| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Guilliman R
Gallente PRO Space Hunters HUNTER'S BROTHERHOOD
|
Posted - 2009.01.27 17:19:00 -
[1]
Edited by: Guilliman R on 27/01/2009 17:19:29 Hi everyone
So I have a Question regarding an experimental setup with a navy mega. It's quite heavily fit, and I could spent some more on it if I wanted.
Right now I'm farming level 2's with quafe company with it.. due to the need to have perfect refine with them for other 'projects' ehum. I'm planning to take this one to level 4 missions as shooting frigs for 2000+ is getting funny. But I have a few questions regarding the fit.
Tank, it's pretty decent, and I can run either full tank and guns permanently (or at least long enough that it doesn't matter), or run the guns and Afterburner permanently. Currently I fly at around 350ms/sec. Working on skills to get another +15% with AB, so I think speed will help me mitigate some damage, or at least get away from most ships. Hoping to not get webbed to much. I'll have drones for close frigs.
Skills are fairly decent Most gunnery and drone skills are level 4. Some are 5. Advanced weaponss upgrades is still 0, that's why the powergrid rig. I'll be getting that to 4 soon, so that will remove the need of the powergrid rig. What to replace it with tho? I'll be putting on T2 guns when that's done too.
I've always run level 4's in my dual LARII domi, the easy way. I'm well aware with how gunner boats work, and using the level 2's with quafe to learn and practice this more. Especially transversal or w/e it was called.
The fit:
Highs: 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun Drone Link Augmentor I
Mids: Capacity recharger II Capacity recharger II Capacity recharger II Gist A-Type 100mn Afterburner
Lows: Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Core B-Type Armor <Specific rat resists A> Hardener Core B-Type Armor <Specific rat resists A> Hardener Core B-Type Armor <Specific rat resists B> Hardener Core B-Type Armor <Specific rat resists B> Hardener True Sansha Large Armor Repairer
Rigs: 2x CCC I Ancillary Current Router I (+10% powergrid).
Anything I could improve qua setup (not by upgrading to a higher complex/officer module) But rather different type of module(s)? Any implants that would give me a nice boost in some essence of the fit? I'm a bit afraid to loose it :P cost quite a bit.
*Edit, aah wanted to post with alt. No you can't ask where I mission. It certainly isn't in amarr space where there isn't anyone.* |

Artemis Rose
Sileo In Pacis Mean Coalition
|
Posted - 2009.01.27 17:30:00 -
[2]
Faction guns?
Looks pretty solid. If you wanted more cap, you could drop a hardener for a CPR II or something. |

Guilliman R
Gallente PRO Space Hunters HUNTER'S BROTHERHOOD
|
Posted - 2009.01.27 17:52:00 -
[3]
Rather wait, faction guns give me 0.075 iirc extra damage on the damage modifier. T2 guns give more due to the tech 2 skill requirements for them. AT 80mil a faction gun, I rather wait for the T2 ones. Unless I'm missing something? |

Caius Severus
|
Posted - 2009.01.27 18:06:00 -
[4]
T2 guns is the obvious choice but you will be short of power grid with the afterburner fitted unless you have AWU 5. It will fit with a 3% implant though.
The other thing you could add to get more damage are the 2 implants Gunslinger CX-2 and Deadeye ZGL1000, which are both 5% increase. This isn't stacking penalised so the overall effect is quite nice. They aren't excessively expensive if you get them from the LP store.
T2 guns also use a horrible amount of cap compared to the best named so the capacitor implants might be helpful there. |

AMF2
|
Posted - 2009.01.27 18:08:00 -
[5]
To me the only missions worth putting a AB is WC,The score and the 3-3 of recon I wood say lose the AB and a CR and put 2 TC on it whit OR scripts on missions such as Head Hunters and TS scripts for missions that have close orbiting ships such as Damsel,lose a armor hardener and put a capacitor power relay and Its not worth putting a Ancillary Current Router rig on it just cause you don't have AWU go whit 2xCCC and 1xNano Pump as for the implants just get a +5% capacitor recharge rate,capacitor capacity,turret tracking speed,all turrets damage and large hybrid turret damage implants(you'll need cybernetics V to use the 5th implant. And you probably won't have any CPU left for the drone link |

Megan Maynard
Minmatar Out of Order
|
Posted - 2009.01.27 18:08:00 -
[6]
T2 guns, and you need a plate or two for lvl 4's.
Some missions don't let you "tank" right when you get into the mission. Some require you to burn a ways to avoid some pretty heavy damage. A plate or two will give you a nice buffer to GTFO.
That many damage mods aren't really necessary with some skills. |

Qui Shon
|
Posted - 2009.01.27 18:27:00 -
[7]
Edited by: Qui Shon on 27/01/2009 18:28:57
AMF said it pretty much, you want tracking mods. Start with loosing a hardener for a cpr, and a cr for a tc.
Btw, with T2 guns you're gonna loose that drone link, you're aware of that, right? Not enough cpu. On the plus side if you eventually train up AWU you won't need fitting mods/rigs for that, even with said T2 guns.
Don't let go of the magstabs, it's great to see someone asking for advice on forums who understands to appreciate dmgmods. Usually people err on the side of caution and moderation.
|

Guilliman R
Gallente PRO Space Hunters HUNTER'S BROTHERHOOD
|
Posted - 2009.01.27 18:46:00 -
[8]
Thanks for the tips and guidance. I'm going to keep on the safe side for a little more until I have a few more key skills trained up another level to give me a bit more headroom in fitting and cap usage. My tank wont hold longer then 2.3 mins with full guns (anti m), hardeners and a tracking comp on. Even with an implant (CC8 iirc? +5% recharge anyway). I'll take a look and plan some skills when I'm less tired.
Currently looking at:
Highs: 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun 425mm Prototype I gauss gun Drone Link Augmentor I
Mids: Capacity recharger II Capacity recharger II Gallente Tracking Cpmputer + Tracking script Gist A-Type 100mn Afterburner
Lows: Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Core B-Type Armor <Specific rat resists A> Hardener Core B-Type Armor <Specific rat resists A> Hardener Core B-Type Armor <Specific rat resists B> Hardener Cap Power Relay II True Sansha Large Armor Repairer
Rigs: 2x CCC I Ancillary Current Router I (+10% powergrid).
I'll look around with EFT to get a CCCII in, as well as faction cap power relay combined with another look at my skills.
Thank you for the information everyone.
One last Question, I have all support gunnery skills at 4. Plaanning to get large hybrids and the tech 2 ones to 5. at some point, tech 2 one will take a bit. But what support gunnery skills should I get to 5 too? I'm thinking Surgical strikes would benefit me the most at this point? (past 4) |

xXThunder StruckXx
|
Posted - 2009.01.27 19:09:00 -
[9]
My personal view would be to drop a mag stab and go for dual reps, I'd drop the AB for another cap recharger II. No need to move fast with a dual rep, If you can fit it all, you should be able to perma run both, whilst slugging it out with the rats. If grid is an issue, dropping to faction 350mm rails should be ok with your gunnery skills too. |

Gneeznow
Minmatar Goo Spew
|
Posted - 2009.01.27 19:23:00 -
[10]
Originally by: Guilliman R One last Question, I have all support gunnery skills at 4. Plaanning to get large hybrids and the tech 2 ones to 5. at some point, tech 2 one will take a bit. But what support gunnery skills should I get to 5 too? I'm thinking Surgical strikes would benefit me the most at this point? (past 4)
motion prediction 5 is very good, you need that anyway for large t2 blasters, and sharpshooter 5 for large t2 rails, of all the gunnery I would pick motion prediction to have at lvl 5
|

Qui Shon
|
Posted - 2009.01.27 19:43:00 -
[11]
But first Rapid Fire 5. It's a 7 day skill like sharpshooting and Motion Pred. Surgical is a 15d skill. |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |