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Orkasm
Leet Fleet R0ADKILL
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Posted - 2008.02.17 13:03:00 -
[1]
Edited by: Orkasm on 17/02/2008 13:02:59 Hi guys :) what do ya'll thing of this Hurricane Build for 0.0 Gang PvP / Gate camps? And do you think it would be a viable Solo gank build?
High: 5x 650mm Medium Carbine Howitzer I 2X 'Malkuth' Heavy Missile Launcher 1x 'Malkuth' Standard Missile Launcher
Med: MWD 20K Scram Cap Booster (800's) Sensor Booster (Targeting Speed)
Lows: 2x MAR DC II Explosive Armour Hardener Kinetic Armour Hardener PDS
Rigs: Anti-Kinetic Pump Anti-Thermic Pump Anti-Explosive Pump
Drones: 3x Hammerhead I
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RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2008.02.17 14:09:00 -
[2]
Edited by: RuleoftheBone on 17/02/2008 14:10:21 If you have low skills...you are just setting up for an expensive loss. That fitting is not overly awful but you are not getting much out of the ship. And Proton ammo is awful. I would suggest EMP, Phased Plasma, or Nuclear depending on your range from the gate/bubble.
Hint: You can play T1 short range sniper in a Rupture . Arty/HML's and don't bother with a tank. Its for sitting at bubbles right? Its cheap and cheerful right?
**EDIT**Just noticed your alliance tag. Noone there could help you with this?
"Lead Me..Follow Me..Or get the **** out of my way" General George Patton USA
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Galan Undris
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Posted - 2008.02.17 14:16:00 -
[3]
Edited by: Galan Undris on 17/02/2008 14:16:51 I'd say it's usable for gang work with a few modifications.
First, it has 6 dual-bonused turret hardpoits. Use them all and fit 6 guns. You don't mention how tight you are on grid, but use 6 guns even if it means leaving a high slots emtpy.
The mids are good, the lows and are a bit tanky for my taste.
You could play around swapping one or two resistance rigs for ACRs, that might provide you the grid for 720s or maybe the repair cycle time rigs work better for more tank. I like long range gank setups in a gang, but thats just a personal preference.
For solo, swap the arties for 220mm IIs and sensor booster for a web and it's a pretty standard auto-cane setup.
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Orkasm
Leet Fleet R0ADKILL
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Posted - 2008.02.17 14:17:00 -
[4]
yea the tank is mainly for any unexpected surprises, we are at war and the buggers can come from nowhere lol, ill get a ruppy and give it a shot, see if i cant catch me a few :) thanks.
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Stakhanov
Metafarmers
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Posted - 2008.02.17 15:38:00 -
[5]
Arty cane works for lowsec gatecamps , decent alpha & lock time with a sensor booster. You can drop the MWD and replace it with a target painter , which helps your gangmates and your own aim. Very good for minmatar gates. Load high damage ammo (EMP / phased plasma / fusion)
It is possible to fit for sniping (tracking computers & enhancers) but then the cane isn't much of a damage dealer with long range ammo.
Originally by: ivan draco we didnt want your post anyway
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El'essar Viocragh
Minmatar KULT Production
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Posted - 2008.02.17 16:19:00 -
[6]
I'd personally drop the rigs to make the ship cheaper. Then, switch the heavy missile launchers for assault launchers, giving you some point defense. That should free up some grid and allow you to drop the PDS for a gyro. 6x Arty + Dualrep + MWD + Cap Booster is hard on the cane's grid with low skills.
So for camps, use 6x 650mm and swap the two MAR for a 800mm plate and a thermic hardener in which case a tracking comp instead of a the cap booster would be preferable. There should be people at the camp with rep drones to fix you up of course.
For gang work, i'd go with ACs. -- [17:47] <Mephysto> its dead, jim |
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