one burst of mwd and you will fall under nos range, plus domination web = 15km if u're gonna fight under 15km why use a huginn? why under 15km when u have 30-35km web range bonus?
Ok, please try to fly huginn in a 0.0 environment where you don't know what's behind next gate.
If you don't fit lows with speedmods or don't fit lse II when u jump into a big bubblecamp, you will be dead before you make it back to the gate.
Stop arguing - If I could fit arties, I would. Arties DON'T FIT. Ok? So why are you arguing that arties are better? Are you illiterate? I told you 4 times now that they don't fit.
Also, unless your targets has 2x domination webs and is faster than you, what's the problem of dualwebbing him and mwding away from him ?
FFS, please fly the ship outside of a 50 man blob.
Hellooo? Is there some kind of must-fit-this-way code in eula or something? If you can't fit arties, that's your problem. I was merely asking questions, not saying what's better what's worse, get a life man.
No there is no 'must-fit-this-way code' Just fit whatever you like and try any and all combinations to suit where you are and what you're doing.
Not everyone lives in 0.0 as some people seem to think so it's not everyday you'll walk into bubblegum .
If you got a corp mate that has a Lachesis or Arazu then team up with them and let them do the scrambling then fit 3 or 4 webs fo some serious fun. 
Enjoy the Huggin it's a really nice little ship.
Justice 
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.09 23:47:00 -
[19]
Dunno, I guess pirating with huginn would still work.
But for piracy, I'd say vagabond is much better, since you couldn't care less if your target is moving somewhere (they are in a belt).
N.F.F. Recruitment |

Horza Otho
Minmatar Infortunatus Eventus
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Posted - 2007.04.10 00:21:00 -
[20]
Use 2 OD's + 2 polycarbons 1x dcu II
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.10 02:46:00 -
[21]
Originally by: Horza Otho Use 2 OD's + 2 polycarbons 1x dcu II
grid :( need the pdu II to fit.
I prefer 1 istab 1 od, but 2 od's are possible if you want more speed and less maneuverability.
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Chavu
The Shadow Order Hydra Alliance
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Posted - 2007.04.10 04:37:00 -
[22]
Works if you drop a few HML to AML, Ryysa. No idea how much dps you give up since my missiles skills are errr less than par.
Huginn
650mm Artillery Cannon II 650mm Artillery Cannon II 650mm Artillery Cannon II 'Arbalest' Assault Missile Launcher 'Arbalest' Assault Missile Launcher 'Arbalest' Heavy Missile Launcher
Y-T8 Overcharged Hydrocarbon I Microwarpdrive Large Shield Extender II Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I Warp Disruptor II Invulnerability Field II
Reactor Control Unit II Overdrive Injector System II Local Hull Conversion Inertial Stabilizers I
Rigs : Polycarbon Engine Housing I \ Polycarbon Engine Housing I \ Hobgoblin II Hobgoblin II Hammerhead II Hammerhead II Hammerhead II
4736 shield, 11.84/s, E/T/K/Ex=73/65/57/71
You can drop the Invuln II and (ugh) one web for 2x RSDs. 2 RSD IIs and one rig means any BC without a SB can't target you if you snipe at say 18km. You need AWU 4 and of course skills for the RCU II.
Do I like the RSD setup? For 1v1, vs a BC it is hard to beat. But not fitting 2x webs on a Huginn borders on blasphemy. Also you get a lot less dps with the arty's, with Phased Plasma I get 'bout 200 dps but almost half of that is dps from drones. Is it a viable setup? Hmmmm, there's a lot of bad pilots out there . . .
I like the 180mm II double LSE II setup the best, but I have to train missile skills? Yup, training for minmatar is insane. Prices on alloyed tritaium bars (for mass rigs) make me a sad panda. But still for the price of a vaga you can t2 and rig out your Huginn so I say gogo huginn.
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Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2007.04.10 05:01:00 -
[23]
2x 90% tech2 disrupter, bunch of damps.
Game over.
I run a DCUII, MAR, EANMII. All you need till your 'lock' is in place. ---------------------------------------- Friends Forever
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.10 05:14:00 -
[24]
Edited by: Ryysa on 10/04/2007 05:11:09 Invul II in a passive tank is bad idea.
Other than that. You lose more dps from not being able to use fury heavy missiles than gain from using the arties. A huge lot of DPS. Assault launchers are horrible, really really horrible.
Not to mention that cap is a huge problem on the huginn, and you limit yourself to fitting a t1 mwd(no shadow serp), no PDU II for more cap amount, never mind the invul II sucking up cap.
Also, realistically, very few people train energy grid upgrades for rcu II, so that fitting most likely needs dark blood / true sansha rcu. That money could be spent on shadow serp mwd instead or a juicier disruptor.
The only setup I can come up with with Arties is: 3x heavy launcher II, 3x 650mm arty II mwd (shadow serp/t2), 90% web, 24km disruptor, 3x RSD's DB/TS RCU, overdrive, istab.
This would have a very good advantage fighting 1v1, as it could sit at range and just pound away, however, the moment you have to deal with more than 1 target it kinda goes bad.
And lol @ trying to armortank huginn... please =/ This thread is for solo setups, remember? If setup doesn't allow you to survive most gatecamps it is not a good solo setup.
N.F.F. Recruitment |

Maeltstome
Minmatar Eve Defence Force Pure.
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Posted - 2007.04.10 05:24:00 -
[25]
Originally by: Tista
Originally by: VanNostrum
Originally by: Tista basicly the huginn can control their foe easier.. use a speed tank and use ewar unlike the vaga which relies on just the speed.
you want to use a speed tank and domination scrammer.. 25km orbit 25km scrammer and webber 25km heavy missile II and AC's... in this ship you want speed more than firepower.
how are you gonna hit with ACs at 25km?
sorry not ac, ment arti
This is the second night in a row you've posted tripe.
Arties have terrible tracking, every matari pilot knows this - just exactly how do you expect to hit something while speed tanking. Just to quickly back up your Autocannon point about hitting with AC's at 25 KM - it involves leet skills and hax rigs + implants.
Back on topic - I've only seen the Huginn solo once, but normal Assault Missile Launcher II's worked well on it.
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.10 05:46:00 -
[26]
Edited by: Ryysa on 10/04/2007 05:43:26 Assault Missile Launcher II's hardly work well.
Here is DPS comparison:
3x Heavy Missile Launcher II loaded with fury missiles having Recon 4, Missile Launcher op 5, Heavy Missiles 5, Heavy Missile Spec 4, Warhead Upgrades 4, Rapid Launch 5. ((175*1.25*1.08)/(12*0.8*0.88*0.9*0.9))*3 = 103.6 DPS (not counting target velocity or signature radius penalties.) Same magic with assault launcher II's with furies: ((87*1.25*1.08)/(8.4*0.8*0.88*0.9*0.9))*3 = 73.6 dps (not counting target velocity or signature radius penalties.) Heavy Missile Launcher II's do ~41% more damage than Assault missile launcher II's.
Oh and, I am not a huge specialist on calculating missile dps - so if I made a mistake please point it out.
N.F.F. Recruitment |

Maeltstome
Minmatar Eve Defence Force Pure.
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Posted - 2007.04.10 05:51:00 -
[27]
Edited by: Maeltstome on 10/04/2007 05:52:56 "not counting target velocity or signature radius penalties"
Thats the point, speed isn't an issue b/c of web's obv, but sig radius is - even with 2 TP's a frigate will still dodge most of the damage from the heavies, but assaults will hit them fine.
Plus they are smaller cargo space so you can carry more and varried types.
EDIT and use less PG
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Horza Otho
Minmatar Infortunatus Eventus
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Posted - 2007.04.10 05:53:00 -
[28]
Edited by: Horza Otho on 10/04/2007 05:53:20
Originally by: Ryysa
Originally by: Horza Otho Use 2 OD's + 2 polycarbons 1x dcu II
grid :( need the pdu II to fit.
I prefer 1 istab 1 od, but 2 od's are possible if you want more speed and less maneuverability.
Good point on the grid, only ever flew a huginn on SiSi, never had much interest in them. Could downgrade to d180's tho if extra speed is the issue.
Heres my go at the full setup.
3x 220 II 3x HAM II 1x domi/ss mwd 1x ts/db/domi WD 2x webby of any kind 1x gistii a-type small 1x LSE II 2x od II 1x dcu II or istab 2x polycarbon or 1x polycarbon + 1x falloff rig
I'm pretty sure 220's fit here with ham's on, if not d180's work too
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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.10 05:58:00 -
[29]
Edited by: Ryysa on 10/04/2007 05:58:02
Originally by: Maeltstome "not counting target velocity or signature radius penalties"
Thats the point, speed isn't an issue b/c of web's obv, but sig radius is - even with 2 TP's a frigate will still dodge most of the damage from the heavies, but assaults will hit them fine.
Plus they are smaller cargo space so you can carry more and varried types.
The fact that they are smaller is offset by the fact that in comparison to the heavies you use 25% more ammo.
Also, If you plan on engaging frigates, precision heavies do a great job when it's webbed, I am pretty sure their dps against a small frigate when it's webbed is still better than that of lights. Would need some numbers though, and I don't feel like it.
Face it, if you are fighting a frigate it's dead in seconds either way - DPS matters when fighting larger targets, cruiser and up, in which case the 41% higher dps from the heavies comes into play nicely.
If you like, I can at some point run the numbers for what does more damage at say 15km to a cruiser. Dual 180mm II + t2 heavies or 650mm II arties and t2 lights.
Somehow I think the autocannon+hms combo will come out on top.
Originally by: Horza Otho Heres my go at the full setup.
3x 220 II 3x HAM II 1x domi/ss mwd 1x ts/db/domi WD 2x webby of any kind 1x gistii a-type small 1x LSE II 2x od II 1x dcu II or istab 2x polycarbon or 1x polycarbon + 1x falloff rig
I'm pretty sure 220's fit here with ham's on, if not d180's work too
Not sure about range on HAM's or their power grid requirements, never use them really. I know you are really fond of sticking gistii a-type boosters everywhere, but trust me, while they are still good for npcing, a dual lse II setup is heavily superiour to them ever since the last HP changes hit TQ.
Fitting falloff rig in rigslot to benefit only 3 of your 6 highslots is like fitting gyros and bcu's at the same time - waste of slots.
Huginn doesn't suffer from low dps for a recon, if you fit it right. In fact, I'd dare to say, huginn does the highest dps in a ac+hms config out of all recons.
N.F.F. Recruitment |

Horza Otho
Minmatar Infortunatus Eventus
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Posted - 2007.04.10 06:01:00 -
[30]
Edited by: Horza Otho on 10/04/2007 05:57:27
Originally by: Maeltstome Edited by: Maeltstome on 10/04/2007 05:52:56 "not counting target velocity or signature radius penalties"
Thats the point, speed isn't an issue b/c of web's obv, but sig radius is - even with 2 TP's a frigate will still dodge most of the damage from the heavies, but assaults will hit them fine.
Plus they are smaller cargo space so you can carry more and varried types.
EDIT and use less PG
Tbh here i wouldn't argue because a frig will die to drones anywho, allowing the use of heavys to fight bigger targets.
Not to seem like a fanboy but when it comes to speed tanking minmatar t2 cruisers Ryysa knows best, so not clever to argue.
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