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Zendoc
InQuest Ascension R i s e
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Posted - 2007.10.03 22:36:00 -
[1]
I've been flying minmatar for awhile now and I am just now getting into a sleipnir. I was hoping some more experienced sleipnir pilots out there could tell me a little bit more about the strengths and weaknesses of the ship's design.
Projected fitting
High 7x 220mm vulcan 2 1x Gang assit mod (if in gang) Meduim Energy nuetralizer if solo
Mid: 1x 10mn MW II 1x Large Shield Booster II 1x Large Shield Extender II 1x Warp disrupter II 1x Cap injector (named or tech 2)
low 3x Gyro II 1x PDU II or Damage control II (not sure which is more effective) 1x Overdrive Injector
riggings 1x agility rig 1x falloff rig or kinetic shield rig
Immediate Questions
1. Using and XL Booster and Invuln Field II over Large booster and Large extender 2. Riggings? 3. How important is speed and agility on the sleipnir vs tank and survivability. (could always replace overdrive injector with a damage control/pdu)
I flew a cyclone for a long time, probably has been my favorite BC to date but it just wasn't viable to fly one over a hurricane considering how much more powerful of a ship the cane was. I flew a vagabond for a little while, but got tired of just how flimsy it felt in comparison to other ships. Sure it had the speed, but quite often I found the vagabond outtracked its own guns, or had to fly so far into falloff it wasn't doing viable DPS. (which didn't produce enough DPS to ***** a good BC or BS tank). (this is with motion prediction lvl 4, but I did the calculations and given the speed of my vaga, having another 5% tracking speed would not have made a difference)
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Moridin Bashere
The Hull Miners Union The Red Skull
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Posted - 2007.10.03 23:14:00 -
[2]
Its an awesome ship and fun to fly. I have found the X-L booster far superior to the extender/large booster combo.
My fit:
High 7x 220mm T2 1x Med Dim Nos
Mids 1x 10mn MWD T2 1x Disruptor T2 (when solo) or Boost amp (when in gang) 1x X-L booster T2 1x Invul Field T2 1x Cap Booster
2x Gyro T2 1x PDU T2 1x DCU T2 1x CPU co-processor (needed without a faction booster)
Works like a charm and doesn't rely on a speed tank. It can Tank ALOT of firepower and shells out a good amount of DPS hope this helps.
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MOCC3
Labteck Corporation LTD. Libertas Fidelitas
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Posted - 2007.10.04 01:17:00 -
[3]
Originally by: Zendoc I've been flying minmatar for awhile now and I am just now getting into a sleipnir. I was hoping some more experienced sleipnir pilots out there could tell me a little bit more about the strengths and weaknesses of the ship's design.
Projected fitting
High 7x 220mm vulcan 2 1x Gang assit mod (if in gang) Meduim Energy nuetralizer if solo
Mid: 1x 10mn MW II 1x Large Shield Booster II 1x Large Shield Extender II 1x Warp disrupter II 1x Cap injector (named or tech 2)
low 3x Gyro II 1x PDU II or Damage control II (not sure which is more effective) 1x Overdrive Injector
riggings 1x agility rig 1x falloff rig or kinetic shield rig
Immediate Questions
1. Using and XL Booster and Invuln Field II over Large booster and Large extender 2. Riggings? 3. How important is speed and agility on the sleipnir vs tank and survivability. (could always replace overdrive injector with a damage control/pdu)
I flew a cyclone for a long time, probably has been my favorite BC to date but it just wasn't viable to fly one over a hurricane considering how much more powerful of a ship the cane was. I flew a vagabond for a little while, but got tired of just how flimsy it felt in comparison to other ships. Sure it had the speed, but quite often I found the vagabond outtracked its own guns, or had to fly so far into falloff it wasn't doing viable DPS. (which didn't produce enough DPS to ***** a good BC or BS tank). (this is with motion prediction lvl 4, but I did the calculations and given the speed of my vaga, having another 5% tracking speed would not have made a difference)
Do not use fall of rigs with 3 gyros they stack/nerf. PLus im not sure if u wana use a CS while still in Rise. I heard that pep talk. And use XL>L boosters Cap injector (named or tech 2) Never use a T2 cap booster the elctrochem is better less fitting And good luck
Arrrrrrrrrrrrrrrrrrr 0.0 Bring frends and alot of money (I love E-bay buyers) --NOT-- |

NoNah
Unseen University
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Posted - 2007.10.04 01:22:00 -
[4]
Fall off and gyros stacking penalized? What attribute would that be that appear on both?
Postcount: 320832 [02:40:22] <elmickers> if you're caldari in a fleet fight, bring a corp
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MOCC3
Labteck Corporation LTD. Libertas Fidelitas
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Posted - 2007.10.04 01:42:00 -
[5]
Originally by: NoNah Fall off and gyros stacking penalized? What attribute would that be that appear on both?
Yup Project rigs stack/nerf wit Project dmg mods
--Yarrburger?--
Arrrrrrrrrrrrrrrrrrr 0.0 Bring frends and alot of money (I love E-bay buyers) --NOT-- |

NoNah
Unseen University
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Posted - 2007.10.04 01:47:00 -
[6]
Originally by: MOCC3
Originally by: NoNah Fall off and gyros stacking penalized? What attribute would that be that appear on both?
Yup Project rigs stack/nerf wit Project dmg mods
--Yarrburger?--
Heh, mate, you've read way to much on the forums again.
If a rig and a module affect the same attribute, yes, that attribute will get diminishing returns. No weapon upgrade short of the rig grants extra fall off and a single fall off rig will therefor never get any stacking penalty whatever modules you've got fitted.
Postcount: 726159 [02:40:22] <elmickers> if you're caldari in a fleet fight, bring a corp
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fkingfurious
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Posted - 2007.10.04 01:51:00 -
[7]
Originally by: NoNah
Originally by: MOCC3
Originally by: NoNah Fall off and gyros stacking penalized? What attribute would that be that appear on both?
Yup Project rigs stack/nerf wit Project dmg mods
--Yarrburger?--
Heh, mate, you've read way to much on the forums again.
If a rig and a module affect the same attribute, yes, that attribute will get diminishing returns. No weapon upgrade short of the rig grants extra fall off and a single fall off rig will therefor never get any stacking penalty whatever modules you've got fitted.
He'um speaketh the truth
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Temp Boi
Gr0und Zer0
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Posted - 2007.10.04 02:50:00 -
[8]
This is what i've been using:
7x 220mm Vulcan AutoCannon II 1x Corpum A-type Medium Nosferatu (Only one worth using)
1x X-Large Shield Booster II / Dread Guristas 1x 10MN MicroWarpDrive II 1x Warp Disruptor II 1x Invulnerability Field II 1x Medium Electrochemical Capacitor Booster
2x Gyrostabilizer II 1x Internal Force Field Array I 1x Overdrive Injector II 1x Nanofiber Internal Structure II
1x Polycarbon Engine Housing I 1x Anti-Kinetic Screen Reinforcer I
Subsitute with faction where possible. Domination Gyros will help a lot with CPU issues. Also, if you've got the isk to spend, this ship shines with a Gist XL booster; most ships do, but this one especially. Orbit at 17km with Barrage, pulsing mwd if they try to get within web range. Staying out of web range with this ship is ESSENTIAL. This setup should do around 2.1km/s, so outrunning your opponents shouldn't be much of a problem.
Enjoy.
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Rudy Metallo
Sanguine Raiders
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Posted - 2007.10.04 02:59:00 -
[9]
7x 425mm II (Barrage)
1x XL Booster II 1x Invuln II 1x Cap Booster II 1x Warp Dis II 1x 10mn MWD II
2x Gyro II 2x Diagnostic II 1x Tracking Enhancer II
Rigs: 1x Projectile Collision 1x Anti-Kin Screen
Drones: 3x Valkyries 2x Warriors
And commence pwnage. Say what? |

Riho
Magnificent Beavers Exquisite Malevolence
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Posted - 2007.10.04 07:27:00 -
[10]
7x 425mm, heavy launcher
dread gurista xl booster, invul t2, mwd t2, warp disruptor t2, med inj
2x pdu, 2x gyro, best named dcu
1x kin, 1x therm rig
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Zendoc
InQuest Ascension R i s e
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Posted - 2007.10.05 06:30:00 -
[11]
Wait so a falloff rig will or won't take a stacking penalty with a gyrostab?
If it doesn't, is it worth it to use a falloff rig over 1 agil and 1 kinetic rig?
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Zendoc
InQuest Ascension R i s e
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Posted - 2007.10.05 07:25:00 -
[12]
I was under the impression that the sleipnir had a very solid tank. I would have thought that with XL booster, cap injector, invuln field, 3 gyros, damage control and pdu, the tank would have been solid enough to not have to rely on speed tanking.
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Sokratesz
Paradox v2.0
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Posted - 2007.10.05 08:51:00 -
[13]
Originally by: Zendoc I was under the impression that the sleipnir had a very solid tank. I would have thought that with XL booster, cap injector, invuln field, 3 gyros, damage control and pdu, the tank would have been solid enough to not have to rely on speed tanking.
Yes and yes. I dont fly them myself (tho an alt is very close), but would it be an option to use a large T2 or faction booster combined with rigs that decrease booster cycle time, in order to save CPU?
Paradox V2.0 is recruiting! |

Zendoc
InQuest Ascension R i s e
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Posted - 2007.10.05 10:02:00 -
[14]
So the question comes again in the lows/rigs, do I fit for tank and damage or speed and damage?
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bldyannoyed
Un4seen Development
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Posted - 2007.10.05 10:43:00 -
[15]
When set for full tanking ( no MWD, no disrupter ) yes, a Sleipnirs tank is aweosme. You fit both those 2 mods tho and it doesnt have enough slots left to mount a really huge tank.
You're far better staying at range with AC's ( which is what its falloff bonus is designed to let it do ) as greater range tends to reduce the amount of damage you are taking and also allows you to run away if it goes wrong.
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Zendoc
InQuest Ascension R i s e
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Posted - 2007.10.05 11:01:00 -
[16]
Edited by: Zendoc on 05/10/2007 11:02:52 Based on experience with vagabond I would say you are correct on that, but i was also hoping for a ship a little beefier than the vagabond was. I suppose with an XL booster this ship will be.
On that note though, falloff rig > agility/kinetic rig?
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