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Kronos Hopeslayer
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Posted - 2007.11.20 15:56:00 -
[1]
I'm going to pick up my Hurricane this Friday, and with the skills I have now this is what I can fit on it. I'll be mostly doing level 3 missions for a while, and would like some advice on skills/upgrades to get this ship better. With these items I've maxed out the CPU and Power.
Medium Armor Repairer I Damage Control I Gyrostabilizer I Armor Kinetic Hardener I Armor Explosive Hardener I Mark I Generator Refitting: Diagnostic System
10MN Analog Booster Rockets Phased Weapon Navigation Array Generation Extron 'Langour' Drive Disruptor I F-b10 Nominal Capacitor Regenerator
650mm Medium Carbine Howitzer I 650mm Medium Carbine Howitzer I 650mm Medium Carbine Howitzer I 650mm Medium Carbine Howitzer I 650mm Medium Carbine Howitzer I 650mm Medium Carbine Howitzer I Salvager I Small Tractor Beam I
Trimark Armor Pump I [empty rig slot] [empty rig slot]
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NoNah
Tenth Legion Holdings
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Posted - 2007.11.20 16:01:00 -
[2]
Drop the painter, drop the rig. Get more cap modules and get cheap named/faction modules for the most important parts. Hardeners cost pretty much nothing. If you can't use a t2 damage mod, get another harderner instead. And try to void the need for fitting modules.
As for the rigs CCC >> Trimark for missions. You shouldnt need a buffert, you do however need more cap, and velocity is somewhat important.
Postcount: 276709
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Gneeznow
Minmatar North Eastern Swat Pandemic Legion
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Posted - 2007.11.20 16:30:00 -
[3]
for lvl 3 missions i would go for
6x 650mm artillery 2x whatever (I fit heavy launchers)
10mn Afterburner II Sensor Booster Tracking computer Cap Recharger II
Medium Armour Repper II 2x Energized Adaptive Nano Membrane Damage Control II Gyrostab II Tracking Enhancer II
If you run missions in this you can keep to range and will take little damage, just keep at range depending on ammo and it works fine
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Yoko Lee
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Posted - 2007.11.20 16:38:00 -
[4]
If you're web, with no resistance like this, u won't tank enought for lvl3. Kronos, if u're cpu problem dont fit tractor beam and salvager (destroyer after mission for salvage and loot) 1 MAR + 3 actif hardener + 1 eanm + 1 gyro 10mn ab + 1 web + 2 cap recharger
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Savity Sav
Minmatar The Causality Electus Matari
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Posted - 2007.11.20 16:44:00 -
[5]
Don't know your skills so dunno if it fits - but this is my cane fitting and chomps away at level 3s no problem
Highs: 6x650mm (Gallium version - cheap as chips really - while I train for T2) 2xHAM - but not sure how much use these are as larger ships eat them with defenders and I have no probs popping the smaller ones with the arties.
Mids: Y-S8 AB (I think that's the name of it) Webby (in case I come up against something that is hard to bring the transversal down) 2xCap RechargerII
Lows: MARII Damage Control II 2xRat Specific Active Hardeners (N-Type) 2xGyroStab II (might swap one out for another hardener if I see the mission deals Heavy Missile Damage)
Drones: Don't forget the drones - make sure the group has aggroed you then let the drones fly. I use 3xMedium (of whatever sort I have looted from previous missions)
No frills, no split tanking - just Keep at Range (maybe a little orbitting/keepatrange swapping which seems to get the transversal down) - and focus fire one at a time on the baddies.
Frigs instapop as they are closing (drones to clean up the ones that get past if there are too many to instapop them all)
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Kronos Hopeslayer
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Posted - 2007.11.20 16:45:00 -
[6]
Thanks guys. My biggest problem is with power, I need to get more of it. With the 650's, Med Repper and AB I am only left with about 20 power, and that is with the Power Diag... I really need some help getting more power so I can mount some missles.
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Savity Sav
Minmatar The Causality Electus Matari
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Posted - 2007.11.20 17:00:00 -
[7]
Train Advanced Weapon Upgrades to at least 4 - best investment you'll ever make
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Haniblecter Teg
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2007.11.20 17:08:00 -
[8]
Edited by: Haniblecter Teg on 20/11/2007 17:09:08 He said NEWBIE you dip****s, I dont think he has the ISK or SP to fit a full t2 fit.
Go with the arties, put an AB in the mid, fill the rest with cap recharger's (the best you can afford). Put a medium rep in the low, and RACIAL active hardeners (find out what damage your enenmies will do for EACH mission, and put on a few.
Now, you'll have some extra lows. WHat you can do, is either put gyro's in there, OR, put a tracking computer in your mid, and fill a low slot with a shield capacitor relay. Arty's have horrible tracking, and anything to help will be VERY beneficial.
Sadly, even with the computer, you probably wont be able to hit most frigates, so some light drones will be VERY helpful. It wouldn't take too long to train up a few levels of 'drones' to get some ability to kill frigates that are close to ya.
Drop the Damage Control. If you're routinely going intno Hull, you really shouldnt be doing lvl3's until you have more skillz. ----------------- Friends Forever
Kill. BoB. Dead. |

Haniblecter Teg
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2007.11.20 17:23:00 -
[9]
Dont worry about the missles. Some standard missles might help with frigates getting in below your arty's, but they're faary from necessary and deffinantly wouldnt add much to your ships strikign power.
As other have said, train up the skills. Weapon Upgrades 5 might be a long train for you, and osmething probably low on the 'to train' list, but its deffinantly an important skill. In fact, make it you first big train.
Make sure you have alot of gunnery, navigation, and cap skills to 4 before you jump on the Advanced Weapon Upgrades bandwagon. Using a reaction control unit would give you more PG. But it'd be a waste if it was just for two missle tubes. ----------------- Friends Forever
Kill. BoB. Dead. |

HomoFEAR
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Posted - 2007.11.20 20:56:00 -
[10]
6 x 220mm vulcans, 2 Arby HAM 10mns mwd, web, scram, medium injector 800 cap boosters 2 MAR , 2 xEANM, Explo active hardener, Gyro
Rigs: Rep amount, 2 x falloff rigs.
Tech 2 were u can. Mwd to target - tag - kill.
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NCP S2
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Posted - 2007.11.20 22:09:00 -
[11]
Change out your hardeners with rat/mission specific ones, it'll make you last longer than an omni tank.
Use an AB in the mid, and rock the arties. Best named, of course. I'd drop the Damage Control and put in another damage mod, or hardener if you find you have problems with your tank.
Lvl 3's aren't that difficult, once you learn how to fly them. Expect to warp out every now and then until you've done a handful, and get more comfortable in your ship.
The target painter is pretty awesome for artillery, and will help a ton clearing frigs in your missions, which you'll see a ton of. Your mids look pretty good, and I'd put Assault Missile Launchers in your highs instead of salvager/tractor if you can fit them. If not, regular light missile launchers. Come back after the mission (bookmark the wrecks) in a destroyer with a combination of tractors and salvagers, it makes looting a lot faster.
You should be able to knock out the lvl 3's, and once you get your skills up some (Engineering 5 and Electronics 5 are a must for all pilots, no matter what you fly, and advanced weapon upgrades to 4 helps a lot more than you think) you'll cruise through them in a few short minutes.
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.11.20 22:39:00 -
[12]
Originally by: HomoFEAR 6 x 220mm vulcans, 2 Arby HAM 10mns mwd, web, scram, medium injector 800 cap boosters 2 MAR , 2 xEANM, Explo active hardener, Gyro
Rigs: Rep amount, 2 x falloff rigs.
Tech 2 were u can. Mwd to target - tag - kill.
Mission fit you flaming fool.
As to the OP, T2 cap rechargers, armor repairers, and armor hardeners are definitely worth the training time in that order. I'd go with
6x 650mm artillery 2x heavy (or assault/standard) missile launchers Afterburner Web 2x cap recharger IIs MAR II DCU 2-4x active armor hardeners 0-2x gyrostabs
CCCs and ANPs for tank.
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Kronos Hopeslayer
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Posted - 2007.11.21 13:38:00 -
[13]
I've been playing with EFT. Loading my skills it looks like I can make a 425mm AC ship a lot easier then a 650mm Arty ship. This is the layout I came up with for a 425mm, and of course any hints to make it better would be appreciated. Once I get some better skills in power management and weapon upgrades I'll be able to switch over to Arty again if I don't like being in the range for ACs.
Medium Armor Repairer I 400mm Reinforced Crystalline Carbonide Plates I Gyrostabilizer I N-Type Adaptive Nano Membrane I N-Type Adaptive Nano Membrane I Internal Force Field Array I
Cap Recharger II 'Langour' Drive Disruptor I Y-S8 Hydrocarbon I Afterburners Cap Recharger II
425mm Medium Carbine Repeating Cannon I 425mm Medium Carbine Repeating Cannon I 425mm Medium Carbine Repeating Cannon I 425mm Medium Carbine Repeating Cannon I 425mm Medium Carbine Repeating Cannon I 425mm Medium Carbine Repeating Cannon I 'Malkuth' Heavy Assault Missile Launcher I 'Malkuth' Heavy Assault Missile Launcher I
The only skill I have left to learn to make this is Energy Grid Management III, after that I'll try and work on getting my weapon upgrades and repair systems.
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Dinslan
Minmatar
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Posted - 2007.11.21 13:59:00 -
[14]
Originally by: Kronos Hopeslayer I've been playing with EFT. Loading my skills it looks like I can make a 425mm AC ship a lot easier then a 650mm Arty ship. This is the layout I came up with for a 425mm, and of course any hints to make it better would be appreciated. Once I get some better skills in power management and weapon upgrades I'll be able to switch over to Arty again if I don't like being in the range for ACs.
I've used a level 3 Hurricane AC fitting in missions. The main flaw is that I felt a 10 MN AB just doesn't make you go fast enough. So I fitted a 100MN AB. Unfortunately that meant I had to fit the smallest medium ACs. I found that fitting Heavy Missile Launchers rather than Assualts made a huge difference too. It means you have decent range with 2 of your weapon slots.
Personally I wouldn't touch plates on a mission fit, you need armor regen much more than buffer and you can usually predict which damage type you will receive so more hardeners is best.
IIRC I fitted 2 cap rechargers ( tech 2 ), a named webber and the AB in the mids. Lows were an armor tank ( MAR II, DC, some hardeners ) and a Cap power relay to help with the cap. You could fit a Gyro, but I found the AC damage good enough by itself, cap and tanking were more of an issue. Close range ACs on webbed targets are lethal.
Unfortunately a 100MN AB makes it handle like a train, so you better be pointing in the right direction when you turn on the AB.
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KISOGOKU
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Posted - 2007.11.21 16:18:00 -
[15]
Edited by: KISOGOKU on 21/11/2007 16:18:23 they will not take so much time ,cap recharger IIs need energy grid upgrades 3, medium repairers need repair systems lvl4 ,damage control 2 need hull upgrades lvl 4.only tech2 hardeners will be problem they want hull upgrades lvl 5 .Contact me tomorrow, ill give some n-types and some named modules.Btw first thing to do is insuring your hurricane
Originally by: Kronos Hopeslayer
Medium Armor Repairer II Damage Control II Gyrostabilizer II PDU II cap recharger II
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