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Chris Tao
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Posted - 2008.11.26 17:10:00 -
[1]
Edited by: Chris Tao on 26/11/2008 17:12:32 ZMT2000 ZMC1000 CC8 ZMS1000 ZMM1000
In what order should i get them, Witch one needs to be changed?
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Sidus Isaacs
Gallente
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Posted - 2008.11.26 17:20:00 -
[2]
Edited by: Sidus Isaacs on 26/11/2008 17:20:31 I do not remember what all of them does, please post it. Also you fit is good to have to be able to give a better reply.
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Chris Tao
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Posted - 2008.11.26 18:00:00 -
[3]
bump
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Drek Grapper
Minmatar
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Posted - 2008.11.26 18:16:00 -
[4]
Edited by: Drek Grapper on 26/11/2008 18:20:13 Edited by: Drek Grapper on 26/11/2008 18:19:48 I would use the missile speed and flight time implants first as dmage is pretty good on torps but range sorely lacking.
Thinking about fitting out a Torp CNR myself actually...max range with 3% implants, my skills and Jav torps is 53Km (says EFT). Obviously further with 5% implants.
Edit: range figure above includes 2 x Missile Velocity Rigs and a flight time Rig. -- "If itĘs true that our species is alone in the universe, then IĘd have to say that the universe aimed rather low and settled for very little" George Carlin |

Dracthera
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Posted - 2008.11.26 18:17:00 -
[5]
If you're asking about the Slot 7 choice, then I'd say get the velocity one. Helps your missiles reach their targets faster AND they help with range, whereas the flight time one only helps with range. I chose to get the signature radius implant in slot 8 instead of the velocity one since it seems to have a bigger impact on hitting smaller targets, but maybe you need the cap. I put the shield recharge implant in Slot 9.
As for the order, I'd go signature radius, damage, rate of fire, missile velocity, shield recharge (if you follow my advice from above).
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Chris Tao
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Posted - 2008.11.26 18:29:00 -
[6]
Edited by: Chris Tao on 26/11/2008 18:35:12 Does 2 target painters on one target help more? the shield recharge thing is only if i use passive shield tank, and i don't But what does this do 5% decrease in factor of target's velocity for all missiles
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Chris Tao
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Posted - 2008.11.26 19:28:00 -
[7]
bump
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Chris Tao
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Posted - 2008.11.27 03:09:00 -
[8]
bump any more sugestions?
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Sidus Isaacs
Gallente
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Posted - 2008.11.27 05:40:00 -
[9]
Seems ok. For 7 check EFT what would get you the best range.
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NoNah
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Posted - 2008.11.27 06:16:00 -
[10]
Originally by: Sidus Isaacs Seems ok. For 7 check EFT what would get you the best range.
They would give you the same range, one just makes the delay before they hit longer than the other. Parrots, commence!
Postcount: 790312
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2008.11.27 08:47:00 -
[11]
Edited by: Ancy Denaries on 27/11/2008 08:48:04 I'm at work at the moment, so I can't look up the exact slots and names, but these are the ones I use for Cruise. The only one you'd need to change is the Cruise damage for a Torp damage instead.
+5% Damage Hardwiring (ZMU2000) (switch this one for the torp damage instead) +5% Missile Velocity Hardwiring (ZML1000) -5% Explosion Radius Hardwiring (ZMA1000) +5% Explosion Velocity Hardwiring (ZMS1000) +5 RoF Hardwiring (ZMM1000)
The CNR tanks MORE than enough for missions, so skip any cap/shield hardwirings, IMO. Go for DPS tank with those setups. Albeit, there might be a greater need for tank with torps, since you need to travel much more than with Torps...I haven't run much with torps (just a few missions), so I can't really speak for it.
Balance is important, but you will always adapt to changing circumstances and you don't whine about stuff you can't change. |

Sylar McIntyr
Caldari Konstrukteure der Zukunft
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Posted - 2008.11.27 09:00:00 -
[12]
Originally by: Ancy Denaries
(...) +5% Damage Hardwiring (ZMU2000) (switch this one for the torp damage instead) +5% Missile Velocity Hardwiring (ZML1000) -5% Explosion Radius Hardwiring (ZMA1000) +5% Explosion Velocity Hardwiring (ZMS1000) +5 RoF Hardwiring (ZMM1000) (...)
And he has to change the Explosion Radius Implant as it does'nt afffect torps or any other unguided missile  ________________________________________________
Making space dangerous again ! |

Ancy Denaries
Caldari Solaris Operations
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Posted - 2008.11.27 09:16:00 -
[13]
Edited by: Ancy Denaries on 27/11/2008 09:22:48
Quote: And he has to change the Explosion Radius Implant as it does'nt afffect torps or any other unguided missile 
Damn, I was just about to ask that, if it does work with Torps. But if it doesn't, then I guess it's another showstopper and it needs to be replaced. Slot 8 aren't exactly stellar for missile hardwirings :(. Guess Hardwiring - Eifyr and Co. 'Rogue' DY-2 (-5% AB cap use) or Hardwiring - Inherent Implants 'Squire' CC8 (+5% Cap) would be somewhat useful replacements.
I'd however keep the sig radius one, since I use Cruise on occasion.
Balance is important, but you will always adapt to changing circumstances and you don't whine about stuff you can't change. |
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