
MadMuppet
Kerguelen Station
72
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Posted - 2012.01.09 18:05:00 -
[1] - Quote
The Rupture is a fun boat and works well in both PVE and PVP, but to use all its abilities will requiret a mix of skills. If I am just doing missions in one I shield tank with an afterburner and orbit the ships at 15-20km. I let drones and missile launchers deal with the short range stuff and I use artillery to deal with the long range things. So, just to add a little color to this thread I am posting an entry level shield Rupture here and is similar to the ones I've used recently (although I used a lot of T2 things).
[Rupture, no skills] Tracking Enhancer I Tracking Enhancer I Gyrostabilizer I Gyrostabilizer I Power Diagnostic System I
Invulnerability Field I Small Shield Booster I 10MN Afterburner I
650mm Artillery Cannon I, EMP M 650mm Artillery Cannon I, EMP M 650mm Artillery Cannon I, EMP M 650mm Artillery Cannon I, EMP M Standard Missile Launcher I, Sabretooth Light Missile [empty high slot]
Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I
Add drones to taste
Think is the very basic core of what I was flying using base level gear. Without skill bonuses (which were not factored in to the build at all) this thing can fly around on the afterburner with the invulnerability Field going all day (cap stable). If the small shield booster is running you only get 1m45s worth of time. The reason for the empty high slot has to due with fitting with no skill bonuses, you only have 2 cpu and 38 power grid remaining.
Why I used what I used: -Ammo type is just EFT default -The Three Medium Capacitor rigs do run the price up some, but the recharge you capacitor faster which helps a mission boat. -Two gyros (higher rate of fire and more damage for the guns) and two tracking enhancers (better aiming for the guns) -The Power Diagnostic system (for capacitor recharge rate increase) however without it you still have 10m45s of cap running just the Invul and the Afterburner, so putting in another tracking enhancer (or gyro if you have the CPU) might be better. -Standard missile launcher for small fast ships that get in too close for your guns. Only one fits without bonuses, but getting a second one on will help your damage. -Artillery instead of Autocannons. You get to shoot things at range with large single hits rather than lots of little ones. With the afterburner you'll outrun what you can't outgun in L2 missions, get to range and let them have it. -Afterburner and Shields instead of armor. Speed is life (this thing will go 387 m/s before skills). With speed missile damage is reduced, enemy gunfire has a harder time hitting, and you can choose the ranges at which to fire. In many cases you can even out range the missile spewing ships (you will still be doing 50% damage at almost 35km with short range ammo). -All items used are the cheapest base items for demonstration reasons.
Armor ship are great for PVP, but they slow you down and the low slots get used up for things that don't help your guns hit. Just don't go taking this thing in to a PVP fight, it'll get eaten alive.
TLDR: Here is an alternative fit that a newer character can actually fly and will work in PVE missions. I think new players should be shown a starting point rather than the ending point in ship design. It is sort of depressing for them to find out the cool fits everybody talks about a three months of training out, give people a starting point instead.
Yes, I only have a Vigil, I've had a bad bit of luck Ok? |