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June li
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Posted - 2004.04.26 23:29:00 -
[1]
Another setup thread i know  But i cant seem to find one in the thread history for a Rupture. Whats a pretty standard-safe-setup for this baby? Hey some advanced setups for specific tasks would be nice too, but not entirely necessary if ya dont wanna share your setup with the rest of the world. ----------------- "It's funny the way most people love death. Once you're dead you're made for life. You have to die before they think you're worth anything." - Jimi Hendrix |

Alowishus
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Posted - 2004.04.27 02:15:00 -
[2]
You should go back more pages 
The Rupture is a very common ship and really the setups you see are all pretty similar, nothing really innovative that I have seen on the forums. If you find one Rupture thread you will be able to figure it out.
Raven 4TW! Rank(1) SP: 243745/256000 |

Strider oTO
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Posted - 2004.04.27 04:04:00 -
[3]
I like a mix of ranges in my weapons. This is not very common becuase it is not strong in any one area, but its a survivor in most situations.
2 720mm proj for heavy hitting 1 425 proj for hitting fast targets 1 laser (largest you can fit) for everything in between 2 missile launchers (biggest you can fit) shield booster, afterburner, and some kind of sensors in the midslots damage and range modifiers in the lows
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Gromalic
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Posted - 2004.04.27 11:17:00 -
[4]
hmm well what I'm using right now is; 3x720 1x220 Vulcan 1xStandard launcher Defenders 1xHeavy Launcher Cruise or heavies depending on what I'm doing. Mid slots Medium shield booster and ab's Then low assortment of different tracking computers and damage mods and 10% grid bonus mod so it will all fit. Then of course the ever popular 6 medium scout drones in the drone bay. I run level 3 missions with the above loadout and it does just fine. To tell the truth I almost never use the 220. Very occasionally I might use it if a spawn lands on top of me in a roid belt but, that's about all.
You can pretty much use that setup for most things though I do suggest fitting a warp stabalizer if you are hunting low sec space.
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froster
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Posted - 2004.04.27 11:23:00 -
[5]
me i use that for hunt mimi lvl 3 or belt hunting hi : 3x720mm 2xheavy laucher (torp or heavy depend of target) 1xstandar laucher (defender or heavy)
med : med shield booster AB cap recharger
low : 4 power diag 1 tracking mod.
this set up permit u to tank a little generally i load emp ammor and orbit at 15km or so.
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Numsie
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Posted - 2004.04.27 12:05:00 -
[6]
Edited by: Numsie on 27/04/2004 12:13:18 Numsie's Rupture :
Hi -720 Carbine Howitzer I - Nuclear -720 Howitzer Artillery I - Carbonized Lead -Heavy Beam Laser I - Microwave -Heavy Missile Launcher I - Widowmakers/Thunderbolt -Standard Launcher I - Defenders
Med -Small Shield Booster II -Y-S8 Hydrocarbon I Afterburners -Capacitor Recharger
Low -Warp Core Stabalizer -Power Diagnostic System I -Overdrive -Small Armour Repairer I -Gyrostabalizer
Drones -3*Hammerhead I -3*Infiltrator I
-edit- Of course, almost forgot, quite a few skills were necessary to get all these in including engineering, electronics and weapon upgrades.
Nums.
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Queldonus
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Posted - 2004.04.27 14:48:00 -
[7]
Just an opinion, you should not be using lasers. Like all minimatar ships, rupture has a bonus to projectile weapons, so that should be the only turrent weapon you mount. |

Numsie
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Posted - 2004.04.27 14:58:00 -
[8]
I know about the bonus to proj weapons. And yeah, I agree with what you say, but I found a named laser and besides I like the look of them. And they go "BEOAWWWWW"!
It's not all about how quick you kill something, its gotta be satisfying as well for me, and in my opinion, watching proj. weps go "piff" all the time just doesn't do it for me. Gotta look good while killing as well. :o)
On a more sensible note though, what if I ran out of ammo ? Never run out of ammo with a laser. So, even though there is the bonus on the proj wep for Minmatar, I prefer to use a laser as well. Okay, so you should never really run out of ammo if you've got half a mind but thats my excuse and I'm sticking to it.
A good point well made though and one I forgot to point out.
Nums.
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Teeth
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Posted - 2004.04.27 15:07:00 -
[9]
My only rupture advice for you is:
For NPC's use 4 720's, a mwd and stay outside of their range. They go *kaboom*
For pvp go 3 720's 3 launchers (or get a vigil or tempest ;-)
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Queldonus
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Posted - 2004.04.27 15:17:00 -
[10]
Originally by: Numsie I know about the bonus to proj weapons. And yeah, I agree with what you say, but I found a named laser and besides I like the look of them. And they go "BEOAWWWWW"!
It's not all about how quick you kill something, its gotta be satisfying as well for me, and in my opinion, watching proj. weps go "piff" all the time just doesn't do it for me. Gotta look good while killing as well. :o)
On a more sensible note though, what if I ran out of ammo ? Never run out of ammo with a laser. So, even though there is the bonus on the proj wep for Minmatar, I prefer to use a laser as well. Okay, so you should never really run out of ammo if you've got half a mind but thats my excuse and I'm sticking to it.
A good point well made though and one I forgot to point out.
Nums.
I find the sounds of 720 arty cannons very satisfying.  Use 1/3 of your cargo space for ammo, better to have to leave the crap loot behind than to run out mid fight. But if you want to use lasers, that's fine. I just like me some big artellery cannons, so I fly Minimatar.  |

Strider oTO
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Posted - 2004.04.27 17:51:00 -
[11]
Many people just "tank" their ship out with whatever does the most damage. In this case, projectile weapons on the Rupture because it provides a bonus for it. However, what happens when you are in a long battle, and run out of ammo with nowhere to go? If you had that one laser, you would still have some protection. I like to prepare for worst case scenarios Besides, it gives a good mix of damage if I am using non-EM ammo for the atillery. My enemy won't have complete protection against my weapons if he is braced with wards.
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Alowishus
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Posted - 2004.04.27 23:22:00 -
[12]
Originally by: Strider oTO However, what happens when you are in a long battle, and run out of ammo with nowhere to go?
You hang your head in shame. And then quit Eve... I would hope.
Raven 4TW! Rank(1) SP: 243745/256000 |

p0ma
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Posted - 2004.04.28 19:41:00 -
[13]
Best rupture setup is LiF AB/YT8 MWD/4 Power Diag I's/Small Accomodation Armor Repairer/3 Malkuths/3 dual 180mm scouts
The third midslot is optional. I prefer a +2 warp scrambler myself but if you are with a fleet, any other mod can wrk(webber, sensor booster for fast FR lock, ect).
If you wanna be a real ass you can use 5 cap relays and 5 Small Cap Nuetralizers. Can drain a Battleships's capacitor to 0 very quickly if their not setup for super fast cap recharge.
Either way, the Rupture is the best hit and run/High Velocity Combat ship in the game imo.
It goes Vro0o0o0o0o0o0om! ---------------------------------------- "Cry Exploit and let slip the Dogs of War" |

Outcastino
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Posted - 2004.04.28 21:12:00 -
[14]
for npcs 4 720mm with mwd.
For pvp : 2x720mm 1x280mm 3x heavy launcher shield booster, 2 shield hardeners, 5 cap relays.
Thats the tank version.
Or maybe 4x425mm 2 heavy launchers mwd, scrambler, shield booster. Whatever you prefer in low slots.
Or maybe
4x720mm with as much dmg mods as you can fit besides RCUs.
Lots of choices.
--------------------------------------------
I love the smell off cookies in the morning, smells like victory! |
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