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Trio
Amarr
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Posted - 2008.09.10 16:37:00 -
[1]
Hey, i've just started playing again after 3/4 years away and i've bought myself a shniy new Armageddon to run lvl 4 missions in. They seem to be taking a while tho so i'm hoping u guys can suggest some improvements to help speed things up
I'm using atm
7x Dual Heavy Modulated Pulse Energy Beam 1 with Amarr Navy Multifrequency 1x Small Tractor Beam 1
Lif Fueled I Booster Rockets 2x Cap Recharger II
2x Heat Sink II 1x DCU II 4x mission specific hardeners II 1x LAR II
3x CCC I
Also using 5 tech I medium scout drones (varied by mission)
Am planning on upgrading to navy lasers as and when i can (tech II guns are a long way off so i'd rather not worry about them yet). Not sure if getting up close and personal with the pulses is the best option, or if longer range beams would serve better
Have Amarr BS 5, most gunnery skills to lvl 4 (large energy turret included) and am training energy systems operation V atm
Am not well off as u can probably tell from my fittings(gave all my ships/money away when i stopped years ago as i didnt think i'd be back) but am happy to put all my mission profit into upgrades
Current setup is most definately not cap stable so i'd rather not lose the cap rechargers if poss
Any advice is greatly received tho
Thx in advance
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el Hiero
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Posted - 2008.09.10 17:46:00 -
[2]
I don't mission with Amarr ships but I think you would be making a huge step up in replacing your geddon with an Apoc w/ full tachyon setup, perhaps an Abby even better, altho that could be costly if you're just starting up.
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FT Diomedes
Gallente Ductus Exemplo
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Posted - 2008.09.10 19:37:00 -
[3]
I use a very similar setup, but I don't have an AB - I just change crystals as needed for optimal range. With another cap recharger II, it is cap stable. Get Tech II drones ASAP. ------------
Improvize. Adapt. Overcome. |

Foulque
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Posted - 2008.09.10 22:34:00 -
[4]
I use a similar setup, works well on amarr missions.
7 modulated dual heavies Drone link augmentor
3 Cap Recharger II
2 Heat Sink II 4 mission hardeners LAR II Beta Cap Power Relay
Aux Nano Pump 2 X CCC
5 Ogre
The Apoc is a better ship but is a little harder to fit and more skill intensive to get cap stable.
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Weeka
Amarr Tetragrammaton
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Posted - 2008.09.11 05:33:00 -
[5]
Originally by: Foulque The Apoc is a better ship but is a little harder to fit and more skill intensive to get cap stable.
Looking at the bonuses and the PG and this can't be true - at all .. you are mixing both ships up, I guess.
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Foulque
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Posted - 2008.09.11 09:04:00 -
[6]
Originally by: Weeka
Originally by: Foulque The Apoc is a better ship but is a little harder to fit and more skill intensive to get cap stable.
Looking at the bonuses and the PG and this can't be true - at all .. you are mixing both ships up, I guess.
Yeah sorry I should have said that a little better. The Geddon is alot less intensive to get up to an effective level. The Heavy Drones give it a significant boost meaning you can run an effective setup quite easily with dual beams. To get the Apoc up to a more effective level takes alot more skills to be able to fit and get stable, something like a 7 x Tach Apoc.
I just think the Apoc is outshined by the Geddon at lower skills but once you have the skills to get a serious fit on there it takes the lead with it's rather nice range bonus.
Anyway, it's fairly subjective but hope that explains what I was saying a little better.
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master bates
Amarr Smoking Hillbillys
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Posted - 2008.09.11 11:53:00 -
[7]
use that ship to run lvl3s until you can afford an apoc, then get an apoc, run lvl4's in apoc, you wanna be using at least megapulses/megabeams, and train for t2 versions, whoever said put tachs on is a fool as you wont be able to tank at all with full tachs.
ofc the best option by far is to train for a raven and get a cnr, as I found out recently :P
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Weeka
Amarr Tetragrammaton
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Posted - 2008.09.11 16:04:00 -
[8]
Originally by: Foulque Yeah sorry I should have said that a little better. The Geddon is alot less intensive to get up to an effective level.
You should have said it the other way round perhaps - the apoc has a built in max cap bonus, it has lots and lots of powergrid to spare, and it hits a lot further than other ships, its drone bay is mediocre for a BS. In other words, you can fly one very fast without problems.
The armageddon on the other hand depends on hard hitting, it has not the pg to have both tank and gank, its drone bay capable of fitting heavy drones makes it somewhat dependent on T2 heavies as well as T2 weapons to fill its niche of hard hitter - it has the worst tank of all the amarr ships, lacking both pg and cap.
I'd say the apoc is easiest to fly, the abaddon is a good follow up, the armageddon requieres lots of skills to be good at what it does, and even then it sacrifices too much for it for general usage.
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Jelosavich
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Posted - 2008.09.11 17:11:00 -
[9]
Originally by: master bates use that ship to run lvl3s until you can afford an apoc, then get an apoc, run lvl4's in apoc, you wanna be using at least megapulses/megabeams, and train for t2 versions, whoever said put tachs on is a fool as you wont be able to tank at all with full tachs.
ofc the best option by far is to train for a raven and get a cnr, as I found out recently :P
While I agree that the Apoc is a better mission runner than the Armageddon (which I hated using because of that reason), having a setup with full tachyons is just fine. I have (or had before I got my paladin) 8x tachyons and a perfectly good tank with 1 reactor control unit 2... still had room for heat sinks. The guns weren't T2, but it gives great range with multifrequency and works just fine.
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