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overide
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Posted - 2004.08.06 18:46:00 -
[1]
ok i just finished training to fly my stabber. first, what is the best loadout to make it into a killing machine. next, what other skills should i concentrate on training to support a fighting lifestyle?
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overide
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Posted - 2004.08.06 18:46:00 -
[2]
ok i just finished training to fly my stabber. first, what is the best loadout to make it into a killing machine. next, what other skills should i concentrate on training to support a fighting lifestyle?
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Gift
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Posted - 2004.08.06 20:34:00 -
[3]
Edited by: Gift on 06/08/2004 20:42:23
hi, i dont have much help for you other than this. I've never faught a stabber i haven't beat. Though I'm sure there are good pilots out there than can give you better advise than this. 
Originally by: overide what other skills should i concentrate on training to support a fighting lifestyle?
My recomendation to you is to commit to one type of ship & weapon. I have 12mil skill points but during combat i may only use 2mil of them cuz i made the mistake of training every type of weapon & every type of ship. Because of this mistake someone could have half the skillpoints that i do but in combat could be using more. Focus your training on mimmy ships & projectile weapons, missles, shields & engineering. I know that doesnt go into to detail but its the best advise i can offer.
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Gift
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Posted - 2004.08.06 20:34:00 -
[4]
Edited by: Gift on 06/08/2004 20:42:23
hi, i dont have much help for you other than this. I've never faught a stabber i haven't beat. Though I'm sure there are good pilots out there than can give you better advise than this. 
Originally by: overide what other skills should i concentrate on training to support a fighting lifestyle?
My recomendation to you is to commit to one type of ship & weapon. I have 12mil skill points but during combat i may only use 2mil of them cuz i made the mistake of training every type of weapon & every type of ship. Because of this mistake someone could have half the skillpoints that i do but in combat could be using more. Focus your training on mimmy ships & projectile weapons, missles, shields & engineering. I know that doesnt go into to detail but its the best advise i can offer.
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Qutsemnie
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Posted - 2004.08.07 11:50:00 -
[5]
Edited by: Qutsemnie on 07/08/2004 12:20:36 bah but you had a good time!
Anyway I just upgraded from a stabber to a rupture so let me see if I can help. Ill assume you want to do level 3 agent missions in your stabber as setting up for level 2 agent missions is a bit of a no brainer.
I never went about tanking with the stabber in level 3 agent missions. I did learn to do this nicely in my rupture so ill touch on that later. The basic issue with the stabber is you have alot of high slots and not so much grid/cpu.
First your bread and butter stuff from my perspective: High Slots: 2 heavy launchers Mid Slots: 2 10mn Afterburners. Low Slots: 2 cap relays + 1 medium armor repairer
Thats pretty much enough to handle most level 3 agent encounters which leaves the rest of the slots in the how to make it easier catagories.
The basic idea is the 2 10mn afterburners make the stabber sustainably fast for a cruiser. I could just barely outrun the MWDn pirates with them catching up while MWDn and me pulling away again between.
The scared method then is simply to circle at max heavy range and rain down heavy missles until something dies. To augment that when its safer I built the rest of the slots:
High slots: 2 780mm Howitzers + the last 2 high slots being of dubious use cause of grid problems
Mid slot: Biggest shield charger you can fit.
The 780 howitzers are there instead of hybrids so you never have to worry about running out of cap for afterburners and armor repairer at once which would be death. The 780s can range to 35k which is reasonably safe in alot of situations. You sort of thin it out then close to 35k to take on that uber regening cruiser that is always there. Sometimes that uberregening cruiser will out run his guards in which case you double afterburner with him in prosuit buying time with your enormous cap regen and your regenerators.
Now for level 2 agent missions loose the 780s. As a rule in eve you use frigate weapons to fight frigates. So loose the 780s and put on 4 frigate weapons of your choice and go to town. Much more dps against frigates that way.
Also loosing the afterburners in midslot for a MWD will help you run missions faster. Dont do that unless your doing level 2 agent missions.
The rupture actually gets to change strats for level 3 agent missions and im impressed with its tanking. My advice would be to not worry to much about level 3 agents with your stabber. Do a few for giggles then head directly for the rupture via fat cash from 4 frigate guns + missles/or smart bombs on your stabber in level 2 missions.
Heres my present loadout for rupture to give you an idea of where it goes. HIGH: named assault launcher x 3 + scout 150s with Iridium ammo (18k range) x3. MID: Cap recharger(+15% cap regen one), 10mn afterburner, 10mn afterburner LOW: Cap relay,cap relay, medium armor repairer, 1600mm Reinforced nanofiber plates, Energized Adaptive nanoplating I Dont forget 6 x medium scouts.
Ok now on the basic core of the ship from which all else flows. Its the: 1600mm Reinforced nanofiber plates, Energized Adaptive Nanoplating I.
Those two give you 3k Armor points with armor resist of roughly 75% EM, 24.5% Explosive, 35% kinetic, 50% thermal.
This makes your ship a brute of a cruiser that takes over 5k damage to kill. And worse you have resist! Its going to cost you dps. Three notes at this point: The nanofiber plates arnt essential I did it with normal 1600mm originally but stumbled into a deal. Second note some players would leave off the Energized Adaptive nanoplating in favor of a +15% grid mod for better high slots. Its not in my theme though and im not convinced its better. Third note is some people say the +15 all resist mod should be a +30 explosive resist mod but if you review the total change to resist if you do that its clearly inferior as your lowest resist becomes the unmodified 25 kinetic which means you have the same lowest but no bonus to thermal.
Ok moving on from there. The 3 cap mods on this ship have a point. This ship is wonderfully powered. You can run all 6 high slots and the afterburners indefinatly OR you can run all 6 high slots and the armor repairer indefinatly. Alternatively you can use all 6 high slots + 1 afterburner + the armor repairer for a VERY long time. And lastly you can get good sustained use of all 6 high slots + 2 afterburners + the armor repairer for a decent amount of time and if you start getting low you just kill the afterburners and everything will run almost indefinatly. This ship can fight the heck out of NPCs.
Which leads us to damage production. First why are the hybrids not neutron blasters? The reason is while the 2 afterburners can keep distance on most everything they take FOREVER to close and the ship just wont work with an MWD. If you want blasters you loose the armor resis
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Qutsemnie
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Posted - 2004.08.07 11:50:00 -
[6]
Edited by: Qutsemnie on 07/08/2004 12:20:36 bah but you had a good time!
Anyway I just upgraded from a stabber to a rupture so let me see if I can help. Ill assume you want to do level 3 agent missions in your stabber as setting up for level 2 agent missions is a bit of a no brainer.
I never went about tanking with the stabber in level 3 agent missions. I did learn to do this nicely in my rupture so ill touch on that later. The basic issue with the stabber is you have alot of high slots and not so much grid/cpu.
First your bread and butter stuff from my perspective: High Slots: 2 heavy launchers Mid Slots: 2 10mn Afterburners. Low Slots: 2 cap relays + 1 medium armor repairer
Thats pretty much enough to handle most level 3 agent encounters which leaves the rest of the slots in the how to make it easier catagories.
The basic idea is the 2 10mn afterburners make the stabber sustainably fast for a cruiser. I could just barely outrun the MWDn pirates with them catching up while MWDn and me pulling away again between.
The scared method then is simply to circle at max heavy range and rain down heavy missles until something dies. To augment that when its safer I built the rest of the slots:
High slots: 2 780mm Howitzers + the last 2 high slots being of dubious use cause of grid problems
Mid slot: Biggest shield charger you can fit.
The 780 howitzers are there instead of hybrids so you never have to worry about running out of cap for afterburners and armor repairer at once which would be death. The 780s can range to 35k which is reasonably safe in alot of situations. You sort of thin it out then close to 35k to take on that uber regening cruiser that is always there. Sometimes that uberregening cruiser will out run his guards in which case you double afterburner with him in prosuit buying time with your enormous cap regen and your regenerators.
Now for level 2 agent missions loose the 780s. As a rule in eve you use frigate weapons to fight frigates. So loose the 780s and put on 4 frigate weapons of your choice and go to town. Much more dps against frigates that way.
Also loosing the afterburners in midslot for a MWD will help you run missions faster. Dont do that unless your doing level 2 agent missions.
The rupture actually gets to change strats for level 3 agent missions and im impressed with its tanking. My advice would be to not worry to much about level 3 agents with your stabber. Do a few for giggles then head directly for the rupture via fat cash from 4 frigate guns + missles/or smart bombs on your stabber in level 2 missions.
Heres my present loadout for rupture to give you an idea of where it goes. HIGH: named assault launcher x 3 + scout 150s with Iridium ammo (18k range) x3. MID: Cap recharger(+15% cap regen one), 10mn afterburner, 10mn afterburner LOW: Cap relay,cap relay, medium armor repairer, 1600mm Reinforced nanofiber plates, Energized Adaptive nanoplating I Dont forget 6 x medium scouts.
Ok now on the basic core of the ship from which all else flows. Its the: 1600mm Reinforced nanofiber plates, Energized Adaptive Nanoplating I.
Those two give you 3k Armor points with armor resist of roughly 75% EM, 24.5% Explosive, 35% kinetic, 50% thermal.
This makes your ship a brute of a cruiser that takes over 5k damage to kill. And worse you have resist! Its going to cost you dps. Three notes at this point: The nanofiber plates arnt essential I did it with normal 1600mm originally but stumbled into a deal. Second note some players would leave off the Energized Adaptive nanoplating in favor of a +15% grid mod for better high slots. Its not in my theme though and im not convinced its better. Third note is some people say the +15 all resist mod should be a +30 explosive resist mod but if you review the total change to resist if you do that its clearly inferior as your lowest resist becomes the unmodified 25 kinetic which means you have the same lowest but no bonus to thermal.
Ok moving on from there. The 3 cap mods on this ship have a point. This ship is wonderfully powered. You can run all 6 high slots and the afterburners indefinatly OR you can run all 6 high slots and the armor repairer indefinatly. Alternatively you can use all 6 high slots + 1 afterburner + the armor repairer for a VERY long time. And lastly you can get good sustained use of all 6 high slots + 2 afterburners + the armor repairer for a decent amount of time and if you start getting low you just kill the afterburners and everything will run almost indefinatly. This ship can fight the heck out of NPCs.
Which leads us to damage production. First why are the hybrids not neutron blasters? The reason is while the 2 afterburners can keep distance on most everything they take FOREVER to close and the ship just wont work with an MWD. If you want blasters you loose the armor resis
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Qutsemnie
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Posted - 2004.08.07 11:55:00 -
[7]
Edited by: Qutsemnie on 07/08/2004 12:04:23 Edited by: Qutsemnie on 07/08/2004 11:59:33 Its worth noting that the above ships shouldnt leave empire space expecting to pvp. I tested options and worked them out for carnage in pve but I dont pvp and they got no counters at all which doesnt seem safe.
Oh and I didnt get to note about the assault launchers. The named assault launchers have comparable dps to UNNAMED heavy launchers (a fair comparison in noobie circles as named assaults are easy to get. The dps is good the range sucks but you tank so you dont care. Also the 3 assaults can put 1 on defender duty and take out more inc heavy missles then if they were 3 heavies. I do that alot myself when EVERY pirate is spamming heavies. I put one assault on defenders and the other 2 and teh 3 guns on the smallest thing launching heavies. rinse repeat.
Also the frigate guns arnt as bad as they appear. Often half the opposing dps from the start comes from frigates. Frigate weapons track frigates better and dps is strong. When I rush in all the frigate stuff takes out the frigates asap and that leaves me and the 100k rats which can be tanked indefinatly in this set up.
GL. Just food for thought.
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Qutsemnie
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Posted - 2004.08.07 11:55:00 -
[8]
Edited by: Qutsemnie on 07/08/2004 12:04:23 Edited by: Qutsemnie on 07/08/2004 11:59:33 Its worth noting that the above ships shouldnt leave empire space expecting to pvp. I tested options and worked them out for carnage in pve but I dont pvp and they got no counters at all which doesnt seem safe.
Oh and I didnt get to note about the assault launchers. The named assault launchers have comparable dps to UNNAMED heavy launchers (a fair comparison in noobie circles as named assaults are easy to get. The dps is good the range sucks but you tank so you dont care. Also the 3 assaults can put 1 on defender duty and take out more inc heavy missles then if they were 3 heavies. I do that alot myself when EVERY pirate is spamming heavies. I put one assault on defenders and the other 2 and teh 3 guns on the smallest thing launching heavies. rinse repeat.
Also the frigate guns arnt as bad as they appear. Often half the opposing dps from the start comes from frigates. Frigate weapons track frigates better and dps is strong. When I rush in all the frigate stuff takes out the frigates asap and that leaves me and the 100k rats which can be tanked indefinatly in this set up.
GL. Just food for thought.
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