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Pyriell
Imperial Shipment
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Posted - 2008.03.23 11:46:00 -
[1]
I'm looking to start doing level 4's solo, and I can't stand missiles so Raven is out. First question: is the Abaddon the best Amarr bs to do them in? Or is the new and improved Apoc better in any way?
Anyways, the setup I put together on EFT: Highs: 8 Mega Pulse (best named I can afford, working towards tech 2) Med: 4 Cap Recharger II Lows: 2 LAR II, 2 CPR II, 3 x Hardeners/Energized Rigs: 3 CCC
May seem a little overboard on the cap, reason behind it is to be able to run both reppers constantly.
I don't have much experience with battleships, prefer to use smaller ships mostly, so the above setup might be completely useless.
Any thoughts and advice would be welcome.
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NoNah
Tenth Legion Holdings Tenth Legion
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Posted - 2008.03.23 12:01:00 -
[2]
The one issue using t1 megapulse is that you won't reach out more than some 30km with decent damage. Even if you might hit at 60km dealing no-damage-at-all with max sills... Even more so with the abaddons limited dronebay and your lack of Heatsinks.
You seem to have plenty of cap? Do you really need 9 cap modules?
Postcount: 656693
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Korell Twilight
Imperial Academy
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Posted - 2008.03.23 12:07:00 -
[3]
Edited by: Korell Twilight on 23/03/2008 12:08:34 if you want to salvage as well and have reasonable skills
6x mega pulseII with multi and microwaves tractor salvager
100mn ab 3xcap recharger
1xlar 1xmar 3xactive hardeners 1x cap power relay the extra low is your choice tbh cpr if you arent cap stable something else if you are
3xccc rigs
microwave means you can hurt ships out to about 45km and the ab will get you in closer.
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Pyriell
Imperial Shipment
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Posted - 2008.03.23 12:15:00 -
[4]
Would beams be a better choice until I can use tech 2 pulse? Or will tracking be a big issue?
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Xanos Blackpaw
The Firestorm Cartel
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Posted - 2008.03.23 12:35:00 -
[5]
Originally by: Korell Twilight Edited by: Korell Twilight on 23/03/2008 12:08:34 if you want to salvage as well and have reasonable skills
6x mega pulseII with multi and microwaves tractor salvager
100mn ab 3xcap recharger
1xlar 1xmar 3xactive hardeners 1x cap power relay the extra low is your choice tbh cpr if you arent cap stable something else if you are
3xccc rigs
microwave means you can hurt ships out to about 45km and the ab will get you in closer.
....no....just no...
8 T2 mega pulses 4 cap recharges 2 large reps 1 HS 3 resists 1 cpr 3 CCC
this runs everything for 5 min and if you cant get stuff killed in that time anyway you are in trubble... Playing minmatar is "like going down a flight of stairs in a office chair firing an Uzi". |
Mr Reeth
The Aegis Militia Aegis Militia
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Posted - 2008.03.23 13:23:00 -
[6]
Forget the Abaddon for now. It sounds like you don't have the skills to run it anyway.
Get yourself into an apoc. The new optimal bonus makes it a much better and more cap stable megapulse platform.
And since it is cap stable with good skills and mids full of cap rechargers it gives you some options to play with. You can fit other rigs in the lows or put the cap rigs in the lows and a tracking comp or whatever.
Forget double reps. If you need a second rep for a non-cosmos mission you've done something wrong. If you follow this it will save you from nasty surprises.
And if you ever fit less than 2 heatsinks on a mission BS you might as well just do lvl 3s with it. You will not like how long it takes to kill a 1mil isk BS spawn. |
John Grimm
Rendili StarDrive Yards
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Posted - 2008.03.23 13:42:00 -
[7]
Originally by: Mr Reeth Forget the Abaddon for now. It sounds like you don't have the skills to run it anyway.
Get yourself into an apoc. The new optimal bonus makes it a much better and more cap stable megapulse platform.
And since it is cap stable with good skills and mids full of cap rechargers it gives you some options to play with. You can fit other rigs in the lows or put the cap rigs in the lows and a tracking comp or whatever.
Forget double reps. If you need a second rep for a non-cosmos mission you've done something wrong. If you follow this it will save you from nasty surprises.
And if you ever fit less than 2 heatsinks on a mission BS you might as well just do lvl 3s with it. You will not like how long it takes to kill a 1mil isk BS spawn.
Excellent advice.
I'm posting to emphasize the 2xHeat Sinks on a BS RULE! It's that or you'll spend a long time killing anything.
2 is the standard, eventually when you're skilled enough you'll want 3, for more optimal killing.
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Msobe
Imperial Shipment
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Posted - 2008.03.23 14:08:00 -
[8]
Your set up looks like it will work, but there's a difference between being adequate and being good.
I think with skills the Abaddon beats the Apoc. Until you have mpl2's though, the apoc can fit pulses where the Abaddon is better off with beams. (Once you can use scorch ammo, pulses can hit those targets that like to stay at 45km+, so pulses are dandy.) With better cap, you'll have an easier time fitting heat sinks on the Apoc too. That pretty well negates the Abaddon's damage advantage.
A dual rep tank is overkill for nearly every lvl 4. There are a few where you'd want it - its best to fit it only when needed. Not only are you giving up a low for the repper, but you're fitting a lot of cap modules to keep it running. Dropping the extra repper lets you fill those slots with mods that help you kill, making missions safer, quicker, and easier.
I think until your skills are really good, the Apoc will serve you best. Try something like:
High: 8 mega modulated pulse (bring 2 or 3 ammo types - I like the ones with -cap cost)
Mid: Flexible. I put 1-2 Cap Recharger, then fill the rest with a combination of TP, TC, and AB, depending on the mission needs.
Lows: LAR, 3 specific hardeners, 3 heat sinks.
Rigs: 3xCCC
Drones: 5x light, 5x med
I use mostly t2 mods, use what your skills allow, and what you can fit.
If you use a TP and a tracking scripted TC, you'll hit ai cruisers and destroyers at pretty much any range/speed. With a range scripted TC, you'll hit out past 60km+ (IIRC) with microwave - more than enough for missions.
Its a good, flexible mission runner. Later on, the Abaddon is just a beast, but this will work just fine til then. ;-)
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Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
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Posted - 2008.03.23 14:09:00 -
[9]
I'd want to counter that... 2 dmg mods make especially Amarr ships even more cap unstable. On an Apoc, this might work, but not on an Abaddon, unless you go for all damage and no tank - Which still requires beams on that ship, since pulses have such a weak range.
Also, faction lasers over T2 imho, since they use 25% less cap and do roughly the same damage, unless you have to t2 gun skill on 5.
EVE History Wiki
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Msobe
Imperial Shipment
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Posted - 2008.03.23 14:28:00 -
[10]
Edited by: Msobe on 23/03/2008 14:30:28 Don't have the game available to check, but I'm not thinking that 2 heatsinks increases the ROF of beams higher than pulses with no heat sink. Since the abaddon can handle pulses, the heatskinks don't make it unflyable.
The reason you want t2 pulses is scorch. Pulses haven't got quite enough range without it - as nice as faction turrets are, faction pulses on an abaddon aren't ideal. Unless you can fit range mods, which requires you to sacrifice on cap, tank, or gank in your fitting, which undermines the point of flying an abaddon over an apoc in the first place. (Edit: If you're flying an apoc [pulse or beam], or Geddon/Abaddon with beams, faction lasers are perfect. For pulse set ups in Geddon/Abaddon, not so much.)
I do agree with other posters here, a minimum of 2 HS on all the Amarr BS's is a great idea.
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Draoidh
Life Eternal
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Posted - 2008.03.23 15:03:00 -
[11]
Here is my mission setup, I have no problems doing any InterBus, Khalid or Gallente level 4's. The resists I swap around if needed and it is cap stable with 321 raw DPS w/o drones.
[Abaddon, Mission] Large Armor Repairer II Damage Control II Armor Thermic Hardener II Armor Explosive Hardener II Armor Kinetic Hardener II Energized Adaptive Nano Membrane II True Sansha Heat Sink
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Dual Modulated Heavy Energy Beam I, Xray L Dual Modulated Heavy Energy Beam I, Xray L Dual Modulated Heavy Energy Beam I, Xray L Dual Modulated Heavy Energy Beam I, Xray L Dual Modulated Heavy Energy Beam I, Xray L Dual Modulated Heavy Energy Beam I, Xray L Dual Modulated Heavy Energy Beam I, Xray L Dual Modulated Heavy Energy Beam I, Xray L
Auxiliary Nano Pump I Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead II x5
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Pyriell
Imperial Shipment
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Posted - 2008.03.23 17:16:00 -
[12]
Ok thanks for the advice. I'll play about on EFT with the Apoc and see what I can come up with. General consensus seems to be, 1 large repper is enough and 2 heatsinks are pretty much mandatory. I'll have to tinker and see what else to fit depending on cap usage and whatnot.
Thanks again everyone.
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Slade Hoo
xPlaguex
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Posted - 2008.03.23 17:55:00 -
[13]
Edited by: Slade Hoo on 23/03/2008 17:57:30 My Setup for Missions:
7x Best Named T1 Tachyons 1x whatever...i got a heavy Pulse II for shooting Cruisers
Mid: 4x Cap Recharger
Low: 2x2 Hardener Amarr Navy Large Armor Repairer 2x Heat Sink
Rigs: 3x CCC
fits with AWU 3. "pseudo" Capstable with decent Cap skills, never had any problems with cap though. If you dont have cap skills high, trade a Heat Sink for Capacitor Power Relay.
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