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La Hafiz
SPARTAN Peacekeeping Force DeStInY.
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Posted - 2007.12.09 20:32:00 -
[1]
Many months ago I made a thread in this section talking about my curiosity to switch from amarr ships to minmatar ships. The spark that kindled my interest was the hurricane. I tried it out, and it convinced me to abandon my future training for T2 lasers to T2 projectile turrets. Eventually that also lead to training for a minmatar recon ship instead of an amarr HAC.
Well, eventually the day came. That day was last monday when I could finally fly a huginn/rapier. I'm currently sitting inside one, but I haven't really used it yet. This is mainly because I'm not sure what it is capable of and I don't want it to go poof.
My setup is: 3x Dual 180mm AC II 3x Heavy Missile Launcher
10mn MicroWarpDrive (soon to be II) 2x Langour Web (Everyone suggests tech I webs over tech II) Warp Disruptor II 2x Large Shield Extender II (This was my first time ever training anything for shield tanking as I have a ton of skills in armor tanking)
2x Overdrive Injector System II 1x Reactor Control Unit
Looking to obtain 2x Polycarbon, hopefully II
I'm not entirely sure what ammo to use. Should I use barrage? A lot of people seem to be split pretty evenly on whether or not to use ACs or Artillery. I highly appreciate all replies and comments in advance and I'm definitely looking forward to reading information about what the Huginn/Rapier is capable of.
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NoNah
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Posted - 2007.12.09 20:36:00 -
[2]
Some things just amaze me. Why on earth would you even consider _mentioning_ t2 polycarbs and fit Langour webs? Check out the fleeting and never look back.
Other than that you don't mention what application the Huginn is for? I hardly take it as a solo setup? Lowsec? Highsec? Small gangs or fleets? What other ships are likely to be around?
Postcount: 27365
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La Hafiz
SPARTAN Peacekeeping Force DeStInY.
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Posted - 2007.12.09 20:38:00 -
[3]
"Some things just amaze me. Why on earth would you even consider _mentioning_ t2 polycarbs and fit Langour webs? Check out the fleeting and never look back."
I don't understand why you say this?
This is intended for small gangs as it seems the huginn can't output anywhere near enough DPS to take something down solo (besides a frigate or MAYBE a cruiser). 0.0 or maybe low sec, but probably 0.0.
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.12.09 20:40:00 -
[4]
First of all try to do "something" to take that RCU off. Myself I can fit all that with no RCU needed, so you either need AWU trained up or shield upgrades. Frankly, switching to named shield extenders might be prefferable than to have an RCU in your lowslot. Oh and langour? T2 webs, fleetings, or don't undock tbh  Who are those "everyone" that suggest t1 webs? I wanna make sure they're not in my corp hehe |

NoNah
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Posted - 2007.12.09 20:41:00 -
[5]
Originally by: La Hafiz "Some things just amaze me. Why on earth would you even consider _mentioning_ t2 polycarbs and fit Langour webs? Check out the fleeting and never look back."
I don't understand why you say this?
This is intended for small gangs as it seems the huginn can't output anywhere near enough DPS to take something down solo (besides a frigate or MAYBE a cruiser). 0.0 or maybe low sec, but probably 0.0.
Actually, the huginn can do quite well solo in a few applications, that does however not mean it has to deal the damage themselves...
Look up the different t1 webbers. One of them costs a few mil per unit, Langour is 20-30k on average? There's a reason for this. A t2 polycarbon is quite a few hundred mil ISK. There's simply no reasoning behind using t2 polycarbs and saving in a few mil on the webbers.
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Shardrael
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.12.09 20:42:00 -
[6]
Edited by: Shardrael on 09/12/2007 20:43:53 couple things, one as has been stated abandon the idea of t2 polycarbs they are 280 mil and up a piece. Instead I would actually suggest going with a kin and thermal resist rig in there.
drop the heavy missile launchers for assaults until you can afford to have them on with a pds instead of reactor control. when you do swap to assaults switch that reactor control out for a damage control II
if you really want to keep the heavies on you can but I would strongly advise against using the poly carbs in that setup. the ship has a decent speed tank with its innate resists and the two resist rigs and it will still have enough speed to catch and web down just about anything if you have recon 4 or 5.
and use tech 2 webbers, they are affordable and as good as fleetings
edit!!!!!!!!!!! the everyone suggests tech 1 webs over tech 2 is old crap, they have been boosted to be just as good as the best tech 1 and are easier to get (read cheaper)
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La Hafiz
SPARTAN Peacekeeping Force DeStInY.
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Posted - 2007.12.09 20:45:00 -
[7]
The Heavy Assault Missile Launchers use up more PG, no?
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Shardrael
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.12.09 20:48:00 -
[8]
Edited by: Shardrael on 09/12/2007 20:48:18 amazingly enough thats why I said assault and not heavy assault
they are a cruiser sized module that fires frigate sized missiles faster then frigate launchers do
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NoNah
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Posted - 2007.12.09 20:48:00 -
[9]
Originally by: La Hafiz The Heavy Assault Missile Launchers use up more PG, no?
About 20% more grid, yes. T1 uses less however. As stated above, go down to named if needed. Named MWD, named extenders etc. And at the very least, a power diagnostic instead of the RCU. Preferably another propulsion mod, nano perhaps? Or a damage control. Oh, and be careful with your cap when flying. You're in a papership, struck by 2 neuts(1 if you even looked at your mwd) and you're out.
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BlackHawk177
Pastry Coalition
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Posted - 2007.12.09 20:50:00 -
[10]
He didn't say heavy assault launchers, he said assault launchers, which fire standard missiles instead of heavies.
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NoNah
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Posted - 2007.12.09 20:53:00 -
[11]
Originally by: Shardrael edit!!!!!!!!!!! the everyone suggests tech 1 webs over tech 2 is old crap, they have been boosted to be just as good as the best tech 1 and are easier to get (read cheaper)
Well, in the same way most named modules are better than the tech 2 counterparts. Fittings and cap drainwise they're still almost 50% worse.
Oh, and faction modules are tech 1... 
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La Hafiz
SPARTAN Peacekeeping Force DeStInY.
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Posted - 2007.12.09 20:56:00 -
[12]
So does anyone have any advice on how to fly one well (ie stay alive) or personal feelings towards how it handles in certain situations?
Also with the kinetic/thermic screen reinforcer, the resistances are still below 60. Does anyone else have any other recommendations for the rigs?
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Shardrael
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.12.09 20:56:00 -
[13]
Originally by: NoNah
Originally by: Shardrael edit!!!!!!!!!!! the everyone suggests tech 1 webs over tech 2 is old crap, they have been boosted to be just as good as the best tech 1 and are easier to get (read cheaper)
Well, in the same way most named modules are better than the tech 2 counterparts. Fittings and cap drainwise they're still almost 50% worse.
Oh, and faction modules are tech 1... 
ok first off wtf about faction mods? when did I even mention them
second the cap and fittings on t2 webs are a negligable difference on this ship, I am never worried about cap drain from webbers flying one and I am not even close to out of fitting because of the webs
stop looking at paper stats and dont offer advice on fitting a ship unless you fit and fly it. you are at this moment telling the guy to spend almost twice as much on a module he should be double fitting to a ship that is always primaried in any sort of fast gang engagement.
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Dreadpilot Roberts
Viper Squad Triumvirate.
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Posted - 2007.12.09 21:26:00 -
[14]
Edited by: Dreadpilot Roberts on 09/12/2007 21:26:52 get your advanced weapon upgrades to lvl4.
use 3 x heavy assault, 3 x dual 180mm ac
10mn mwd t2
2 x fleeting webs or t2
2 x LSE
Lows: 2 x OD II, 1 x local hull istab
warp disr for solo ... though I dont recommend soloing in a support ship that can only web lol, or use target painter for gang
2 x polycarb rigs tech 1
If you dont have evasive maneuvering 5, acc control 4, high speed maneuvering 4, navigation 5 and spaceship command 5 don't bother speed tanking it ...
have fun, btw try to use t1 faction ammo for the ACs 
I'm sorry, did I say u could speak ? |

NoNah
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Posted - 2007.12.09 21:29:00 -
[15]
Originally by: Shardrael
ok first off wtf about faction mods? when did I even mention them
Originally by: Shardrael just as good as the best tech 1
Right there. They're technically not as good as the best t1. Heck, they're hardly above average.
Originally by: Shardrael
second the cap and fittings on t2 webs are a negligable difference on this ship, I am never worried about cap drain from webbers flying one and I am not even close to out of fitting because of the webs
stop looking at paper stats and dont offer advice on fitting a ship unless you fit and fly it. you are at this moment telling the guy to spend almost twice as much on a module he should be double fitting to a ship that is always primaried in any sort of fast gang engagement.
Whoa, hold on there. I do fit it, I do fly it. And no, I'm not telling him to fit it at all. Read the other posts about that. I did suggest that he used other webs than Langour, thats about it when it comes to the webs. And I doubt you contradict that?
What I did however contradict is your statement that they are as good as the best t1 webs. They're simply not. The difference in cap use may be negligable, agreed. Then again so is the price difference. They differ around a mil per unit?(On a ship he plans on spending a few hunred mil on.. ) And for the love of god, stop taking things that serious...
Postcount: 487629
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Shardrael
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.12.09 21:45:00 -
[16]
Edited by: Shardrael on 09/12/2007 21:46:06 if you really consider faction in the same grouping as t1 you are missing something, the only thing they have in common with t1 is the skill requirements
when people refer to t1 on this board they are almost never including faction along with it and to do so is basically ignorant cause they are not t1 they are generally above both t1 and t2 or a substitue for t2
that includes my post where i include in tech 1 everything that falls under the tech 1 category on the variations tab
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Rixsta
Coreli Corporation Corelum Syndicate
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Posted - 2007.12.09 22:31:00 -
[17]
Edited by: Rixsta on 09/12/2007 22:30:52 Haven't flown one in a while but speed tanking with at least 1x LSE II is the way to go, makes you flexible, the only time you might want to use your lows for something else is if you're facing a full nano gang that will primary you and your gang plans on remote repping you, in which case you'd use the lows for plates and hardeners mix.
I used to enjoy using:
3x 180mm AC II Barrage M / RF Ammo M so you can close in on the vaga's if you want to go pound for pound with your 2x LSE II or any other ship that doesn't carry a web.
3x Heavy Launchers
1x 10mn MWD II 1x LSE II 2x Fleeting Web 1x Warp Disruptor II 1x Cap Injector
2x Overdrive 1x Inertia Stab
2x Poly Carb rigs
Kinetic Drones (3x Med, 2x Light) if you're very vaga hungry - if not go with the 3 Valkyrie II + 2 Warrior II
I always found the cap was a bit **** on the Huginn, especially as you drop out of warp from a long warp and have to engage off the bat... AND theres times where you really do have to MWD for an extended amount of time and let your Launchers / drones do the damage, mostly against NPC'ing ravens and the like, so cap injectors make a huge difference. -------------------------------
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La Hafiz
SPARTAN Peacekeeping Force DeStInY.
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Posted - 2007.12.10 21:52:00 -
[18]
Thanks for the advice, I'll try that out.
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