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Cyndre Valryssian
Spartan Fleet Systems
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Posted - 2008.05.31 14:09:00 -
[1]
Edited by: Cyndre Valryssian on 31/05/2008 14:11:13 Does anybody have any advice on a good uptodate Archon setup, primarily for combat duty. I've seen a setup I quite like from the older Archon threads and wondered if this is still good or what tweaks need to be made:
3x Brokara Heavy Energy Neutralizer or better 2x Brynn's Large Plasma Smart Bomb
Shadow Serpentis Sensor Booster Domination Warp Disruptor Domination Stasis Webbifier Cap Recharger II
2x Capital Armor Repairer I 2x Corpum A-Type Energized Adaptive Nano Membrane Damage Control Unit II 2x True Sansha Capacitor Power Relay
3x Capacitor Control Circuit I
Also what drones / fighters are advisable e.g. type and numbers? Any help would be greatly appreciated.
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Ulfah
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Posted - 2008.05.31 14:20:00 -
[2]
I think general trend at the moment is (and rightly so) to fit carriers with techII gear and maybe a few faction modules for tank modules ( Amarr Navy EANM for example). So, I'd say, unless you are determined to spend this much on a carrier, just stick to tech II gear.
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Yoko Lee
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Posted - 2008.05.31 16:53:00 -
[3]
Nobody put armor warfare link?
1x cap remote repair + rapid repair for example, or 2x cap remote repair + damage control? bad idea maybe?
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Raging Knight
Caldari Provisions
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Posted - 2008.05.31 17:18:00 -
[4]
The cap on that ship is going to die very quickly, 3 neuts plus trying to run a tank will not work, and if your running smartbombs too you really have no chance. Firstly drop the web, anything thats still in web range after you have locked them are probaly slow or afk I dont fly the archon in this style, so have no experiance with this set-up, i really only think the thanatos can fill this kind of roll anyway, due to its fighter bonus and slot lay out. Archon is better for tanking and remote repping, however heres my adapted set-up. change to faction where you see fit.
Capital Armor Repairer I Capital Armor Repairer I Damage Control II Armor Explosive Hardener II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II True Sansha Capacitor Power Relay
Cap Recharger II Cap Recharger II Sensor Booster II Warp Disruptor II
Capital Remote Armor Repair System I Large 'Vehemence' I Shockwave Charge Large Rudimentary Concussion Bomb I Heavy Unstable Power Fluctuator I Heavy Unstable Power Fluctuator I
Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
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Hellspawn666
Master Miners Intruders.
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Posted - 2008.05.31 20:23:00 -
[5]
Originally by: Cyndre Valryssian Edited by: Cyndre Valryssian on 31/05/2008 14:11:13 Does anybody have any advice on a good uptodate Archon setup, primarily for combat duty. I've seen a setup I quite like from the older Archon threads and wondered if this is still good or what tweaks need to be made:
3x Brokara Heavy Energy Neutralizer or better 2x Brynn's Large Plasma Smart Bomb
Shadow Serpentis Sensor Booster Domination Warp Disruptor Domination Stasis Webbifier Cap Recharger II
2x Capital Armor Repairer I 2x Corpum A-Type Energized Adaptive Nano Membrane Damage Control Unit II 2x True Sansha Capacitor Power Relay
3x Capacitor Control Circuit I
Also what drones / fighters are advisable e.g. type and numbers? Any help would be greatly appreciated.
Such an expensive setup and only t1 cap rigs? your far better to go with t2 cap rigs and make a cap stable setup plus you have no remote reppage which is half of what a carrier is for. personally i would drop the 2 smartbombs for cap remote rep and change out the heavy neuts to dark blood. Still an expensive setup but alot more feasible. If not then drop most of those mods and just buy a smegging AEON dude youl do far better with a t2 fitted aeon then a pimped out carrier since you wont ever get jammed and HICS are your only threat in low sec.
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Je'Nann
freelancers inc Pupule 'Ohana
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Posted - 2008.05.31 21:53:00 -
[6]
contact me ingame. ill arrange a meeting point where u can trade it too me and ....
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Cyndre Valryssian
Spartan Fleet Systems
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Posted - 2008.05.31 23:20:00 -
[7]
Edited by: Cyndre Valryssian on 31/05/2008 23:22:51 LOL well when you put it that way :P
But thx for the advice guys, I've taken in everything everyone has said and totally revised my setup:
HIGH 3 x Amarr Navy Heavy Neut (Swap to remote reps based on objectives and fleet type) 1 x Officer large smartbomb 1 x Warfare Link
MID 1 x Shadow Serp Sensor Booster 3 x Cap Recharger II
LOW 2 x Capital Armour Rep 1 x T2 Explosive Hardener 1 x T2 Thermal Hardener 2 x Amarr Navy EANM 1 x DCUII
3 x CCC Rigs
Affordable, effective with reasonably priced faction mods and won't kill me if I lose it :P
Any advice on drone and fighter loadout though?
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Sokratesz
Rionnag Alba
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Posted - 2008.06.01 10:21:00 -
[8]
Edited by: Sokratesz on 01/06/2008 10:21:47 Whoever opens that can will be very happy. Stick with T2 / a bit of faction gear. officer gear etc is way overspending for a carrier. Also, you need *alot* of cap.
2x capital rep 2x faction eanm damage control 2x capacitor power relay
4x cr / 3x cr 1x sb
2x smartbomb, 2x remote rep, cloak/neut
3x ccc rigs
That's (one of the few) correct way(s) to fit an archon. When it comes to drones, fit all fighters minus one, then a few flights of T2 heavy / T2 med / T2 lights and ecm drones. Utility drones like web/paint/neut are virtually useless on a carrier.
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |
Mo adib
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Posted - 2008.06.01 10:28:00 -
[9]
tbo caps are the new battleships and carriers are the little dogs on the field.
it doesnt matter if you have all that faction gear or not when 10-20 dreads primary your carrier, you are still gonna melt damn quick.
take all that money you were gonna spend and buy three archons with t2 fits. That will work much better then one well fit one.
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zayanka
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Posted - 2008.06.01 12:14:00 -
[10]
what are the archon bonuses ? Remote cap transfer and remote armor repair bonus.
So lets use it
2 x Capital Armor Repairer I Damage Control II Armor Thermic Hardener II Armor Kinetic Hardener II Armor Explosive Hardener II True Sansha Energized Adaptive Nano Membrane
4 x Cap Recharger II
2 Heavy neutralisers Capital Remote Armor Repair System I Capital Energy Transfer Array I cloak
3 Capacitor Control Circuit I
Tbh your carrier setup should depend on your gang. Does it have tacklers, does it have damage dealers, are your support ships using heavy neutralisers. The fit depends on the answers. If you have several battleships with neutralisers and you are confident with your support, then probably keep cap. remote rep and energy transfer, all other high slots fit with drone control units.
So there is no exact setup for this ship. But the only thing I must say : never ever use it solo. Because if you will use it solo without support, then 4-5 close range BS will kill you without too many problems.
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Deviana Sevidon
Panta-Rhei Interstellar Alcohol Conglomerate
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Posted - 2008.06.01 12:32:00 -
[11]
Do not fit a cloak if you want to use your carrier for anything else then moving it around.
A Sensor Booster is a must have, and also a lot of Cap Recharging Modules. If you spidertank you need lots of cap to keep the Capital Remote Armor Repairers Active. In the High Slot belongs at least one faction-Smartbomb.
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Sokratesz
Rionnag Alba
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Posted - 2008.06.01 12:35:00 -
[12]
Originally by: Deviana Sevidon Do not fit a cloak if you want to use your carrier for anything else then moving it around.
A Sensor Booster is a must have, and also a lot of Cap Recharging Modules. If you spidertank you need lots of cap to keep the Capital Remote Armor Repairers Active. In the High Slot belongs at least one faction-Smartbomb.
Cloak isn't that much of a drawback especially when you're in a large cap gang. Sensor booster not really needed as you forfeit *alot* of cap in fitting one.
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |
Alex Shurk
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Posted - 2008.06.01 13:12:00 -
[13]
Originally by: Sokratesz 2x capital rep 2x faction eanm damage control 2x capacitor power relay
Drop one of the EANMs for another eanm and one of the CPRs to plug a hole. The days for local tank are done, it's all about your resists.
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Sokratesz
Rionnag Alba
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Posted - 2008.06.01 13:43:00 -
[14]
Edited by: Sokratesz on 01/06/2008 13:43:33
Originally by: Alex Shurk
Originally by: Sokratesz 2x capital rep 2x faction eanm damage control 2x capacitor power relay
Drop one of the EANMs for another eanm and one of the CPRs to plug a hole. The days for local tank are done, it's all about your resists.
I don't quite understand what you're getting at, but yes, local tank isn't as important as RR capabilities, therefor you fit two CPR's to run the remote reps..
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |
Butter Dog
The Littlest Hobos
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Posted - 2008.06.01 16:46:00 -
[15]
2 x Cap Remote Armor Reps 2 x Faction Neuts 1 x True Sansha EMP Smartbomb -- Shadow Serpentis Sensor Booster Domination Warp Disruptor 2 x Cap Charger II -- 2 x Cap Reps 1 x Faction EANM 3 x Active hardners 1 x True Sansha Cap Relay
you need the sensor booster if you are frontlining, in case you get damped
and if you are frontlining, then you wont be flying alone, so your gangmates will be happy you brought those two remote reps along
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Yoko Lee
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Posted - 2008.06.04 16:50:00 -
[16]
My actual fitting for low secure :
2x Amarr navy Neutra, 1x large smartbomb, 1x Cap remote armor repair, 1x dcu 1x SS sensor booster, 2x cap recharger II, 1x TS disruptor 2x Cap armor repair, 2x amarr navy eanm, 1x dc II, 2x cpr II
3x ccc rigs
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