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Karma
Gallente Mos Eisley Consortium
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Posted - 2007.11.15 20:20:00 -
[1]
HIGH 8x 350 Prototype I Gauss Gun
MEDIUM Tracking Computer II Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
LOW Large Armor Repairer II Large Armor Repairer II Capacitor Power Relay II Armor Explosive Hardener II Armor Thermic Hardener II Armor Kinetic Hardener II
RIGS Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
Thoughts: Cap is stable with everything on and running/shooting/whatever. tanks even better than my Dual-Rep Abaddon. I tried equipping blasters for a bit, but I found I really couldn't hit anything outside of 10kms, and none of the things in missions that was worthy of my blasters ever actually wanted to be at that range. and the few BSs that DO come into such ranges, I can still hit fairly accurately with 350mm guns.
oh, right.. resistances: EM: 60 Therm: 70 Kin: 70 Exp: 59
there.. any thoughts? _________________ "No Worries" Karma, fool on the hull. |

Arazel Chainfire
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Posted - 2007.11.15 20:48:00 -
[2]
ok... my first attempt at a reply got eaten by the forums, so i'll try this one more time.
With the hyperion's bonuses, putting in 3 armor repair amount or time amount rigs would give it (at max skills) more damage repaired than 2 LAR's on an unbonused ship. Even at lvl 4, it gives about the same amount as 2 LAR's on a domi or another unbonused ship. Dropping that second LAR would also give you much less cap drain from your setup, allowing you to most likely drop the cap relay from your other low slot.
Also, on most lvl 4's, the resists should be around 80% to each of the damage types. Atm, you have an omnitank, and due to the tanking goodness of they hype you might be able to keep up with your lower resists. However, putting in 2 active hardeners of each damage type, or to angels/drones who do more than 2 put in 1 explo, 1 thermal and 1 kinetic + an EANM, and maybe a DCU would boost your resists high enough that you wouldn't really need the second armor repairer then. If you want to keep a second armor repairer though, you could easily put a medium armor repairer on it, and still have better tank while needing less cap and having enough pg to put bigger guns on it if you wanted to.
Dropping the LAR would probably allow you to boost your guns up to 425's if you so desired, whether you need the tracking or better damage is a choice that you'll have to make though.
-Arazel
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Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.11.15 21:16:00 -
[3]
use the ships bonus so you dont need to duel rep.
8x 350mm railgun II
1x tracking computer II, 4x cap recharger II
1x Faction LAR, 4x Resist Mods, 1x MFS II
1x repair amount RIG, 2x CCC
Get a faction LAR, like an amarr navy or dark blood. With the ships bonus and a repair amount rig you dont need to duel rep. So you can fit a MFS and increase your damage.
If you end up having more cap than you need fit another tracking computer. ---------------------- Rank: Tech 1 and a 1/2 cannon fodder
Pointless forum slowing bandwidth hogging signature pic inc? |

Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.11.15 21:17:00 -
[4]
also remember you only need to fit for resistances to the faction your mission is against. ---------------------- Rank: Tech 1 and a 1/2 cannon fodder
Pointless forum slowing bandwidth hogging signature pic inc? |

DeadManCommingThew
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Posted - 2007.11.15 23:25:00 -
[5]
Edited by: DeadManCommingThew on 15/11/2007 23:26:49 1 LAR, 2 harnders, 3 MFSII + Hybrid Colision Rig..get's you threw a WC with a bit of blood and sweat
be a propper hero
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DeadRow
Naqam
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Posted - 2007.11.15 23:31:00 -
[6]
Originally by: DeadManCommingThew Edited by: DeadManCommingThew on 15/11/2007 23:26:49 1 LAR, 2 harnders, 3 MFSII + Hybrid Colision Rig..get's you threw a WC with a bit of blood and sweat
be a propper hero
iirc, the stacking nerf its the 4th mod pretty hard, so either dropping one MFS or the rig for a CCC or another hardener would help you more. /DeadRow
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Tekka Irukandji
Gallente
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Posted - 2007.11.15 23:57:00 -
[7]
If you're looking for an "omnitank" I get the following resists:
EM/THERM/KIN/EXP :: 74%/80%/80%/73%
Thats with the following mods: DC II Therm Hardener II Kin Hardener II Exp Hardener II EANM II
A Megathron may not have the armor repair bonus but it does have another low slot which yeilds the following resists:
80%/83%/83%/77%
Uses the same mods as noted above except uses an additional EANM. I have a True Sansha EANM and it yields 81%/84%/84%/78% when two are equipped so not a real big deal at the end of the day. The repair amount can easily be recouped via rigs.
On the Mega setup, you'd have to spend a few mids on Cap Recharger II's and then a full rack of CCC's (T1 only) and it will run everything except the 100MN AB for ~21 minutes. I only put 2 CRIIs in my mids and then an optical tracking computer in the other slot but have another CRII will make it run forever. With such high resists tho I would venture to say you only need to run the LAR for little bursts at a time.
On the Hyperion setup I had 3 CCC's and 3 CRIIs and it will perma-run everything but the AB. The last mid slot can be used for whatever floats your boat really.
Effective HP for the Hyp is abour 4000 higher but then again it already starts off with about 2000 more armor HP anyway. The repair bonus gives it that extra little boost.
At the end of the day a set of rat specific hardeners is best but for those looking for the elusive omnitank, this appears to be a pretty viable setup (and it doesn't require that pesky micromanaging on each mission ) ----------------------------------------- Don't submit to stupid rules Be yourself and not a fool Don't accept average habits Open your heart and push the limits |

Lysianna
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Posted - 2007.11.16 01:14:00 -
[8]
Edited by: Lysianna on 16/11/2007 01:14:09 For some odd reasons, Me and the megathron have never been good friends. However, the Hyperion is pretty much my favorit ship. It feels more like Myrmidon in a way.
I basically run with two different setups and it's really based on what i'm doing.
My first setup is similar to the OP.
HIGH 8x 350 Prototype I Gauss Gun (Navy Antimatter/Lead)
MEDIUM (I do play alot with mid. Sometimes, I go 3 CRII while other times I elaborate and go with cap injectors.) Tracking Computer II X5 Web Target Painter (situational) Cap Recharger II Cap Recharger II
LOW Large Armor Repairer II Medium Armor Repairer II Damage Control II (or MFS) Armor Explosive Hardener II Armor Thermic Hardener II Armor Kinetic Hardener II
RIGS Nano Pump I Capacitor Control Circuit I Capacitor Control Circuit I
My other setup is a little bit risky but alot of fun to use.
HIGH SLOTS: 8x Modal Neutron Blasters (Navy Anti/Irium)
MED SLOTS: Cap Injector CAP II X5 WEB 100AB II Tracking Link
LOW SLOTS: Large Armor Repairer II Magnetic Field Stab Power Diagnostic II Armor Explosive Hardener II Armor Thermic Hardener II Armor Kinetic Hardener II
RIGS Nano Pump I Aux Power Capacitor Control Circuit I
Well, here's the thing about this one. You rely on high damage and medium to short range missions. This is good for missions like Angel Extravaganza where everything simply rushes towards you (except for that turret room). I wouldn't do blockade with that setup but anything that simply requires a good punch and short range, it's a huge huge time saver :) (Time is ISK!)
The major prob with this setup is obviously the cap. You're eating cap like madness but with the cap rechargers and a good selection of skills, you can hold everything on for a good 5 minutes. The cap injectors are there to keep you safe.
These two variants are not my final words but it's close to what I like to fly :)
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