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Thread Statistics | Show CCP posts - 1 post(s) |
Twarn
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Posted - 2004.05.27 07:42:00 -
[1]
I was just wondering, I fly a tempest for pvp with the below fitting and my dam modifier is currently at 9.86036989798 x, however I've heard several of my mates talk about having a damage modidier at 11, some even close to 12.
How do you get it? Just stack more gyros? Is there a realtive reasonable setup for having that kinda dam modifier without giving up all my cap relays and the RCU for fitting that 5th 1400mm turret?
Setup.: High: 5x 1400mm 3x Maltuk Launchers
Med: 1x Sensor Booster 1x Warp Disruptor 1x L Shield Booster 1x Emp Shield Hardner 1x Heat Shield Hardner
Low: 1x RCU 1x Warp core stab. 2x Cap Relays 2x Gyrostabilizor tech2
Ps. Would like to hear from those who have tried or still have a damage modifer on +9.86036989798 x on their tempest with 1400mms.
Thanks in advance.
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Alowishus
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Posted - 2004.05.27 07:48:00 -
[2]
Is your surgical strike skill maxed out?
Raven 4TW! Rank(1) SP: 243745/256000 |
Jarjar
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Posted - 2004.05.27 07:48:00 -
[3]
Start off by training minmatar battleship, large projectile and surgical strike to level 5
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Twarn
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Posted - 2004.05.27 07:53:00 -
[4]
Large projectile lvl 5, surgical strike and minmatar battleship skill at lvl 4
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Ardra
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Posted - 2004.05.27 08:04:00 -
[5]
I always thought that mutliple gyrostablises nerf the affect. i would have one and then try to fit a SIXTH howi, would take lots of skills to ubmp MW enuf to do. also, u need to max BS skill as well as sergical strike and large projectile turrets, that should get you close :) ardra
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Shocky
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Posted - 2004.05.27 09:24:00 -
[6]
What effect does battleship skill lvl's have on damage multi ? Can't recall it said anything about damage.
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Jarjar
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Posted - 2004.05.27 09:26:00 -
[7]
Originally by: Shocky What effect does battleship skill lvl's have on damage multi ? Can't recall it said anything about damage.
Tempest bonus is 5% damage / 5% RoF per level.
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Twarn
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Posted - 2004.05.27 09:56:00 -
[8]
Could we please get back to the question?
Would like to hear from someone who actually had a dam modififer at 11 and what he had to get it..
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Ajzhyn Raef
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Posted - 2004.05.27 10:29:00 -
[9]
Id say it was done using named 1400s. A Scout 1400 would give base dam mod of 6, much easier to get up past 10 or 11 with a Scout.
-=Ajzhyn Raef, Runner of Missions, Helper of n00bs=-
-=New Folks Feel Free to Convo Me In-Game=- |
Jarjar
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Posted - 2004.05.27 11:03:00 -
[10]
Min battleship 4 / large proj 4 / surgical 4 Damage mod: 8,064x Add 4 Gyro II including stacking penalty: 10.559x Add 5 Gyro II including stacking penalty: 11.09060668x Add 6 Gyro II including stacking penalty: 11.62079777x
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Arthur Guinness
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Posted - 2004.05.27 11:27:00 -
[11]
I can fit 6x1400mm with 3dmg mods on tq. on chaos you're able to fit 6guns with 4 dmg mods. The question is, is it worth it? and yes, you get about 11 dmg mod with 4 gyro II :D |
corporal hicks
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Posted - 2004.05.27 12:28:00 -
[12]
Originally by: Arthur Guinness I can fit 6x1400mm with 3dmg mods on tq. on chaos you're able to fit 6guns with 4 dmg mods. The question is, is it worth it? and yes, you get about 11 dmg mod with 4 gyro II :D
Good for npc hunting maybe but for Pvp might as well kiss the ship goodbye imo. " Stay Frosty "
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Admiral IceBlock
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Posted - 2004.05.27 12:50:00 -
[13]
in fleet battles, lock speed and dmg goes first...
"We brake for nobody"
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Lord Azraiel
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Posted - 2004.05.27 17:08:00 -
[14]
I have an 11.14....x dmg modifier. I have Minmatar Battleship 5, Surgical Strike 5, and Large Projectile 5, as well as 3 dmg mods. "I'm comin' for ya, and Hell's comin' with me!" |
The Eliminator
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Posted - 2004.05.27 17:13:00 -
[15]
i have a tempest also, with a damage mod of 10.02 using 3x gyro 2's. I have a setup for the moment, but will everyone be changing their setup after missile changes etc ???
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ProphetGuru
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Posted - 2004.05.27 17:25:00 -
[16]
12.46 baby !
Evolution..... Just when you thought you were winning.
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Outcastino
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Posted - 2004.05.27 19:00:00 -
[17]
Well, try 4x1400mm and 6 dmg mods for the most damage....but thats stupid :)....5x1400mm and 4 dmg mods is better.
But even better is 6x800mm and 6 damage mods. :)
--------------------------------------------
I love the smell off cookies in the morning, smells like victory! |
Bella Verde
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Posted - 2004.05.27 20:00:00 -
[18]
Dont bother with more than one damage mod.
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Jarjar
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Posted - 2004.05.27 21:07:00 -
[19]
Originally by: Bella Verde Dont bother with more than one damage mod.
You don't know the formula do you? If I had spare slots I'd "bother" with the seventh damage mod, the stacking penalty isn't that bad at all.
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Bella Verde
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Posted - 2004.05.28 17:30:00 -
[20]
Originally by: Jarjar
Originally by: Bella Verde Dont bother with more than one damage mod.
You don't know the formula do you? If I had spare slots I'd "bother" with the seventh damage mod, the stacking penalty isn't that bad at all.
Its not the formula, its the fact that boosting damage on a tempest with 6 damage mods is foolish when you can put in modules that will save your ship's life, such as cap relays or power diagnostics.
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DeathBunny
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Posted - 2004.05.28 17:44:00 -
[21]
Hey if you deal loads of damage faster and harder then the other guy why would it be foolish to fill your slots with damage mods?? Fear The Bunny
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Bella Verde
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Posted - 2004.05.28 17:48:00 -
[22]
What if you're jammed, or getting pounded by two or more enemies? You wont be able to keep your shields up for any amount of time.
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Oregem
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Posted - 2004.05.28 17:49:00 -
[23]
And what kind of damage do you guys do per shot with a 1400?
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Hellek
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Posted - 2004.05.28 18:03:00 -
[24]
I think that after 3 damage mods, a tracking mod is more useful than a 4th damage mod if you really don't need any cap/shields/etc.
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DeathBunny
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Posted - 2004.05.28 18:27:00 -
[25]
Different situations call for different tactics, 1 might be great for one thing but not the next. Thats why having damage mods all in low slots only works for certain tactics. Having a mix of damage mods and tracking mods works for other tactics. Fear The Bunny
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