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hatchette
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Posted - 2004.07.01 12:53:00 -
[31]
I can hit frigs easily with my tachyons. I just have to put on radio crystals and go to 65km away. A single salvo from 6 tachs kills any frigate.
If they come close, i just use cruise missiles and/or drones. I never bother firing upon frigates with tachs at under 40km.
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hatchette
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Posted - 2004.07.01 12:53:00 -
[32]
I can hit frigs easily with my tachyons. I just have to put on radio crystals and go to 65km away. A single salvo from 6 tachs kills any frigate.
If they come close, i just use cruise missiles and/or drones. I never bother firing upon frigates with tachs at under 40km.
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Dhorynan
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Posted - 2004.07.03 09:26:00 -
[33]
Hmm, I guess I've been going about it the wrong way all the time.
High: 3 Tachs + 425mm + 2 times 1400 Howies + 2 launchers Med: Shield hardener + Cap Charger + MWD + Shield Booster Low: 4 different gun modifiers, 1 Power Dia, 1 Co processor, and can't remember the last, but I guess I have to change tactics...
Hope nobody starts yelling "You stupid Tart!!"
Any of the other settings are better to pick?
Greetz Dhory |

Dhorynan
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Posted - 2004.07.03 09:26:00 -
[34]
Hmm, I guess I've been going about it the wrong way all the time.
High: 3 Tachs + 425mm + 2 times 1400 Howies + 2 launchers Med: Shield hardener + Cap Charger + MWD + Shield Booster Low: 4 different gun modifiers, 1 Power Dia, 1 Co processor, and can't remember the last, but I guess I have to change tactics...
Hope nobody starts yelling "You stupid Tart!!"
Any of the other settings are better to pick?
Greetz Dhory |

LeviUK
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Posted - 2004.07.04 17:50:00 -
[35]
Well I know for sure that my setup is not optimum but atm I use:
High: 2 x Tachyon, 4 x Mega Beam, 2 x Heavy Pulse Med: 2 x Cap Charger II, 1 100Mn AB II, 1 x TC1 (not got Traj Analysis 4 yet for TC2 Low: 1 x Large Armour Repairer, 2 Cap Relays, Energized (Passive) Thermal & Kinetic hardeners, named Overdrive 1 and 1 Power Diag 1
3 Wasps and 3 Beserkers (I'd get Ogres but got these 6 as loot so might as well use em)
I tend to, as someone else suggested, warp to 60km, back to around 70km and use the tachyons and megas with radio crystals - if anything gets down to 20km, i also fire the heavy pulse and anything under that gets the drones treatment.
only problem I had was in 0.0 space when I warped into a belt at 60km and 3 BS (2 Dominx and a Mega) plus 2 elite frigs warped right in front of me and blasted the crap out of me.. lasted a few secs and couldn't warp away due to elite frigs scrambling me.
hirr today, gone tomorrow |

LeviUK
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Posted - 2004.07.04 17:50:00 -
[36]
Well I know for sure that my setup is not optimum but atm I use:
High: 2 x Tachyon, 4 x Mega Beam, 2 x Heavy Pulse Med: 2 x Cap Charger II, 1 100Mn AB II, 1 x TC1 (not got Traj Analysis 4 yet for TC2 Low: 1 x Large Armour Repairer, 2 Cap Relays, Energized (Passive) Thermal & Kinetic hardeners, named Overdrive 1 and 1 Power Diag 1
3 Wasps and 3 Beserkers (I'd get Ogres but got these 6 as loot so might as well use em)
I tend to, as someone else suggested, warp to 60km, back to around 70km and use the tachyons and megas with radio crystals - if anything gets down to 20km, i also fire the heavy pulse and anything under that gets the drones treatment.
only problem I had was in 0.0 space when I warped into a belt at 60km and 3 BS (2 Dominx and a Mega) plus 2 elite frigs warped right in front of me and blasted the crap out of me.. lasted a few secs and couldn't warp away due to elite frigs scrambling me.
hirr today, gone tomorrow |

Veneth
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Posted - 2004.07.04 18:12:00 -
[37]
if you wanna trying something diffrent try running 4 tech 2 tracking enhancers in your low slots
Tachyon beams with multi-spec lens hit a good precentage of the time at rouhly 60k and still can hit up till 25k it's a lazeeh fighting style but it nice :)
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Veneth
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Posted - 2004.07.04 18:12:00 -
[38]
if you wanna trying something diffrent try running 4 tech 2 tracking enhancers in your low slots
Tachyon beams with multi-spec lens hit a good precentage of the time at rouhly 60k and still can hit up till 25k it's a lazeeh fighting style but it nice :)
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WhiteLitch
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Posted - 2004.07.05 14:11:00 -
[39]
I am not finished building yet, but this is what i figured i was gona use. Any ideas?
Large 8*Megabeams
Medium 2* Cap recharger II
Low 2* large Inefficient armour repairers 2* Armour hardners depending on enemy 1* 1600 Cryst. plating 2* Cap relay I
What u guys think? Maybe il have probs hitting the frigs?, thinking about switching 2 megabeams for 2 medium Energy turrets...not sure yet.
This is the first apoc i build for battle, so hints are indeed usefull
Miner - KristofferTr Fighter - Whitelitch Tactical - Lafiele |

WhiteLitch
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Posted - 2004.07.05 14:11:00 -
[40]
I am not finished building yet, but this is what i figured i was gona use. Any ideas?
Large 8*Megabeams
Medium 2* Cap recharger II
Low 2* large Inefficient armour repairers 2* Armour hardners depending on enemy 1* 1600 Cryst. plating 2* Cap relay I
What u guys think? Maybe il have probs hitting the frigs?, thinking about switching 2 megabeams for 2 medium Energy turrets...not sure yet.
This is the first apoc i build for battle, so hints are indeed usefull
Miner - KristofferTr Fighter - Whitelitch Tactical - Lafiele |

Roselyn Downs
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Posted - 2004.07.05 14:19:00 -
[41]
Originally by: Veneth if you wanna trying something diffrent try running 4 tech 2 tracking enhancers in your low slots
Tachyon beams with multi-spec lens hit a good precentage of the time at rouhly 60k and still can hit up till 25k it's a lazeeh fighting style but it nice :)
Why not do 4x tracking cpu instead then? Heaps better tracking bonus, and you get 4 free low slots for cap relays instead of 4 free mid slots for cap rechargers  -------------------------------------------------------------------------- The only legitimate use of the BLINK tag: Schr÷dinger's cat is [BLINK] not [/BLINK] dead.
2004.07.07 17:01:19combatYour Heavy Modulated Pulse Energy Beam I perfectly strikes Rogue Pirate Escort, wrecking for 380.2 damage. |

Roselyn Downs
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Posted - 2004.07.05 14:19:00 -
[42]
Originally by: Veneth if you wanna trying something diffrent try running 4 tech 2 tracking enhancers in your low slots
Tachyon beams with multi-spec lens hit a good precentage of the time at rouhly 60k and still can hit up till 25k it's a lazeeh fighting style but it nice :)
Why not do 4x tracking cpu instead then? Heaps better tracking bonus, and you get 4 free low slots for cap relays instead of 4 free mid slots for cap rechargers  -------------------------------------------------------------------------- The only legitimate use of the BLINK tag: Schr÷dinger's cat is [BLINK] not [/BLINK] dead.
2004.07.07 17:01:19combatYour Heavy Modulated Pulse Energy Beam I perfectly strikes Rogue Pirate Escort, wrecking for 380.2 damage. |

Xavier Cardde
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Posted - 2004.07.05 14:26:00 -
[43]
Originally by: Negotiator wow ur setups are awesome except tach, mega and dual beams all have different ranges, tracking, and etc.
my thoughts exactly.... thats a nightmare.
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Xavier Cardde
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Posted - 2004.07.05 14:26:00 -
[44]
Originally by: Negotiator wow ur setups are awesome except tach, mega and dual beams all have different ranges, tracking, and etc.
my thoughts exactly.... thats a nightmare.
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Hardin
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Posted - 2004.07.05 16:20:00 -
[45]
Here is a different one for you mainly for close in engagements...
High Slots 8 x Dual Heavy Pulse (Preferably named)
Med Slots 3 x Cap Rechargers II 1 x Webbifier or Scrambler
Low Slots 2 x Large Armor Repairers (Preferably 'Accomodated') 3 x Armor Hardeners 2 x Heatsink IIs
Although the Dual Heavy Pulse are fairly light weight in pure damage terms they have reasonable tracking and a horrendously scary ROF (especially with 2/3 Heatsink IIs) but the best thing about them imho is that they eat ridiculously low amounts of cap. The named version use less than 10 cap per activation with the 'modulated DHP' using less than 7 cap per activation (dependent on your skills and crystal). This allows you to keep dishing out damage while soaking some substantial fire.
You can run all armor hardeners and one of the 'accomodated' armor repairers and all guns (even using multifreq) without running out of cap. If you have to start using the second armor repairer you will eventually start running low on cap but it will take a while.
The main drawback of this setup is range. DHP with multifrequencies is best at around 11/12km although with radios you can be hitting well at over 36km.
If you are in a fleet accompanied by locking/webbifing frigs then you could remove the scrambler or webbifier from the mid slot and add a module of your choice - either another cap recharger, cap booster, a tracking computer, ECCM module or something else.
This setup can be easily fit without any real CPU/Powergrid issues and imho outdoes Tachy based setups for longevity and damage inflicted...
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Hardin
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Posted - 2004.07.05 16:20:00 -
[46]
Here is a different one for you mainly for close in engagements...
High Slots 8 x Dual Heavy Pulse (Preferably named)
Med Slots 3 x Cap Rechargers II 1 x Webbifier or Scrambler
Low Slots 2 x Large Armor Repairers (Preferably 'Accomodated') 3 x Armor Hardeners 2 x Heatsink IIs
Although the Dual Heavy Pulse are fairly light weight in pure damage terms they have reasonable tracking and a horrendously scary ROF (especially with 2/3 Heatsink IIs) but the best thing about them imho is that they eat ridiculously low amounts of cap. The named version use less than 10 cap per activation with the 'modulated DHP' using less than 7 cap per activation (dependent on your skills and crystal). This allows you to keep dishing out damage while soaking some substantial fire.
You can run all armor hardeners and one of the 'accomodated' armor repairers and all guns (even using multifreq) without running out of cap. If you have to start using the second armor repairer you will eventually start running low on cap but it will take a while.
The main drawback of this setup is range. DHP with multifrequencies is best at around 11/12km although with radios you can be hitting well at over 36km.
If you are in a fleet accompanied by locking/webbifing frigs then you could remove the scrambler or webbifier from the mid slot and add a module of your choice - either another cap recharger, cap booster, a tracking computer, ECCM module or something else.
This setup can be easily fit without any real CPU/Powergrid issues and imho outdoes Tachy based setups for longevity and damage inflicted...
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MrMorph
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Posted - 2004.07.07 14:02:00 -
[47]
I hate lasers :P
Current setup:
High: 1x small smartbomb (blow those incoming missiles) 5x 1400mm howitzers 2x siege launchers (torps,cruise,fof's)
Med: 4x cap recharger II's
Low: 2x cap relays 1x 1600mm named plate 2x large named repairers (1580 hp/11.5 sec) 1x Armor hardener (17,5% to all types) 1x Radar backup array II
This gives me ability to run both repairers at same time,all time. and never get below 55% cap.
I do 200-900 dmg with the 1400mm's depending on range and ammo. I mostly use phased plasma and get around 300 standard, and 1-2/5 hit with 600-700 as a nominal.
Shield goes boof, but they r gonna hit yr ass hard to get yr armor down.
 ---------------------------------------------- Trishys cookies they are !
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MrMorph
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Posted - 2004.07.07 14:02:00 -
[48]
I hate lasers :P
Current setup:
High: 1x small smartbomb (blow those incoming missiles) 5x 1400mm howitzers 2x siege launchers (torps,cruise,fof's)
Med: 4x cap recharger II's
Low: 2x cap relays 1x 1600mm named plate 2x large named repairers (1580 hp/11.5 sec) 1x Armor hardener (17,5% to all types) 1x Radar backup array II
This gives me ability to run both repairers at same time,all time. and never get below 55% cap.
I do 200-900 dmg with the 1400mm's depending on range and ammo. I mostly use phased plasma and get around 300 standard, and 1-2/5 hit with 600-700 as a nominal.
Shield goes boof, but they r gonna hit yr ass hard to get yr armor down.
 ---------------------------------------------- Trishys cookies they are !
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C0yote
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Posted - 2004.07.07 14:17:00 -
[49]
Edited by: C0yote on 07/07/2004 14:19:52 High 8*mega pulse med 4 cap rechargers 2's low 2 large arm reps (named pref) 3 arm hardeners 2 cap relays
With decent skills can run all guns hardeners and reps non stop. IF NPC fighting then match the hardeners to the NPC dam type e.g Bloods do EM therm and kinetic.
After doing the maths 2 large and 3 hard's = 4 large arms for 1 more slot and a lot less cap.
For PVP diff configs depending upon if you expect to get ECM used etc. But with max skills you can loose 1 CR and fit ECCM, Dam mods or another hardener.
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C0yote
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Posted - 2004.07.07 14:17:00 -
[50]
Edited by: C0yote on 07/07/2004 14:19:52 High 8*mega pulse med 4 cap rechargers 2's low 2 large arm reps (named pref) 3 arm hardeners 2 cap relays
With decent skills can run all guns hardeners and reps non stop. IF NPC fighting then match the hardeners to the NPC dam type e.g Bloods do EM therm and kinetic.
After doing the maths 2 large and 3 hard's = 4 large arms for 1 more slot and a lot less cap.
For PVP diff configs depending upon if you expect to get ECM used etc. But with max skills you can loose 1 CR and fit ECCM, Dam mods or another hardener.
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Jernau Gurgeh
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Posted - 2004.07.07 14:18:00 -
[51]
Edited by: Jernau Gurgeh on 07/07/2004 14:19:38
Originally by: Gwaihir i like some off the setup's.
but my question is: how the hell you hit the damn frigates ???
i have 4 mega 4 pulse on my apoc but hit nothing smaller than a battleship.
traj.analy. i have on lvl 4 if you ask for
Frigates are only a problem if they're within 20km of you. Six heavy drones are usually enough to deal with them at that range.
Anyway...
4x Tachyon 2x Dual Heavy Beam 2x Siege Launcher
1x Sensor Booster 3x Cap Recharger II
1x Heat Sink II 1x CPU I 1x Thermal Hardener 1x Kinetic Hardener 1x Explosive Hardener 1x Accomodation Large Armour Rep 1x Med Armour Rep II
There are 10 sorts of people in the world - those who understand binary, and those who do not. |

Jernau Gurgeh
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Posted - 2004.07.07 14:18:00 -
[52]
Edited by: Jernau Gurgeh on 07/07/2004 14:19:38
Originally by: Gwaihir i like some off the setup's.
but my question is: how the hell you hit the damn frigates ???
i have 4 mega 4 pulse on my apoc but hit nothing smaller than a battleship.
traj.analy. i have on lvl 4 if you ask for
Frigates are only a problem if they're within 20km of you. Six heavy drones are usually enough to deal with them at that range.
Anyway...
4x Tachyon 2x Dual Heavy Beam 2x Siege Launcher
1x Sensor Booster 3x Cap Recharger II
1x Heat Sink II 1x CPU I 1x Thermal Hardener 1x Kinetic Hardener 1x Explosive Hardener 1x Accomodation Large Armour Rep 1x Med Armour Rep II
There are 10 sorts of people in the world - those who understand binary, and those who do not. |

Cruz
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Posted - 2004.07.07 14:35:00 -
[53]
Why not just keep a lot of medium drones to take out frigates, they do less damage but only take up 100 space so you can fit a lot on an apoc compared to heavy drones. Also, Have you guys tried using 6x Lasers(whatever) 2x Large Smartbomb to deal with the frigs? If you can get a hold of the named Large Smartbombs you get an increased range and greatly reduced cap usage. ................. |

Cruz
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Posted - 2004.07.07 14:35:00 -
[54]
Why not just keep a lot of medium drones to take out frigates, they do less damage but only take up 100 space so you can fit a lot on an apoc compared to heavy drones. Also, Have you guys tried using 6x Lasers(whatever) 2x Large Smartbomb to deal with the frigs? If you can get a hold of the named Large Smartbombs you get an increased range and greatly reduced cap usage. ................. |

Fatal Attraction
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Posted - 2004.07.07 14:42:00 -
[55]
Edited by: Fatal Attraction on 07/07/2004 14:44:58 6 Mega Beams 2 Siege Launcher (Cruise Missiles vs Intys)
1 Web 1 Tracking Comp 1 Sensor Booster 1 Cap Recharger 2
1 Heat Sink 2 WCS 1 Large Armor Repairer 2 Armor Hardener (Depends on the NPC) 1 Power Diag
6 Drones
6 Multi, XRay, Microwave Crystals
Of course you can replace the Siege with Cruise Launchers and then replace the PD with another Heat Sink, Cap Relay or whatever.
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Fatal Attraction
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Posted - 2004.07.07 14:42:00 -
[56]
Edited by: Fatal Attraction on 07/07/2004 14:44:58 6 Mega Beams 2 Siege Launcher (Cruise Missiles vs Intys)
1 Web 1 Tracking Comp 1 Sensor Booster 1 Cap Recharger 2
1 Heat Sink 2 WCS 1 Large Armor Repairer 2 Armor Hardener (Depends on the NPC) 1 Power Diag
6 Drones
6 Multi, XRay, Microwave Crystals
Of course you can replace the Siege with Cruise Launchers and then replace the PD with another Heat Sink, Cap Relay or whatever.
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X'Alor
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Posted - 2004.07.07 15:48:00 -
[57]
Have you guys played with the "new" mega pulse beams........
I state new only because it's 24 hours after patch. the recent patch gave a ton of range and damage love to the mega pulse.
With radios and some skills the new MPB raches out to 60km. Plus hugh cap savings compared to using mega or tach.
With the faster tracking......going to have to go play with the set up a bit. A mega pulse boat might be the way to go now.
Tach and mega beams could be trouble for you if encountering gate blockage but with an 7 MPB and a cruise launcher might have a slight hope.
Check this out, happened last night with xray crystal in......would have liked to seen it with a multi.
2004.07.07 03:55:36 combat Your Mega Pulse Laser I perfectly strikes Blood Arch Priest, wrecking for 523.7 damage. Your Mega Pulse Laser I perfectly strikes Blood Arch Priest, wrecking for 523.7 damage.
Was being a pain even with being in a BS and launching cruise missles at him. Not sure if i could have done it in the maller.....woulda taken a while at best. he was repairing half his shield at a time and he was repairing about half his armor as well. was difficult to get to hull damage.
between that shot and a cruiser hitting him bout same time......his downfall was not far behind.
New found love for the MPB
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X'Alor
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Posted - 2004.07.07 15:48:00 -
[58]
Have you guys played with the "new" mega pulse beams........
I state new only because it's 24 hours after patch. the recent patch gave a ton of range and damage love to the mega pulse.
With radios and some skills the new MPB raches out to 60km. Plus hugh cap savings compared to using mega or tach.
With the faster tracking......going to have to go play with the set up a bit. A mega pulse boat might be the way to go now.
Tach and mega beams could be trouble for you if encountering gate blockage but with an 7 MPB and a cruise launcher might have a slight hope.
Check this out, happened last night with xray crystal in......would have liked to seen it with a multi.
2004.07.07 03:55:36 combat Your Mega Pulse Laser I perfectly strikes Blood Arch Priest, wrecking for 523.7 damage. Your Mega Pulse Laser I perfectly strikes Blood Arch Priest, wrecking for 523.7 damage.
Was being a pain even with being in a BS and launching cruise missles at him. Not sure if i could have done it in the maller.....woulda taken a while at best. he was repairing half his shield at a time and he was repairing about half his armor as well. was difficult to get to hull damage.
between that shot and a cruiser hitting him bout same time......his downfall was not far behind.
New found love for the MPB
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Baytt
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Posted - 2004.07.11 22:01:00 -
[59]
hey this is what id fit
High Slots 7 Heavy Beam Lasers or Heavy Pulse Lasers w/ UV crystals and Multi and Radio for close and long range 1 L Rudimentry Smartbomb Mid Slots 4 Cap Recharger 2s Low Slots 2 L armour repaires (acco if possible) 3 Armour Hardeners (depending on what yer fighting) 2 Heat Sink 2s Drone Bay 6 Ogres or Wasps
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Baytt
|
Posted - 2004.07.11 22:01:00 -
[60]
hey this is what id fit
High Slots 7 Heavy Beam Lasers or Heavy Pulse Lasers w/ UV crystals and Multi and Radio for close and long range 1 L Rudimentry Smartbomb Mid Slots 4 Cap Recharger 2s Low Slots 2 L armour repaires (acco if possible) 3 Armour Hardeners (depending on what yer fighting) 2 Heat Sink 2s Drone Bay 6 Ogres or Wasps
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