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Xenon Prime
Caldari 20th Legion Southern Cross Alliance
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Posted - 2009.01.09 17:09:00 -
[1]
Edited by: Xenon Prime on 09/01/2009 17:09:45 Would like to see an updated Cerberus ship set-up thread so I figure I'd get the ball rolling. I currently use the set-up below with a high success rate at over 200k range.
High 5x HML II - CN Scourge
Mid: 1x MWD II 2x Sensor Booster II 1x Invul II 1x LSE II
Low: 3x BCU II 1x PDU II
Rigs: 2x Hydraulic Bay Thrusters
Any other suggestions?
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TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.09 17:20:00 -
[2]
Whats it for? I dont see 200km range being useful for PvP, maybe the velocity would be useful though. |

Darth Felin
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Posted - 2009.01.09 17:21:00 -
[3]
Sometimes you need more tanking. Another good setup is: high: 5x HML T2
med: MWD T2 EM Hardener T2 Invul T2 LSE T2 SB T2
low: 3xBCU T2 DC T2
Rigs: 2x Extenders
It may need 1% CPU implant |

Norwood Franskly
Minmatar Fleet of the Damned
|
Posted - 2009.01.09 17:22:00 -
[4]
I'm not Caldari trained but I've been in gangs with Ham cerbs and they were a nice addition, good dps. Buffer tank with some resist rigs is how I would fit one. 200 km snipe cerb has limited use in roaming gangs and such. |

Yoko Lee
Caldari
|
Posted - 2009.01.09 17:26:00 -
[5]
I use this fit for low secure system and empire war (but prefer my sacri) :
5x ham II 1x 10mn mwd II, 1x lse II, 2x invul II, 1x disruptor II 1x pds II, 1x dc II, 2x bcu II
1x rig pg and rig shield ext. |

Ahmadiyya
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Posted - 2009.01.09 18:44:00 -
[6]
Originally by: Darth Felin Sometimes you need more tanking. Another good setup is: high: 5x HML T2
med: MWD T2 EM Hardener T2 Invul T2 LSE T2 SB T2
low: 3xBCU T2 DC T2
Rigs: 2x Extenders
It may need 1% CPU implant
when sitting 100-200km its all about the missiles. |

Ahmadiyya
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Posted - 2009.01.09 18:44:00 -
[7]
Edited by: Ahmadiyya on 09/01/2009 18:43:58 double post fail |

Omarvelous
Destry's Lounge
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Posted - 2009.01.09 18:51:00 -
[8]
Originally by: TimMc Whats it for? I dont see 200km range being useful for PvP, maybe the velocity would be useful though.
>200km is actually very useful for pvp - anti-falcon support. pvp isn't always about a solo-pvp ship.
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Malcanis
R.E.C.O.N. The Firm.
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Posted - 2009.01.09 18:55:00 -
[9]
Originally by: Omarvelous
Originally by: TimMc Whats it for? I dont see 200km range being useful for PvP, maybe the velocity would be useful though.
>200km is actually very useful for pvp - anti-falcon support. pvp isn't always about a solo-pvp ship.
|

Terianna Eri
Amarr Scrutari
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Posted - 2009.01.09 19:06:00 -
[10]
Originally by: Malcanis
Originally by: Omarvelous
Originally by: TimMc Whats it for? I dont see 200km range being useful for PvP, maybe the velocity would be useful though.
>200km is actually very useful for pvp - anti-falcon support. pvp isn't always about a solo-pvp ship.
This. Consider trying to throw an ECCM onto the ship, since as one of the few things that can hit falcons sitting that far away, you're going to have a lot of their attenion and it's best to stay unjammed (or at least soak up as many of their jammers as possible) __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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Soporo
Caldari The Graduates Morsus Mihi
|
Posted - 2009.01.09 20:06:00 -
[11]
0.0 GP fit I've used successfully for the last 2 months (in gang). Cheapish, effective, and ofc the Cerb looks pimp. (requires Decent but not max fit skills)
High: 5 XR-3200's/Navy Scourge Cloak
Mid: LSE II Inv II Y-T8 Microwarp Sensor Booster II (fit range, carry scan res too) Pwnage (painter)
Lows: 3 BCU II's DCU II
Rigs: Anti-EM resist Field Extender
|

Soporo
Caldari The Graduates Morsus Mihi
|
Posted - 2009.01.09 20:12:00 -
[12]
OH, and btw I tried the Cerb anti-Falcon, anti-sniper-sniper fit and it is completely outclassed by a good Eagle. Main reason is due to lolflight time and zero tank, not to mention overpriced missile rigs. |

Magnus Mole
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Posted - 2009.01.09 20:27:00 -
[13]
Note that this setup is in no way changed as a result of QR. Stop putting QR in your setup titweles. Everyone knows what client are currently running.
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Yoko Lee
Caldari
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Posted - 2009.01.09 20:36:00 -
[14]
prefer my eagle for the anti falcon role. falcon have time to wo with missile :)
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Ahmadiyya
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Posted - 2009.01.09 20:37:00 -
[15]
how does cerb work with 5 aml II? before QR it rocked for killing frigs..
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Soporo
Caldari The Graduates Morsus Mihi
|
Posted - 2009.01.09 21:03:00 -
[16]
Originally by: Ahmadiyya how does cerb work with 5 aml II? before QR it rocked for killing frigs..
I dont know, everytime I decide to fit for AML and go out: Either the annoying little buggers avoid me and run away before I can get at em, or I end up wishing I fit HML's. I suppose it could work with gate camping (asuming it's not one of those 45km long gates).
Regardless, the best part about using AML II's is you can fit (with a PDU II) 3 LSE II's (and an EM resist rig and a extender rig) for a sick buffer.
Em rig, Extender rig
3 BCU II's, PDU II
3 LSE II's, Pwnage, Y-T8 Microwarp
5 AML II's, cloak |

Xenon Prime
Caldari 20th Legion Southern Cross Alliance
|
Posted - 2009.01.09 21:19:00 -
[17]
Originally by: Magnus Mole Edited by: Magnus Mole on 09/01/2009 20:42:32 Note that this setup is in no way changed as a result of QR. Stop putting QR in your setups. Everyone knows what client are currently running.
Don't be such a grouch.
Anyway, keep posting your different set-ups guys :)
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Ghoest
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Posted - 2009.01.09 22:09:00 -
[18]
The Cerb is really good at doing stuff that isnt worth doing.
Missile sniping and anti-frigate cruisers arent exactly vital.
If you think corp is different than a guild or clan you have some insecurity issues.
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Gim Memore
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Posted - 2009.01.09 23:40:00 -
[19]
5 HML II
ECCM II Sensor Booster II MWD II LSE II Invuln II
3 BCU II Sensor Backup Array II
EM resist rig Hydraulic Bay Thruster
Range is its tank, but it has a decent buffer for getting to range when jumping into hostiles or has to gtfo etc. Its sensor strength is 44 (without overloading) from the standard 16 and can hit to around 150+km. This means it does the usual DPS of a cerb, but also does a good anti falcon job in smallish gangs.
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Karrade Krise
Galatic P0RN Starz
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Posted - 2009.01.09 23:51:00 -
[20]
Originally by: Magnus Mole Edited by: Magnus Mole on 09/01/2009 20:42:32 Note that this setup is in no way changed as a result of QR. Stop putting QR in your setups. Everyone knows what client are currently running.
Funny, you're the only one complaining. Try doing a search, don't put in QR...then see how many setups you find that are from previous Builds...For example, if I decide I want to search for a good Vagabond setup and go search for it, I may end up with a thousand threads on how to nanofit it...Having to click through them to find the QR setups would be a major pain in the ass without QR in the title.
On topic: Missiles need a change tbh...Decrease Flight time, Increase Velocity to make up the difference. Other than that, looks like a good setup. ECCM is a def for anti falcon work. |

Cmndr Griff
Opinicus Operations Vanguard.
|
Posted - 2009.01.09 23:59:00 -
[21]
For some reason whenever I hear the phrase anti-falcon I feel the urge to put a passive targeter on, but with a SB the volley would be on the way before a jam and hopefully hit hard enough to get the Falcon to sod off. Oh well back it goes on the Apocalypse. |

Noisrevbus
Caldari Breams Gone Wild
|
Posted - 2009.01.10 00:10:00 -
[22]
You have a decent basic design there, and i think you have decided on a role that the ship can fill well. I can suggest some alternatives to look at. They are not necessarily better, but it's good to know about them.
Range and speed The first is looking into effective use of the MWD a little bit. See, when people deal in range, they often forget to consider getting into range or maintaining range. Sacrificing a little bit of effective range and tank to improve how you can effectively use that MWD, is a choice to look over and take into consideration. A little more speed, or better cap-management can be important for a long range ship (especially if you don't always plan to fight in optimal).
Range and control Another thing to look at is playing around with other values that can be valuable (drumroll) at range, in certain situations or when using the ship to do something specific. You can fiddle around with warp-out timers, cloaks or perhaps even warp-stabs. Once again, i'm not saying it's better than what you have chosen, but it's good to know your options. Being able to take pot-shots is an important aspect of ranged ships (some of the best missile-users use this approach even despite the drawback of missile travelling times).
Range and support Another thing to look up is midslot support-modules. If you want to chase ECM-ships, fitting ECCM can be very effective on a ship like the Cerb, which have room to compromise a bit on it's midslots. You could also consider things like remote-ECCM or remote-sensors to help your friends in the gang (as i assume you will have one). If your tackler becomes better at tackling, your chance to kill also improve. Overall, the Cerberus is one of the Caldari ships with the least strain (and most options) on it's midslots.
Long range and long range Obviously, you can't do all of this at 200km, but one of the most interesting things i have found about the Cerberus as a ship, is that it performs very well at common long range, rather than extreme. You peform well in "warp to 100" or "gatefire bookmark" scenarios in it's mix between range, some tank and Cruiser-sized flexibility. From there a number of support-modules become available. Back in the day when Damps were very good baseline, alot of Cerberus pilots used them to good effect. With some adaption to today's environment, you can try to take up that same basic concept.
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Soporo
Caldari The Graduates Morsus Mihi
|
Posted - 2009.01.10 00:49:00 -
[23]
Quote: You have a decent basic design there, and i think you have decided on a role that the ship can fill well.
I don't see how you can say that and then go on to say the absolute truth about this ship later.
Missile sniping at extreme ranges is not a decent role for any ship. Ask any experienced FC, ask 1000 veteran PvP'ers and the vast majority will say: Flight time is lol at range, it just doesnt work out well, if at all, is super niche and expensive to fit.
Effective Snipe = Turrets, this isnt just due to common perception but game mechanic reality.
Quote: but one of the most interesting things i have found about the Cerberus as a ship, is that it performs very well at common long range, rather than extreme.
You're absolutely right here, medium to long 50- 96 (120 or so with unscripted Sensor Booster) is where this ship is most effective. Enough maneuverabilty (barely) to get where you need to be quickly enough and within range of Faction Heavies and your Painter. You are fitting a painter, right?
Just my take.
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Cade Morrigan
Caldari
|
Posted - 2009.01.10 01:52:00 -
[24]
Originally by: Soporo 3 LSE II's, Pwnage, Y-T8 Microwarp 5 AML II's, cloak
Do we REALLY need to put a target painter on a light missile boat? Say 40m sig radius on a frig, PWNAGE gives 30% more for 52m... is that going to make a significant difference in the hitting power of a light missile? Because it isn't going to add 30% to your damage by any means. Seems like the slot could be better used when firing lights at frigs... like maybe a webber? Isn't speed tanking a bigger problem for missiles than sig radius tanking these days? Thanks for clarifying! |

Soporo
Caldari The Graduates Morsus Mihi
|
Posted - 2009.01.10 03:25:00 -
[25]
Sure, a web will do ya more but the range is super limited in comparison to your 75km or so range with the lights. I mean, how many frigs are you really going to catch in a web with a Caldari Cruiser anyway. I get 36% sig improvement for that painter whatever that's worth. It also helps the rest of the gang who arent shooting small weapons.
Sure it's not as good as a web, but it helps and is more versatile. |

Fashire
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Posted - 2009.01.12 18:33:00 -
[26]
Been playing around with a closer range set-up and ofc with a painter. Works out fairly well but I do feel very flimsy. Just need to find a comfortable balance. |

Heloise ChateauBriande
|
Posted - 2009.01.12 20:39:00 -
[27]
Originally by: Ghoest The Cerb is really good at doing stuff that isnt worth doing.
Missile sniping and anti-frigate cruisers arent exactly vital.
This is sooo true. I am so frustrated by the caldari's range bonuses... they are never as good as a damage bonus no matter what anyone says. grrr. |

Kira Pasisson
M'8'S Frontal Impact
|
Posted - 2009.01.12 21:52:00 -
[28]
i would go nearly as the op, for fleets u go for max range, and tbh, as antifalcon the eagle sux due to low damage, so the falcon recognizes and warp out, if the first cerb volley hits u dont have much time to get out before the next two hit and then u are dead,
5hml t2 cn scourge 1x mwd t2 2x sb t2 1x lse t2 1x photon t2 (cause u need em resis, an invu is inferior due to this) 3x bcs t2 1x gravimetric backup t2 (so u get bs-like sensor strength) 2x missile speed rigs
this setup is serving me well since 1.5 years of fleetbattles and bigger roamings, u always deal a nice damage...true the insta damage lacks, but if u act sensefully u will find a solution for it^^...dont listen to the whiners, this setup works fine!
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Xenon Prime
Caldari 20th Legion Southern Cross Alliance
|
Posted - 2009.01.12 23:00:00 -
[29]
I had quite a large fleet battle yesterday and it performed very well. Granted it takes around 20 seconds to get to target at max range but after the first volley hits... they sure know about it. |

Von Kroll
Caldari Paxton Industries Paxton Federation
|
Posted - 2009.01.12 23:44:00 -
[30]
Originally by: Noisrevbus Back in the day when Damps were very good baseline, alot of Cerberus pilots used them to good effect. With some adaption to today's environment, you can try to take up that same basic concept.
This is something I've been curious about lately. I know the classic "Burn Eden Raven" usually had two damps on it. I would think that there's a lot more potential there for Cerb fits. |

Leeluvv
Federation of Freedom Fighters Executive Outcomes
|
Posted - 2009.01.13 23:51:00 -
[31]
Originally by: Heloise ChateauBriande
Originally by: Ghoest The Cerb is really good at doing stuff that isnt worth doing.
Missile sniping and anti-frigate cruisers arent exactly vital.
This is sooo true. I am so frustrated by the caldari's range bonuses... they are never as good as a damage bonus no matter what anyone says. grrr.
Except on Turret ships, where it's very useful as you can use higher damage ammo at ranges other ships have to use low damage ammo. This is why the Rokh will out DPS a Mega at normal fleet ranges, despite not having a damage bonus.
Lee == Sig to follow |

Gypsio III
Dirty Filthy Perverts
|
Posted - 2009.01.14 01:33:00 -
[32]
A missile velocity bonus is a damage bonus.
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Lurana Lay
Gallente
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Posted - 2009.01.14 01:48:00 -
[33]
Originally by: Gypsio III A missile velocity bonus is a damage bonus.
Delusional. |

Ghoest
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Posted - 2009.01.14 02:40:00 -
[34]
Originally by: Gypsio III A missile velocity bonus is a damage bonus.
That doesnt even make sense in a convoluted way. Maybe he is confused and means explosion velocity or maybe hes just a troll. |

Terianna Eri
Amarr Scrutari
|
Posted - 2009.01.14 02:49:00 -
[35]
Originally by: Gypsio III A missile velocity bonus is a damage bonus.
Sort of. Relative to other missile boats, yes. It also lets you hit targets who might be going faster than your missiles would be going without the velocity bonus.
It doesn't translate to a direct damage bonus the same way a range bonus for turrets does, though, imho. |

Vokradacka
|
Posted - 2009.01.14 11:31:00 -
[36]
Originally by: Ahmadiyya how does cerb work with 5 aml II? before QR it rocked for killing frigs..
Precision missiles are still broken(Thx CCP )Soo AML cerberus is bad idea after QR.
But HAM T2 miss. are very good for belting vs serpentis |

Malcanis
R.E.C.O.N. The Firm.
|
Posted - 2009.01.14 11:35:00 -
[37]
Originally by: TimMc Whats it for? I dont see 200km range being useful for PvP, maybe the velocity would be useful though.
Falcons. |

Gypsio III
Dirty Filthy Perverts
|
Posted - 2009.01.14 11:59:00 -
[38]
Edited by: Gypsio III on 14/01/2009 12:06:08
Originally by: TimMc Whats it for? I dont see 200km range being useful for PvP, maybe the velocity would be useful though.
:failpalm:
What ship like sitting at 200 km thinking it's invincible? What are half the whine threads about? What ship can deliver ~400 DPS at 240 km range with a sensor strength of 95, and whose missiles in flight still hit even after being jammed? What ship that can hit 240 km range is still just as useful against targets at 50 km?
The 20-second flight time at 240 km is a pain, but unless you have the turret snipers to instapop a Falcon, it'll still have the opportunity to warp out when it sees that it's taking damage. In fact, since no Falcon warps out before taking damage, you've got a better chance of surprising it, because the damage delivered is compressed into a briefer period of time.
Originally by: Terianna Eri
Originally by: Gypsio III A missile velocity bonus is a damage bonus.
Sort of. Relative to other missile boats, yes. It also lets you hit targets who might be going faster than your missiles would be going without the velocity bonus.
It doesn't translate to a direct damage bonus the same way a range bonus for turrets does, though, imho.
A missile velocity bonus is a damage bonus because it means that your initial volley hits sooner, increasing the damage delivered to a target over time - that's your in-game DPS, rather than imaginary EFT DPS. Yes, the effect is fairly minor, but it's there. Also, against fast targets at range, it increases the chance of missiles hitting at all. Range bonuses are arguably better than damage bonuses because they increase the tactical utility and force-projection abilities of a ship - it can engage more targets and influence a greater area of the field. On a turretboat, there is also the indirect DPS boost from the ability to use higher-damage ammo.
AML Cerberus is death to frigates. You don't need Precisions, just use CN. You can kill an approaching inty in ~4 volleys and about 5-6 seconds, as the inty runs into your volleys. It's hilariously effective, and there is no escape - there's no transversal to manipulate, no pimped fits to avoid the damage, it warps or dies.
I believe Leeluv(?) mentioned that, despite this, AML Cerberus was obsolete because HMs are now so much more effective against frigates. It's a good point - HMs drive off an inty in a not-unreasonable amount of time, rather than being utterly useless as before QR. But a HML Cerb doesn't come close to the AF/inty slaughtering power of an AML Cerb, so I think there's still a role for it. In gang, the 245-km ECCMed anti-Falcon Cerb would obviously be the better choice, but an AML Cerb is great fun for killing gangs' tacklers, or for a bit of soloing against AFs.
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Vokradacka
|
Posted - 2009.01.14 14:24:00 -
[39]
Originally by: Gypsio III Edited by: Gypsio III on 14/01/2009 12:08:02 AML Cerberus is death to frigates. You don't need Precisions, just use CN. You can kill an approaching inty in ~4 volleys and about 5-6 seconds, as the inty runs into your volleys. It's hilariously effective, and there is no escape - there's no transversal to manipulate, no pimped fits to avoid the damage, it warps or dies.
Sory but......  Yes ,AML cerberus is good agains T1 frigates,but crap vs inties/AF ,yes you ill kill them in 40-60secs..but zealot is better X times... Rofl. No comment
before QR AML precision cerberus vs inty: 3-4volleys (15-20sec) after QR CN lights: 10-15v. GL ,every inty pilot with IQ>90 ill escape... |

Matrix Skye
Caldari
|
Posted - 2009.01.14 14:25:00 -
[40]
Originally by: Soporo Edited by: Soporo on 09/01/2009 20:27:49
Oh, and btw I tried the Cerb anti-Falcon, anti-sniper-sniper fit and it is completely outclassed by a good Eagle. Main reason is due to lolflight time and zero tank, not to mention overpriced missile rigs.
edit: I suppose IF you were defending a system and had plenty of bm's a lolmissile sniper might be usefull, but it purely sucks for roams particularly if you have to jump a hostile gate.
Just two comments: For the cerb, range IS your tank. Missile rigs for the cerb should be a mandatory Hydraulic Bay (~10 mil) and Rocket Fuel Cache (~10 mil). Hardly that expensive. |

Gypsio III
Dirty Filthy Perverts
|
Posted - 2009.01.14 14:54:00 -
[41]
Originally by: Vokradacka
Originally by: Gypsio III Edited by: Gypsio III on 14/01/2009 12:08:02 AML Cerberus is death to frigates. You don't need Precisions, just use CN. You can kill an approaching inty in ~4 volleys and about 5-6 seconds, as the inty runs into your volleys. It's hilariously effective, and there is no escape - there's no transversal to manipulate, no pimped fits to avoid the damage, it warps or dies.
Sory but......  Yes ,AML cerberus is good agains T1 frigates,but crap vs inties/AF ,yes you ill kill them in 40-60secs..but zealot is better X times... Rofl. No comment
before QR AML precision cerberus vs inty: 3-4volleys (15-20sec) after QR CN lights: 10-15v. GL ,every inty pilot with IQ>90 ill escape...
This is amusingly illiterate and amusingly wrong.
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Xenon Prime
Caldari 20th Legion Southern Cross Alliance
|
Posted - 2009.01.14 16:42:00 -
[42]
People seem to underestimate what a Cerberus is capable of or in turn look down on the ship as they believe another ship is better at the task. In certain aspects I agree other ships can outperform the Cerberus but this thread isn't about that. It's a discussion of it's strengths and it has many which have all been mentioned above.
It's range is it's defence and it CAN dish out the dps and at over 200k it can do a hell of a lot of it. It's just the time it takes for that first volley to strike that people have an issue with.
It's a great ship and one of my favourite snipers.
- Xenon
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Rip Striker
|
Posted - 2009.01.14 17:39:00 -
[43]
Edited by: Rip Striker on 14/01/2009 17:44:29 Did anyone mention it's a great ratting ship? 
EDIT: To the OP. Replace the PDU with a Nanofiber mod. Replace the invul with either ECCM or possibly a Painter. What did you have in mind for the rig slots? EM resists work fine if you dont know what to mount since they are quite cheap. Other valid choices, though somewhat expensive, are either missile velocity rigs or explosion radius rigs. |

Xenon Prime
Caldari 20th Legion Southern Cross Alliance
|
Posted - 2009.01.17 16:35:00 -
[44]
Edited by: Xenon Prime on 17/01/2009 16:40:04 Made a slight alteration with an addition of a cloak if the situation may arise where you need one.
High 5x HML II - CN Scourge 1x Improved Cloak
Mid: 1x MWD II 2x Sensor Booster II 1x Invul II 1x LSE II
Low: 2x BCU II 2x OD II
Rigs: 2x Hydraulic Bay Thrusters
Could also change it even more to fit some ECCM in replace of the "tank" if you can call it that. With the set-up above it does make me feel a little more secure.
Fit the two ECCM and drop the OD II's for another BCU and a DCU if you wish. Lots of possibilities.
High 5x HML II - CN Scourge 1x Improved Cloak
Mid: 1x MWD II 2x Sensor Booster II 2x ECCM II
Low: 3x BCU II 1x DCU II
|

Xenon Prime
Caldari 20th Legion Southern Cross Alliance
|
Posted - 2009.01.17 16:43:00 -
[45]
Keep the different set-ups coming :) |

Astal Atlar
Caldari Bulgarian Experienced Crackers Circle-Of-Two
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Posted - 2009.01.18 06:40:00 -
[46]
in the moment I run this : 5 heavy missiles - cn scourge 1 mvd t2,1 inv t2,1 sb t2,2 lse t2 2 bcu,1dc 1 rcu 2em rigs t1
it has arround 9k shield 70+ resists at all,and it can hit and can run,decent ship i havent lost one for a while while using this one,and with some logistic love you become immortal, i know some will say why not missile rigs ect,but cerb got a hole in em resists and i personaly prefer to put em rigs and leave my mids for something different.And yes the cerb can hit hard. I use 1 sb because using a targeting script you still have 100km lock range and cerb is suport even in fleet battle,enemy suport come towards your snaipe bs-s and you are role is to get rid of them so as they aproach you start giving them your love.To use 2 sb with targeting speed and targeting range is overkill for me,and as shield tanker you need you mid slots.I have toss this setup using a gravimetric backup at the lows but,it depends on the pilots choice. Bulgarian experienced crackers - Sons of Tangra |

fuxinos
Caldari Guys 0f Sarcasm
|
Posted - 2009.01.18 07:03:00 -
[47]
Originally by: Gypsio III Edited by: Gypsio III on 14/01/2009 12:08:02
Originally by: TimMc Whats it for? I dont see 200km range being useful for PvP, maybe the velocity would be useful though.
:failpalm:
What ship like sitting at 200 km thinking it's invincible? What are half the whine threads about? What ship can deliver ~400 DPS at 240 km range with a sensor strength of 95, and whose missiles in flight still hit even after being jammed? What ship that can hit 240 km range is still just as useful against targets at 50 km?
What does this all count if the ship is crap???
A Falcon can disable a part/whole gang and has no tank, thats why it needs to sit out that far.
But a Cerb can do what? Sit at range? 350Dps from 240km? Yes it can.
Is it usefull for a gang? NO.
To have range as tank without anything supirior to ships that fight <50km is egoistic and stupid.
It cant provide anything except the dps any ship can do, while providing tackle and the EW for YOU to hit.
Now think again and ask yourself, what can you give back? This little dps for all the stuff your gang needs to do for you, that you can do the same dps anyoneelse can do, just from 240km?
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Feinrig
Bulgarian Mafia Squad Sons of Tangra
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Posted - 2009.01.18 09:07:00 -
[48]
Quote: This little dps for all the stuff your gang needs to do for you, that you can do the same dps anyoneelse can do, just from 240km?
When you want to hit a jamming ship that is 240 km away from you then you need Cerberus. Truth is, the only really good thing about the Cerb is it's range and it is up to you to find the best use of this advantage.
Quote: What ship can deliver ~400 DPS at 240 km range with a sensor strength of 95
What fitting can achieve this? I think that Sensor Strength of 73 is more like it:
[Cerberus, t2 heavies] Ballistic Control System II Ballistic Control System II Ballistic Control System II Gravimetric Backup Array II
10MN MicroWarpdrive II Sensor Booster II, Targeting Range Sensor Booster II, Targeting Range ECCM - Gravimetric II ECCM - Gravimetric II
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile [empty high slot]
Hydraulic Bay Thrusters I Hydraulic Bay Thrusters I
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.01.18 11:04:00 -
[49]
Originally by: Feinrig
Quote: What ship can deliver ~400 DPS at 240 km range with a sensor strength of 95
What fitting can achieve this? I think that Sensor Strength of 73 is more like it.
Overheat the ECCMs. They'll last a good couple of minutes.
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Kirtan Loor
Divine Retribution Sons of Tangra
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Posted - 2009.01.18 11:56:00 -
[50]
Edited by: Kirtan Loor on 18/01/2009 11:56:45
Originally by: Soporo I dont know, everytime I decide to fit for AML and go out: Either the annoying little buggers avoid me and run away before I can get at em
You might want to add a sensor booster to lock them faster in the first place. |

DoMxj
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Posted - 2009.01.18 18:49:00 -
[51]
Edited by: DoMxj on 18/01/2009 18:52:20 Firstly i dont understand why putting an MWD on a ship which is bulky and slow and it uses missiles which dont have an optimal. The only reason i can think of is if you want to use tracking disruptors so you can orbit the target at e.x 17km and disrupt the targets tracking speed hoping that he will have difficulties to hit you. Other than that MWD is usless on a bulky & slow missile boat Second being in 200km and shoot missiles is the most stupid and nubish thing you can do ( imho )
Third cerb is not specially a good solo ship And generally since recon ships are in every gang small or large solowing has became very very difficult and risky process.
Im using 2 setups active tank & passive HI 5xhmlII MED 2xcap rechargII 1xLSB II 1xLSE 1xEM hard II LOWS 2xballistic 1x damage control II 1xcap relay II With my skills and 2x capacitor control circuit as rigs i can run the booster for ever
But because active tanks is a bit useless on a cerb .second setup is passive one
5xhml II
3xLSE (it gives 12k shield with good res) 1xem hard II 1xwarp disruptor II
2xballistic II 1xreactor control II 1xcpu II
2xwarhead rigor rigs (very important in order to be able to hit small targets with missiles)
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fuxinos
Caldari Guys 0f Sarcasm
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Posted - 2009.01.18 20:25:00 -
[52]
Originally by: Feinrig
Quote: This little dps for all the stuff your gang needs to do for you, that you can do the same dps anyoneelse can do, just from 240km?
When you want to hit a jamming ship that is 240 km away from you then you need Cerberus. Truth is, the only really good thing about the Cerb is it's range and it is up to you to find the best use of this advantage.
Quote: What ship can deliver ~400 DPS at 240 km range with a sensor strength of 95
What fitting can achieve this? I think that Sensor Strength of 73 is more like it:
[Cerberus, t2 heavies] Ballistic Control System II Ballistic Control System II Ballistic Control System II Gravimetric Backup Array II
10MN MicroWarpdrive II Sensor Booster II, Targeting Range Sensor Booster II, Targeting Range ECCM - Gravimetric II ECCM - Gravimetric II
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile [empty high slot]
Hydraulic Bay Thrusters I Hydraulic Bay Thrusters I
I will lol so hard when they nerf ECM 
Then its completly useless... |

Sera Ryskin
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Posted - 2009.01.19 05:54:00 -
[53]
Please, continue to insist that the HML Cerberus and its 250km range are useless. I lose a lot fewer Falcons when people keep their Cerbs in the hangar. |

Soporo
Caldari The Graduates Morsus Mihi
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Posted - 2009.01.19 06:47:00 -
[54]
Originally by: Kirtan Loor Edited by: Kirtan Loor on 18/01/2009 11:56:45
Originally by: Soporo I dont know, everytime I decide to fit for AML and go out: Either the annoying little buggers avoid me and run away before I can get at em
You might want to add a sensor booster to lock them faster in the first place.
No sh*t sherlock, I do. |

Xiaodown
coracao ardente Triumvirate.
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Posted - 2009.01.19 07:26:00 -
[55]
Originally by: DoMxj
Firstly i dont understand why putting an MWD on a ship which is bulky and slow and it uses missiles which dont have an optimal.
Getting out of bubbles. Have you been here before?
Originally by: DoMxj The only reason i can think of is if you want to use tracking disruptors so you can orbit the target at e.x 17km and disrupt the targets tracking speed hoping that he will have difficulties to hit you. Other than that MWD is usless on a bulky & slow missile boat
Good for you.
Originally by: DoMxj Second being in 200km and shoot missiles is the most stupid and nubish thing you can do ( imho
Your humble opinion is wrong.
For a small roaming gang, you don't want to take a sniping battleship with you, obviously. So, I can only assume that to get rid of falcons sitting at 180~230km you would use a sniper HAC, most often referred to as an eagle. We'd all agree with you, that turret based sniping boats are better at things.
But, see, anyone who's ever actually bothered knows it's completely useles, and as you might say, nubish.
See, the issue is that any sniping turret ship, if you get into a close range fight, is going to have tracking and dps problems. Oh, sure, a sniping hac can hit out to 200km, but what else can it do? That's where the cerb comes in. Not only can it change its damage type to best match the falcon's vulnerability, but it is also mediocre across the entire spectrum of ranged combat. A turret-based ship is either good close range or long range, but not both. The cerb in this case functions as a jack of all trades, master of none.
But if it was me, and I was given the choice between a range-fit eagle and a deimos, or 2 cerbs, I'd take the cerbs. Unless I was fighting them.
This is a hypothetical, but whatever: Highs: 5x HML, cloak
Mids: MWD, Sensor Booster, invunl, 2 LSE
Lows: ECCM x3, BCU
Rigs: missile velocity thingies.
Range, ECCM, half decent buffer tank. It's ok. Could be better. Could be worse (no mwd for instance) --
Sig under construction.
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yani dumyat
Minmatar Connoisseurs Of Hallucination
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Posted - 2009.01.22 05:02:00 -
[56]
Pith Ceeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee:)
5x heavys 1x offline module (heat sink)
AB (MWD if it will fit, you may need implants for this, also can swap for point if needed) pith-c type small shield booster photon scattering amp II invulnerability field II large shield extender II
2x ballistic control II 2x power diagnostic II
EM shield rig Explosive shield rig
Is a good general setup for gang work and if you swap out the shield booster for a target painter then put a small remote rep II in the spare high slot an RR gang will tank like demons.
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Malcanis
R.E.C.O.N.
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Posted - 2009.01.22 09:07:00 -
[57]
Originally by: Sera Ryskin Please, continue to insist that the HML Cerberus and its 250km range are useless. I lose a lot fewer Falcons when people keep their Cerbs in the hangar.
But HAM drakes do so much DPS!   
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DarkSpiralMoon
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Posted - 2009.01.22 10:57:00 -
[58]
Originally by: Von Kroll
Originally by: Noisrevbus Back in the day when Damps were very good baseline, alot of Cerberus pilots used them to good effect. With some adaption to today's environment, you can try to take up that same basic concept.
This is something I've been curious about lately. I know the classic "Burn Eden Raven" usually had two damps on it. I would think that there's a lot more potential there for Cerb fits.
I too used to use a Damp Cerb, they were decent. Now tho, after the damp changes, you have to use too many slots to do the same job. It's great vs 1 ship, but any more that that and your dead. Good for taking out ratters i suppose, but there are so many other ships that can do this more safely, cerb is best used as a sniper\long range support
Dark |

Chimii Lecto
Gallente
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Posted - 2009.01.22 12:26:00 -
[59]
[Cerberus, HAM] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Photon Scattering Field II Invulnerability Field II Large Shield Extender II Warp Scrambler II Stasis Webifier II
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile [empty high slot]
Core Defence Field Extender I Core Defence Field Extender I
Is what i use for station camping in Amarr. Usually have a small nos in the high slot. Dishes out about 450 dps which is decent enough. |

Poast Warrior
Amarr Imperial Academy
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Posted - 2009.01.22 15:39:00 -
[60]
Short range weapons and no MWD = fail.
Actually on pretty much anything bigger than a frigate, no MWD = fail.
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Poast Warrior
Amarr Imperial Academy
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Posted - 2009.01.22 15:40:00 -
[61]
p.s. and the setup you're looking for is this:
[Cerberus, HAM] Ballistic Control System II Ballistic Control System II Ballistic Control System II Reactor Control Unit II
10MN MicroWarpdrive II Invulnerability Field II Photon Scattering Field II Large Shield Extender II J5 Prototype Warp Disruptor I
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile [empty high slot]
Core Defence Field Extender I Core Defence Field Extender I
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yani dumyat
Minmatar Connoisseurs Of Hallucination
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Posted - 2009.01.22 16:17:00 -
[62]
Originally by: Poast Warrior p.s. and the setup you're looking for is this: stuff [empty high slot] stuff
Good setup, you forgot the heat sink though. For those who don't know an offline module will soak up damage so you can overheat your launchers for longer. |

tubelight
Caldari Federation of Freedom Fighters Executive Outcomes
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Posted - 2009.02.17 08:26:00 -
[63]
Originally by: Soporo
Sure, a web will do ya more but the range is super limited in comparison to your 75km or so range with the lights. I mean, how many frigs are you really going to catch in a web with a Caldari Cruiser anyway. I get 36% sig improvement for that painter whatever that's worth. It also helps the rest of the gang who arent shooting small weapons.
Sure it's not as good as a web, but it helps and is more versatile.
Since QR is a web even worth fitting anyway unless you're a Rapier? They basically destroyed it's effectivity completely.
This is my solo/roam Cerb fit:
[Cerberus, Force Solo] Ballistic Control System II Ballistic Control System II Power Diagnostic System II Damage Control II
Invulnerability Field II Large Shield Extender II Sensor Booster II ECCM - Gravimetric II Target Painter II
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Medium YF-12a Smartbomb
Ionic Field Projector I Anti-EM Screen Reinforcer I
Outputs about 360 dps, 1750 volley damage at a range of ~130 for the painter. The sb is for use against drone ships because EW drones tear you a new one.
The objective of war is not to die for your country, but to make the other bastard die for his |

Cade Morrigan
Caldari
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Posted - 2009.02.17 17:29:00 -
[64]
Originally by: tubelight
Originally by: Soporo
Sure, a web will do ya more but the range is super limited in comparison to your 75km or so range with the lights. I mean, how many frigs are you really going to catch in a web with a Caldari Cruiser anyway. I get 36% sig improvement for that painter whatever that's worth. It also helps the rest of the gang who arent shooting small weapons.
Sure it's not as good as a web, but it helps and is more versatile.
Since QR is a web even worth fitting anyway unless you're a Rapier? They basically destroyed it's effectivity completely.
This is my solo/roam Cerb fit:
[Cerberus, Force Solo] Ballistic Control System II Ballistic Control System II Power Diagnostic System II Damage Control II
Invulnerability Field II Large Shield Extender II Sensor Booster II ECCM - Gravimetric II Target Painter II
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Medium YF-12a Smartbomb
Ionic Field Projector I Anti-EM Screen Reinforcer I
Outputs about 360 dps, 1750 volley damage at a range of ~130 for the painter. The sb is for use against drone ships because EW drones tear you a new one.
TP doesn't do much for HMLs from what I've seen, do you really get that much utility out of it? Webs have more effect on frigs as far as increasing damage from HMLs, and anything larger doesn't need to be painted. No room for a speed mod? |

Marius Nervosu
Caldari The Fallen Angels Unit
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Posted - 2009.02.18 19:33:00 -
[65]
So what do you ppl use ? Afterburner or mwd ? After the nerf you get like 1600 with awb and 1nanofiber and 650 with ab. Sig radius with 1 shield extender is like 160vs900. Is the sig radius really important or not ?
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Von Kroll
Caldari Paxton Industries Paxton Federation
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Posted - 2009.02.18 20:12:00 -
[66]
For me personally, when I start building any new ship setup in EFT, the weapons go in first, then the MWD next. Whatever fits after that is what I have to use--the MWD is that important to me. Of course, if you're using it for something other than PvP, an AB or no propulsion mod at all may be satisfactory.
I believe, especially for ships where you either need to get to range or maintain a range, the MWD is mandatory. For us missile users, regardless of whether or not we employ short or long range launchers, I think MWD is the second most important PvP module on the boat. YMMV
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LaiSun
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Posted - 2009.02.18 22:53:00 -
[67]
I hear a lot of talk about the range bonus being stupid, but isn't the range bonus just as good as a damage bonus because of HAMs?
If there were no range bonus for the cerb you'd be talking very close range for HAMs, easily within webber range. With the range bonus I can fit HAMs AND stay out of webber range, meaning I can use speed to off-set some damage.
Also, since HAM does more damage than HML, it IS really a damage buff to use HAM instead of HML, right?
I've got 54 more days till I can run this fit, but I've looked at:
HAM II X 5 - Terror Rage (CN Terror) Improved Cloaking Device II
LSE II AB II - 10 MN Invuln II X 2 (Last slot for specialization: SB II, TP II, ECCM Grav II)
OD Inj II X 2 BCS II X 2
[Calefaction Catalyst] [Bay Loading Accel]
600+ m/s, cap stable at a little less than 50%, 450+ DPS at 40Km max range. Improved cloak isn't good for on the spot decloaks, of course. It is useful for running and hiding in a safe if you need to. You can also make use of it like my crew does when gate camping. Make people think there are far fewer ships than there are. Decloak on gate activation (or sooner if you have scout) and you'll be ready to fire about the time the target decloaks on the gate.
TP will more than offset rage precision debuff. It does require a high amount of skills (at least I consider it a high amount of skills).
I haven't tested this out yet. If it turns out that the speed doesn't give me enough buffer, I'll drop the ODI's for a DCII and something else, maybe signal amp or something.
That being said, you don't solo with this ship and you only take it out in certain instances. Rage is really only useful against BC and up, even with the TP. If you're fighting a bunch of frigs, you don't bring this one out. If you're fighting a bunch of ECM, you fit ECCM and play real smart, or get an Eagle or another sniper.
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Marius Nervosu
Caldari The Fallen Angels Unit
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Posted - 2009.02.19 09:40:00 -
[68]
Drop the cloak and fit mwd or aft.
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LaiSun
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Posted - 2009.02.19 23:12:00 -
[69]
AB II - 10 Mn = Afterburner II 10 Mn - went with this over MWD for cap and Sig Radius reasons.
What would you suggest I drop the cloak for? I like the idea of being able to hide in a safe point and not be scanned down, in case I can't get out of a system. I guess I could cut cost by dropping the Tech II for a Tech I since targeting time after decloak isn't an issue.
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K1RTH G3RS3N
Haunted House BROTHERS GRIM.
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Posted - 2009.02.19 23:30:00 -
[70]
I was thinking, due to the changes in physics - the following setup.
5x HAMS II
disrupter II/target painter 10mn AB II lse II invull II photon II
dcu II, 3x bcu II
core defence field extender rigs
judging by all lvl5's in eft
550 rage dps 494 CN dps
40/45km range
42k ehp 90 defence
but lets face it, cerberus is a ranged ship.
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Obehron
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Posted - 2009.03.14 23:47:00 -
[71]
Edited by: Obehron on 14/03/2009 23:53:05 Edited by: Obehron on 14/03/2009 23:49:27 Cerb for small corp small gang warfare...
One of the biggest challenges I've found is that the cerb is nearly unable to dictate range when compaired to similar classed ships... I "bite" the inevitable, assuming full priority is to get within scramble range, and keep the enemy's MWD turned off, and my dps flowing.
This build has worked wonders for me... 30k effective HP, 515 DPS, 1500m/s (still lolslow, but it gets me where I need to be).
[Cerberus, 1v1 PvP] Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
10MN MicroWarpdrive II Faint Epsilon Warp Prohibitor I (10km scrambler) Medium Shield Extender II Invulnerability Field II Invulnerability Field II
Heavy Assault Missile Launcher II, Terror Rage Assault Missile Heavy Assault Missile Launcher II, Terror Rage Assault Missile Heavy Assault Missile Launcher II, Terror Rage Assault Missile Heavy Assault Missile Launcher II, Terror Rage Assault Missile Heavy Assault Missile Launcher II, Terror Rage Assault Missile Small Energy Neutralizer II
Core Defence Field Extender I Core Defence Field Extender I
I'd like to note that I always carry 1k of each t2 HAM missile in my cargo, since missile dps is pointed at one damage type, I've found it useful to memorize the "weakspot" in the common ships I see, and load it up when i find that specific ship on scanner. I've also found if you add an ACR instead of the CDFE in the rigs, you can sometimes fit an LSE II depending on what you're willing to sacrifice... med neuts also fit but require the ACR and some creative named-gear fitting. --- Obehron
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