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karlick
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Posted - 2004.02.25 10:34:00 -
[1]
Hopefully i shall be the proud owner of a new cruiser in a few weeks & wishing to have it long enough to collect some rust, would like to know what skills to concentrate on & what setup tp plan for? i'm a Minmater with skills in Projectile non in lasers/hybrid. All help apreciated. i have checked the forums for some guide lines but they all assume you are bankrolled to the hilt with accesss to latest tech systems.
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Rob Mattacks
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Posted - 2004.02.25 10:59:00 -
[2]
To make use of the Rupture properly you need high engineering and electronics skills (most ships really but minmatar especially). Also projectiles are the only guns i use on Rupture as the ship gets a ROF bonus with them. You will need the medium projectile turret skill to be able to use 720mm's which i think are the only good medium projectile option. Try and get your missile skills up also as they are dead handy alongside the 720mm's. Get your gunnery skills up also as you will hit harder and more often.
I tried a shield tank set up recently and it can take a hell of a lot of damage for a cruiser running the shield booster and hardeners all day....
Hi 3x 720mm howitzers 2x heavy launcher 1x standard launcher (another heavy if have skills)
Medium 1 medium shield booster 1 em shield hardener 1 thermal shield hardener
Low 4 x cap power relays 1 x power diagnostic unit
With this set up you would probably need energy systems operation skill at level 3 and get the tactical shield manipulation skill to use the hardeners.
If you dont like the tank set up change the low slots to have some weapon mods and whatever and just shield boost when you need to.
Rob
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karlick
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Posted - 2004.02.25 12:47:00 -
[3]
cheers Rob given me something to think on
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Teeth
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Posted - 2004.02.25 15:28:00 -
[4]
The setup I used to use while doing missions:
4 720's 2 std launchers 1 with defenders and another one shooting all the missiles the npc's drop.
1 10mn mwd 1 med shield booster for the last med slot I think I used a cap recharger cause I ran out of CPU, but if that's not the case an EM hardener is probably better.
3 Reactor control units 1 Gyrostabilizer I 1 tracking mod
You should be able to run this with all basic mods. With this setup you can even take on mwd equipped npc's and stay at optimal range no problem. 4 720's will turn all the baddies to mincemeat pretty quickly. Something else you could try is switch out 1 reactor control unit and the tracking mod for 2 power diagnostics (not sure if the CPU is enough for this).
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Chai N'Dorr
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Posted - 2004.02.25 19:59:00 -
[5]
*cough*here*cough*
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Galaxion
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Posted - 2004.02.25 21:27:00 -
[6]
well i have had a rupture for about 2 weeks and with electronics 3 and enginering 4 i can have:
3 720's 1 heavy launcher 2 standard launchers
1 10mn afterburner 1 medium shield booster 1 medium cap battery
1 basic co-processor 1 co-processor (cpu is very tight) 2 reactor control units (pg also tight) 1 warp core stabiliser
i don't have very good skills and i find this a good, easy to handle setup |

Guandarr Zyph
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Posted - 2004.02.25 23:15:00 -
[7]
Quote: well i have had a rupture for about 2 weeks and with electronics 3 and enginering 4 i can have:
3 720's 1 heavy launcher 2 standard launchers
1 10mn afterburner 1 medium shield booster 1 medium cap battery
1 basic co-processor 1 co-processor (cpu is very tight) 2 reactor control units (pg also tight) 1 warp core stabiliser
i don't have very good skills and i find this a good, easy to handle setup
how much cpu/power do you have left after this? i can't see any good reason to use 4 lowslots for 2 rcu's and 2 cpu's... they just steal from each other and do little good at all. i don't have the stats for my rupture accessable now, but i'll check it out later.
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