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Wishpool
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Posted - 2009.01.03 11:40:00 -
[1]
Does anyone have a tried and true level 4 mission setup for the Phoon following the QR patch? Preferably using torpedos & AC's but I'm open to long range setups as well.
Thanks in advance.
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TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.03 11:46:00 -
[2]
I imagine old ones work, you will just have to avoid using cruise missiles on anything but battleships/cruisers.
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Wishpool
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Posted - 2009.01.03 11:52:00 -
[3]
I went that route first. The newest old ones I could find were from almost a year ago. Seems all of the Phoon's 3 weapon systems have been "tweaked" since then. 
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TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.03 12:00:00 -
[4]
Originally by: Wishpool I went that route first. The newest old ones I could find were from almost a year ago. Seems all of the Phoon's 3 weapon systems have been "tweaked" since then. 
Missiles, especially seige torps, deal bad damage to ships that are smaller than the size they are intended for.
Medium drones do not track as well as before, but in I think all cases will eventually kill anything you encounter on missions.
I don't think projectiles have been changed, but they desperately need a buff.
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Ghoest
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Posted - 2009.01.03 13:39:00 -
[5]
The the good phoons builds require faction weapons for fitting. But I would use cruise and 1200s and 2 painters.
If you think corp is different than a guild or clan you have some insecurity issues.
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Lalali Puy
Minmatar The Avalon Foundation Delta.Green
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Posted - 2009.01.04 15:46:00 -
[6]
<3 the Phoon ^_^
This is the setup I have been using for lvl 4's without any problems so far. I did try Torps, and tbh.... they didn't work to well :(
[Typhoon, Vs Angels] Large Armor Repairer II Damage Control II Armor Explosive Hardener II Armor Explosive Hardener II Energized Adaptive Nano Membrane II Ballistic Control System II Ballistic Control System II
Phased Weapon Navigation Array Generation Extron Stasis Webifier II Cap Recharger II Cap Recharger II
Cruise Missile Launcher II, Paradise Cruise Missile Cruise Missile Launcher II, Paradise Cruise Missile Cruise Missile Launcher II, Paradise Cruise Missile Cruise Missile Launcher II, Paradise Cruise Missile Dual 650mm Repeating Artillery II, EMP L Dual 650mm Repeating Artillery II, EMP L Dual 650mm Repeating Artillery II, EMP L Dual 650mm Repeating Artillery II, EMP L
Capacitor Control Circuit I Capacitor Control Circuit I Auxiliary Nano Pump I
Warrior II x10 Berserker II x5
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P'uck
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Posted - 2009.01.04 16:08:00 -
[7]
Same as pre QR, and same as every pve phoon thread.
try medium arties, I kid you not.
but one thing is different this time: I'm kind of sick atm, got the flu, and I REALLY dont feel like explaining all the details and merits of using an unbonused weapon system. Just try medium arties, they go really well to complement the other weapons. lower dps is more than made up for by being able to apply the dps a lot better.
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Zhora Six
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Posted - 2009.01.05 01:33:00 -
[8]
Originally by: P'uck Just try medium arties, they go really well to complement the other weapons. lower dps is more than made up for by being able to apply the dps a lot better.
I support this statement. Read further for details.
MY PHOON WAS FITTED WITH THE FOLLOWING:
3x 1200 Republic Fleet 1200 Artillery (option - 800 Repeating Arties) 4x Caldari Navy Cruise Missile Launcher 1x Drone Link Augmentor (opt. - 4th 800 arty)
4x Cap Recharger II
2x Large Armor Repairer II 3x T2 Armor Hardener ( opt. - Rep. Fleet hardeners if cap isn't stable) 1x Amarr Navy ENAM <or> Damage Control Unit II (opt. - 4th hardener) 1x True Sansha Power Diagnostic System
2x Capacitor Control Circuit I 1x Auxiliary Nano Pump I
That's my perferred phoon build and it's mildly demanding on skills and wallet. Obviously, one could throw complex & officer mods on, but that becomes exceedingly expensive.
The poor man's / noob skill phoon build goes something like this:
3x 720 Prototype I Siege Cannon (the 'scout' arties aren't worth the cost per dps) 1x Drone Link Augmentor (opt. - 4th med arty) 4x 'Arbalest' Cruise Missile Launcher
4x Cap Recharger
2x Large Armor Repairer 3x T2 Armor Hardeners (opt. - Rep. Fleet hardeners if cap isn't stable) 1x Damage Control Unit II (opt. - 4th hardener) 1x Beta Reactor Control: Capacitor Power Relay I
2x Capacitor Control Circuit I 1x Auxiliary Nano Pump I
Obviously, these builds are for tougher missions, as well as allowing you to stay in one place and make salvaging faster. As with any ship, once you know the missions well, you'll find that you don't always need so much tank and can swap in some damage mods. That said, I always perma-tank my ships because I perfer them to be idiot-proof, as well as to avoid losing a ship if I disconnect. Better safe than ship-wrecked!  _______________________________________ Pull a lever, push a button, have a banana, die.
Space Monkeys. |

Ghoest
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Posted - 2009.01.05 03:32:00 -
[9]
Edited by: Ghoest on 05/01/2009 03:33:28
If you think corp is different than a guild or clan you have some insecurity issues.
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Ghoest
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Posted - 2009.01.05 03:33:00 -
[10]
A similar but reasonable build would just use 1 ammar large armor rep.
If you think corp is different than a guild or clan you have some insecurity issues.
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Megan Maynard
Minmatar Tribal Liberation Force
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Posted - 2009.01.05 04:45:00 -
[11]
Originally by: P'uck Same as pre QR, and same as every pve phoon thread.
try medium arties, I kid you not.
but one thing is different this time: I'm kind of sick atm, got the flu, and I REALLY dont feel like explaining all the details and merits of using an unbonused weapon system. Just try medium arties, they go really well to complement the other weapons. lower dps is more than made up for by being able to apply the dps a lot better.
THIS.
4x t2 cruises and 4x t2 720 arty's work great.
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