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PhantomVyper
Darkness Inc.
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Posted - 2007.05.22 10:31:00 -
[1]
I haven't been part of any large fleet batles yet so could you war veterans tell me what is the usual range for a fleet setup BS? 150km, 200+km?
Thanks in advance.
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Eben Rochelle
Gallente The Plebians
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Posted - 2007.05.22 10:43:00 -
[2]
biggest T2 guns, long range T2 ammo and at least 3 tracking enhancer II's. whatever your range is with that tbh (aim for around 185-250k) ------------------------------------------------
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THEDON1
Chaos Reborn
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Posted - 2007.05.22 10:56:00 -
[3]
150km to about 210km, unless ur in a railboat then abit more
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Sahriah BloodStone
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Posted - 2007.05.22 11:16:00 -
[4]
correct me if im wrong but cant the enemy warp out if ur start far away..whats the point? unless you got tacklers up in there face
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Ortu Konsinni
KIA Corp KIA Alliance
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Posted - 2007.05.22 11:18:00 -
[5]
Originally by: Sahriah BloodStone correct me if im wrong but cant the enemy warp out if ur start far away..whats the point? unless you got tacklers up in there face
Yes, they can warp out. The point is to have enough battleships shooting one target that said target blows up before it has time to warp out. --- High quality pics of ALL EVE ships! |

Grissem
Brutor tribe
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Posted - 2007.05.22 11:19:00 -
[6]
Originally by: Sahriah BloodStone correct me if im wrong but cant the enemy warp out if ur start far away..whats the point? unless you got tacklers up in there face
Enemy can warp out but fleet warfare is all about focus fire. If everyone focuses on one target and alpha strikes are high enough then you can destroy someone before they have the chance to warp out.
It's all about range and damage from a multiple of pilots.
As to the OP you want to be aiming towards at least 180km range setups.
--------------- ROA Till I die......or they find someone better |

Red Harvest
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Posted - 2007.05.22 11:32:00 -
[7]
And for the case that everything goes wrong try to find some room for a MWD. Increases your chances quite a bit to get out of a dictor bubble befor the opponents call you primary.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.05.22 12:04:00 -
[8]
Well, first of all, usually fleet setups are given to you by your current commanders. They coordinate op, and make sure you got fitted stuff that is needed for current task be in capital support, or stand-alone BS fleet formation.
If you want specific advices however, I would say that when you got alot of damage on single target, you want to survive at least first volley. Means, if you grid left, put a 1600 plate. If not, put a damage control. Either of those might save you leaving you at least alive if you didnt warp same time as first shot hit you and others appeared with yellow brackets.
Guns and ammo, liek was said above, longest range and pack some close range ammo just incase so you wont be stuck with 170km optimal when fight apparently moved 70km closer. Try to fit at least 2 sensor boosters for swift lock, and 3/3 of damage mods and tracking mods. If you need to make choise towards one of those, always fit 3 tracking and then cut on damage mods....with good skills even 2 can be enough for decent outputs. ---
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DiuxDium
Free Mercenaries Union
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Posted - 2007.05.22 14:25:00 -
[9]
Edited by: DiuxDium on 22/05/2007 14:26:46 180km's is the usual.
e; plates, dcu's, hardeners, shouldn't really be fit on a sniping ship. Fit damage mods if you've got enough range, if not, fit more Te's and Tc's. ------------- The above user should never be taken seriously. |

PhantomVyper
Darkness Inc.
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Posted - 2007.05.22 16:42:00 -
[10]
Thanks for all the reply's.
180km is an awfull lot for and amarr ship, even with Tach II's with Aurora, 2 TC II's and 3 TE II's quickfit is giving me an optimal of 178km (with Sharpshooter at 4), putting me a bit into fallout.
Not a very big problem because my corp isn't exactly prone to get into fleet battles but can any other amarr BS pilot confir these values or is there something that I'm missing?
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Ortu Konsinni
KIA Corp KIA Alliance
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Posted - 2007.05.22 16:46:00 -
[11]
Originally by: PhantomVyper Thanks for all the reply's.
180km is an awfull lot for and amarr ship, even with Tach II's with Aurora, 2 TC II's and 3 TE II's quickfit is giving me an optimal of 178km (with Sharpshooter at 4), putting me a bit into fallout.
Not a very big problem because my corp isn't exactly prone to get into fleet battles but can any other amarr BS pilot confir these values or is there something that I'm missing?
Sharpshooter V is required to use large T2 guns, so you might as well factor that in. By required I don't just mean it's something you should have, it's something you must have because it's a hard-coded prerequisite. --- High quality pics of ALL EVE ships! |

Winter Nuclear
Exiled.
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Posted - 2007.05.22 17:08:00 -
[12]
Originally by: PhantomVyper Thanks for all the reply's.
180km is an awfull lot for and amarr ship, even with Tach II's with Aurora, 2 TC II's and 3 TE II's quickfit is giving me an optimal of 178km (with Sharpshooter at 4), putting me a bit into fallout.
Not a very big problem because my corp isn't exactly prone to get into fleet battles but can any other amarr BS pilot confir these values or is there something that I'm missing?
Don't use quckfit for that.
Standard fleet setup that can apply to all sniper BS:
6-8x largest t2 guns 0-2x remote reps/neuts
1x MWD 2-3x SB II 1-2x TC II 0-1x Invul II / other hardener (depending on waht race BS, and wich titan you can be possibly facing) 0-1x cap booster (Abaddon/Apoc)
1x medium/small rep 1x DCU 2-3x Dmg mods II 1-2x TE II 0-1x 1600mm plate
Gunnery/Engineering rigs for general purpose 3x extender rigs for DD tanking. ---
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