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Pulgor
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Posted - 2004.01.26 04:17:00 -
[1]
Well I don't want to lose a bunch of ships to figure out how to withstand the damage. Thought I'd ask here first. How can I get my Rupture to survive the non-stop bombaredment of missles in a level 3 kill mission? I don't think dampeners are the key as they look like they'll just drain more cap juice.
Anyone found an answer to withstanding non-stop missle bombardment from 45k bounty pirates? -----------------------------------
Pulgor --- In service to Saram. Visit the Ammatar channel ingame!
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pr0toss
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Posted - 2004.01.26 04:43:00 -
[2]
Defenders?
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Shar Tegral
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Posted - 2004.01.26 05:26:00 -
[3]
A friend of mine helped me out with this config;
4 250MM railguns using iron/tungsten 2 Rcu I's 3 Target Enhancer I's
Regardless of ammunition of choice the optimal range is taken out to 48+KM. Effectively eliminating missile spam.
Of course you could also try using a sensor damper. Not having tried any but I believe that if you reduce the target's locking range he can't fire if you are outside of that... even if a missile can effectively work in that range.
But that is experimental on my part. And the actual gun combination is completely up to you. Heavy Beams and 720mm's have similar range benefits as well.
Hope that helps you out. Eve Guardian - Former Reporter
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Drivel
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Posted - 2004.01.26 05:33:00 -
[4]
I've been using 720's and keeping range too. Hey, if I can do it in a Stabber, a Rupture should be no problem  |

Baldour Ngarr
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Posted - 2004.01.26 06:03:00 -
[5]
Quote: I don't think dampeners are the key as they look like they'll just drain more cap juice.
But not very much. I use em, they help a bunch.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Gariuys
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Posted - 2004.01.26 06:47:00 -
[6]
I run against serpentis and I just soak the damage in my thorax, rupture should be able to do that even better since it can shaft most if not all of it's cap into a shield booster, but a m-12 with defenders should go a long way in helping to taking on the missile spammers.
Ofcourse it kinda depends on how fast you can take em out, got 3x 250 with a 5x damage mod, and a 4 second ROF, they don't get the chance to do much damage. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Pulgor
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Posted - 2004.01.26 07:02:00 -
[7]
That must be my problem, I can't dish out the damage fast enough! I have 2 650's projectile turrets that fire at 12.75sec's. Should I consider using a different kind of turret or is there a way to speed up this turret? Also it has a 3.5x mod, should I use upgrades to increase that? and if so which ones? -----------------------------------
Pulgor --- In service to Saram. Visit the Ammatar channel ingame!
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Meau
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Posted - 2004.01.26 07:22:00 -
[8]
Edited by: Meau on 26/01/2004 07:43:28 Id first recommend to get some 720mms, preferably install 3 and probably 2 gyrostabilzers to go for damage (going for a 4th 720 takes uses up the slots for gyro with power cores, so no damage increase, just more ammo used). 1 or 2 m12 with defenders help a lot, and look and sound nice. (all those missiles and explosions ;) but if you want fun, install 2 small smartbombs, and set them to auto ;). (yeah, i know that doesnt help much, but i like the bang) With the last empty high slot(s), i like a medium laser so i wont have to use ammo for the hated scenario missions, but that depends on personal taste.
P.S.: 2 smartbombs are also a lot of fun for scenario missions (yeah, and i know they are not efficient, but you know )
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Pulgor
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Posted - 2004.01.26 07:33:00 -
[9]
Edited by: Pulgor on 26/01/2004 07:35:10 Defenders generally take too long to refire in an M12, they (edit: Pirates) can fire with no reload time which is kind of a crapper, heh. -----------------------------------
Pulgor --- In service to Saram. Visit the Ammatar channel ingame!
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Meau
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Posted - 2004.01.26 07:46:00 -
[10]
Edited by: Meau on 26/01/2004 07:54:34
You cant really become immune, thats correct, but 2 m12 normally ease the pain a bit, 2 small smartbombs can take out 50-60% of the missiles, but take quite some energy (3 per second each). It boils down to the question, what does use more energy, the defense, or the shield booster if you switch the defense off.
(edit: 2 large ones make you "immune" if your in a BS, but have yet to see someone using it, as it takes up 2000MW and the energy use is quite high, and those rats are cake for BSs anyway)
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Meau
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Posted - 2004.01.26 08:06:00 -
[11]
Edited by: Meau on 26/01/2004 11:08:16 Got to get some coffee, brains not working properly, i nearly forgot:
If they are bombarding you with light missiles, light missiles explode after roughly 25 kms, so equip those 720mm, and stay at 30-40 (yeah, thats what drivel said, in principle , thought id explain it a bit more)
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Pulgor
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Posted - 2004.01.26 08:44:00 -
[12]
Keeping away is hard too in a cruiser, I figure I'll need atleast 2 afterburners to get to a speed at which I can keep away. I thought of using an MWD but those take up so much cap juice. Plus it reduces my shield and cap capacity which is annoying. -----------------------------------
Pulgor --- In service to Saram. Visit the Ammatar channel ingame!
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Meau
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Posted - 2004.01.26 11:11:00 -
[13]
Edited by: Meau on 26/01/2004 11:14:14 MWD is the way to go for missions, id say. Cuts down travel time considerable, also, earning you more money per time. The 25% cap and shield seem a bit harsh at first, but all my mission ships are equipped with one nonetheless, and its worth it.
Edit: The first time you a get a kill mission sporting a NPC cruiser rat actively using MWD and shooting with the equivalent of tech 2 blasters, youll thank me for the above advice . (gladly all i have met so far use the MWD only every 10 to 30 seconds, so you can keep distance with yours)
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Arleonenis
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Posted - 2004.01.26 11:40:00 -
[14]
Rupture mission/combat setup: HI 4x720mm with depleted uranium 2xM12 launchers with defenders MED Hardeners for thermal and em, medium shield booster LOW Projectiles mods and turret comp plus 3xreactor controls (+10% to power grid) DRONE BAY 6xHammerheads
And all lvl3 missions are very easy   
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Meau
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Posted - 2004.01.26 13:54:00 -
[15]
Edited by: Meau on 26/01/2004 13:55:51
Quote: Rupture mission/combat setup: HI 4x720mm with depleted uranium 2xM12 launchers with defenders MED Hardeners for thermal and em, medium shield booster LOW Projectiles mods and turret comp plus 3xreactor controls (+10% to power grid) DRONE BAY 6xHammerheads
And all lvl3 missions are very easy   
Youll eventually notice that taking 2 reactor controls out, using only 3 720, and putting more proj mods in lets you do the same damage with less ammo use, and one more free high slots. if you use the slot for some small weapon, youll even do more damage.
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Falbala
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Posted - 2004.01.26 14:13:00 -
[16]
With a micro photon smartbomb you can stop missiles, not very efficient and I am not very skilled with it but it can stop one every two or three missiles so the cruiser doesn't take too much damage.
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Phaethon
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Posted - 2004.01.26 14:49:00 -
[17]
If u plan on going up against the 65k Guristas called Infernos, who spawn 8 cruise in a nice row, I have had succes with drones, 2x mwd and some rails all done with a Vexor and some timing. launch a few drones, preferably inexpensive small drones, start firing away at 20 km and see the drones attack and the missiles start flying. wait 'till the missiles come very close and fire your dual mwds for a single pulse in a course tling you to the other side of the critter. You will be going 3-4000 ms and travel 50 km or so. With a little luck the rat will now target your drones and waste his missiles on them and not you.
Rinse and repeat until he's dead, or bring a caracal with 3x m12's for defenders and a set of h50's for cruise/torps.
In a thorax 8 heavy drones will work wonders on them too, and they can take some punishment, but the vexor rules for missions because yu can get an inexpensive 1000m3 going 3000ms when u hit the gates and still have the firepower needed for the kill missions
WTB. Infifitrator I drones |

Hardin
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Posted - 2004.01.26 16:32:00 -
[18]
Yeah I tend to use drones too -
You can pack a lot of light drones (Hammerheads, Infiltrators etc.) into drone hold and with Drone Interfacing Level 4 I can launch 9 at a time.
I launch the drones when I warp in and often the pirates will start targetting the drones instead of your ship with their missiles.
The light drones are cheap (and in fact the pirates you kill will often drop replacements) so sacrifice a few light drones and you wont take as much damage...
With 9 light drones I often dont have to shoot - just let drones do the job and keep my shield booster on!
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Barbicane
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Posted - 2004.01.26 16:34:00 -
[19]
Go for 3x named 720s. I recommend Galliums for best cost effectiveness. They give you 10% extra range and damage and are still fairly cheap. Use a Medium C5-L shield booster together with 1x EM hardener and 1x Thermal hardener (use the 12s variants if you can afford them). Stick 2x 30 m/s ODs in the low slots for some extra speed and 1x tracking enhancer for a boost in optimal range.
Experiment with replacing the thermal hardener with a 100MN AB.
Experiment with different configurations in the remaining low slots.
Experiment, Experiment, Experiment! 
And review those Engineering skills, Especially: Shield management (min. lvl 3) Energy management (min. lvl 3) Energy systems operation (min. lvl 4) Engineering (min. lvl 4)
Have fun!
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Soilent
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Posted - 2004.01.26 17:48:00 -
[20]
Medium smartbombs work well for destroying incoming missiles. I have 4 of them set up on my Apoc for running missions and set them all for about 2 seconds apart on automatic when fighting those chain launching rats. But, if you're timing is right you can use one of them on manual to take out a decent number of incoming missiles.
I realize it's overkill, but I like to keep in practice. lol
I also enjoy medium smartbombs for those frigate kill missions where I have to take on around 8 frigates at once. Just MWD into the pack, and let loose.
Medium smartbombs can take out even cruise missiles. Not sure what the capabilities of the small smartbombs are. -------------------- Newbie for life! |

Wraeththu
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Posted - 2004.01.26 17:57:00 -
[21]
Edited by: Wraeththu on 26/01/2004 17:59:52
Quote: Medium smartbombs can take out even cruise missiles. Not sure what the capabilities of the small smartbombs are.
Small also can. 3 smalls on auto-repeat that are timed well (well, and trained to level 4) will take out 99% of NPC missiles. Technically speaking, even 2, manually timed, will save you from about 95% of the incoming missiles. I did about 14-15 mercenary commander/3 buddie missions last night and only got hit by a missile two or three times due to either typing or hella-lag. (I like 2000 people online a lot better)
The one thing smalls are inferior too the mediums or larges is those mission where you have to take out 8-10 crap pirates. It's annoying to have to target them all, so you can just MWD into the middile of them with a large smartbomb and just hit autorepeat and go grab a soda. They usually orbit me at around 3.5-4.5, so the small's don't cut it.
Edit: now that I Think of it, you could probably do all the NPC kill missions with just smartbombs.
-- TomB: End the speed-race. 1 propulsion mod allowed, make turrets affect ship attributes like +speed/+ab speed +agil for progressivly smaller/lighter turrets, -speed/-ab speed -agil for long-range. |

Elynsynos
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Posted - 2004.01.26 18:43:00 -
[22]
Edited by: Elynsynos on 26/01/2004 18:53:30 Here is my mission loadout for my Rupture
4 650MM Artillary Cannon I 2 M-12 Standard Launcher I 2 Shield Hardeners Of appropriate type Usually EM and Explosive I use Eve-DB to dermine what I need 1 Medium Shield Booster I 3 Power Diagnostic System I 1 Targeting Enhancer I 1 Gyrostabilizer I
I have Engineering and Electronics 5 and All Gunnery Skills to LV 3
The only even partially challenging missions I have had so far for Minmitar Fleet is the Stop the thief in which I have to kill 2 Mallers and the Amarr Navy Detective mission (forget actual name of the mission). I have yet to get a BS mission so I am unsure what would happen with those.
I just click on the hardeners before I approach to fight. Then, since I have nothing really draining my cap, I just use the shield booster when my shields get down more than half way turning them off before the cap is fully drained to recharge. As long as I have the right hardners and never let my shields get fully drained I'm fine. I usually use whatever ammo has dropped off the rats for me but if I run out i buy Nuclear ammo and Widowmaker heavy Missiles. Oh, and when I remember, I have 6 Hammerheads, but I rarely even need them.
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Serenity Justice
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Posted - 2004.01.26 22:16:00 -
[23]
Edited by: Serenity Justice on 26/01/2004 22:17:16 When doing missions the only ones I found troublesome in a cruiser were the EM (thunderbolt) missiles (Mostly from the Rogue Pirate Escorters or the 55-75k Thorax's). For those missions I fit an EM ward to cut the dmg in half, normally I just stuff my low slots full of cap power relays for a huge cap recharge boost and keep the Med Sh booster running until at least one of the missile spammers is gone. With the cap relays you can run the Med booster a lot longer and shouldn't run out of shields with the EM ward on in the harder missions.
If it's not the 2 mission types I mentioned above I drop the EM ward for a mwd (still with the cap relays of course) and I have no issues. |

Pulgor
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Posted - 2004.01.26 22:28:00 -
[24]
Thanks for the configs guys. I have plenty of skills to work up before I can use those dang dampeners. Hopefully by the end of the week I can throw an EM one on and take on the big guys. Right now I'm exparamenting with a config to get the most out of my cap (Since diagnostic systems are the best thing I can be using right now.) If you have more config ideas keep them comming. This is a good thread for anyone to have a look at to know what the basics should be for a ship. -----------------------------------
Pulgor --- In service to Saram. Visit the Ammatar channel ingame!
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