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Yianij Baqur
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Posted - 2004.06.02 14:16:00 -
[1]
Anything I should change in this PVP typhoon setup?
High: 4X 800mm 4X Heavy missle launchers (armed with torps or cruisers)
Med: 2X Cap Recharger (1 or 2) 1X 100MN MWD 1X Warp Disruptor
Low: 2X L Armor repair 1X Kinetic Hardener 1X Thermic Hardener 1X Explosive Hardener 1X Warp Core Stabilizer 1X Capacitor power relay
Anything needs changing?
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SwitchBl4d3
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Posted - 2004.06.02 14:54:00 -
[2]
looks ok bear in mind heavy launchers (cruiser class weaponry) will only be able to shoot Heavy missiles i guess in patch update "Teh lord of Nonni"
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Celt Eireson
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Posted - 2004.06.02 15:11:00 -
[3]
Yup, that and the armour repairers are gettign a significant increase in power requirements, though the Typhoon is getting a 3000 increase in power to compensate. But you're unlikely to be able to fit 4 cruise missile launchers and 2 large repairers in the future (though not entirely sure of the requirements for the new cruise launchers).
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Grimpak
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Posted - 2004.06.02 15:29:00 -
[4]
...try fitting a web instead of a warp disruptor, and put a heavy cap injector with 800 charges instead a cap recharger. you will lose cap regem, but with 800 charges, that would be a good trade-off. and that warp stab... maybe a 2nd cap relay instead? ...but overall.. the setup looks good. -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
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Levin Cavil
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Posted - 2004.06.02 19:36:00 -
[5]
Edited by: Levin Cavil on 02/06/2004 19:41:24 If you plan on using this on TQ you MUST have a Warp Disruptor, if you can fit a web in addition. Webbing the enemy won't stop them from just leaving and the Typhoon is the fastest battleship there is so the only thing that can get away from you is another ship with MWD and those are very suceptable to cap draining
Personally I concider Cap Injectors useless, along the same lines as flux coils. You can only carry enough charges for a single fight, I much prefer the ability to fight till I run out of ammo. Thats a personal call though.
Running one stab is kinda pointless, if you are going to use them use at least 2, otherwise take out a midslot cap mod and put in a web and cap relay or leave the two midslot cap mods and use a 2nd relay to get more cap, I would look into fitting nosferatus for a close range setup personally.
------------------------------
<Hammerhead> we can't do anything that requires programming
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Bhal'rog
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Posted - 2004.06.02 20:52:00 -
[6]
If power grid becomes a problem, check out the dual 425's. Same Dot as the 800's with less range. If you are gonna get close might as well get real close 
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Zervun
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Posted - 2004.06.03 23:21:00 -
[7]
Edited by: Zervun on 03/06/2004 23:22:28 In theory after patch, swap around for fitting problems
HI 4x 425mm, 2x siege (or mini siege) 2x heavy nos or 1x heavy nos 1x autotargeter
MID 1x warp distruptor 1x 100mn MWD 2x cap recharger II's
LOW 1x L armor repairer 1x L armor repeirer or medium armor repairer II (fitting problems) 1x thermic, 1x explosive, 1x kinetic 1x warp core stab 1x gyrostab II
No cap relay should have plenty with the nos's
Oh and a half and half split of ogres and wasps in the drone bay =)
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JoCool
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Posted - 2004.06.03 23:24:00 -
[8]
Zervun's proposal is really good. I'd go for that.
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Trevedian
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Posted - 2004.06.04 01:19:00 -
[9]
Typhoons suck... If you wanna get the most out of it; 1. Empty modules from all slots/cargo/bays 2. Buy platinuim insurance 3. Right click > Self destruct 3. Buy a Tempest
Sex0r > you're bounty turns me on.. you seem like the kind of amarrian to dominate me
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Dist Lighthawk
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Posted - 2004.06.04 02:23:00 -
[10]
typoon + insurance ten self destructing wont get as much cash back as just selling. Ad if he wants to you use typhoon then good for him, he didnt ask for advice on getting a different ship, he just wanted to know about a typhoon setup.
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Judicator
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Posted - 2004.06.04 09:05:00 -
[11]
Why does the Typhoon suck? I'll admit I have not flown one for quite some time now and have been unable to get onto Chaos to play around.
IIRC it is a good armor tank and it can deliver a good punch. For long range I'd prefer a Tempest but as a hard hitting well tanked in your face ship the Typhoon get's my vote. The Dual 425's are good and save fitting and with heavy nosferatus you'll be sucking vital cap from the enemy. It has a nice dronebay to boot aswell.
I liked the ship and i still consider getting one again. Ofc if someobody has been on chaos and can say that it is now poo for various reasons I'd most likely stay away from it. -------------------------
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fras
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Posted - 2004.06.04 11:00:00 -
[12]
After some Chaos testing I think the problem with the Typhoon after patch is mostly the cruise/siege launcher thing. The new cruise launchers have a 32 second rof, about 22 seconds or so with skills. That's almost double a good heavy launcher now. It's possible to stick on a couple of siege in some setups, but you have to resort to the cruise launchers. So things are generally perhaps a bit worse than before. The real problem is ships like the apoc, mega, arma and tempest have much easier fitting now and arn't forced to rely on launchers for firepower. So imo it's been left behind a bit, it'll at least become a less attractive option.
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Alowishus
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Posted - 2004.06.04 12:49:00 -
[13]
Edited by: Alowishus on 04/06/2004 15:54:18 After the patch this setup will fit with Level 5 engineering, electronics and weapon upgrades. Sacrifices have to be made. I wish it could fit dual Large Armor Repairers, but hey, you can't have everything.
4x Dual 425mm 4x Siege Launcher
1x 100MN MWD 1x Scrambler 2x Cap Recharger 2
1x Large Armor Repairer 2x Kinetic Hardener 2x Thermal Hardener 1x Explosive Hardener 1x CPR
Most setups I see in the forums are bland, like the one above, but it's what people want to see. The setups that are going to kick ass are the really unorthodox ones, the kinds of setups that get shunned here.
Raven 4TW! Rank(1) SP: 243745/256000 |

ZelRox
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Posted - 2004.06.04 12:49:00 -
[14]
I like my typhoon atm. Range bonus allows me to lob those emp rounds far out, its a decent shield tank, and ample close range\armor tank. Im not sure what changes will the next patch bring in practice, but so far i cant say that typhoon is a bad ship. Dont forget the 3500m3 drone bay  ----------------------
I wanna tuc tuc .. |

fras
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Posted - 2004.06.04 13:44:00 -
[15]
Originally by: Alowishus Edited by: Alowishus on 04/06/2004 12:52:12 After the patch this setup will fit with Level 5 engineering, electronics and weapon upgrades. Sacrifices have to be made. I wish it could fit dual Large Armor Repairers, but hey, you can't have everything.
4x Dual 425mm 4x Siege Launcher
1x 100MN MWD 1x Scrambler 2x Cap Recharger 2
1x Large Armor Repairer 2x Kinetic Hardener 2x Thermal Hardener 1x Explosive Hardener 1x RCU
Most setups I see in the forums are bland, like the one above, but it's what people want to see. The setups that are going to kick ass are the really unorthodox ones, the kinds of setups that get shunned here.
That setup doesn't need an rcu, you can actually swap out the rcu for a med tech 2 armour rep or anything really. I've tested a v similar one myself and decided it didn't have a sufficient cap recharge.
I think you are right about the unorthadox setups, I reckon energy vampires will have a much bigger role once they are fixed, quite difficult to fit to a ship like the Typhoon tho.
Generally speaking I think the lvl 2 ships have taken a bigger leap forward than the lvl 1 ships. Price to performance ratio is underlined more...
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Matrix Aran
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Posted - 2004.06.04 13:50:00 -
[16]
What about a posible NPC hunting setup post patch?
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Alowishus
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Posted - 2004.06.04 15:50:00 -
[17]
Originally by: Matrix Aran What about a posible NPC hunting setup post patch?
4x 1400mm 4x Heavy Launcher (I only use heavy missiles on NPCs)
1x 100MN AB 1x XL Shield Booster 1x Thermal Hardener 1x EM Hardener
(I fight Sansha's mostly so that hardener setup works well against them, if you are fighting someone else you might consider a different hardener setup or even a boost amp)
2x Damage Mod 3x PDU 1x Warp Stabilizer 1x Optional
Same as above, fits with the Level 5 fitting trifecta (engineering, electronics, weapon upgrades). I kinda like to sit behind a big old roid when I hunt (for missile deffense), the Phoon is not good for this because that takes away half your offense, but if your fighting style is different then more power to you.
Don't forget the drones. The Phoon has an amazing drone bay, use it, that's a big part of its offense. Being able to use nine or ten drones is a must.
Raven 4TW! Rank(1) SP: 243745/256000 |

Alowishus
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Posted - 2004.06.04 15:53:00 -
[18]
Originally by: fras That setup doesn't need an rcu
I know, that's supposed to be a CPR, too many acronyms. I never put RCUs or CoPros in my setups. I try to augment the cap recharge/capacity whenever possible if I can't think of anything else to put in a slot.
Raven 4TW! Rank(1) SP: 243745/256000 |

Hamatitio
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Posted - 2004.06.04 17:55:00 -
[19]
Um, dont mean to burst your bubble but a typhoon can take on any other bship in 1 on 1. Also, cap injectors are great, use them, um 1 warp core stab wont do anything helpful, throw on another power relay :) --
Director of Ganking: Death Row Inc. |

Zervun
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Posted - 2004.06.04 19:27:00 -
[20]
Edited by: Zervun on 04/06/2004 19:33:21 Edited by: Zervun on 04/06/2004 19:32:15 Don't take anything Trevedian has to say about a phoon to heart, he doesn't know what he is talking about.
Typhoon is a badass bs, one of the best if not tied with the best for pvp. It just takes an astronomical amount of skills to be successful with it. You need to use it's ship bonus to it's advantage. You either want to go long range or very close range, no inbetween. It is arguably the best close range bs due to speed, bonus, and drone bay.
1. It's the fastest bs. 2. It has the best bs agility. 3. It locks very fast. 4. It's the slowest bs to lock on to. 5. It has one of the most unique ship bonus' if used right 6. None of it's weapons cost barely any cap to run (proj's/missles) 7. It has the highest EM armor resistance of all the bs's (same as tempest) and.... 8. Has one of the best mid/low slot combinations for armor tanking. 9. Has the 2nd largest drone bay which is more than enough. 10. Noone has a clue what you are equiping there are no really cookie cutters for the phoon. 11. It's reasonably cheap compared to a tier 2
Microwarp drive $1mil isk Typhoon $70mil isk The look on your enemy's face as he's sitting in his pod not knowing what even hit him and mouses over onto your ship to see
Tubesteak I
priceless
It does suck for mining but thats it.
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Zervun
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Posted - 2004.06.05 01:06:00 -
[21]
Incidently, if anyone wants to talk to me ingame I will be more than happy to give them phoon advice, it's my favorite bs. Send me a convo. Warning though you should have at least 3 - 4 mil sp underneath your belt in mostly combat to make it worthwhile.
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Yianij Baqur
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Posted - 2004.06.06 12:07:00 -
[22]
What kind of skills would be necessary do really do damage in a typhoon?
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Zervun
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Posted - 2004.06.07 01:00:00 -
[23]
Pretty much a must is
Cruise missles III+ Heavy drones skill III+ Drone Interfacing III+ Large proj IV+ Surgical strike IV+ Weapon Upgrades IV+ All other gunnery skills III+ MWD cap usage skill III+ Engineering V Electronics IV+ Energy Management IV+ Cap Regen IV+ The 3 armor tanking skills IV+
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Pascal DuVont
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Posted - 2004.06.08 04:54:00 -
[24]
Why isit that you need all those damage boosting skills to be effective in a typhoon particulairly... surely you will just be as effective as someone else in a bship without those skills.. (barring scorp/ravev)
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NajZero
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Posted - 2004.06.08 09:50:00 -
[25]
Try this,
4 x 800 mm repeating artillery 4 x Heavy launcher
1 x 100mn MWD 1 x Webifier 1 x Warpscrambler 1 x Heavy Cap Injector
1 x Thermal active Armor hardener 1 x Kin 1 x Explosive 1 x Large Armor repairer 3 x Powerdiagnostics
It¦s a nice Gank setup for BS, cruiser and of course Interceptors if they are too bad :)
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Zervun
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Posted - 2004.06.08 17:01:00 -
[26]
Edited by: Zervun on 08/06/2004 17:03:19
Originally by: Pascal DuVont Why isit that you need all those damage boosting skills to be effective in a typhoon particulairly... surely you will just be as effective as someone else in a bship without those skills.. (barring scorp/ravev)
Well the thing is, you can't just specialize in say turrets for the phoon or missles only. Because you have only 4x turret mounts you need to fill the other slots with something else. Hense the need for good missle skills. You want your damage skills up as with a close range setup you go through ammo like hotcakes with proj's. Since the phoon is the 2nd biggest drone bay you want your drone skills up. Since the phoon is low on powergrid you want your fitting skills up, if you are fitting sieges like after the patch soon you are gonna have to have elec high. Using close range you need MWD skills up. The phoon has 70% EM armor resistance and is screaming to be armor tanked so you need those up. Cap regen is poor on the phoon and with a mwd your overall cap is low, you need those up also. Etc etc etc etc
The above setup for ganking is good but why power diags over cap relays? Also not much point in a webifier, you will outrun damn near anything in it with a mwd sans frigates and well drop 8+ wasps or ogres and that solves that.
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SwitchBl4d3
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Posted - 2004.06.08 18:08:00 -
[27]
Originally by: Zervun Edited by: Zervun on 08/06/2004 17:03:19
Originally by: Pascal DuVont Why isit that you need all those damage boosting skills to be effective in a typhoon particulairly... surely you will just be as effective as someone else in a bship without those skills.. (barring scorp/ravev)
Well the thing is, you can't just specialize in say turrets for the phoon or missles only. Because you have only 4x turret mounts you need to fill the other slots with something else. Hense the need for good missle skills. You want your damage skills up as with a close range setup you go through ammo like hotcakes with proj's. Since the phoon is the 2nd biggest drone bay you want your drone skills up. Since the phoon is low on powergrid you want your fitting skills up, if you are fitting sieges like after the patch soon you are gonna have to have elec high. Using close range you need MWD skills up. The phoon has 70% EM armor resistance and is screaming to be armor tanked so you need those up. Cap regen is poor on the phoon and with a mwd your overall cap is low, you need those up also. Etc etc etc etc
The above setup for ganking is good but why power diags over cap relays? Also not much point in a webifier, you will outrun damn near anything in it with a mwd sans frigates and well drop 8+ wasps or ogres and that solves that.
diags > cap relays imho
7.5 % sheild recharge 4 % hp bonus 7.5 % recharge 5 % pwr grd bnus
with relays they only boost one attribute i just became a lover of power diags over cap relays.. 4 % cpctr bnus
"Teh lord of Nonni"
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Zervun
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Posted - 2004.06.08 19:20:00 -
[28]
Edited by: Zervun on 08/06/2004 19:21:49 Well, you are armor tanking it so the shield boost on the diags is worthless. You don't need the extra grid when using 800's. The hp boost is minor. Everything is about regen so the cap relays work much better the only good thing about the diags is the total cap storage boost. 1 cap relay = 3 power diags.
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Bobbeh
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Posted - 2004.06.08 19:35:00 -
[29]
2 power diags= 1 relay
Why must you use 800mm's, dual 425 have same dot, maybe if u hadnt fitted mwd 800mm's would be ok because they have reasonable fall off so can be used at anything up to 15k, but if u are fitting mwd dual 425 is the way to go.
4x dual 425, 4x h-50, 1 cap injector, 1mwd, 1 sensor booster, 1 scrambler 2x hardener (kinetic and thermal, dont ask why, look for other posts on this and u will understand. think negotiator posted it in another armour tanking post), 2x armour repairer, 2x cap relay, 1x 1600mm, full drone bay.
i still prefer 3 1400, 1 large smartbomb, 4 h-50, 1xl shield booster, 2 hardeners, 1 20km scrambler, 6/7 cpa power relay, dmg mod if u want.
Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

Zervun
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Posted - 2004.06.08 19:49:00 -
[30]
The dual 425's are better, but for day to day usage they run through so much ammo it's a pita. 2x power diags = 15% regen 1 cap relay = 20% 3x diags = 23.5% regen closer to the cap relay. I also prefer to slap a explosive hardner in also for EMP L hits and missle boats, debatable though.
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