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Superman911
Imperial Academy
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Posted - 2008.10.12 17:28:00 -
[1]
Ship: Nightmare /Implants/ Slot 1-5: lg crystals Slot 6: CR8 Slot 7: AX-1 Slot 8: CC8 Slot 9: CX-2 Slot 10: G2-Epsilon
/High/ 4x Megapulse t2 2x ts large smartboms
/Mids/ Gist A-type X-large Shield booster 2x Dread Guristas Invulnerability Field 2x Dread Guristas Shiebld Boost Amps 2x Cap Rechargers
/Lows/ 3x True Sansha Heat Sink 2x Capacitor Flux Coil II
/Rigs/ 1x Capacitor Control Circuit t2 2x Capacitor Control Circuit t1
/Drone Bay/ 7x Hammerhead t2
My concerns: 1) Ability to hit things close to me. 2) Em/Thermal Tank. (should i give up perma rep(Cap recharger) and an invul for em/therm?) 3) My Drones. (should i go with 2x heavy 2x med 1x light?) |

ellie mayer
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Posted - 2008.10.12 17:54:00 -
[2]
Edited by: ellie mayer on 12/10/2008 17:55:29 I would swap pulses for tachyons, shoot the rats out at range before they get close, 5 hammers for anything that gets under the guns. Drop 1 invul and a shield amp for rat specific hardeners.
Works well for me, can kill at over 90 kms away saving a lot of time when getting in range.
Would take 5 med and 5 light drones personally.
Perhaps use pulses on missions with Angels etc where they like to get close.
* Edit to add my setup * [Nightmare, New Setup 1] Amarr Navy Capacitor Power Relay Amarr Navy Capacitor Power Relay Amarr Navy Heat Sink Amarr Navy Heat Sink Amarr Navy Capacitor Power Relay
Amarr Navy Cap Recharger Caldari Navy X-Large Shield Booster Caldari Navy Invulnerability Field Caldari Navy Shield Boost Amplifier Pith A-Type Heat Dissipation Field Amarr Navy Cap Recharger Pith A-Type Photon Scattering Field
Amarr Navy Tachyon Beam Laser, Amarr Navy Multifrequency L Amarr Navy Tachyon Beam Laser, Amarr Navy Multifrequency L Amarr Navy Tachyon Beam Laser, Amarr Navy Multifrequency L Amarr Navy Tachyon Beam Laser, Amarr Navy Multifrequency L Drone Link Augmentor I Drone Link Augmentor I
Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead II x5
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Ms Spits
Caldari
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Posted - 2008.10.12 18:49:00 -
[3]
how does one get this ship and how many LPs does it take to get it?
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MuffinsRevenger
EmpiresMod
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Posted - 2008.10.12 22:11:00 -
[4]
Originally by: Ms Spits how does one get this ship and how many LPs does it take to get it?
The sansha pirate faction out in 0.0 have this in there lp store, but thats somewhat unpractical True sansha Battleships have a tiny tiny chance of droping a blueprint copy, but thats unpractical due to it's randomness and risky of finding
Other people sell them over contracts on a regular basis, there bewen 700-900mil |

Joss Sparq
Caldari ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.10.12 23:31:00 -
[5]
I think you can squeeze out a little extra damage by fitting the True Sansha Tachyon Beam Laser instead of Amarr Navy Tachyon Beam Laser. However, since the introduction of the Paladin and changes to the Nightmare, they've become quite popular and therefore the supply available on Contracts has been greatly reduced. Mind you, I can't be absolutely sure about the extra damage as I'm not in game right now. You may want to check that.
With the appropriate BS skill to IV, tracking isn't much of an issue. There is also an "Ogdin" implant that grants a 6% tracking modifier and if you don't mind managing your capacitor a little bit more, replace the 2 x Capacitor Flux Coil II with Faction tracking enhancers perhaps. You shouldn't have too much trouble though.
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Zo5o
Gallente Longcat is Long
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Posted - 2008.10.13 00:16:00 -
[6]
Edited by: Zo5o on 13/10/2008 00:24:30
Quote: you can squeeze out a little extra damage by fitting the True Sansha Tachyon Beam Laser instead of Amarr Navy Tachyon Beam Laser.
They're identical.
Amarr Navy Tachyon Beam Laser x4 2x whatever (drone links or tractors I imagine)
Caldari Navy XL Shield Booster 2x DG Invul 2x DG SBA Photon Scattering Field II Heavy Capacitor Booster II
Amarr Navy Heat Sink x4 PDU II
CCC II CCC I x2
Hammerhead II x5
1083 DPS with Amarr Navy Multifrequency and the Hammerheads out. 1117 omnitank. Permaruns lasers without the cap booster or shield booster running.
Tank is obviously overkill, so simply replace tank mods with tracking comps, or perhaps the photon scattering field (e.g. rat-specific hardener slot) with a cap recharger ii based on mission difficulty.
Don't be afraid of cap boosters. They are your friend. You do not need to carry ammo with this ship, so you have plenty of cargo space for 800's. There seems to be an irrational stigma against using cap boosters for PVE. They are a negligible expense, and their use frees up other slots normally used for cap recharge modules for more useful things like damage mods or tracking mods. Unless you run missions in a laggy mission hub and need a permatank (in which case MOVE!), learn to embrace cap boosters. They will help you increase your efficiency by virtue of being able to fit more toys to help you kill stuff faster.
And really, Nightmare with less than 3 heat sinks? Come on.
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Zo5o
Gallente Longcat is Long
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Posted - 2008.10.13 00:50:00 -
[7]
Quote: 2x ts large smartboms
Just a horrible idea in hisec in an expensive ship.
In b4 concordokken when a ninja salvager warps in on you while you're smartbombing, or a clever covert-ops pilot reads this post and runs a locator agent on you, scans you down, and purposely approaches your ship in combat while cloaked.
In short, smartbombs on expensive ship in hisec is just asking for a huge loss.
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Joss Sparq
Caldari ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.10.13 02:38:00 -
[8]
Originally by: Zo5o Edited by: Zo5o on 13/10/2008 00:45:22
Quote: you can squeeze out a little extra damage by fitting the True Sansha Tachyon Beam Laser instead of Amarr Navy Tachyon Beam Laser.
They're identical.
Well, I did say that I wasn't sure. I've since come home and checked and yes indeed they would both seem to be both identical.
Otherwise all I'll say is that I don't see a problem with a set of low-grade Crystals, every little bit helps - especially when it helps to directly protect your investment.
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Hotice
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Posted - 2008.10.13 03:25:00 -
[9]
I say drop 1 amp and 1 cap recharger. put on 3 rat specific hardenrs and 1 invul. field. There is no need for flux coil either, use a pdu or dcu. Nightmare have no cap issue really. For weapon, use tachyons. Nightmare have no range bonus, pulse is waste of time on it. With tracking bonus, tachyon have no problem hitting things. If ceptors get close, use drones on them. Also, remove the smartbombs! npc ceptors don't come in closer than 8.6km, your smartbombs often than not is just a waste of slot. I like to use drone control mod and ts heavy nosf. As for drones, I use 5 t2 hammerhead and 1 web drone. Don't release drones until you've finished cruisers, then your drones should be safe and no need for the extras.
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Lady Aja
Caldari Creative Destruction Pupule 'Ohana
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Posted - 2008.10.13 04:54:00 -
[10]
Originally by: Ms Spits how does one get this ship and how many LPs does it take to get it?
Sansha agents. 400k lp and 100m isk for a BPC or 800m isk for a ready made ship of same agents ( i think its 800m isk ) or drops from true sansha battleships once in a blue moon. or the odd officer spawn.
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