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Zarcan
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Posted - 2007.06.10 20:06:00 -
[1]
Highs 350mm Scout x8
Meds Large Shield Extender II x2 Shield Recharger II x2 Shield Hardener II (switched out depending on enemy faction) x2
Lows Gyrostabalizer II x2 Tracking Enhancer II x2 PDS I x1
I'm intending on using this for plain old qty15 lvl3 missions. Eventually when I want to go blobbing with my corpies, i'll switch out a gun for NOS, a hardener and recharger for MWD and disruptor.
Is this crap? I'm fairly new to outfitting strategies, no flaming is welcome, constructive criticism, suggestions, and advice will do.
Thanks alot.
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PartyVaN
Minmatar The Hand Trade Alliance FREGE Alliance
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Posted - 2007.06.10 20:11:00 -
[2]
Edited by: PartyVaN on 10/06/2007 20:10:50 Dual 250s For tracking? Its only level 3s... Also I opt for another hardener over the recharger (Invul II).
[e] Actually yea shield rechargers are a waste. Some mix of 3 Hardeners, a speed mod and then LSE IIs. thats if you really want to try and passive tank a BS...
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Zarcan
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Posted - 2007.06.10 20:13:00 -
[3]
aye, good idea about the dual 250s.
You think I should do two invul fields and one EM, or two damage specific for missions and one invul?
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Zarcan
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Posted - 2007.06.10 20:15:00 -
[4]
Well, I would run boosters on it if I thought it was neccassary. But as it is, I think thats slight overkill. I'm not experienced enough to run with my capacitor always on the edge of being drained. I need practice on this.
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Lore Isander
Caldari Sybrite Inc.
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Posted - 2007.06.10 20:18:00 -
[5]
Edited by: Lore Isander on 10/06/2007 20:16:43 Try Magnetic Field Stabilizer II instead of Gyrostabilizer II... ---
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Klavayne
Pack Of Shadows
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Posted - 2007.06.10 20:23:00 -
[6]
I'd suggest replacing those Gyrostablisers with Magnetic Field Stabilisers. If you want to get a benefit from them.
For future reference:
Gyrostab = More damage for Projectile turrets Mag Stab = More damage forHybrid turrets, which is what you are using.
Apart from that, replace the 350s with dual 250mms. Replace the shield rechargers with another hardener and another shield extender probably. Possibly replace one of the tracking enhancers with another Mag Stab. Aside from that, it'll probably do the job.
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Shaemell Buttleson
Darwin With Attitude oooh Shiny
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Posted - 2007.06.10 20:26:00 -
[7]
Don't use Gyro's for hybrid guns. Use Mag-stabs instead.
Since you are not using lowslot mods for shields (apart from the 1 diag) go for an active tank instead of a passive. 1 XL booster, shield booster amplifier, Cap injector with 800's (if you are worried about cap) sensor booster as it has a terrible loccking time and 2 rat specific hardeners. Not sure of the grid/cpu fit with rails but it works fine with all T2 on the nos/siege setup.
Nice to see someone who doesn't think of it as Raven and is using rails instead of 4 siege and 4 Nos (Like I do)
Your signature was inappropriate, email [email protected] to find out why (don't forget to include a link to it) -Sahwoolo |
PartyVaN
Minmatar The Hand Trade Alliance FREGE Alliance
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Posted - 2007.06.10 20:26:00 -
[8]
you'll want a web or good drone skills (read T2) if you plan on hitting any of the frigs that get up under your tracking. Theres a lot of them..
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Shardrael
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.06.10 21:49:00 -
[9]
train heavy missle skill to lvl 1 train battlecruiser to lvl 2 and get a drake...... way better for lvl 3's
Originally by: Stamm Some people might have been convinced by the official announcement posted by Steelrat, but not me, I wasn't convinced until some random alt posts a brand new thread.
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PartyVaN
Minmatar The Hand Trade Alliance FREGE Alliance
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Posted - 2007.06.11 01:47:00 -
[10]
Edited by: PartyVaN on 11/06/2007 01:46:35 I think the Rokh will do just fine for lvl 3s. Active tank cap sustainability can be fixed with using a T2 Large booster and fitting 2x PDUs in the lows (the rest mag stabs). So..
8x Dual 250 rails (drop 1-2 for tractor beam and/or salvager if you're into that)
1x LSB II 1x SBA 1x Web 3x Hardeners
- if you have good enough drone skills, drop the web for a fourth hardener.
2x PDU II 3x MFS
I assume the Rohk is 8/6/5, I am having trouble remembering right now tho.
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Zarcan
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Posted - 2007.06.11 02:43:00 -
[11]
Originally by: Shardrael train heavy missle skill to lvl 1 train battlecruiser to lvl 2 and get a drake...... way better for lvl 3's
I've already got heavy missiles at level 3 and BC to level 4, and I'm doing the missions fairly well right now. But my budget is reaching where I can afford to fly a battleship. So i'll upgrade.
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Hasler
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Posted - 2007.06.11 06:19:00 -
[12]
I run an odd setup on my Rokh (mainly the weapon mixing and no active shield fittings) but it worked well for lvl 3s and works great for lvl 4s
4X 425 proto (Uranium or Antimater) 2X cruise (missile type dependent on target) 2X siege
5X T2 extenders 1X Passive Hardener
3X T2 PDU 1X T2 DCU 1X balistic computer
3 Core defense Purgers
5 hammerheads
Yes I know It makes a huge sig radius, 740 to be exact but, it also gives me 32000 shields with high dmg res and a short recharge and I never have to worry about cap. With this set up I can sleep through most LVL 4 missions.
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Dajsan Xerzd
Caldari Cruor Frater Coalition of Carebear Killers
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Posted - 2007.06.11 08:54:00 -
[13]
Hi: BS class Neutron blasters Med: XL-booster, amplifier, 2 hardners, tracking comp and a web Low: 3x Mag stabs, 2x PDU's
Easy to fit, decent range with BS 4 and should annihilate everything in level 3's with ease. You have optimal of 7km and falloff of 12km with AM. Then use drones on what lurks outside range.
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"Glory, Majesty, Unity" |
Kuno Hida
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Posted - 2007.06.11 13:34:00 -
[14]
In all fairness, this setup is crap for 2 reasons:
1. BS in a L3 mission. You are more time and money efficient getting a battlecruiser, and if you insist on rails go with a Ferox.
2. This overkill won't be able to hit anything that gets close. a little bad luck, and you'll be chewed to pieces slowly by a couple of fast NPC frigates with a warp scrambler.
Also, it looks hastily planned for even fleet (or roving gang) uses.
How do we fix this: 1. Don't reach for the biggest thing available when missioning. Battlecruisers are usually more than a match for L3 missions. There are more than enough anecdotes about smaller well planned ships with appropriate skills. If you can afford a Rokh, you can afford a fitted Ferox.
2. If you're in a gang with a Rokh (using railguns no less) and close enough to NOS, you deserve to lose your ship. Look at the ship and its bonuses again - its meant to be at range, and rails are going to have an unpleasant time at NOS and scrambler ranges. You should be standing off from your target at 150km or better and pounding them while they: a.walk up your guns to fight b.desperately try to warp out
Or, switch to blasters. But dump the gyrostabilizers, they're completely useless for that ship.
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.11 13:45:00 -
[15]
fit small/med guns?:)
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Janu Hull
Caldari Order of Z Industries
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Posted - 2007.06.11 15:06:00 -
[16]
Edited by: Janu Hull on 11/06/2007 15:09:57
Originally by: Zarcan Highs 350mm Scout x8
Meds Large Shield Extender II x2 Shield Recharger II x2 Shield Hardener II (switched out depending on enemy faction) x2
Lows Gyrostabalizer II x2 Tracking Enhancer II x2 PDS I x1
I'm intending on using this for plain old qty15 lvl3 missions. Eventually when I want to go blobbing with my corpies, i'll switch out a gun for NOS, a hardener and recharger for MWD and disruptor.
Is this crap? I'm fairly new to outfitting strategies, no flaming is welcome, constructive criticism, suggestions, and advice will do.
Thanks alot.
Heh, Rokh L3? Cheesecake.
High: 6x 425mm Compressed Coil, Salvager, T-Beam. Med: 100MN AB II, Large SB II, 2x Invuln II, 2x Rat specific hardeners (I typically go with Ballistic II, Therm II vs Guristas, EM II and Therm II vs Sanshas) Low: Capacitor Power Transfer II, Damage Control (I use Interior Force Fields due to skill limits), 3x PDU II Rigs: 3x CCC I Drones: 5x Medium IIs (Vespas for Guristas)
That will sleepwalk through a Blockade or Extravaganza.
Teh rulz:
1) When you pick a target to shoot your guns at, fly straight towards it. This will reduce radial velocity enough that your accuracy will skyrocket.
2) Use drones against Frigates and Destroyers. (Destroyers and Frigates can be shot at with rails over 45km away. In these cases, its usually one volley to wipe one ship. VERY satisfying experience.)
3) ALWAYS RECALL YOUR DRONES TO THE BAY WHEN A NEW SPAWN POPS.
4) Never waste ammunition on any ship smaller than a Cruiser under 20km. Cruisers can be hit at 15km. Battlecruisers are fair game until about 5km (and yes, some missions, I've been that close). Remember, always align on the target you're shooting.
5) Never split fire.
6) Tractor and salvage as you go, it will cut your mission clean up time by about half.
7) Personally, I carry a Medium Cargo Container (standard) for extra loot space. Usually more than enough for a Blockade or an Extravaganza.
8) Carry 2000 rounds of ammunition. 1500 is USUALLY enough for a Blockade/Extravaganza, but never leave yourself without a fallback until you're comforable with your gunnery technique. Personally, I prefer antimatter. With decent gunnery skills and Battleships 3, you're throwing antimatter rounds 80km easily with accuracy. Under 50km, you're putting a killer hurt on whatever your shooting.
When you go blobbing with your corp, swap out the Salvager and T-beam for gun #7 and #8. Skip the MWD, because it hoses your cap regen. NOS is also pretty pointless in missions. Blasters are fun to mess with, but in the missions with large area, your ability to snipe will be far more valuable.
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