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Ewaffles
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Posted - 2007.07.22 00:45:00 -
[1]
Hey im relatively new to Eve and currently focusing on PVP with my corp. Just got a rupture set up is as follows:
4x 650mm medium galium Arty 2x Malkuth assault missile launchers
scram web AB
2x Gyro DCU 2x EANM (when training is done in 10 hours)
My problem is it says my optimal range is 8855, but when im at that my arty always misses, i am staying still when shooting and web the target. I was just wondering what range i should be at to effectively hit my target? I was told to prehaps fit tracking enhancers but would have to swap something. Any advice appreciated
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Tyrone Bigams
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Posted - 2007.07.22 00:57:00 -
[2]
It seems that you are fighting in web range and also since you are in a pvp situation; try using auto cannons, you save powergrid and get a lot better tracking. Try something along the lines of :
4x 220 mm ac or dual 180mm depending on what u prefer/ can afford and fit 2x heavy missile launchers or medium nos.. i prefer nos if fighting bigger ships and it give you cap for a tank since no cap booster
1x web 1x scram 1x 10mn ab or mwd again whatever your skills allow or what you prefer
2x gyro 1x 800mm plate 1x medium rep 1x EANM or dcu whatever you prefer
the plate is your main tank/buffer along with the rep. the nos, if you choose to go that path which i suggest will allow you to run the rep for a long time. Just mwd in close and let all loose.
If you want to continue arty, you will need better trajectory analysis and tracking skills, motion prediction. also try shooting from a further range, remember arty and ac fight in fall off so if ur optimal is 8k then ur fall off is much more so you can shoot up to 20k maybe. try using other ammo types but for pvp i suggest the ac setup above. Arty is good for large gang combat because the alpha proves more usefull and u have more flexible range. |

Niggatricity
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Posted - 2007.07.22 01:02:00 -
[3]
Edited by: *****tricity on 22/07/2007 01:01:46 I have near enough that exact set up too. I use the ACs when im alone, but this arty is for gang warfare, im working on my skills, when my arty does hit it does a hell of alot of damage, i nearly killed my friend who was in a rifter in one volley. I just realised i was using EMP which makes my optimal -50%, i switched to fusion which is only 25%. Maybe the ammo was effecting it? Im Ewaffles BTW
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Cur
Minmatar Dawn of a new Empire Pure.
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Posted - 2007.07.22 01:56:00 -
[4]
Edited by: Cur on 22/07/2007 01:57:22 I'm trying out a new artillery rupture setup instead of the close range fit I normally use.
High slots: 4x720 (much better than 650's) 2xstandard missile launcher (it has just enough range)
Med slots: sensor booster tracking computer or warp disruptor or ewar afterburner
Low slots: small repairer 3xhardeners 1xgyro
The ship is just a damage dealer and in that respect it does a fairly good job.
"What is best in life?" "To crush your enemies, to see them driven before you, and to hear the lamentations of their women." |

bldyannoyed
Un4seen Development
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Posted - 2007.07.22 02:58:00 -
[5]
If you wanna be a dam,age dealer be a damage dealer.
4x 720
SBII, 2x Tracking cmop II
3x Gyro II, tracking enhacer II, DCU II
Gives you very fast high damage, perfect for warping into your friebds and laying waste to whatever was atacking them. Your signature exceeds the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |

Mortuus
Minmatar Viper Squad Triumvirate.
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Posted - 2007.07.22 07:26:00 -
[6]
4x 720mm t2, 2x whatever missles fit after everything else 1x Sensor Booster, 1x whatever you like, 1x Large Shield Extender what you need to fit + as many Gyros as possible
Works like a charm.
ex-Occassus Republica <3 |

Jim McGregor
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Posted - 2007.07.22 07:39:00 -
[7]
Yeah, artillery actually misses a lot at optimal range, so you need to be further away to hit something for good average dps. Falloff range is what artillery is about.
---
Originally by: CCP Wrangler You're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, thats what hello kitty online is for.
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Sokratesz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.07.22 08:06:00 -
[8]
220mm AC + 2x assault launcher + 2x gyrostab + 2x EANM + 1600 plate = cruiser / AF pwnage in pvp.
sup /b/ |

Ewaffles
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Posted - 2007.07.22 12:28:00 -
[9]
Thanks for help, I guess i just need to experiment abit to find the best range.
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Zingo Aleig
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Posted - 2007.07.22 17:02:00 -
[10]
Linkage
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Dangerously Cheesey
Anqara Expeditions The OSS
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Posted - 2007.07.22 17:37:00 -
[11]
First rule of arty is Thouh Shalt Use The Biggest Guns Possible.
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ElCholo
Minmatar FarCry Inc
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Posted - 2007.07.22 18:33:00 -
[12]
/agree with Tyrone.
If your gonna tackle with it fit autocannons. Now if you wanna snipe with it try :
4x 720 t2s 2 sens boost2 1 track comp2 3x gyro2, 2xtrack enhancer2
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Ewaffles
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Posted - 2007.07.22 19:16:00 -
[13]
Edited by: Ewaffles on 22/07/2007 19:19:12 Edited by: Ewaffles on 22/07/2007 19:16:31 Thanks for help so far really appreciate it. Like i said i already have a proper tackling set up. I love arty, the damage is awesome. I made the arty set up mainly for gang fighting but i wanted to solo aswell hence the web and scram. Prehaps i should ditch them for sensor boost or something?
Btw 720 tech 1s wouldnt fit, i dont have enough power grid i have no t2 stuff as i said im new to game.
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Apsa1ar
Ex Coelis
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Posted - 2007.07.22 19:21:00 -
[14]
Edited by: Apsa1ar on 22/07/2007 19:23:26 Edited by: Apsa1ar on 22/07/2007 19:21:29 I use: 4x 720s MWD, 2x sensor boosters 3x gyros, 1x tracking enhancer, RCU
I just like having the MWD on there. I seem to get stuck in bubbles a lot.
If I didn't use the above, I would use something like bldyannoyed or ElCholo's setups.
EDIT: just read your last post - don't solo in an arty rupture - use something like Sokratesz's setup. I didn't think you could fit 220s on there, but I'm probably wrong.
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Ewaffles
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Posted - 2007.07.22 19:51:00 -
[15]
Ok, ill use my 220mm set up for solo. I just love arty :P. With my arty set up maybe i should ditch the sscram and webebr for something else
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Ewaffles
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Posted - 2007.07.22 19:56:00 -
[16]
Came up with this setup that fits with my crappy skills.
4x 720mm cannons Is
10mn MWD 2x Sensor Booster Is
2x Gyrostab Is 2x Reactor control unit Is 1x Tracking ehancer
What ya think? for gang warfare
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Mudkest
MetaForge Ekliptika
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Posted - 2007.07.22 19:57:00 -
[17]
Originally by: Ewaffles
My problem is it says my optimal range is 8855, but when im at that my arty always misses, i am staying still when shooting and web the target. I was just wondering what range i should be at to effectively hit my target?
from this i can tell you have no idear on range ad tracking(please dont be offended, I didnt understand thoe things till I was well over a year in game ;p)
there's 2 range listed in your turrets, optimal and fallof. If a target is within optimal range there's no miss penalty applied because of range(though tracking tends to be an issue, more on that later)
If a target is outside optimal range, the fall of range is important. At optimal+fall of range there's a 50% change to miss before tracking is involved(but tracking tends to be less of an issue here). At optimal+falloff+fallof theres a 94% chance to miss.
Tracking is a combination of range and transversal(wich is explained nicly in the tracking guide) targets that are further away and have low transversal are easier to hit then targets close up and with high transversal.
so the optimal range listed on your gun is usualy not the best range for your targets to be shot at. And projectile turrets(autocannons in particular) tend to have low optimal and large fall of ranges. Taking your 650mm with 8.8km optimal for example, it will have a fall of range of AT LEAST 17KM. So you'll have little problem hitting things at around 20km away.
Also, as you said you were stationary adn you had your target webbed, it's far more effiecient to move in the same direction as your(webbed) target. NPC's are stupid enough to follow you if you have them webbed and fly away from them, wich will result in a near 0 transversal speed and your guns having no problem hitting them ;)
hope this will help you blow stuff up easier 
-Huzzah for punctuation in LP store! |

Ewaffles
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Posted - 2007.07.22 20:23:00 -
[18]
Well on my cannons optimal is 8855 anf falloff is 17km. Remember this is for pvp.
What range should i keep them at?
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Mortuus
Minmatar Viper Squad Triumvirate.
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Posted - 2007.07.22 20:33:00 -
[19]
Guns have 4 things you really have to look at.
Range: Optimal and Falloff Tracking speed: How fast the weapon moves to follow a target Signature: the "size" of a weapon, less chance to hit if the weapons signature is bigger than the targets.
So you chance to hit a BS and the chance to hit a frigate vary greatly. Depending on what you are shooting at your range will change. More range means an easier job tracking.
My suggestion, practice on your corpmates.
ex-Occassus Republica <3 |

ElCholo
Minmatar FarCry Inc
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Posted - 2007.07.22 21:29:00 -
[20]
Originally by: Ewaffles Came up with this setup that fits with my crappy skills.
4x 720mm cannons Is
10mn MWD 2x Sensor Booster Is
2x Gyrostab Is 2x Reactor control unit Is 1x Tracking ehancer
What ya think? for gang warfare
cheap (easily replaced), not skill intensive, and effective. Perfect for gang with dedicated tacklers, but do not solo in it :)
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Niggatricity
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Posted - 2007.07.22 21:50:00 -
[21]
KK, so is arty rupture not possible to solo in? I love arty so much :( awesome damage
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Mudkest
MetaForge Ekliptika
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Posted - 2007.07.23 18:57:00 -
[22]
Originally by: *****tricity KK, so is arty rupture not possible to solo in? I love arty so much :( awesome damage
arty(rails and beam too I suppose) in general not suitable for soloing, as you range to hit things and need to be fairly closeby to tackle
and ys, arty HAS awesome damage, however only awesome damage per hit. Over time its damage is rather low compared to pretty much all other turrets, wich is another reason theye are not really suitable for solo
-Huzzah for punctuation in LP store! |
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