| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Xenoguile
|
Posted - 2004.03.04 21:39:00 -
[1]
Edited by: Xenoguile on 04/03/2004 21:53:59 Currently have a rifter fitted with
High: 2 x 280mm Howitzer Artillery I (I like EMP/Phased ammo) 2 x Assult Missle Launchers w/Bloodclaw I's (best missle my skills allow ATM)
Med: 2 x Micro Shield Extender I
Low: Nothing ATM.
Any Suggestions please help out! I love long range weapons like How's but am I really missing out by not using a different kind of weapon? Thanks!
- Xeno
_________________ "Its always good day to say good-bye to your loved ones." |

Shamis Orzoz
|
Posted - 2004.03.04 21:42:00 -
[2]
Depending on your engineering skill...(I have engineering 5), replace the assault launchers with standard launchers. On medium slots go with 1 MWD, and 1 warp disruptor for PvP, or shield booster, tracking computer for npc's.
low slots, 1 micro auxillary power core and 1 tracking enhancer.
|

Xenoguile
|
Posted - 2004.03.04 22:20:00 -
[3]
Thanks for the input...
Can I ask why Shield Boosters instead of Extenders?
Also I see so many people going with low range weapons, I find that even with my hows (10,000 range) and EMP ammo -50% range bringing me down to 5,000 I am still not getting hit at 5,000 and Accuracy is still very acceptable at 10-15k.
A How with EMP (Gun II/Project II) can do 120 damage with an excellent shot. Sure its only every 9.5 seconds but I have 2-3 guns blazing and I am not getting hit back.
Just curious what everyone sees in low range weapons. Thanks.
_________________ "Its always good day to say good-bye to your loved ones." |

Tyria Evenstar
|
Posted - 2004.03.04 22:47:00 -
[4]
Edited by: Tyria Evenstar on 04/03/2004 22:48:56 At least on a Rifter, but probably also on ships without the dmg bonus, 200mm Autocannons have better DoT (Damage on Time) than 280mm Artillery. In fact, 200mm autocannons have a better DoT than 280mm Scout Artillery, which are the best named 280mm Artillery.
With the much decreased fitting costs of autocannons, it also allows players greater flexability in their other slots. Microwarpdrives for example, are easily installed on a Rifter with autocannons, allowing a pilot to get, and stay, at a range where their guns will be very effective.
-Tyria.
|

Hellena
|
Posted - 2004.03.04 22:55:00 -
[5]
hi slots: 280 proto 280 carbide 250 carbide malkuth launcher emp, phased plasma and flameburst
med small converse sheild booster cap charger or AFB
low traking enhancer and reactor control
of course having high skills helps. with that fitting my 280 proto( with skills) has a 10.12x dmg mod on it take that 45k angels!!
Not Just Another Pretty Face La Maison Hostess |

Xenoguile
|
Posted - 2004.03.04 23:08:00 -
[6]
Quote: Edited by: Tyria Evenstar on 04/03/2004 22:48:56 At least on a Rifter, but probably also on ships without the dmg bonus, 200mm Autocannons have better DoT (Damage on Time) than 280mm Artillery. In fact, 200mm autocannons have a better DoT than 280mm Scout Artillery, which are the best named 280mm Artillery.
With the much decreased fitting costs of autocannons, it also allows players greater flexability in their other slots. Microwarpdrives for example, are easily installed on a Rifter with autocannons, allowing a pilot to get, and stay, at a range where their guns will be very effective. -Tyria.
But isnt that compairing DoT+Being hit back to DoT - without being hit back?
Damage without being hit back is free damage. Because if you have a weapon with more DoT but a lower range your still spending that time getting into range and then also being shot back.
I dunno I guess things will change for me quite a bit when others start shooting missles or if I do run into a pvp where someone is using long range.
So maybe changing out to fit in a MWD (helps outrun missles?) Blasting in close and firing missles of my own to combat agaisnt someone using long range against me?
Am I right to think tho that if Im going up against something using short range its my best interest to kite? (keep in my range but out of his)
_________________ "Its always good day to say good-bye to your loved ones." |

Xenoguile
|
Posted - 2004.03.04 23:10:00 -
[7]
Edited by: Xenoguile on 04/03/2004 23:18:23
Quote: hi slots: 280 proto 280 carbide 250 carbide malkuth launcher emp, phased plasma and flameburst
med small converse sheild booster cap charger or AFB
low traking enhancer and reactor control
of course having high skills helps. with that fitting my 280 proto( with skills) has a 10.12x dmg mod on it take that 45k angels!!
Nice items, Dont think I'll have named stuffs for a while, isnt really too far off from what I have in mind, which makes me feel better.
_________________ "Its always good day to say good-bye to your loved ones." |

Hellena
|
Posted - 2004.03.04 23:15:00 -
[8]
skills really help that fitting work wonders. the range is about mm..9-15km on the guns, wich is just out of range for many angles, so have at it. and be careful! some of their crusiers web you!
Not Just Another Pretty Face La Maison Hostess |

Xenoguile
|
Posted - 2004.03.04 23:20:00 -
[9]
Edited by: Xenoguile on 04/03/2004 23:23:36
Quote: skills really help that fitting work wonders. the range is about mm..9-15km on the guns, wich is just out of range for many angles, so have at it. and be careful! some of their crusiers web you!
the 10x multi-plyer is that from frigates 5/small project turrets 5 and gunnery 5 or what?
Just did the math in my head it comes out to around 10. What about 280mm scouts? their 6 damage mod base.... 280mm proto is 5.75 right?
_________________ "Its always good day to say good-bye to your loved ones." |

Hellena
|
Posted - 2004.03.04 23:23:00 -
[10]
frig 5, ss 4 ,s projectile 4. also motion prediction and trajectory analysis help big time. even with the tracking mod on i still miss about 15% of the time. also rapid fire 3+ is a great help, as youve noticed that setup has no weapon mods. its totally skill reliant for increasing damage.
any other questions? 
Not Just Another Pretty Face La Maison Hostess |

Xenoguile
|
Posted - 2004.03.04 23:25:00 -
[11]
Quote: frig 5, ss 4 ,s projectile 4. also motion prediction and trajectory analysis help big time. even with the tracking mod on i still miss about 15% of the time. also rapid fire 3+ is a great help, as youve noticed that setup has no weapon mods. its totally skill reliant for increasing damage.
any other questions? 
No I think im getting the hang of it. My problem is there are sooo many skills that I dont really know about. Totally forgot about motion/traject. :-)
Thanks tons for the help. Like I said Im still coming up to speed.
_________________ "Its always good day to say good-bye to your loved ones." |

Hellena
|
Posted - 2004.03.04 23:28:00 -
[12]
very cool. glad we could help you figure some stuff out evemail me if you have any more questions . or anyone else who replied, as im sure they'd help too. fly safe!
Not Just Another Pretty Face La Maison Hostess |

Dust Puppy
|
Posted - 2004.03.05 02:04:00 -
[13]
A good tip is to really hang out on this forum. A lot of the other forums here are about smack talk and flame which I enjoy but I can understand that it's not everybodies cup of tea. Here you learn how modules work and also keep updated with upcoming changes on balance.
Another good tip is to trie things out for your self just try something wacky and take on some easy pirates just to see how much damage you are doing and how long you can keep your modules active and stuff.
About the setup if you want to go close range than you might want to think about using A3 launcher and rockets they are cheap you can load a few in the launcher and the launcher has a good fire rate. I haven't tested this myself (or done any calculations for that matter) but this just might work.
For low end rats you can usually hold your distance and they won't even shoot at and you can just take your time and pick them out, I usually don't like to go to close when npc hunting (I think it's the smell ).
Rifter is also fun for speed so you might want to train up navigation and high speed manouvering asap.
Good luck and have fun __________ Capacitor research |

Shevar
|
Posted - 2004.03.05 02:49:00 -
[14]
2 280s 2 standards with cruise missle, 1 mwd, 1 short range warpscrambler, 2 nanos/ods
Atleast if you want to use your rifter for pvp  -------- -The only real drug problem is scoring real good drugs
|

Slithereen
|
Posted - 2004.03.05 04:12:00 -
[15]
3 280mm and 1 standard launcher. I use named items when they become available.
The frigate 280mm hits like a cruiser weapon (and the cruiser 720mm hits like a battleship weapon).
_______________________________________________ "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.
|

Fizgig
|
Posted - 2004.03.05 08:01:00 -
[16]
Edited by: Fizgig on 05/03/2004 08:03:00 On my rifter I have...
High 2X 280mm 2X standard Missle Launchers
Med 1X Small Shield 1X AB
Low 1X Power Diag 1X F90 Positional Signal Amp
Have no problems locking ships less than 2 sec with the F90.
|

Chai N'Dorr
|
Posted - 2004.03.05 10:31:00 -
[17]
high 3x 250mm Scout 1x Malkuth medium (still need to upgrade)
med 1x Shield booster 1x AB
low 1x overdrive 1x damage mod
I like the 250's over 280's, though indeed those 280's can hit like a Medium projectile.
Race in, orbit at 2500-5000m and let rips the dogs of war.
|

Shamis Orzoz
|
Posted - 2004.03.05 11:46:00 -
[18]
Quote: Thanks for the input...
Can I ask why Shield Boosters instead of Extenders?
Also I see so many people going with low range weapons, I find that even with my hows (10,000 range) and EMP ammo -50% range bringing me down to 5,000 I am still not getting hit at 5,000 and Accuracy is still very acceptable at 10-15k.
A How with EMP (Gun II/Project II) can do 120 damage with an excellent shot. Sure its only every 9.5 seconds but I have 2-3 guns blazing and I am not getting hit back.
Just curious what everyone sees in low range weapons. Thanks.
I think shield extenders are a waste of time. Shield boosters definitely work better on frigates in my opinion.
The reason why you are having problems hitting with your 280's at 5km is because of the slow tracking speed. Even though your emp ammo brings your optimal down around 5km, it doesn't change the relatively slow tracking speed of a 280. So stick with phased plasma and use a tracking enhancer, that will put your optimal range around 9-10km which will allow you to do lots of damage at a range which isn't too close for your tracking speed.
shorter range guns like 250's and 200's are great if you can get in and stay close, but if you're trying to dodge missles with you MWD on you need room to move around. And I strongly recommend using defenders to take out cruise missles, but if you are too close your defenders will not have time to intercept the cruise missles. Defenders don't work so well against npc's because npc missles move rediculously fast, but most player's missles don't move that fast, and defenders get the job done, as long as you are far enough away to give them time to get to the missle before it hits you.
By the way if you happen to be looking for a PvP corp, and are in a North American time zone, I'd be quite happy to add a rifter pilot to my squad. Rifters are great for hitting mining parties, you can swoop in on a battlship and warp scrambe him before he knows what hit him
Shamis
|

Der Pfaffe
|
Posted - 2004.03.06 13:55:00 -
[19]
Edited by: Der Pfaffe on 06/03/2004 13:58:09 Edited by: Der Pfaffe on 06/03/2004 13:56:29 The speed and agility of this ship was great. Best you can do is to support this prefs:
2x Launcher 1x AB 1x MWD 2x Capa-Power-Relays
That gives you ~3600m/s with a never ending capacitor. (With a little bit in skills)  ----------- Most people are about as happy as they make up their minds to be. (Abraham Lincoln)
|

Bobbeh
|
Posted - 2004.03.06 15:18:00 -
[20]
best setup against other frigs, for pvp.
1x 250mm 1x 280mm 2x standard launchers 1x mwd 1x webifier 2x power diag
u click approach and activate ur mwd, when u get within 10km activate web and fire 2 cruise missiles. nothing escapes really. 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. |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |