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Zo5o
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Posted - 2007.09.04 20:04:00 -
[1]
4x Dual 250mm Prototype I Gauss Gun 2x Drone Link Augmentor
3x Omnidirectional Tracking Link 2x Cap Recharger II
1x Dark Blood/Amarr Navy/Ammatar Navy/True Sansha Capacitor Power Relay (30-40 mil) 1x Capacitor Power Relay II 1x Large Armor Repairer II 4x Hardener II's
2x Sentry Damage Augmentor
Permaruns (won't permarun with t2 guns). Obviously not a ship for every mission, but will complete many missions more quickly than the "standard" 2x lar, 3x ccc domi. Garde II's optimal is about 47 km with this setup, and the setup (w/full skills) deals 685 DPS with Antimatter Charge L's, 538 of the DPS coming from the Gardes.
If you want to get a bit more expensive with it, swap the LAR II for a Gotan's Modified Large Armor Repairer (300 mil about) and make both CPR's Dark Blood/Amarr Navy/Ammatar Navy/True Sansha. This will allow you to permarun 4x 350mm Railgun II's, upping your DPS w/Antimatter Charge L to 711.
Obviously, play around with the pieces of the setup depending on your skills.
Makes a great ship for snipable missions which don't deal a ton of DPS, such as Gone Beserk, Blockade, etc.
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Jastra
Gallente Core Domination Big Bang Quantum
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Posted - 2007.09.04 20:18:00 -
[2]
nice , thanks for sharing, neat setup
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iNsAn3
Astraea Syndicate
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Posted - 2007.09.04 20:20:00 -
[3]
Originally by: Zo5o
2x Sentry Damage Augmentor
are they fixed now?
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Zo5o
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Posted - 2007.09.04 20:30:00 -
[4]
Edited by: Zo5o on 04/09/2007 20:34:07
Originally by: iNsAn3
Originally by: Zo5o
2x Sentry Damage Augmentor
are they fixed now?
From Revelations 1.4 Patch Notes:
"The Sentry Damage Augmentor rig bonus is applied properly."
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OneSock
Silentia Mortalis
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Posted - 2007.09.04 20:46:00 -
[5]
Eh ? I don't get it, why are you using drone links ? you don't really need extra drone range as your optimal on antimatter is around 16k for 250mm and the gardes are optimal at 20km.
I'd drop those and add some extra guns
Otherwise switch to wardens and use iron lead or iridium. optimal 40km ish.
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Zo5o
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Posted - 2007.09.04 21:28:00 -
[6]
Edited by: Zo5o on 04/09/2007 21:28:47
LOL, happens to the best of us.
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Faceholder
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Posted - 2007.09.04 21:51:00 -
[7]
Edited by: Faceholder on 04/09/2007 21:51:41 I've been experimenting with a Sentry setup for some time now as I've always found heavies to be a quite tedious in missions.
High
3x425mm Railgun II (Iridium + Antimatter) 3xDrone Link Augmentor I
Medium
1x100MN Afterburner II 1xSenser Booster II 1xCapacitor Recharger II 2xOmnidirectional Tracking Link II
Low
1xLarge Armour Repair II 2xCapacitor Power Relay II 4xMission Specific Hardeners
Rigs
1xSentry Damage Augmentor I 1xAuxiliary Nano Pump I 1xCapacitor Control Circruit I
Drones
5xGarde II (Thermal) 5xWarden II or Bouncer II (Kinetic or Explosive as the mission requires) 5xHobgoblin II 5xHammerhead II
PRO's
Range: Both the Wardens and Bouncers will start popping frigates at 100-105km (max range)with gun support. It doesn't have the dps of the 4x350mm set up but the crux of this set up is the sentries and the extra 20km they have to do their work really shows. I'm very close to doing Mordus room 2 in one pull without having to warp out, it's just a case of perfecting the kill order, unfortunately it doesn't show up often enough to get much practice. I'm sure this room may be cake to some veteran mission runners but it feels like quite an achievement to me
If anything gets close enough you can switch to Garde/Antimatter at around 55km for a nice boost in damage.
Should you start experiencing dps you don't like the Afterburner will get you to a more favourable range, drop the sentries and start shooting again.
CON's
This is by no means a heavy tanking set up but you already knew that. The weak point is by far the regen rate of the LARII, cap is fine. A faction/officer repairer or hardeners would really improve the tank and thus the versatility of this set up but I'm not sure if I want to make that investment just yet
The real beauty of this set up is I pretty much never have to change it apart from the hardeners. On occasional missions I may have to use the AB to get range as dps gets too much but most pockets die on the first pull.
I'm glad you posted though, most Domi pilots in The Scope chat keep harping on about Heavy Drones, they don't even compare in my experience.
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Doune
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Posted - 2007.09.04 21:58:00 -
[8]
I forgot to change my character :)
<-- Faceholder
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Zo5o
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Posted - 2007.09.04 22:06:00 -
[9]
Edited by: Zo5o on 04/09/2007 22:06:13
Quote: I'm very close to doing Mordus room 2 in one pull without having to warp out, it's just a case of perfecting the kill order, unfortunately it doesn't show up often enough to get much practice. I'm sure this room may be cake to some veteran mission runners but it feels like quite an achievement to me
The spawns in the second room aggro upon release of sentry drones within a certain range, a range which I haven't pinpointed exactly yet. However, if your targeting range is at least 80 km, fly backwards at the start to your maximum targeting range, then aggro the bounty hunters (which should be closest to you)... sentries from this far out won't aggro the whole pocket. Kill them, then fly towards the nearest rat, and off to the side towards that rat at the same time, e.g. if the closest rat is on the left, fly aiming to the left of the rat you still come closer to it. This will get you in range of that rat while keeping your distance from the other spawns. Once you get within your max targeting range, aggro the closest rat. Sentry drones will only aggro that rat's spawn. Kill spawn, move in towards next closest rat, rinse, repeat.
The room is a piece of cake if you can manage to aggro the spawns individually... but even then, it is a big stretch with only 1 LAR.
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Doune
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Posted - 2007.09.04 22:19:00 -
[10]
Edited by: Doune on 04/09/2007 22:25:32 That's just it, I'm trying to do the whole room in one pull and I'm fairly confident this set up is good enough to do it, it's just a case of getting the kill order right.
I do pretty much as you say, kill the bounty hunters and then move 105km to the left of the leftmost spawn. This way the far right spawns are as far away as possible when I pull. It's just a case of managing how many frigs/cruisers you kill initially vs Battleships.
If too many frigs/cruisers get in range it's a warp out, leave too many battleships and it's a warp out. I almost got the balance right on the last attempt I.E the remaining ships that make it to me are easily tanked by the single LAR/Hardener set up.
Your Question:
I find Garde's will rip through closely orbitting battleships just as effectively at 5km as they will at 45km, the guns won't hit them though.
The only time I use mediums are in the rare situation that I warp into a heavy pack of BS/BC's/Frigs and need to get some distance. The mediums will deal with Battlecruisers far quicker than lights (easing the pack dps a bit), they're more of a space filler really. I put a greater value on a second set of sentries that can hit from 105km compared to a set of heavies. Garde's really rip through anything that gets too close so I don't see the need for heavies.
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Susan Acid
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Posted - 2007.09.04 22:35:00 -
[11]
Originally by: Zo5o Edited by: Zo5o on 04/09/2007 21:54:13
4x Dual 250mm Prototype I Gauss Gun 2x Drone Link Augmentor
3x Omnidirectional Tracking Link 2x Cap Recharger II
1x Dark Blood/Amarr Navy/Ammatar Navy/True Sansha Capacitor Power Relay (25% bonus, 30-40m isk) 1x Capacitor Power Relay II 1x Large Armor Repairer II 4x Hardener II's
2x Sentry Damage Augmentor
If you intend to snipe it would be best to put an AB on since it will take ages to get into position.Also,since you won't be salvaging/looting with this set up ,I would suggest fitting a large cap injector and filling your cargohold with cap boosters.
That would let you drop a CPR for an EANM or another rep.If you want to up your DPS you could probably drop both CPRs and fit 2 Damage mods.
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Sphynx Stormlord
Gallente Anqara Tech
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Posted - 2007.09.04 22:59:00 -
[12]
I personally have 1 sentry damage augmentor and two capacitor control circuits on my domi.
Which means more cap, which means I can skip the cap power relays in the lows, in exchange for one or two Magnetic Field Stabiliser II's or possibly a damage control. It also means less cpu penalty, possibly making fitting require less faction stuff.
Probably not a big difference, but that is just how it is at the moment.
Any idea if Sentry Damage Augmentors are stacking penalised? (Not that it will be much difference with only getting to use two at once).
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Zo5o
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Posted - 2007.09.05 03:43:00 -
[13]
Edited by: Zo5o on 05/09/2007 03:43:31
Quote: I find Garde's will rip through closely orbitting battleships just as effectively at 5km as they will at 45km
Huh, tbh I never even tried it, it just seemed so counter-intuitive. Will have to give this a try some time.
As for the cap booster idea, great idea, I just like permatanks that I don't have to refill anything for after each mission for convenience, but if it can help me tank harder missions with the high dps capable with the sentry rigs, maybe I'll give it a shot.
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Contralto
Gallente Department Of Health and Social Security
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Posted - 2007.09.05 04:13:00 -
[14]
I have used a sniper setup on my Dom for a year now and rarely use anything else.
I have found that if you are sniping an uber tank is not required on most missions, (headhunters excepted)
I fit 4 Prototype 425mm rails (or 5 if I fit Dread Guristas, they use 250 pg less) if you have advanced weapon upgrades at 4, 5 proto's will be an easy fit. ammo is iridium at 100+ km AA at under 60km 1 drone control link in the last hi or if I have only 4 rails I fit one of those new T2 auto targeters which gives the Dom 10 targets (with multitasking) this is perfect for getting alpha on frig swarma at 100km, 0ne rail and 1 sentry for each of the 10 frigs, usually they are down in 2 or 3 shots.
Mid is a mix of omni's, T2 tracking comp, T2 sensor boosters, cap chargers and Giisti Ab (171% base boost)depending on the mission and how much damping there is. Some Serp missions require 2 Boosters to target over 70km.
low is 1 T2 or faction medium repper, (rarely used) hard to fit a LAR due to PG and cap) 1 T2 Mag stab 2 cap relays T2 DCU Rat specific actives in the rest.
Rigs
1 PG rig ( to fit the rails and ab)
2 drone scope rigs for control range (note these will reduce your speed so skilling to lvl 4 is advised.
I warp in and make distance usually vertically to save aligning time, using the ab and a few velocity implants I get 600ms, this in most cases lets me target any close webbers and pop them with faction Antimatter while they are at 25km and just starting there aproach. only needs one shot to get them.
if any get through I quickly deploy the lights destroy them and recall them asap
if this aggros any other spawn I use the rails as I make distance. once at 100km I deploy the wardens and the rats are history. most rats are moving at well under 500 ms so once the webbers are down you can easily outrun any aggro.
Essential to this strategy is the AB, otherwise the close spawns that aggro will perhaps overcome the tank before you get distance enough to use the rails. normal T2 ab will suffice if you start your run immedietly.
With T2 sentries, 2 omni's, 1 drone control link and 2 drone scope rigs control range is around 110km, optimal about the same.
The rails with iridium are also giving around 110km optimal. as soon as the crusiers and BC's are down I switch to Thorium for 85km optimum then AA at 50km. any BS left at that stage melt under all those guns.
I am a very cautious pilot and have never lost a Dom in a mission and have rarely warped out and then only when I wasnt concentrating and did something stupid.
My advise is to tank if you are employing close combat and drop the tank in favor of tracking, speed and damage mods if sniping. I have gradually dropped my tank over dozens of missions, as I realized I rarely took even shield damage on most missions.
These new trigger spawn missions are so easy if sniping.
And I am still fearful of Mordus Headhunters from a year ago when I aggroed the whole second room and barely escaped. (before I started sniping and my skills were pretty naff).
Quote: Originally by: Akita T --------------------------------- Dude, your sig ----------------------------------------------- |
Angmar Da'Kirith
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Posted - 2007.09.05 05:12:00 -
[15]
Well, the domi is a very good ship due to its versatility, but I'd like to know how much a mission like the assault takes with this buffed-snipe-sentry configuration (for example a CNR takes 35-45 minutes), I think it is the only way to compare a mission running fit becouse everyone knows that a domi can do well every lvl 4 mission in almost any setup, the difference will be the time taken :D
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Contralto
Gallente Department Of Health and Social Security
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Posted - 2007.09.05 05:29:00 -
[16]
Edited by: Contralto on 05/09/2007 05:30:42 just got back to my ship, here is my current setup
Hi's
5 Dread Guristas 425mm Rails, optimum with Iridium 103km, with Am 43km falloff 28km, Gunnery skills at lvl 4 so still some improvement to go.
1 Drone link Augmentor gives 77km control range
Mids I Gist 100mn AB i Omnidirectional tracking link 1 Tracking link II 2 Sensorbooster II's set up for heavy Serp dampening, usually an Omni in its place
Lo's 1 Corpum medium armor repper (TII is all thats required) no grid/cpu for a LAR 1 mag stab TII 2 capacitor power relays, to run the rails and Ab 1 active kinetic hardener 80.11% 1 active Thermal hardener 80.11 1 damage control II this just for the added hull tank insurance.
Rigs 1 Ancillary current router 2 drone control range augmentors, gives 107km drone control range
Pg used 12,204 of 12,375 with no advanced weapons upgrades skill Cpu used 639.8 of 648.67 with weapons upgrade skill at lvl 4 and including the drone rigs penalty.
cap recharge 471.11 sec base velocity 174.4 ms with Ab 549.9 ms No gang boost in effect, I am just sitting outside the station max targeting range 204.48 km
Quote: Originally by: Akita T --------------------------------- Dude, your sig ----------------------------------------------- |
Contralto
Gallente Department Of Health and Social Security
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Posted - 2007.09.05 05:38:00 -
[17]
Edited by: Contralto on 05/09/2007 05:44:08 My own priority isnt time to finish but ability to finish the mission with the least damage and warp outs and adrenalin rushes.
I actually stop after every room to salvage and loot with my alt.
But having said that the rats pop as fast as I can target them with this setup
I only lose a few minutes getting range.
Remember that the old bogie about the heavy drones time to target doesnt apply here, you have insta hits with what is in effect 10 guns. and the sentries hit way harder than the Dread rails at 100km also tracking isnt an issue when all rats are aproaching head on. I will probobly change ot the tracking link for a cap charger and a cap relay for another mag stab to boost the rails dps.
Quote: Originally by: Akita T --------------------------------- Dude, your sig ----------------------------------------------- |
Zo5o
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Posted - 2007.09.05 05:40:00 -
[18]
Edited by: Zo5o on 05/09/2007 05:42:39
Quote: but I'd like to know how much a mission like the assault takes with this buffed-snipe-sentry configuration
I haven't done Guristas Assault w/the jamming but I can imagine the Serp Assault could get uncomfortable with only 1 LAR due to the dampening and the drone aggro... Contralto, what's your range like with those two sensor boosters against serp dampeners?
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Contralto
Gallente Department Of Health and Social Security
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Posted - 2007.09.05 05:49:00 -
[19]
of course I target the guardian cruisers first so that the sentries auto aggro them even when I am damped, but initially when aggroed they get me down to around 70km and very rarely if all damp together its 50km
I get the target back very fast in between damp Cycles so usually the 5 rails will instapop one everytime, the drones just pick there own targets which prepares them for when i get aquisition.
Quote: Originally by: Akita T --------------------------------- Dude, your sig ----------------------------------------------- |
Contralto
Gallente Department Of Health and Social Security
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Posted - 2007.09.05 07:32:00 -
[20]
Lol my next mission is Assault Serp version
k here's my times and what I killed only done the first room so far
from warp in to last rat down 35.5 minutes with T1 wardens and the 5 Dread rails. aggroed the whole room so had to move out another 50km as I had 10 BS at 35km. Armor was moving down fast. could knock 5 minutes off if I hadnt screwed up the aggro.
kills
14 Megathrons Core Rear admirals and Flotilla admirals
7 Brutix squad leaders
8 guardian cruisers damping + some scram/web
10 frigs some scram and web
Thats only the first room so my guess is the gentleman above is refering to the guristas version. my next 2 rooms have about the same again
Quote: Originally by: Akita T --------------------------------- Dude, your sig ----------------------------------------------- |
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Newbear
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Posted - 2007.09.05 08:13:00 -
[21]
/emote Bear claw attack derailing the OP! 5x t2 ogres and a drone nav comp or two seems to give me around the same dps as posts above me. Cheaper then t2 sentry drones! You loose some dps to the ogres travel time between targets but I'd imagine not a whole lot.
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Contralto
Gallente Department Of Health and Social Security
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Posted - 2007.09.05 08:49:00 -
[22]
Edited by: Contralto on 05/09/2007 08:53:13 hehe massive bear attack off the port bow
I got my t2 sentries cheap!! but actually the above is just t1 wardens
and i am just polishing off the third room. 2 Domi's to go and it will be 1 hour 3 minutes without looting.
and 21 mill in bounties
Quote: Originally by: Akita T --------------------------------- Dude, your sig ----------------------------------------------- |
Kalmiston Julmio
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Posted - 2007.09.05 16:04:00 -
[23]
Originally by: Sphynx Stormlord I personally have 1 sentry damage augmentor and two capacitor control circuits on my domi.
Which means more cap, which means I can skip the cap power relays in the lows, in exchange for one or two Magnetic Field Stabiliser II's or possibly a damage control. It also means less cpu penalty, possibly making fitting require less faction stuff.
Probably not a big difference, but that is just how it is at the moment.
Any idea if Sentry Damage Augmentors are stacking penalised? (Not that it will be much difference with only getting to use two at once).
I agree on using only one sentry damage augmentors and two CCC rigs. The less slots you have to use for cap recharge, the more versatility you get.
My planned setup: High 5 x 350mm Railgun (Antimatter L or Plutonium L) 1 x Drone link augmentor
Med 2 x Omnidirectional tracking link 1 x Cap recharger II 1 x Shadow Serpentis tracking computer 1 x PWNGE painter (makes a difference with smaller ships, sentries have a sig res of 400)
Low 1-2 x Dark blood CPR 1 x X-Type repper n x Hardeners m x Mag stabs
Rigs 1 x Sentry damage augmentor 2 x CCC
Drones 5 x Garde II 5 x Warden II (for reaching out to max drone control range when needed) 5 x Hammerhead II 5 x Hobgoblin II (maybe should be changed to Warrior II)
Should do over 700 DPS up to 40km range, change between hardeners and magstabs as needed.
This kind of setup is also very good for some level 3 mission. I did Gone Berserk level 3 in 5 minutes with this (37 ships killed). I simply jump into mission and start killing everything while sitting in one place.
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