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L0rdF1end
STA'IN The Devil's Warrior Alliance
35
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Posted - 2012.03.20 21:58:00 -
[1] - Quote
Is this still standard considering latest Crucible changes?
[Moros, Fleet Moros] Capital Armor Repairer I Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Cap Recharger II Cap Recharger II Cap Recharger II Sensor Booster II Sensor Booster II
Dual 1000mm Railgun I, Iridium Charge XL Dual 1000mm Railgun I, Iridium Charge XL Dual 1000mm Railgun I, Iridium Charge XL Siege Module I
Trimark Armor Pump I Trimark Armor Pump I Trimark Armor Pump I
If not, what options am I open to?
I will drop a Sensor Booster and add a Tracking Computer but other than it looks pretty fit for standard cap fleet business.
If anyone has any advice please feel free to comment.
Thanks. |
Aamrr
265
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Posted - 2012.03.20 22:33:00 -
[2] - Quote
I know I'll get some criticism for this, but I'll try anyway.
Those 3 cap rechargers are giving you (at peak regen), 54.5 GJ/s. Often less -- if you're neuted below peak, they aren't helping you much at all. And if you're trying to cap up to jump, the benefit is reduced then, too.
When running full out and including reload times, a Heavy Capacitor Booster with 800 charges will give you 57.1 GJ/s. This works when you're neuted. It makes it easier to jump out. And time dilation makes reloading actually a reasonable expectation.
A Moros has 2550 m3 of cargo space with which to store capacitor charges and ammunition. If you aren't expecting an extended engagement, it's actually reasonable to run a dreadnought in this fashion, which lets you fit some tracking computers and makes you more resistant to neuting.
I'm not saying it's a perfect idea, but it's worth considering. It certainly lets you run your repper more reliably, but I'll be the first to admit it's situational. Good luck with your Moros! |
OfBalance
Caldari State
202
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Posted - 2012.03.20 22:45:00 -
[3] - Quote
Can't stop... laughing.... **** you Amrr i'm still at work. |
Herman Klaus
Touched By Klaus
42
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Posted - 2012.03.20 22:48:00 -
[4] - Quote
This is a total noob question ad i don't fly dreads.... But why not blasters? |
Aamrr
266
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Posted - 2012.03.20 22:54:00 -
[5] - Quote
OfBalance wrote:Can't stop... laughing.... **** you Amrr i'm still at work.
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L0rdF1end
STA'IN The Devil's Warrior Alliance
35
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Posted - 2012.03.20 22:55:00 -
[6] - Quote
Herman Klaus wrote:This is a total noob question ad i don't fly dreads.... But why not blasters?
Its to do with getting bumped out of blaster range when you Cyno in large fleets. Rails recieved a damage buff recently too which makes them even more viable. Plus you can cover more range if say for instance a snipe Dread fleets lands.
Again though, i think its situational. |
Arazel Chainfire
Sons Of 0din Fatal Ascension
91
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Posted - 2012.03.21 02:24:00 -
[7] - Quote
Blasters work great if you can guarantee that you can control the engagement range. Or if you are just trying to facemelt a POS, but don't particularly care if you loose it. But a seiged dread can't move - which means that if someone else comes in outside of your engagement range, you're screwed.
Additionally, supers/titans CAN move... which means that if you start out at 10km from a super, and the super proceeds to trundle along at its staggering 80m/s, it takes all of 2.2 minutes of your 5 minute seige cycle for it to get to the edge of your optimal. Most supers I've seen taken down last considerably longer than just 2.2 minutes. And then of course, if you were to exit seige and "chase" it, you would have to trundle along at your own 80m/s, which means you can't catch it, or if you aren't bubbled/pointed you can warp off and warp back in. which isn't necessarily the best decision...
-Arazel |
Headerman
Quovis Shadow of xXDEATHXx
719
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Posted - 2012.03.21 02:29:00 -
[8] - Quote
Indeed. The bad thing about blasters is that even on a dread they are horrible short ranged. The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |
Jack Miton
Lapse Of Sanity Exhale.
148
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Posted - 2012.03.21 03:44:00 -
[9] - Quote
Rail moros = fail moros. blaster moros has no issues at all shooting out to 100km which is more than plenty.
T2 that siege mod, change a sebo to a TC, fit blasters and youre good to go. |
L0rdF1end
STA'IN The Devil's Warrior Alliance
35
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Posted - 2012.03.21 11:06:00 -
[10] - Quote
Cool, thanks for the advice.
I saw some mentions of going for a buffer fit that could survive a DD and enough buffer to last the 5 min seige cycle to then be repped and then go back into seige again.
But this doesn't sound like a good plan because it puts too much on your carrier support to rep you up before you can re-enter seige.
Any thoughts? |
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Pheusia
Vanishing Point. The Initiative.
40
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Posted - 2012.03.21 14:56:00 -
[11] - Quote
Jack Miton wrote:Rail moros = fail moros. blaster moros has no issues at all shooting out to 100km which is more than plenty.
T2 that siege mod, change a sebo to a TC, fit blasters and youre good to go.
What kind of damage is that Blaster Moros getting at 100km? From memory, a rail Moros with AM XL loaded has an optimal around about 55-60Km. |
M1k3y Koontz
Taxes Suck Inc.
26
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Posted - 2012.03.24 20:36:00 -
[12] - Quote
Faction damage mods + blasters = epic POS basher =) 14k+ DPS with antimatter
How much herp could a herp derp derp if a herp derp could herp derp. |
Tanya Powers
Science and Trade Institute Caldari State
903
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Posted - 2012.03.24 20:51:00 -
[13] - Quote
Tank with dps, pulverise small stuff with 90 000shots on BC sized ships, bring some huggins, lachesis, Oneiros/guardians and a lot of Falcons, never not forget to bring as much falcons and ECM drones as you can.
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Katalci
Creative Cookie Procuring Veto Corp
46
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Posted - 2012.03.25 22:17:00 -
[14] - Quote
Use cap boosters if you want. [Moros, Gank] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Capital Armor Repairer I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Sensor Booster II, Scan Resolution Script Tracking Computer II, Optimal Range Script Cap Recharger II Cap Recharger II Cap Recharger II
Siege Module II Ion Siege Blaster Cannon I, Guristas Antimatter Charge XL Ion Siege Blaster Cannon I, Guristas Antimatter Charge XL Ion Siege Blaster Cannon I, Guristas Antimatter Charge XL
Large Hybrid Locus Coordinator II Large Trimark Armor Pump I Large Trimark Armor Pump I
Arazel Chainfire wrote:Blasters work great if you can guarantee that you can control the engagement range. Or if you are just trying to facemelt a POS, but don't particularly care if you loose it. But a seiged dread can't move - which means that if someone else comes in outside of your engagement range, you're screwed.
Additionally, supers/titans CAN move... which means that if you start out at 10km from a super, and the super proceeds to trundle along at its staggering 80m/s, it takes all of 2.2 minutes of your 5 minute seige cycle for it to get to the edge of your optimal. Most supers I've seen taken down last considerably longer than just 2.2 minutes. And then of course, if you were to exit seige and "chase" it, you would have to trundle along at your own 80m/s, which means you can't catch it, or if you aren't bubbled/pointed you can warp off and warp back in. which isn't necessarily the best decision...
-Arazel Maybe consider loading long-range ammo? |
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