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Balman Weissach
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Posted - 2004.02.15 09:46:00 -
[1]
Hi.
I'm looking for tke a BS. But I'm not sıre of which i'll take. As A Minmatar, I'd like a Tempest.
So I would like to have some advice on how to fit it (PvP and PvNPC)and to know which use it is better for this ship.

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Pojo
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Posted - 2004.02.15 10:49:00 -
[2]
Best tempest setup is to get a typhoon, I really dont know who would still be using one at this point. 
"Caldari capacity for good is only exceeded by our capacity for evil"
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Joshua Calvert
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Posted - 2004.02.15 10:55:00 -
[3]
4 1400mm's + 4 Malkuth Launchers in your high-slots.
1 Shield Amp, 1 XLarge Shield Booster, 1 EM tac shield, 1 Thermal tac shield, and 1 sensor booster in med-slots
The lo-slots depend on your skills so a couple of dmg mods, couple of power diags/cap relays/or a co-processor.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

dalman
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Posted - 2004.02.15 11:13:00 -
[4]
Edited by: dalman on 15/02/2004 11:17:04
Quote: Best tempest setup is to get a typhoon, I really dont know who would still be using one at this point. 
Why the heck would anyone want a Typhoon instead of a Tempest
(except 'cause it's good looking, but so it the tempest...)
M.I.A. since 2004-07-30 |

Siddy
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Posted - 2004.02.15 11:20:00 -
[5]
Edited by: Siddy on 15/02/2004 11:22:35
Quote: Edited by: dalman on 15/02/2004 11:17:04
Quote: Best tempest setup is to get a typhoon, I really dont know who would still be using one at this point. 
Why the heck would anyone want a Typhoon instead of a Tempest
(except 'cause it's good looking, but so it the tempest...)
Faster..
Loooooooooooooooooooooooooooooooooong range (i can get otimal to 88km whit lead,and my skills arent tuned that good yet )
Cheapper
1 less med slot but 1 more low slot
look Evil
got bigger drone bay
got more CPU (and if u got powergrid problems, u got more low slots)
Lighter... go rely fast whit 100MN MWD -------------------------------------------
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dalman
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Posted - 2004.02.15 11:39:00 -
[6]
Quote: Faster..
Loooooooooooooooooooooooooooooooooong range (i can get otimal to 88km whit lead,and my skills arent tuned that good yet )
Cheapper
1 less med slot but 1 more low slot
look Evil
got bigger drone bay
got more CPU (and if u got powergrid problems, u got more low slots)
Lighter... go rely fast whit 100MN MWD
Sry, but none of these things makes it better than a Tempest for combat...
M.I.A. since 2004-07-30 |

Siddy
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Posted - 2004.02.15 11:44:00 -
[7]
i am just saying whats beter in typhoon than tempest...
tmpest got ofcorse insane Damage bonus to large guns
but i find both ships be wery suittable for fleet combats -------------------------------------------
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Pojo
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Posted - 2004.02.15 12:22:00 -
[8]
Its simple all skills being somewhat equal a tanked typhoon will outcap a tanked tempest and after much fighting will win out. There is not reason to use a tempest what it offer above or beyond a typhoon is worthless, what it lacks compared to the typhoon makes all the difference. Example speed, locking times, getting locked time, drone space and most importantly that mighty seventh low slot. Tempest has long been retired from 1 on 1 pvps to gate ganking. 
"Caldari capacity for good is only exceeded by our capacity for evil"
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Barbicane
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Posted - 2004.02.15 12:52:00 -
[9]
Quote: Its simple all skills being somewhat equal a tanked typhoon will outcap a tanked tempest and after much fighting will win out...
Are you saying that in 1 vs 1 Typhoon vs Tempest with equal skills, the Typhoon will win?
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Joshua Calvert
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Posted - 2004.02.15 12:57:00 -
[10]
Yeah, if the Typhoon gets up close with drones, 800mm's, and missiles, and the Tempest is using 1400mm's.
If the Tempest is using 800mm's, though, the Typhoon is in trouble.
I've used a Tempest before and I'm currently using a Typhoon setup for armour-tanking - I prefer the Typhoon, to be honest.
I just have trouble getting over watching my shield disappear - I'm used to having VERY good Scorpion shields 
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |
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Rob Mattacks
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Posted - 2004.02.15 13:38:00 -
[11]
I am another minmatar pilot confused as to whether to go for typhoon or tempest. Can any typhoon pilots tell me how they successfully combine the large amount of drones and 4 launcher hardpoints ? or are the drones for last resort ? It just seems to me that they are a strange mix and they are also big parts of the advantages of a typhoon as a BS.
Cheers
Rob
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Evol Muhan
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Posted - 2004.02.15 14:02:00 -
[12]
Edited by: Evol Muhan on 15/02/2004 14:03:29 Well I've used both and myself as nice as the typhoon is, I still like the tempest better. For me it's just more versatile, with the extra med slot and the 6 turrets. I can tank against most other ships, the typhoon can be a beast, but the tempest can chew though an opponent. They are both excelent ships.
Evol "No rest for the wicked." Selling signatures starting at 3mil Isk, send eve-mail for info. |

Balman Weissach
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Posted - 2004.02.15 20:54:00 -
[13]
Thanks for your advices. But at first I was about to buy a Tempest.
Now I'm less sure.... :/
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LeMoose
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Posted - 2004.02.15 21:09:00 -
[14]
my advice is start with the typhoon if it's your first bs.
play around with 1400mm, 1200mm and 800mm guns for your turrets and some heavy missiles launchers.
large shield booster, 1-2 wards, warp scrambler/sensor booster/shield amp for the last med slot.
two counterballanced damage mods and some power diags, cap relays or whatever else you might need.
and don't forget some drones.
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Balman Weissach
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Posted - 2004.02.15 21:39:00 -
[15]
You really give me troubles...
What the advantage of taking first a Typhoon and spend after lot of money?
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Kashre
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Posted - 2004.02.15 21:44:00 -
[16]
Edited by: Kashre on 15/02/2004 21:46:39
Quote: Thanks for your advices. But at first I was about to buy a Tempest.
Now I'm less sure.... :/
I think that in a fleet situation where being able to run your cap for 5 minutes doesnt really mater since 10 battleships will kill even a tanked Typhoon or Tempest in that time you might prefer to have a Tempets, because they can generate a buttload more damage than a Typhoon using 1400mm or 800mm artillery.
But, I gotta agree with Pojo.. Ive messed around with both of them on Chaos in various setups, and the Typhoon is simply better for 1 vs 1 than the tempest, because the extra low slot and the superior CPU lets it use more cap relays and you totally outcap a tempest.
Although one warning, the Typhoon I I think is a lot more skill intensive to use effectively. You can get by in a tempest with high Electronics and gun skills, but with a typhoon you need high Electronic, Enginerring, Drone Interfacing, Heavy Drone Operations, Missile skills, and gun skills to use it to full effect. +++
It's called "low security space" for a reason. |

Pojo
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Posted - 2004.02.15 22:36:00 -
[17]
One of the main reason for typhoon over other ships is the fact that it can have about 90% of its max damage output while shield tanking like mad. All you really have to sacrafice is one 1400mm turret for being a monster shield tank. If you go for smaller turrets then you dont even have to do that. Tempest can be setup to do more damage but you could never tank it as well as a typhoon period. The tempest advantages like more shield, structure, armor dont count as it will never get past shields on the typhoon. Typhoon is the most balanced ship in the game and enjoy perhaps too many advantages. Its very fast (183m/s with nav 4) and no speed mods, its very fast to lock and slow to get locked. It has a perfect 4/4 setup option with a drone bay to hold 14 ogres (almost 2 waves of 8).
Its easily a match for any other bs in the game, it can stand up to raven torpeedo spam and has a good chance to win vs upclose mega/dom blaster setups. Of course the shield tank setup is more of repelant not really an attacking setup. The other guy will just warp out after his armor is half way.
"Caldari capacity for good is only exceeded by our capacity for evil"
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Havocide
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Posted - 2004.02.15 22:40:00 -
[18]
5x 1400 3x h50 arbelest
1x large c5-l 1x anointed em 1x ditrigonal thermal 1x optical tracking cpu 1x f-90 sensor booster
2x counterbalanced weapon mounts 3x cap power relay 1x reactor control unit
(thats my setup from memory)
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Camar
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Posted - 2004.02.16 00:02:00 -
[19]
Get an mwd on that set-up instead of thermal hardner and you got artillery that can stay the range and is a fearsome damage-dealer...
...and with the light all life vanished... |

Slithereen
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Posted - 2004.02.16 12:10:00 -
[20]
I tried three other battleships, but by the time I got to my Typhoon, I love it best. It seems to fit my style best, but then my style has been a drone-missile specialist, and many of my cruisers reflect that approach (Arbitrator, Bellicose, Celestis). The Typhoon is the ultimate embodiment of that approach. As for requiring high skills, by the time you reach a battleship or consider yourself worth of owning one, you should have those skills. You would already have much of these skills in place if you would master a Rupture or Bellicose.
Now back to the topic of fitting a Tempest.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Sun Sliver
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Posted - 2004.02.16 23:37:00 -
[21]
I have flown both the Typhoon and the Tempest. I think it really depends on your role which is better. #1 Typhoon is cheaper, by 30 mil currently i believe. It is the better miner bs for minmatar, and as said by others clearly the better droner. plus you stick a couple 1600mm armours on it and hype it up on shield in mid, trust me you can just sit back and call in the cavalry. I use it fleet combat in this role, get it close to our target ship instinct makes most peep lock/jam you while long range ships blast it apart. However I did switch to the tempest as main ship now as i prefer the 1 extra med slot for mwd (long range attacker) or a dampener or 2 sens boosters (firing missiles at a target at 110km is a good way to pepper your target before closing for kill). I think it is also the better solo pie hunter, as pies will reinforce jump in at 25km, the extra med slot for mwd lets you get good range while still having good shield defenses. Advice: I would never go pie hunting for 100k isk bounties are around without a mwd, unless you got some backup). There's my 2 cents worth 
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Balman Weissach
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Posted - 2004.02.17 20:07:00 -
[22]
Edited by: Balman Weissach on 17/02/2004 20:10:47 Well you're all very interesting.
But I still don't know which to choose.
I'll try to explain how I'll use it to help you give me the best advice.
First i'm not a natural born killer. I've never kill any ship (I mean players, just opened fire one or to time on ship I didn't destroyed).
Second I'll buy this ship first to make me a small present! ;)
About my combat style :
I prefer long range combat, fast ship to keep the range. That's how I play the NPC.
After reading your posts I think it would be interesting to "tank" a long range ship.
To end, i'll ask you a few questions :
1) How the typhoon can be more tanked than the Tempest as it had lower shield and armor at the beginning?
2) Can the typhoon be a long range combat ship?
3) Which of the two ship would normally win a 1 to 1 combat with the same fitting (tanked, long range).
One more time thanks for your answers! ;)
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Joshua Calvert
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Posted - 2004.02.17 20:14:00 -
[23]
Typhoon is faster and gets a range bonus for L projectiles so that answers 2 of your questions.
It has more lo-slots so you can really boost your cap compared to a Tempest.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Pojo
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Posted - 2004.02.17 20:47:00 -
[24]
The only place tempest is better is if you in a fleet battle, having 6 turrets is better then having 4 turrets. In fleet battles you want max damage right away, you dont want to wait for missiles to hit. Everyone in a fleet just aims for one ship and it blows up in 10 seconds or less. Apocs with 8 turrets mixed in with tempests and some scorps for jamming will pwn pretty much any fleet battle.
When you shiled tank or armor tank a ship its initial stats matter very little, in a shield tank the idea is to have the ability to regenerate shields faster then any one ship can dish it out. Your shields coulde be only a 1000 but if you can consistently regenerate 600 every few seconds the enemy will never get through. Shield tanking doesnt mean huge shield hp in fact its all about getting your cap to regenerate so fast that you can runs a shield booster non stop or close to it. Armor tanking is much the same, you add some plates to increse your armor hp but again you need to make sure your cap can support the armor repairers so they can run for ever.
Typhoon is a better shield tank because its has 7 low slots which when filled with capacity relays produce a very good cap recharge rate. Tempest can get pretty close to same number but after a few minutes of fighting the capacity on the tempest will slowly but surely drain away, while the typhoon would level off around 50% capacity. Of course this assumes you are shooting the tempest with everything you got and he is forced to shield boost all the time.
As previously mentioned the dmg mods are only needed if you are low on gunnery skills, after that they add very little, one may still be worth it depending on your situation but any more is just a waste of a low slot. Tracking is all in the skills as well, I have yet to notice an imporvement when using tracking computers if you have good skills.
"Caldari capacity for good is only exceeded by our capacity for evil"
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j0sephine
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Posted - 2004.02.17 21:17:00 -
[25]
Edited by: j0sephine on 17/02/2004 21:18:43
"As previously mentioned the dmg mods are only needed if you are low on gunnery skills, after that they add very little"
... Just single damage mod gives 15-20% boost to damage (depending on the module type) which is equivalent of 3-4 skill levels for given turret.
Wouldn't call it a 'very little' increase. In fact, it'll often make the very difference needed to overcome that xlarge booster working non-stop. :s
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Cosh
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Posted - 2004.02.17 22:26:00 -
[26]
I`m a projectile user and use counterbalanced weapon mounts - I thought these were the best in game and as such would be very interested in any low slot module that adds a 15-20% damage modifier 
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StoreSlem
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Posted - 2004.02.17 22:30:00 -
[27]
Quote: I`m a projectile user and use counterbalanced weapon mounts - I thought these were the best in game and as such would be very interested in any low slot module that adds a 15-20% damage modifier 
1.098/0.888
you do the math.
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Pojo
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Posted - 2004.02.17 22:44:00 -
[28]
Just did a quick check on chaos to see the real numbers. This is for a typhoon with 0, 1, 2 counterbalanced mods and 1400mm artilery. I guess it depends on what I consider a good trade of. Before I used to shield tank having at least 1 counter balanced dmg mod was a must. But now I rather use that low slot for the 7th cap relay. Tempest has a dmg bonus also so it would be a little higher.
skill - 1 dmg - 2 dmg ---------------------- 6.54X - 7.18X - 7.65X damage modifier 14.29 - 12.69 - 11.70 rate of fire 287hp - 315hp - 336.6 clean damage per shot 1x1400xEmp 20.0 - 24.8 - 28.7 clean damage per second with 1x1400xEmp
28920 - 35744 - 41427 damage output over 5 minutes from 4x1400xEmp (exluding reloads) 17134 - 19554 - 22596 same as above but agianst 1x50%em and 1x50%thermal hardner. 25000 4xMissiles doing 225hp damage on average - 14 sec rof
22596+25000 = 47596 typhoon doing 4x1400 with 2dmg + 4xCruise (non tanked) 11862+25000 = 36862 typhoon doing 3x1400 with 0dmg + 4xCruise (tanked) 44928 1xXlrage + 1x30%amp over 5 min running non stop
Even with 2 dmg mods and missiles coming towards a tanked typhoon it would just barely be enough to start overcoming the shield tank. While in the same 5 minutes of fighting the tanked typhoon would dish our nearly as much damage which would definetely destroy the other ship in less then 5 minutes. The cruise missile calculations are cruide but 225dmg for cruise is typical damage one gets when using wards. I rather be the typhoon thats dealing out a little less damage but can survive hella of a lot longer, the other ship will just run out of cap and die long before 5 minutes are up.
"Caldari capacity for good is only exceeded by our capacity for evil"
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j0sephine
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Posted - 2004.02.18 01:03:00 -
[29]
"44928 1xXlrage + 1x30%amp over 5 min running non stop"
... now, now. Using c5-l here but stock 1400's is not exactly fair calculation, is it? Either use all rare gear, or all stock modules ^^;
A slightly different take at the subject:
* 4 x 1400 mm, Typhoon bonus at lvl.4, 2-3 damage mods giving 15% boost to damage and RoF = ~52 hp/sec * heavy launchers with cruise missiles = ~48 hp/sec * 8 wasp drones = ~52 hp/sec
(that against hardened shield, with 1 em, 1 therm)
versus xlarge shield booster with one amplifier = 106 hp restored/sec
resulting damage = 45 hp/sec.
time to get down typhoon shield (4750 hp) = 1.75 min
The same with no damage mods:
gun damage is down to ~37 hp/sec, resulting damage is down to 30 hp/sec.
time to get down typhoon shield (4750 hp) = 2.6 min
... Quite a difference, isn't it? (guessing a ship with 4-5 cap relays is capable of running booster for ~1.5 min needed...)
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Slithereen
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Posted - 2004.02.18 01:55:00 -
[30]
Edited by: Slithereen on 18/02/2004 01:56:40
Quote: I`m a projectile user and use counterbalanced weapon mounts - I thought these were the best in game and as such would be very interested in any low slot module that adds a 15-20% damage modifier 
I don't think there is any that much, but the arrival of Gyrostabilizer II (dmg 1.10) is inevitable. Heat Sink II is already in the game and it exceeds the number offered by the Extruded Heat Sink, which is the top modded heat sink. Gyro II won't be loot dropped like tech 2 items; it will be manufactured once someone gets the BP. When that happens, sooner or later all expensive looted mods will be worthless, just as named mining lasers fell under the Miner II.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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XpoHoc
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Posted - 2004.02.18 02:04:00 -
[31]
The best damage mod in matter of damage is still the Counterbalanced I, the Gyrostabilzer II just got better fitting requirements.
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Beseb
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Posted - 2004.02.18 03:07:00 -
[32]
I think rather then 15-20% dmg mod, he meant 15-20% DPS add, which would be accurate.
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Pojo
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Posted - 2004.02.18 03:39:00 -
[33]
You righ jose I pulled that number from memory with c5-l xlarge and amp. I am not following the rest of your calculations tho. Bah ill I know is that stock tra setup on chaos is near unbeatable no matter how many damage mods they have. 
"Caldari capacity for good is only exceeded by our capacity for evil"
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XpoHoc
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Posted - 2004.02.18 03:39:00 -
[34]
Quote: I think rather then 15-20% dmg mod, he meant 15-20% DPS add, which would be accurate.
DOT, DPS both is right, but he = she ;)
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XpoHoc
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Posted - 2004.02.18 03:47:00 -
[35]
Pojo, she is counting drones damage in. People usually don't use drones on chaos.
But math is only right as long as you fight on the paper, it doesn't really reflect a real battle.
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j0sephine
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Posted - 2004.02.18 03:50:00 -
[36]
"But math is only right as long as you fight on the paper, it doesn't really reflect a real battle."
Too true, when lag gets in all calculations go to hell. ;)
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Teeny
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Posted - 2004.02.18 16:36:00 -
[37]
How do you armor tank the typhoon? As in what kind of setup is it. I have trouble considering that because I always think of tanking as having lots of cap relays etc. I don't really see how you can armor tank effectivley since it'll end up replacing the cap relays. If you could fill me in on how that works it'd be great. |

Arthur Eld
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Posted - 2004.02.18 19:48:00 -
[38]
Quote: How do you armor tank the typhoon? As in what kind of setup is it. I have trouble considering that because I always think of tanking as having lots of cap relays etc. I don't really see how you can armor tank effectivley since it'll end up replacing the cap relays. If you could fill me in on how that works it'd be great.
And you have hit on the root of the Amarr Laser+Armour Tank problem. Armour tanking in its self is not very cap intensive as iirc a large armour repairer fixes 600 armour for 400 cap over 15 seconds. While an XL booster will fix 1200 shield for 1200 cap in around about the same time. BUT...if you are Amarr and try to use lasers at the same time you find that your cap regen is not sufficient to keep up without all the cap relays.
____________________ First comes smiles, then lies. Last is gunfire. We deal in lead.
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Dirus
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Posted - 2004.02.19 06:50:00 -
[39]
Tempest setup 1: 4x 1400mms (range!) 2x heavy launchers (less CPU need, rare ones are cheap) 2x heavy pulse lasers (close range goodness, or swap for 2 more launchers) - 1x large shield booster 1x sensor booster 3x anything you want - 1x damage mod 1x tracking mod 4x cap relays
********** Everyone deserves to die. You go first.
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Jash Illian
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Posted - 2004.02.19 07:01:00 -
[40]
Quote: How do you armor tank the typhoon? As in what kind of setup is it. I have trouble considering that because I always think of tanking as having lots of cap relays etc. I don't really see how you can armor tank effectivley since it'll end up replacing the cap relays. If you could fill me in on how that works it'd be great.
Trust me, it can be done. Both with the Typhoon and with an Amarr battleship. And a decent armor tank setup can hold off the fire from 2 battleships long enough to destroy one and escape.
Just that Tachyons and 1400mm aren't necessarily the best guns in the game.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |
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Coreantes
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Posted - 2004.02.19 09:00:00 -
[41]
Quote: Best tempest setup is to get a typhoon...
And what is your fitting? (You could also EVE-mail me if you dont want to spit it on forum! :) ) ---------------------------------------------- ...Good is only skin deep, but evil is dead down to the bone... |

Bobbeh
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Posted - 2004.02.19 10:21:00 -
[42]
my fitting =
4x 1400mm with emp 4x h-50 with cruise 1x large shield booster 1x shield boost amp 1x em hardener 1x thermal hardener 4x power diag 3x cap relay Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

Coreantes
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Posted - 2004.02.19 12:24:00 -
[43]
Bobbeh...
Why no weaponmods? I have 1 PCU, 4 CapRelay and 2 Damage Mods... ---------------------------------------------- ...Good is only skin deep, but evil is dead down to the bone... |

Bobbeh
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Posted - 2004.02.19 13:51:00 -
[44]
tbh i dont see the need for them, i wont be able to boost for as long and i might not have the cpu for it. Skills are more important than this, i have crappy skills so i might aswell get them up instead of wasting a low slot Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

Coreantes
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Posted - 2004.02.19 14:15:00 -
[45]
So... choosing full shield tanking? Does it work a bit? ---------------------------------------------- ...Good is only skin deep, but evil is dead down to the bone... |

Bobbeh
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Posted - 2004.02.19 14:35:00 -
[46]
well, it depends. against a scorp(2x 425 and cruise missiles), i dont think its shield will go below 80% with cap at 50% constant. Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

PirateShampoo
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Posted - 2004.02.19 20:12:00 -
[47]
Hi,
I currently own a tempest but have not been flying it much.. I am curious as to what I should put on it.. Right now I have
4 1400's 4 heavy launchers with torps
I only have eng 3 and elec 3 so I may be limited in the things I can put on it for now.. Would you all suggest I wait to fly it until I get hardeners on it to even bring it out?
Any input will be appreciated.
Do you like movies about Gladiators? |

Teeny
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Posted - 2004.02.19 20:47:00 -
[48]
LOL I believe it works Jash, I was just curious as to what that setup would look like. Since it seems like you don't want it on the forums I'll just do some research into it. Playing with setups is fun anyway.
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Eneroth
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Posted - 2004.02.19 23:50:00 -
[49]
Edited by: Eneroth on 19/02/2004 23:51:26 on my typhoon i had: high: 4x 1400 4x Xr-3200 Med: 1x L SB 1x Em ward 1x thermal 1x f-90 Low: 1x powerdiag 1x reactor core 1x dmg mod 1x warpcorestab (saved me sometimes) 3x cap relays (dont need much cap at gatecamping)
not a very good setup for fleet but it was ok for gatecamping.
-Any fool can pull a trigger.- |

Bobbeh
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Posted - 2004.02.20 08:57:00 -
[50]
aye, thats a decent setup eneroth. might try it sometime Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |
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WildCard
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Posted - 2004.02.20 11:08:00 -
[51]
Well depends what u want run or fight Here a pvp setup for med range (Orbit 15) Mostly used in group battels.
High: 5x 1400 mm 3x Malkuth
MED: 1x XL Neutron Boost 1x Amp. 1x Em ward 1x Warp Disruptor 1x F90-Sensor Boost
Low: 2x powerdiag 3x cap relays 1x Counter Balanced -------------------------------------------------------------------------- Short Range: (Fitting if u are waiting at 15m from the Gate, otherwise u need a speed boost)
High: 6x 425 mm AutoCannon 2x Launcher or 1x Launcer and 1 x Smartbomb
MED: 1x XL Neutron Boost 1x Amp. 1x Em ward 1x Thermal or Kinetic 1x Warp Scrambler
Low: 4x cap relays 1x Warp Core (i the case u aren't at u close range) 1x Counter Balanced
-WildCard CEO SteelVipers- --- We break for nobody-- |

Chai N'Dorr
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Posted - 2004.02.20 13:13:00 -
[52]
Quote: |Rob Mattacks:| I am another minmatar pilot confused as to whether to go for typhoon or tempest. Can any typhoon pilots tell me how they successfully combine the large amount of drones and 4 launcher hardpoints ? or are the drones for last resort ? It just seems to me that they are a strange mix and they are also big parts of the advantages of a typhoon as a BS.
Cheers
Rob
Well, I did the long range approach with the Typhoon, but after long months of Frigates and shorter months of my Rupture I've come to adore the somewhat close range combat.
I've got 3x 1400mm's fitter, one with EMP and two with Phased Plasma. This effectively get's my optimum range around 35km and that's also the range from which my drones can be ordered to attack.
Gonna try something different this weekend, trying more close combat options, 425mm and up to 800mm, to see what deals good damage and what fits my style of fighting best.
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Siddy
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Posted - 2004.02.20 13:17:00 -
[53]
all i can say its that Typhoon is exelent Lone wolf ! it can stand its own in 1 vs 1 against everything that flyes in space
Tempest reqaiers a litle bit of support on other hand.. but it DEAL some SERIOS damage -------------------------------------------
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Balman Weissach
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Posted - 2004.02.21 11:08:00 -
[54]
All this post are very interesting... Getting some idea of what will my BS be....
Continu! ;)
(bump) :D
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Nathaniel X
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Posted - 2004.02.21 16:47:00 -
[55]
Edited by: Nathaniel X on 21/02/2004 16:48:21 I currently fly a Typhoon but have been thinking about moving up to a Tempest. My main use for the Tempest will be hunting NPC's.
Is there anyone out there that uses either the Typhoon or Tempest for solo NPC hunting? If so, what do you fit and why?
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Lee Iacocca
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Posted - 2004.02.21 19:23:00 -
[56]
Our CEO solo NPC hunts in a Tempest. I've seen him take out those 8 cruisers, 8 high frigate spawns and barley touch his shield booster.
pretty sure he uses a typical build out, 6 big guns, 2 counter balanced, lots of shield hardners.
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Pojo
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Posted - 2004.02.21 22:34:00 -
[57]
The two ships are very similar but tempest without a doubt can dish out more damage, but it gives up some of that protection to do so. Typhoon can be tanked really well but it gives up some of its damage output to do so. In most cases a tanked typhoon will be able to withstand a tempest setup for full damage. The rest is all about getting lucky, no one setup is perfect and your opponent may have something you didnt expect. I used to setup up my typhoon for balance between tanking/damage but then decided to just tank it all out. As I said before even fully tanked you gonna loose very little dmg output so in my view tanking is much better then going for full out damage. Of course this is all for 1/2 on 1 not for fleet battles where you want max damage fast.
"Caldari capacity for good is only exceeded by our capacity for evil"
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MoLeH
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Posted - 2004.02.22 00:52:00 -
[58]
where r all teh 6 x 1400mm setups ?? i mean if you can half an Apocs sheild in 1 volley and by teh time the sconed 1 hits hes about to go into armour the Apoc isnt gonna hang around for the tempest to run out of cap, so he cant boost his sheild no more, hes gonne peg it before his sheild is in peices. if you can deal that much dmg in 1 volley you dont need your XL sheild booster to run for 2-3 mins continues. your oponent has ran once youve boosted your sheild once or twice.
-------------------------------------- Do you see people in real life whining that their enjoyment was ruined by a shark when they went swimming in dangerous waters? - Viceroy |
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