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bigbadabooom
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Posted - 2009.01.14 20:20:00 -
[1]
Hi just looking at the huginn for lowsec now it cnt really nano that well, I came up with this fit not knowing much about lowsec, so feel free to tell me were im going wrong!!!
Highs: 3 x 220 vulcan II's 3 X HML's Mids: 10MN MWD II 2 x Web II's 1 x disruptor II 1 x SB II LSE II Lows: DCU II 3 x PDS II's Rigs: 2 x Core deffence field extenders Drones: 4 x EC 600's just incase.
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P'uck
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Posted - 2009.01.14 20:31:00 -
[2]
Originally by: bigbadabooom so feel free to tell me were im going wrong!!!
At the lowslot count 
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DoMxj
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Posted - 2009.01.20 11:39:00 -
[3]
Edited by: DoMxj on 20/01/2009 11:41:12 Since you using a huggin i would put 720 or 650 for maximum dmg since you will be webbibg your target from 25+ (25 so you can scrable) 220 are useless also since the target will be goind like 80m/s arties wont have any problem hitting him for full dmg so put arties. then since he is webed and scrabled if he has blasters or autocann he will hit for 0 dmg since you will be outside his opt and fallof. then in order to be safe from arties or rails or beam. i would put a tracking disruptor. So as you will be orbiting him with your mwd he wont hit you so you can drop the SB for a TDII and you can make up by adding 2 tracking speed rigs. Or if you have skills you can drop your LSE II instead because a fast lock is good for roaming (keep the 2 tracking speed rigs) and try to feet a 1600 in lows evenif you have to use 2xreactor control II but sicne you need 3xpdu to fit your setup you must suck in sp so train up. Every one wants to fly big ships early in the game. I remember that my first BS i used it when i had 10mil sp in only one race. So dont rush jumping into ships that need alot of skills to fly them properly
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Gartel Reiman
Civis Romanus Sum
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Posted - 2009.01.20 13:26:00 -
[4]
Yeah, since you get the ability to consistently control range, a tracking disruptor would be excellent as range disruption will completely screw over any short-range medium guns, and tracking disruption should make you immune to large turrets and long-range medium guns.
Of course, it won't do much against missile boats, but then there's not much you can actually do to prevent missiles being fired at you other than jamming the target (and hoping they're not carrying appropriate FOFs, though at least this would imply longer-range => lower DPS missiles).
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Rab See
Minmatar
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Posted - 2009.01.20 14:36:00 -
[5]
Since QR, and given that Im an impending newb on the hug/rapier front.
I always assume I will be tackling something that fires small or medium missiles (in my still non existent roaming gang) and the target has some missile capability. Is the MWD optimal at reducing damage compared to say an AB, given the impact of sig radius on missile damage? Or is the sheer speed of MWD better to facilitate avoidance of tracking guns even when distrupting track?
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NoNah
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Posted - 2009.01.20 15:06:00 -
[6]
Originally by: Rab See Since QR, and given that Im an impending newb on the hug/rapier front.
I always assume I will be tackling something that fires small or medium missiles (in my still non existent roaming gang) and the target has some missile capability. Is the MWD optimal at reducing damage compared to say an AB, given the impact of sig radius on missile damage? Or is the sheer speed of MWD better to facilitate avoidance of tracking guns even when distrupting track?
In short, AB for minimizing damage, MWD for dictating distances. For a ship with no tank at all, any damage is bad, and you'll want to stay out of it entirely not just minimize it.
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DoMxj
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Posted - 2009.01.20 15:25:00 -
[7]
Edited by: DoMxj on 20/01/2009 15:28:26 Edited by: DoMxj on 20/01/2009 15:26:46
Originally by: Rab See Since QR, and given that Im an impending newb on the hug/rapier front.
I always assume I will be tackling something that fires small or medium missiles (in my still non existent roaming gang) and the target has some missile capability. Is the MWD optimal at reducing damage compared to say an AB, given the impact of sig radius on missile damage? Or is the sheer speed of MWD better to facilitate avoidance of tracking guns even when distrupting track?
It always gets down on what you want to do and if you want to engage solo or in gang. If you want to use the hug as solo roam in 0.0 you will be engaging 90% of the times frigs up to CS size ships so you need the mwd in order to be able to keep a steady distance of 24km which will give you a perfect tank against(short range turrets) due to range and with the tracking disruptor+speed safe against(long range). The sig radius penalty wont hurt you since small and medium guns will hit you for full dmg or almost full with or without mwd(the penalty will damage you against BS's ). Also you need the mwd cause a fast AF or inty or a vaga can still outrun you(even if you have an AB on and he is 2xwebed) so he will be able to get close. Oufcourse you will measure your opponent and use the mwd wisely not all the time!! Now if you are in a gang against other gangs then everything is on in that situation there is no better setup it depends of your gang members setups..
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ViperVenom
Interstellar Brotherhood of Gravediggers Privateer Alliance
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Posted - 2009.01.21 11:44:00 -
[8]
If your in a gang with the changes to QR id say try this..
Hi-3x220II(Barage)3xHMLII(Cn what eva) Mid- 2xT2 webs/Pwnage TP/ABII/Sens Booster(Sann res)/InvulII Low-DCUII/2xPDUII
Is that a odd fit yup.. will it work Yup.. You dont need any thing thats going to make you sig with bigger..Bigger sig more dmg. if you in a Hug your not the main DPS your in a support role.. keep the target from getting away.. the HM will always hit and also with pwnage TP there sig will be huge.. test that fit out.. also im not really for shiled rigs unless your in a drake with sig means nothing... I Opt for the Sens booster for a faster lock so u can throw them 2 hit webs on and blow up his sig so your gang can get them pinned down faster. |
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