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Corron
Republic Military School
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Posted - 2008.03.24 19:00:00 -
[1]
Solo hunting: High: 3x Rocket Launcher II
Mid: Gistii A-Type 1MN MW Domination Warp Scrap (2pt) Domination Webber
Low: 2x Overdrive Injector II's 1x BCU II
Riging: 2x Hydraulic Bay Thrusters I
Top Speed of 7094 with top skills. DPS of 83 with an alpha of 164 at 14.6 max range using Rage Rockets.
Have room to put something else in the last high slot, but what? Can't really thing of anything that would enhance/fit withthis setup.
This is of course a very expensive setup, but what would you think?
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Paegasis
Pator Tech School
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Posted - 2008.03.24 19:14:00 -
[2]
Edited by: Paegasis on 24/03/2008 19:25:33 I've been lookin for some decent setups so hopefully this thread will flourish. We all know the Malediction is the sexiest of the ceptors anyway :)
So as Im working towards T2 rockets, I have the following setup:
HIGHS: 3 x Malkuth Standard Launchers
MEDS: 1 x Catalyzed Cold Gas Thrusters 2 x J5b Warp Disruptors
LOWS: 2 x Overdrive Injector IIs 1 x NanoFiber Internal Structure II
Goes about 5500 if I remember correctly (dont have EFT on my worky laptop...though I should!). I chose the Standard Launchers as they provide me some great distance and flexibility to stay outta web range. Also since I wont have a 2pt warp scram, having 2 one points to try and counteract it. However one disruptor should be enough and the second would only be to lock down possibly 2 targets at the same time. Does a measly 35 dps but again I wouldn't be solo'ing much until T2 rockets unless I wanted it to take forever :D Still a decent tackler with some damage output for smaller targets.
EDIT: Question to the OP, how did you get 14km range with Rage rockets? I cant seem to get that within EFT (of course EFT could be wrong)
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Iiro Yeke
Induseng Enterprises R0ADKILL
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Posted - 2008.03.24 19:41:00 -
[3]
Originally by: Corron Solo hunting: High: 3x Rocket Launcher II
Mid: Gistii A-Type 1MN MW Domination Warp Scrap (2pt) Domination Webber
Low: 2x Overdrive Injector II's 1x BCU II
Riging: 2x Hydraulic Bay Thrusters I
Top Speed of 7094 with top skills. DPS of 83 with an alpha of 164 at 14.6 max range using Rage Rockets.
Have room to put something else in the last high slot, but what? Can't really thing of anything that would enhance/fit withthis setup.
This is of course a very expensive setup, but what would you think?
What sort of speeds do you get orbiting at your optimal?
I solo in a malediction regularly with the following:
High: 3x Rocket Launcher II; 1x Medium Modulated Pulse Laser
Mid: Gistii B-Type 1MN MWD Warp Disruptor II Fleeting Web
Low: 1x Overdrive Injector II 1x Nanno II 1x Damage Control II
My skills are fairly **** atm (4.2m SP), but i get around 6600 kps without rigs. I have to attack whithin web range atm, but i've never really had alot of trouble doing so.
As for the standard launcher variant, personaly i think its a waste of time: a little bit of range for alot less damage.
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.24 19:45:00 -
[4]
Originally by: Corron Solo hunting: High: 3x Rocket Launcher II
Mid: Gistii A-Type 1MN MW Domination Warp Scrap (2pt) Domination Webber
Low: 2x Overdrive Injector II's 1x BCU II
Riging: 2x Hydraulic Bay Thrusters I
Top Speed of 7094 with top skills. DPS of 83 with an alpha of 164 at 14.6 max range using Rage Rockets.
Have room to put something else in the last high slot, but what? Can't really thing of anything that would enhance/fit withthis setup.
This is of course a very expensive setup, but what would you think?
How you getting 14.6km range out of rage rockets? -------------------------------------- [Video]Skirmish Warfare II |

Kruel
Beyond Divinity Inc
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Posted - 2008.03.24 19:49:00 -
[5]
Originally by: Lyria Skydancer
Originally by: Corron Solo hunting: High: 3x Rocket Launcher II
Mid: Gistii A-Type 1MN MW Domination Warp Scrap (2pt) Domination Webber
Low: 2x Overdrive Injector II's 1x BCU II
Riging: 2x Hydraulic Bay Thrusters I
Top Speed of 7094 with top skills. DPS of 83 with an alpha of 164 at 14.6 max range using Rage Rockets.
Have room to put something else in the last high slot, but what? Can't really thing of anything that would enhance/fit withthis setup.
This is of course a very expensive setup, but what would you think?
How you getting 14.6km range out of rage rockets?
Velocity rigs.
I would use faction rockets though as they don't gimp your cap.
Also, you could use polycarbs and javelins for a lot more range on your rockets and slightly faster speed.
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Chainsaw Plankton
IDLE GUNS
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Posted - 2008.03.24 19:51:00 -
[6]
i would be too afraid with gist stuff to go within 15km 
i say go for like 25km orbit, speed, and standard missiles, forget DPS
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Laharissa
Science and Trade Institute
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Posted - 2008.03.24 19:55:00 -
[7]
gisti on that junk ?
3x lasers 1 mwd t2, 1 scram t2 + web or sensor booster 2 nano + overdrive ( or otherway arround)
does the tackling job, cheap, nothing more
stop using EFT, w/o it you wouldnt know about that gisti mods exist, cmon
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Paegasis
Pator Tech School
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Posted - 2008.03.24 19:56:00 -
[8]
Originally by: Iiro Yeke
As for the standard launcher variant, personaly i think its a waste of time: a little bit of range for alot less damage.
Yep I agree it is not the optimal setup and nor is it meant for solo'ing in 0.0. However, the ~10 less dps (switching between arbalest rockets to malkuth standards) isn't that significant in the grand scheme.
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Corron
Republic Military School
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Posted - 2008.03.24 20:20:00 -
[9]
Originally by: Laharissa Edited by: Laharissa on 24/03/2008 19:57:31 gisti on that junk ?
3x lasers 1 mwd t2, 1 scram t2 + web or sensor booster 2 nano + overdrive ( or otherway arround)
does the tackling job, cheap, nothing more
stop using EFT, w/o it you wouldnt know about that gisti mods exist, cmon
and if u wanna gisti fast go for crusader,
4 pulses, gisti mwd scram, 2 overdrives nano and iinertia, and 2 poly rigs, goes 10k doin 100 dps
To address your first concern, I've known about Gistii items for a very long time and have employed them in one form or another on various ships.
Secondly, you will never hit anything using turrets with your MWD active, and frankly, if I wanted to use lasers, I'd be setting up a crusader.
I'm looking at this setup kinda as a toy setup. Something that you could take out and gank certain targets with. No I wouldn't use this setup in a fleet battle, but should be quite effective at catching/killing any frig class ship.
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Tiberius Wolff
Khanid Provincial Vanguard
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Posted - 2008.03.24 21:14:00 -
[10]
Originally by: Corron Edited by: Corron on 24/03/2008 20:33:15 Solo hunting: High: 3x Rocket Launcher II
Mid: Gistii A-Type 1MN MW Domination Warp Scrap (2pt) (14.1km range) Domination Webber (15km range)
Low: 2x Overdrive Injector II's 1x BCU II
Riging: 2x Hydraulic Bay Thrusters I
Also, wanted to point out, with a 13km orbit you would lock your target down effectively and be able to kill your target.
You can push a little more optimal by using 1 Hydralic Bay Thruster rig and 1 Rocket Fuel Cache Partition
I have an optimal of 13k with my skills, 14.9 with max skills.
-Wolff ---
Look carefully into the Darkness, for it is there that you shall find me. |
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Corron
Republic Military School
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Posted - 2008.03.24 21:48:00 -
[11]
If you have the skills, and can maintain the 13km orbit, you could change the rigs out for:
1x Rocket fule Cache Partition II / or Hydraulic Bay Thrusters II 1x Polycarbon Engine Housing II
You'd have a 13.5 km range with the rage, and a top speed of 8676.
As to the earlier question of how fast of an orbit you could maintain, I'll have to check when I get home.
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Dheorl
The Scope
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Posted - 2008.03.24 21:52:00 -
[12]
Atm for a bit of fighting in low sec on mine I have -
Highs: 3x rocket 1x NOS
Meds: AB web scram
Lows: small rep EANM (I think)
I'm not sure about the last slot but you get the general idea - go up close, keep AB on and try and tank the damage that you don't dodge.
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Firkragg
0utbreak
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Posted - 2008.03.24 22:04:00 -
[13]
Originally by: Dheorl Atm for a bit of fighting in low sec on mine I have -
Highs: 3x rocket 1x NOS
Meds: AB web scram
Lows: small rep EANM (I think)
I'm not sure about the last slot but you get the general idea - go up close, keep AB on and try and tank the damage that you don't dodge.
This. Its basically a rocket taranis. Less Dps but better tank.
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.24 22:08:00 -
[14]
Originally by: Dheorl Atm for a bit of fighting in low sec on mine I have -
Highs: 3x rocket 1x NOS
Meds: AB web scram
Lows: small rep EANM (I think)
I'm not sure about the last slot but you get the general idea - go up close, keep AB on and try and tank the damage that you don't dodge.
Uhm dude whats up with the AB? This is way you wanna fit it if you go this direction with repper+nos:
3xRLII 1xsmall knave nos
1xMWDII 1xWDII 1xWEB
1xSmall Acc repper 2xwhatever you like, cap or speed or tank. -------------------------------------- [Video]Skirmish Warfare II |

Dheorl
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Posted - 2008.03.24 22:35:00 -
[15]
Originally by: Lyria Skydancer
Originally by: Dheorl Atm for a bit of fighting in low sec on mine I have -
Highs: 3x rocket 1x NOS
Meds: AB web scram
Lows: small rep EANM (I think)
I'm not sure about the last slot but you get the general idea - go up close, keep AB on and try and tank the damage that you don't dodge.
Uhm dude whats up with the AB? This is way you wanna fit it if you go this direction with repper+nos:
3xRLII 1xsmall knave nos
1xMWDII 1xWDII 1xWEB
1xSmall Acc repper 2xwhatever you like, cap or speed or tank.
Yay, lets ruin my cap, fitting, sig radius, and orbit distance all with one mod that I really don't need.
I still go like 1.8km/s or something with AB and can orbit faster at a smaller distance. Easily fast enough to catch stuff in belts in low sec and seeing as I don't have to worry about running from bubble camps etc the extra speed from MWD is never needed.
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Lyria Skydancer
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Posted - 2008.03.24 22:39:00 -
[16]
Originally by: Dheorl
Yay, lets ruin my cap, fitting, sig radius, and orbit distance all with one mod that I really don't need.
I still go like 1.8km/s or something with AB and can orbit faster at a smaller distance. Easily fast enough to catch stuff in belts in low sec and seeing as I don't have to worry about running from bubble camps etc the extra speed from MWD is never needed.
Id say a permarunning beamsader does that job better. -------------------------------------- [Video]Skirmish Warfare II |

Corron
Republic Military School
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Posted - 2008.03.24 22:46:00 -
[17]
Edited by: Corron on 24/03/2008 22:50:45
Originally by: Dheorl
Originally by: Lyria Skydancer
Originally by: Dheorl Atm for a bit of fighting in low sec on mine I have -
Highs: 3x rocket 1x NOS
Meds: AB web scram
Lows: small rep EANM (I think)
I'm not sure about the last slot but you get the general idea - go up close, keep AB on and try and tank the damage that you don't dodge.
Uhm dude whats up with the AB? This is way you wanna fit it if you go this direction with repper+nos:
3xRLII 1xsmall knave nos
1xMWDII 1xWDII 1xWEB
1xSmall Acc repper 2xwhatever you like, cap or speed or tank.
Yay, lets ruin my cap, fitting, sig radius, and orbit distance all with one mod that I really don't need.
I still go like 1.8km/s or something with AB and can orbit faster at a smaller distance. Easily fast enough to catch stuff in belts in low sec and seeing as I don't have to worry about running from bubble camps etc the extra speed from MWD is never needed.
I dare say, that you would get slaughtered by other cepters and any AF's would just tear you a new one. So what exactly are you fighting that you can kill with that setup? Light/Heavy missiles would have you in your pod in a matter of seconds. If you try closing the gap on a turret ship, they'll have plenty of time to take you out before you get on top of them.
Can't say that I've ever been a big supporter of AB's on cepters. Sure your cepter's sig will increase. Oh darn, so now your sig is that of a frigate, maybe a lil bigger. The speed more then makes up for the ability to avoid being hit. Missiles won't hurt you, turrets can't track you. If you get your skills up high enough, you can run your mods forever pretty much. The setup I have posted above, without any cap recharge mods at all, I can run it for 14 minutes with everything active.
If it takes you more then 2 minutes to kill something, you might as well leave anyway.
(edited my last statement for typo's)
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Dheorl
The Scope
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Posted - 2008.03.25 09:55:00 -
[18]
The point of my setup is to go within web range though so the extra speed that MWD has doesn't help at all, all it does is blow up my sig.
It's easily fast enough to get under gun range because of the low sig half the time I;m up close before they've locked me.
Again because of my low sig missiles don't do much damage and I have a reasonable tank to soak up the bits that they do do.
Also with rockets I can pop light drones before you can say boo.
Just because this is a ceptor without a MWD on it you shouldn't automatically assume that it doesn't do anything well, it's just a different style from the press orbit button and blast from outside web range that all you fanboi's seem to love so much.
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.25 10:03:00 -
[19]
Originally by: Dheorl
Again because of my low sig missiles don't do much damage and I have a reasonable tank to soak up the bits that they do do.
Missiles do alot of damage if youre not using speed to reduce the impact. Signature alone, even on an inty, is not enough. -------------------------------------- [Video]Skirmish Warfare II |

Psyleste
North Eastern Swat Pandemic Legion
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Posted - 2008.03.25 10:21:00 -
[20]
Originally by: Laharissa Secondly, you will never hit anything using turrets with your MWD active, and frankly, if I wanted to use lasers, I'd be setting up a crusader.
Might wanna test that out sometime, since I use a gist b-type sader and do dmg at full speed just fine. But I do understand the difference between wanting to use diff ships sometimes.
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Dheorl
The Scope
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Posted - 2008.03.25 10:27:00 -
[21]
Edited by: Dheorl on 25/03/2008 10:28:48
Originally by: Lyria Skydancer
Originally by: Dheorl
Again because of my low sig missiles don't do much damage and I have a reasonable tank to soak up the bits that they do do.
Missiles do alot of damage if youre not using speed to reduce the impact. Signature alone, even on an inty, is not enough.
What are you yacking about, against a max skilled guy with heavy missiles I take something like 25% of the orginal damage, that turns a 293dps caracal (max skills, 2x BCU II and CN scourge) into a 73.25 dps caracal. I can tank about 51 of that kin damage (on an all rounder setup, not just setup against kin) so that leaves 22dps going through which will take approximatly 73 seconds to wear down my armour. Now IMO that's not half bad, especially because another 20% gets knocked off due to speed.
(Just so you know I have attacked caracals in game and laughed at the damage, this isn't just pure mathmatics)
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.25 10:35:00 -
[22]
Originally by: Dheorl
What are you yacking about, against a max skilled guy with heavy missiles I take something like 25% of the orginal damage, that turns a 293dps caracal (max skills, 2x BCU II and CN scourge) into a 73.25 dps caracal. I can tank about 51 of that kin damage (on an all rounder setup, not just setup against kin) so that leaves 22dps going through which will take approximatly 73 seconds to wear down my armour. Now IMO that's not half bad, especially because another 20% gets knocked off due to speed.
(Just so you know I have attacked caracals in game and laughed at the damage, this isn't just pure mathmatics)
Exactly my point. Its too much, because you aint killing a caracal in 73 seconds. -------------------------------------- [Video]Skirmish Warfare II |

Dheorl
The Scope
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Posted - 2008.03.25 10:40:00 -
[23]
Originally by: Lyria Skydancer
Originally by: Dheorl
What are you yacking about, against a max skilled guy with heavy missiles I take something like 25% of the orginal damage, that turns a 293dps caracal (max skills, 2x BCU II and CN scourge) into a 73.25 dps caracal. I can tank about 51 of that kin damage (on an all rounder setup, not just setup against kin) so that leaves 22dps going through which will take approximatly 73 seconds to wear down my armour. Now IMO that's not half bad, especially because another 20% gets knocked off due to speed.
(Just so you know I have attacked caracals in game and laughed at the damage, this isn't just pure mathmatics)
Exactly my point. Its too much, because you aint killing a caracal in 73 seconds.
How likely is it going to be though that the caracal I've decided to attack in low sec has absolutely max missile skills and that fitting because it's never happened before and tbh I highly doubt it will ever happen. All the ones I've attacked previously I could tank they're damage till DT and even if I find one that I can't tank I;m still fast enough to easily warp away.
Tbh if you find a caracal pilot who is that experienced with that many sp no ceptor is going to be able to kill him so I don't see why using anything else would be advantageous, all thats gona happen is you'll get bored and fly away.
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Chinky's Hauler
Federal Navy Academy
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Posted - 2008.03.25 10:40:00 -
[24]
Please excuse me for going somewhat off-topic, but since I know Lyria Skydancer here flies a Crusader with rather great success I would love to hear her input on when to go with beams over pulses?
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Dheorl
The Scope
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Posted - 2008.03.25 10:48:00 -
[25]
Originally by: Corron Edited by: Corron on 24/03/2008 22:50:45
Originally by: Dheorl
Originally by: Lyria Skydancer
Originally by: Dheorl Atm for a bit of fighting in low sec on mine I have -
Highs: 3x rocket 1x NOS
Meds: AB web scram
Lows: small rep EANM (I think)
I'm not sure about the last slot but you get the general idea - go up close, keep AB on and try and tank the damage that you don't dodge.
Uhm dude whats up with the AB? This is way you wanna fit it if you go this direction with repper+nos:
3xRLII 1xsmall knave nos
1xMWDII 1xWDII 1xWEB
1xSmall Acc repper 2xwhatever you like, cap or speed or tank.
Yay, lets ruin my cap, fitting, sig radius, and orbit distance all with one mod that I really don't need.
I still go like 1.8km/s or something with AB and can orbit faster at a smaller distance. Easily fast enough to catch stuff in belts in low sec and seeing as I don't have to worry about running from bubble camps etc the extra speed from MWD is never needed.
I dare say, that you would get slaughtered by other cepters and any AF's would just tear you a new one. So what exactly are you fighting that you can kill with that setup? Light/Heavy missiles would have you in your pod in a matter of seconds. If you try closing the gap on a turret ship, they'll have plenty of time to take you out before you get on top of them.
Of course I'm not going to fight an AF, no sane ceptor pilot would because your either gona get raped or get very bored.
With long range ceptors I do what everyone else does when fighting ceptors and try to web them, simple as that.
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.25 10:50:00 -
[26]
Originally by: *****y's Hauler Please excuse me for going somewhat off-topic, but since I know Lyria Skydancer here flies a Crusader with rather great success I would love to hear her input on when to go with beams over pulses?
Beams are only useful when youre trying to solo kill cruisers Id say. Its outside medium neut range. Its also good while fighting crows that are faster then yourself, but if youre faster then pulses prevail. Conclusion, pulses do much better generally on a crusader. -------------------------------------- [Video]Skirmish Warfare II |

Chinky's Hauler
Federal Navy Academy
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Posted - 2008.03.25 10:52:00 -
[27]
Originally by: Lyria Skydancer
Originally by: *****y's Hauler Please excuse me for going somewhat off-topic, but since I know Lyria Skydancer here flies a Crusader with rather great success I would love to hear her input on when to go with beams over pulses?
Beams are only useful when youre trying to solo kill cruisers Id say. Its outside medium neut range. Its also good while fighting crows that are faster then yourself, but if youre faster then pulses prevail. Conclusion, pulses do much better generally on a crusader.
I suppose so, since it should be able to outrun pretty much anything. Thanks!
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Lamiah
Ministry of War
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Posted - 2008.03.25 12:19:00 -
[28]
I have a hard time understanding the logic behind malediction bonus to rockets and also at the same time having a bonus to scram range.
Bonus to scram range suggests that malediction can orbit from farther away than other ceptors for tackling, yet the bonus to rockets suggests that I should be using rockets on this sexy ship which is a short-range weapon system....I feel like these two bonuses are nullifying each other, because if you are using one of them, you don't get to use the other one.
I will be able to fly Amarr ceptors in 10 hours, and I am still undecided how to fit them....I flied crow before, and I am actually inclined to fitting Standard launchers on my malediction for roaming-gang work where my primary job is tackling, not dps.
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Tiberius Wolff
Khanid Provincial Vanguard
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Posted - 2008.03.25 15:10:00 -
[29]
Originally by: Lamiah I have a hard time understanding the logic behind malediction bonus to rockets and also at the same time having a bonus to scram range.
Bonus to scram range suggests that malediction can orbit from farther away than other ceptors for tackling, yet the bonus to rockets suggests that I should be using rockets on this sexy ship which is a short-range weapon system....I feel like these two bonuses are nullifying each other, because if you are using one of them, you don't get to use the other one.
I will be able to fly Amarr ceptors in 10 hours, and I am still undecided how to fit them....I flied crow before, and I am actually inclined to fitting Standard launchers on my malediction for roaming-gang work where my primary job is tackling, not dps.
As posted above, you can get rockets above web range, just takes some work. Mostly, imo the rockets are for fending off attacks by other ceptors though. Works well with a small NOS/web to lock down the ceptor and *****them.
When locking down larger targets your damage is crap anyway, so your primary role in that case is lock them down til support gets there... the bonus's don't necessarily nullify eachother...
---
Look carefully into the Darkness, for it is there that you shall find me. |

Kruel
Beyond Divinity Inc
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Posted - 2008.03.25 16:33:00 -
[30]
Edited by: Kruel on 25/03/2008 16:33:47
Originally by: Tiberius Wolff When locking down larger targets your damage is crap anyway, so your primary role in that case is lock them down til support gets there... the bonus's don't necessarily nullify eachother...
Yup, and that 30km scram range means you can stay out of heavy neut range.
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