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Filthy Pierre
Gallente Laughing Fox Enterprises
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Posted - 2007.06.27 06:04:00 -
[1]
(Puts on Nomex underwear...)
I've just built another Drake, this time for use as a mining ops director vessel in 0.5 space. This means that it will not be particularly taxed as regards attacks by NPC rats. All it really has to do is either tank them or swat them. And the mining ops director is an alt who I don't want to put huge SP effort into.
I'm familiar with the Tank/Gank/Passive/Active questions and solutions for the regular fighting Drake, but I'm wondering (partly because everyone says "fit TII this", "fit Named that!") about a usable TI setup for such a vessel as the director tasked one.
Anyone have interesting, unusual or surprising suggestions for such a ship with that (TI fitting) restriction?
TIA
FP
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Rilder
Caldari THC LTD
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Posted - 2007.06.27 06:16:00 -
[2]
Belt rats are usually easy and .5 rats are just frigs, I mean I can take .4 rats easily and some .3 spawns with ease in a kestral... soo how about:
High: 5 Heavy Missile Launchers Remote Shield Repper(when the weaker gang mates get agro) Mining foreman link Small tractor beam or another Heavy missile launchers
Meds: 2 Large Shield Extenders 1 Shield Recharger 1 Target Painter 1 AB Last slot... I dunno whatever, maybe invuln field?
Lows: PDU's if needed and fill remaining with BCUs
Visit my blog =)http://rilderslog.blogspot.com/ |

Scraqp
Perkone
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Posted - 2007.06.27 06:26:00 -
[3]
Edited by: Scraqp on 27/06/2007 06:28:11 heavy launchers ? for 0.5 belts ? huh? fit assault launchers dude ;) a few large regolith shield inductions hell u prolly dont even need those fit a small shield booster and let it perma run should do the trick nothing else needed
HI: 3-7 Assault Standard Launchers
MED: bunch of T1 Shield extenders or small shield booster I :P
LOW: dont think u ll need anything, but if u insist: bcus or sprs (if u go passive)
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Chainsaw Plankton
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Posted - 2007.06.27 06:42:00 -
[4]
well if your in .5 and going for minimum sp
7x assult missile launchers, spew light missiles at everything mwhhahaha. mining foreman gang mod. 3x rat specific passive shield hardeners, 3 large shield extenders 2x shield power relays (t1 is fine, use the beta ones if you can afford them, no idea what the price is, stats got increased with rev2), 2x ballistic control units.
and a few levels of drones never hurt.
skills required. shield upgrades I energy grid upgrades II weapon upgrades I caldari frig IV Caldari cruiser III battle cruiser II spaceship command IV standard missiles I Missile launcher operation I
if you want to use the mining foreman gang mod. leadership V mining foreman V Mining director I
doubt you will have any fitting problems. if you have any cap problems replacing one of the bcus with a pds or cap power relay will probably take care of it. 5cap/sec shouldn't be bad.
or maybe even dropping the spr for pds. and putting a few remote shield reps on. shield emission systems I Engineering III Science II
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Zkillz kun
Beets and Gravy Syndicate
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Posted - 2007.06.27 06:52:00 -
[5]
Edited by: Zkillz kun on 27/06/2007 06:54:10 Edited by: Zkillz kun on 27/06/2007 06:53:25 an unfitted drake could tank .5 rats :| 7x mining foreman link 6x comand processor 4x power diagnostic system/reactor control 5x hobgoblin II's in the drone bay for rats (or like.. 1 acolyte I n_n)
____________ Beets, You're among friends.
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Shereza
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Posted - 2007.06.28 08:40:00 -
[6]
If PvP is not an issue and it's all NPC fighting I'd have to make 3 recommendations:
Build 1 is intended to be long-range DPS with the ability to tank what damage you get so long as you don't get hit with multiple rats. Build 2 is a much more SP intensive that is intended to get close and rip the guts out of the target before it gets down to armor. Build 3 is pretty much the standard tank it until it gets tired and leaves build (which I know NPCs don't do). So basically swat it, tank it, and mixed.
#1
High Slots: 7xheavy launchers 1x drone link augment
Mid Slots: 2x large extenders 3x hardeners 1x gang mod of choice
Low Slots: 2x Shield Power Relay 2x Ballistic Control Unit
#2
High Slots: 7x heavy assault launcher 1x medium vampire
Mid Slots: 1x 10mn AB 1x large booster 1x gang mod 3x hardener
Low Slots: 2x BCU 1x cap flux coil 1x PDS
#3
High Slots: 2x assault launcher* 5x heavy launcher 1x drone link augment
Mid Slots: 3x large extender 2x hardener 1x gang mod (or third hardener)
Low slots: 4x Shield power relay
* - With more SP put into shield upgrades and, if doable, advanced weapon upgrades replacing both assault launchers with heavies would work.
Bear in mind that most of my drake experience is PvE in all but L5 missions (L5s are no place for a drake if it's supposed to be the tank, mine died in less than a minute) so anything you might need for PvP support I wouldn't be the one to offer much advice based on personal experience.
I do know that if the drake can get range even with 2 assault and 5 heavy launchers it can take out weaker battleships but it needs to get range first.
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Aioa
Planetary Assault Systems
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Posted - 2007.06.28 09:08:00 -
[7]
Gang mods go in high slots...
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Shereza
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Posted - 2007.06.28 09:29:00 -
[8]
I'm not terribly surprised I forgot that minor fact. I'm about a month from using any of them myself and for some reason I've always had it in mind that they ought to go in the mid slots.
Issues like that and being rather tired don't mix well.
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