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Dammus
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Posted - 2009.01.17 02:40:00 -
[1]
For the revelation, should one fit pulses or beams for POS sieges? And for what reason |

Grarr Dexx
Amarr Insidious Existence RAZOR Alliance
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Posted - 2009.01.17 02:47:00 -
[2]
Always Beams. Carry AN/TS MF, Standard and Radio.
Pulses don't cut it for range, and if you get ambushed by the standard sniping dread fleets you're going to be a plumed chicken. |

Dirk Magnum
Royal Hiigaran Navy
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Posted - 2009.01.17 02:49:00 -
[3]
Pulse actually gets more DPS and both pulse and beam have the same alpha, more or less. Pulse also uses like half as much cap. The big thing is range. Gigapulse gets half the range of the beams. |

Dammus
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Posted - 2009.01.17 02:53:00 -
[4]
Ah, so i guess the 120km+ range with beams is important. However, I can't get the ship cap stable without sacrificing two mids for capacitor power relays even with controlled bursts V. Is this standard? |

Dirk Magnum
Royal Hiigaran Navy
|
Posted - 2009.01.17 02:55:00 -
[5]
Edited by: Dirk Magnum on 17/01/2009 02:55:49
Originally by: Dammus Ah, so i guess the 120km+ range with beams is important. However, I can't get the ship cap stable without sacrificing two mids for capacitor power relays even with controlled bursts V. Is this standard?
Welcome to the world of Amarr ships. CCC rig it.
edit: just a disclaimer I don't fly the Revelation yet although I've been looking into it. Still 25 days of Advanced Weapon Upgrades to go. |

Dammus
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Posted - 2009.01.17 02:58:00 -
[6]
Yes I was using CCC's. However, unless I use CCC II's its not cap stable. I must be doing something wrong because I have never seen setups with two Cap Power Relay II's in the lows
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Dirk Magnum
Royal Hiigaran Navy
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Posted - 2009.01.17 03:04:00 -
[7]
Originally by: Dammus Yes I was using CCC's. However, unless I use CCC II's its not cap stable. I must be doing something wrong because I have never seen setups with two Cap Power Relay II's in the lows
What about cap rechargers in the mids? Those are much more standard from the fits I've seen than power relays. Actually I don't think I've ever seen a Revelation fit that uses any power relays.
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Dammus
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Posted - 2009.01.17 03:09:00 -
[8]
Edited by: Dammus on 17/01/2009 03:12:37 That is my fit so far, with 4x Cap Recharger II's and 3x CCC I. Yet the ship isn't cap stable when running the Capital Armor Rep, all three Giga Beams and a Siege Mod. Just a note, I have all Energy Management and Energy Systems Operation to V, as well as Controlled Bursts
EDIT: The only way I seem to stabilize this fit is to fit 2x Cap Power Relay II's along with 3x CCC's and 4x Cap Recharger II's
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Dirk Magnum
Royal Hiigaran Navy
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Posted - 2009.01.17 03:12:00 -
[9]
Ah. I don't think any Dread is cap stable with all guns and reppers going actually, so it could be you're chasing something that simply doesn't exist in a practical form. You might be able to pull it off by sacrificing effectiveness elsewhere, but do you want to clog up the low slots with cap mods to permarun the repper at the expense of armor hardeners or damage mods?
But I can't make a definitive assessment on this though. Might break out EFT later.
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Dammus
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Posted - 2009.01.17 03:16:00 -
[10]
Ah yeah, typical CCP. TY for the advice though
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Helen
The Tetragrammaton Council
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Posted - 2009.01.17 03:45:00 -
[11]
You'll want a sensor booster in one of the midslots too.
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Dirk Magnum
Royal Hiigaran Navy
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Posted - 2009.01.17 04:01:00 -
[12]
I've wondered about the SB on a Dread. What's it really for? Is the base targeting really that bad? Seems if you're only targeting POSs or other cap ships a bad sensor quality won't be that big of a deal.
Now were it a Carrier I can see a sensor booster being useful, since you're targeting a bunch of sub-caps. |

Princess 02
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Posted - 2009.01.17 04:39:00 -
[13]
If we had T2 capital weapons, which one would u use? |

AtheistOfDoom
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Posted - 2009.01.17 05:08:00 -
[14]
Originally by: Princess 02
If we had T2 capital weapons, which one would u use?
Ion Siege Blaster IIs :)
but yeah for POS siege id jsut use beams |

Helen
The Tetragrammaton Council
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Posted - 2009.01.17 09:06:00 -
[15]
Originally by: Dirk Magnum I've wondered about the SB on a Dread. What's it really for? Is the base targeting really that bad? Seems if you're only targeting POSs or other cap ships a bad sensor quality won't be that big of a deal.
Now were it a Carrier I can see a sensor booster being useful, since you're targeting a bunch of sub-caps.
It's mainly so you don't get r4ped by sniper dreads so bad. Also if you can lock other caps quicker because you have a sensor booster and they don't then you can apply dps to them quicker and for longer.
|

Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2009.01.17 09:27:00 -
[16]
Edited by: Meiyang Lee on 17/01/2009 09:29:16 Did a little EFTing, I don't fly this ship, so no idea if this is any good.
[Revelation, New Setup 1] Capital Armor Repairer I Capital Armor Repairer I Armor Explosive Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Amarr Navy Energized Adaptive Nano Membrane Damage Control II Capacitor Power Relay II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Dual Giga Beam Laser I Dual Giga Beam Laser I Dual Giga Beam Laser I Siege Module I
Capacitor Control Circuit I Capacitor Control Circuit I Trimark Armor Pump I
End result, cap stable with both reps running and guns firing out of Siege, in Siege it's cap stable with a single armor rep going and all guns firing. Only downside I can see is the lack of Heat Sinks to beef up damage. (and no Sensor Boosters to help targetting)
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Deva Blackfire
coracao ardente
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Posted - 2009.01.17 09:30:00 -
[17]
Originally by: Dirk Magnum Edited by: Dirk Magnum on 17/01/2009 02:55:49
Originally by: Dammus Ah, so i guess the 120km+ range with beams is important. However, I can't get the ship cap stable without sacrificing two mids for capacitor power relays even with controlled bursts V. Is this standard?
Welcome to the world of Amarr ships. CCC rig it.
edit: just a disclaimer I don't fly the Revelation yet although I've been looking into it. Still 25 days of Advanced Weapon Upgrades to go.
Welcome to world of dreads. Dont give crappy advices. NEVER CCC dreads.
3x guns, 1x siege 3x CR, 1x sensor 1x rep, 1x dc, 3x amarr eanm, 2x heat sink, CPR 3x trimark
One proper dread (you might swap 1x eanm for another heatsink if you want). Gives you enough buffer/tank to hold large pos till you exit siege so carriers can fix you up. Also gives around 1,5x more HP than CCC dreads which might save some of friendly dreads in cap fight.
|

Kagura Nikon
Minmatar The Black Dawn Gang
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Posted - 2009.01.17 10:15:00 -
[18]
Originally by: Dirk Magnum Ah. I don't think any Dread is cap stable with all guns and reppers going actually, so it could be you're chasing something that simply doesn't exist in a practical form. You might be able to pull it off by sacrificing effectiveness elsewhere, but do you want to clog up the low slots with cap mods to permarun the repper at the expense of armor hardeners or damage mods?
But I can't make a definitive assessment on this though. Might break out EFT later.
the naglfar is :P |

Polinus
Caldari State War Academy
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Posted - 2009.01.17 10:17:00 -
[19]
Originally by: Deva Blackfire
Originally by: Dirk Magnum Edited by: Dirk Magnum on 17/01/2009 02:55:49
Originally by: Dammus Ah, so i guess the 120km+ range with beams is important. However, I can't get the ship cap stable without sacrificing two mids for capacitor power relays even with controlled bursts V. Is this standard?
Welcome to the world of Amarr ships. CCC rig it.
edit: just a disclaimer I don't fly the Revelation yet although I've been looking into it. Still 25 days of Advanced Weapon Upgrades to go.
Welcome to world of dreads. Dont give crappy advices. NEVER CCC dreads.
3x guns, 1x siege 3x CR, 1x sensor 1x rep, 1x dc, 3x amarr eanm, 2x heat sink, CPR 3x trimark
One proper dread (you might swap 1x eanm for another heatsink if you want). Gives you enough buffer/tank to hold large pos till you exit siege so carriers can fix you up. Also gives around 1,5x more HP than CCC dreads which might save some of friendly dreads in cap fight.
You might want to use 1 CC. Because the 3rd trimark bring a a VERY small boost since with be 4th in the stack. Yes 4th, because the 1st will be the gang bonus. I personnaly prefer to be able to jump faster if needed than extra 4.5% armor |

Deva Blackfire
coracao ardente
|
Posted - 2009.01.17 10:22:00 -
[20]
Edited by: Deva Blackfire on 17/01/2009 10:23:17
Originally by: Polinus
Originally by: Deva Blackfire
Originally by: Dirk Magnum Edited by: Dirk Magnum on 17/01/2009 02:55:49
Originally by: Dammus Ah, so i guess the 120km+ range with beams is important. However, I can't get the ship cap stable without sacrificing two mids for capacitor power relays even with controlled bursts V. Is this standard?
Welcome to the world of Amarr ships. CCC rig it.
edit: just a disclaimer I don't fly the Revelation yet although I've been looking into it. Still 25 days of Advanced Weapon Upgrades to go.
Welcome to world of dreads. Dont give crappy advices. NEVER CCC dreads.
3x guns, 1x siege 3x CR, 1x sensor 1x rep, 1x dc, 3x amarr eanm, 2x heat sink, CPR 3x trimark
One proper dread (you might swap 1x eanm for another heatsink if you want). Gives you enough buffer/tank to hold large pos till you exit siege so carriers can fix you up. Also gives around 1,5x more HP than CCC dreads which might save some of friendly dreads in cap fight.
You might want to use 1 CC. Because the 3rd trimark bring a a VERY small boost since with be 4th in the stack. Yes 4th, because the 1st will be the gang bonus. I personnaly prefer to be able to jump faster if needed than extra 4.5% armor
Except for: trimarks arent stacking penalized. |

Polinus
Caldari State War Academy
|
Posted - 2009.01.17 11:40:00 -
[21]
Originally by: Deva Blackfire
Except for: trimarks arent stacking penalized.
strange since The gang link and the regenerative are (or at least used to, I tested in past and got ****ed) stack penalized among themselves. |

TimMc
Gallente Brutal Deliverance OWN Alliance
|
Posted - 2009.01.17 13:42:00 -
[22]
[Revelation, POS Seige] Capital Armor Repairer I Damage Control II Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Heat Sink Amarr Navy Heat Sink Capacitor Power Relay II
Sensor Booster II, Targeting Range Cap Recharger II Cap Recharger II Cap Recharger II
Dual Giga Beam Laser I, Multifrequency XL Dual Giga Beam Laser I, Multifrequency XL Dual Giga Beam Laser I, Multifrequency XL Siege Module I
Trimark Armor Pump I Trimark Armor Pump I Trimark Armor Pump I
Warden I x5 Hammerhead II x5 Warrior II x5 Vespa EC-600 x5
Gank gank gank, and hope it dies before you do. |

Deva Blackfire
coracao ardente
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Posted - 2009.01.17 13:54:00 -
[23]
i, like, totally didnt post exactly same setup above
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StinkFinger
Caldari State War Academy
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Posted - 2009.01.17 16:14:00 -
[24]
you really should use meta 13 cap stuff (meta 14 costs too much) and meta 14 armor hardening stuff on a dread for most effectiveness...
Originally by: Karanth That's like sitting on your hand till it goes numb, so it's like a stranger. It's not as satisfying, and I'LL know the difference.
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TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.17 16:16:00 -
[25]
Originally by: Deva Blackfire i, like, totally didnt post exactly same setup above
Yeah I had it sitting in EFT for a year now. Was told to fit it like that when in MC.
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Deva Blackfire
coracao ardente
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Posted - 2009.01.17 16:56:00 -
[26]
Originally by: StinkFinger you really should use meta 13 cap stuff (meta 14 costs too much) and meta 14 armor hardening stuff on a dread for most effectiveness...
i have no idea whats meta 13 or 14 or 20 and dont care. But setup above is one proper fit (t2 sinks work too, amarr imo are too expensive for little they give). Amarr EANMs are VERY good for price/effectiveness tho. Anything more than that: its waste of isk. Anything less than that: its waste of good ship. |
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