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Midnight Halo
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Posted - 2008.02.05 03:55:00 -
[1]
Anyone got some good setups? The last thread on Sleipnirs was almost 2 years old...
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Seine
State War Academy
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Posted - 2008.02.05 04:08:00 -
[2]
Edited by: Seine on 05/02/2008 04:10:09 This is what use I solo all level 4s in this setup.
7 x 720mm "scout"s, 1 Heavy Missile Launcher II Large shield booster II, AB, Large Shield extender II, 2 rat specific hardeners 3 x Gyrostab IIs, 2 x PDUIIs
rigs: CCC, and a projectile collision accelerator
8x scout drones
I find that 720mmIIs are pointless since the damage mod is the same on the scouts and they use more pwg. The only reason to use them is for t2 ammo, and since I do missions to make money using t2 ammo is counterproductive.
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Last Wolf
Templars of Space
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Posted - 2008.02.05 04:18:00 -
[3]
Your missing the specialization skill. At level 4 720mmII's are doing 8% more damage than scouts.
If you can't get Tech II's to fit, I'd be willing to bet that 650mmII's will do more damage than 720mm scouts at arty spec 4.
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Seine
State War Academy
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Posted - 2008.02.05 04:37:00 -
[4]
Ok, I didn't realize that the bonus from med arti spec was only for t2 turrets. I retract my previous statement about 720mmIIs not being worth it.
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Wrayeth
Shiva Morsus Mihi
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Posted - 2008.02.05 04:46:00 -
[5]
Edited by: Wrayeth on 05/02/2008 04:47:11
Originally by: Thread Title [TRI] Sleipnir Setups
TRI's sleipnir setups are pretty straightforward: nanoed to hell, just like 90% of their other setups.  -Wrayeth n00b Extraordinaire "Look, pa! I just contributed absolutely nothing to this thread!" |

Ariel Dawn
Beets and Gravy Syndicate
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Posted - 2008.02.05 05:01:00 -
[6]
Edited by: Ariel Dawn on 05/02/2008 05:00:59 7x 220mm Autocannon II 1x Medium Neutralizer/Nosferatu II
1x 10mn MWD II 1x Warp Disruptor II 1x Invulnerability Field II 1x X-L Booster II 1x Medium Electrochemical Cap Booster
Either of the combinations for lows: (Tank/Gank) 3x Gyrostabilizer II 1x Shadow Serpentis Co-Proc 1x Damage Control II
1x Anti-Kinetic Screen I 1x Projectile Ambit I or
2x Gyrostabilizer II 1x Local Hull Inertia Stabilizer 2x Overdrive II
2x Polycarbon Engine Housing I
Both work fairly well. Nano-Sleipnirs have rather bad agility compared to Nano-HACs, so make sure you know what you are doing before stepping into one. One woopsy-doodle vs the wrong ship and it's time to head to the markets for a new one.
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Last Wolf
Templars of Space
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Posted - 2008.02.05 05:08:00 -
[7]
Originally by: Ariel Dawn Edited by: Ariel Dawn on 05/02/2008 05:00:59 7x 220mm Autocannon II 1x Medium Neutralizer/Nosferatu II
1x 10mn MWD II 1x Warp Disruptor II 1x Invulnerability Field II 1x X-L Booster II 1x Medium Electrochemical Cap Booster
Either of the combinations for lows: (Tank/Gank) 3x Gyrostabilizer II 1x Shadow Serpentis Co-Proc 1x Damage Control II
1x Anti-Kinetic Screen I 1x Projectile Ambit I
Thats the set-up i use. Except i have a tech i co-pro and a named damage control. I also used two fall-off rigs with a 3% pg implant. I switch the disruptor for a shieldboost amp if in a gang
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Culitza
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Posted - 2008.02.05 05:13:00 -
[8]
Originally by: Ariel Dawn Edited by: Ariel Dawn on 05/02/2008 05:00:59 7x 220mm Autocannon II 1x Medium Neutralizer/Nosferatu II
1x 10mn MWD II 1x Warp Disruptor II 1x Invulnerability Field II 1x X-L Booster II 1x Medium Electrochemical Cap Booster
Either of the combinations for lows: (Tank/Gank) 3x Gyrostabilizer II 1x Shadow Serpentis Co-Proc 1x Damage Control II
1x Anti-Kinetic Screen I 1x Projectile Ambit I or
2x Gyrostabilizer II 1x Local Hull Inertia Stabilizer 2x Overdrive II
2x Polycarbon Engine Housing I
Both work fairly well. Nano-Sleipnirs have rather bad agility compared to Nano-HACs, so make sure you know what you are doing before stepping into one. One woopsy-doodle vs the wrong ship and it's time to head to the markets for a new one.
fail setup .... MM poster was funny tho. Never rig polycarbs if you're not gonna go full nano on lows ( at least 4 lows for nano ).
Anyway Sleipnir doesnt nano well ... you'd be better off with a claymore. btw you need snakes to actually make it worth your time and isk nanoed.
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Last Wolf
Templars of Space
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Posted - 2008.02.05 05:26:00 -
[9]
You don't nano the sleipnir to "speed tank" as you would a vagabond. A "nano"-sleipnir is so you can "speed tank" LARGE weapons (Battleships your X-large booster + amp/invuln can't tank). You get just enough speed to keep the big ships from webbing and doing major damage, yet not enough to gimp your whole setup so you can use your X-large booster to tank cruisers and still fit gyros to obliterate them.
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Riho
Mercenary Forces Exquisite Malevolence
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Posted - 2008.02.05 11:38:00 -
[10]
Originally by: Midnight Halo Anyone got some good setups? The last thread on Sleipnirs was almost 2 years old...
i guess you didnt look hard enough.. think we ahd few thrads last week and week before that :P
but anyways:
7x 425mm t2, med nos (wish i could fit a heavy t2 launcher insead :) )
mwd, dread gurista xl booster, invul, med inj, warp disruptor
2x pdu, 2x gyro, 1x dcu (best named)
i use 1x kin and 1x thermal shield rig, iv seen others use different rigs ---------------------------------- This is Me |

Cpt Branko
The Bloody Red Souls
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Posted - 2008.02.05 13:19:00 -
[11]
Originally by: Last Wolf You don't nano the sleipnir to "speed tank" as you would a vagabond. A "nano"-sleipnir is so you can "speed tank" LARGE weapons (Battleships your X-large booster + amp/invuln can't tank). You get just enough speed to keep the big ships from webbing and doing major damage, yet not enough to gimp your whole setup so you can use your X-large booster to tank cruisers and still fit gyros to obliterate them.
This. Same logic as semi-nanoing the, say, Cyclone - not to evade all damage, but to be more mobile and stay out of BS webrange. Going full-out nano is stupid, the Sleipnir at least is meant to have a number of gyrostabs.
I fly a Cyclone with a istab II + nano II in lows - semi-decent speed (1.55km/s, outruns BS and other BCs) combined with cruiser-like handling is completely awesome on the ship. I've tried fits with more speed, but they preform worse in combat due to a lack of gyrostabs / damage controls (or are outright more expensive because of rigs for only marginal gain).
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Sienna Blayze
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Posted - 2008.02.06 01:12:00 -
[12]
What skills would you say are absolutely required for a Sleipnir? All 4s in shield tanking skills, 4s in all gunnery support skills, plus t2 arties? (Beyond the obvious required skills to fly it).
And any other L4 mission setups?
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Sienna Blayze
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Posted - 2008.02.06 01:15:00 -
[13]
Edited by: Sienna Blayze on 06/02/2008 01:15:03 Double post
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Atius Tirawa
Minmatar Wreckless Abandon
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Posted - 2008.02.06 01:26:00 -
[14]
Originally by: Sienna Blayze What skills would you say are absolutely required for a Sleipnir? All 4s in shield tanking skills, 4s in all gunnery support skills, plus t2 arties? (Beyond the obvious required skills to fly it).
And any other L4 mission setups?
These are not mission setups for missions you don't need warp-dissruptors. . .As far as 'other skills go' you want to use T2 everything minimum - which means 2 of the 5 shield skills need to go to 5 at least. You also want yyour engeneering capacitor skills to 4 minimum - 5 preferable, you need high navigation skills, and half-good drone skills.
I'm suprised people don't use 425IIs more, I also stick with 220s because its the smaller ships that cause me more trouble. I also fit a full tank + MWD in the mids, there are always other ships to tackle and a shield tanker needs those mids to tank. I also use a DGL Shield Booster + AmpII rather then an XL. And falloff and core defense for rigs - no point nanoing something that can't outrun a cruiser. . . -----------
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Ariel Dawn
Beets and Gravy Syndicate
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Posted - 2008.02.06 01:28:00 -
[15]
Edited by: Ariel Dawn on 06/02/2008 01:30:01
Originally by: Culitza
fail setup .... MM poster was funny tho. Never rig polycarbs if you're not gonna go full nano on lows ( at least 4 lows for nano ).
Anyway Sleipnir doesnt nano well ... you'd be better off with a claymore. btw you need snakes to actually make it worth your time and isk nanoed.
Claymore has the DPS of a Rupture and no falloff bonus. The only purpose of a Nano-Claymore would be running along side nano-gangs to provide the gank links on a platform that doesn't lag behind.
Your comments regarding nano-setups are strange; a Sleipnir would only be outrun by ships smaller than it in such a configuration, most of which it has absolutely no problem with dispatching. The agility, reduction in time to warp and speed increase of polycarbons are invaluable. 2 Poly / 2 OD / 1 iStab is a sufficient rig/slot usage to nano all ships while balancing damage modules; fitting more can get you a little more speed/agility but you will be steamrolled by any ship fitting those 5 slots due to a large difference in damage output.
It's also common courtesy to post an alternative setup if you disagree with one listed. I suppose using an alt implies that it wasn't your original intention. 
Regarding 220s vs 425s, 220s have more DPS once the 425s reload, and the increase in tracking ability allowed for better hits more often. The actual DPS works out to be pretty much the same between the two, although 425s would perform better against stationary targets. It's a preference matter really.
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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.02.06 10:03:00 -
[16]
Originally by: Ariel Dawn
Claymore has the DPS of a Rupture and no falloff bonus. The only purpose of a Nano-Claymore would be running along side nano-gangs to provide the gank links on a platform that doesn't lag behind.
This. The Claymore is a true command ship. It's there for its warfare links, and the point of nanoing one isn't that it's a viable solo ship or that it contributes DPS to the gang (since, really, preety much anything contributes more DPS to a gang) or whatever, the point is it runs warfare links.
Originally by: Ariel Dawn
Your comments regarding nano-setups are strange; a Sleipnir would only be outrun by ships smaller than it in such a configuration, most of which it has absolutely no problem with dispatching.
This.
The point of nano fits (and semi-nano fits) isn't always damage mitigation - it's very hard to mitigate all damage even in a Vagabond which is very good at nanoing (which is the reason people fit dual extenders on the thing anyway). The point often is, basically, this: outrun things that you can't kill and have the speed/agility to get through camps.
I very often use a Cyclone which has a istab II + nano II fitted in lows (in addition to a DC II + gyrostab II). No rigs. Topspeed is a not so stellar 1.55km/s (1.6km/s with skirmish warfare II), which many 'must have full nanos' would consider stupid.
However, this enables you to do the following: (a) stick out of blaster-range of things that would melt you (b) run from every BS pilot unless he's nano-ing himself (c) get through camps and roam in general much better since it has essentially cruiser-like handling (d) be much more mobile on a gang battlefield then your average BC
Would more speed mods make it better? Well, I can name 3 situations where it would've died if it was full of speed mods instead of speed mods + DC II + gyro II.
Would more damage/speed mods make it better? No, I can name a number of situations where its agility and mobility in general saved the day and extra DPS (or extra tank afforded by PDUs or whatever) wouldn't.
The poster saying 'don't polycarbon a Sleipnir unless you intend to go full nano-fit in lows or at least four lows dedicated to speed' is being silly; if you want to sacrifice the advantages of the Sleipnir (awesome DPS) for marginal gain you get from making a full nano-fit, I think you need to buy a Vagabond and do that job better.
Personally, if I were to polycarbon rig it I'd most likely use 1x OD II + 1x Istab II in lows, and remaining three would be a DC II + 2x gyrostab II.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Riho
Mercenary Forces Exquisite Malevolence
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Posted - 2008.02.06 12:38:00 -
[17]
Originally by: Sienna Blayze What skills would you say are absolutely required for a Sleipnir? All 4s in shield tanking skills, 4s in all gunnery support skills, plus t2 arties? (Beyond the obvious required skills to fly it).
And any other L4 mission setups?
my setup that works for all missions except for bonus stage of angel ganza( can be done whit 1 or 2 jumpouts)
650mm t2, med nos ab, large booster, 3x hardener 3x gyro, 1x pdu, dcu 2x cap rigs ---------------------------------- This is Me |

Guillame Herschel
Gallente Cheers Restaurant and Bar Coalition Of Empires
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Posted - 2008.02.07 03:16:00 -
[18]
Edited by: Guillame Herschel on 07/02/2008 03:16:45 What about ODs nerfing the cargo bay of a ship that uses cap boosters? How about Aux Thruster rigs and Nanofiber II modules? No cargo nerf. Not as much speed boost, though. Cheaper than a polycarb setup, however.  -- Guile can always trump hardware -- |
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