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blankseplocked what missiles for Caldari destroyer?
 
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Xzaron D'aar
Posted - 2005.08.29 09:35:00 - [1]
 

the Caldari destroyer has 7 gun and 1 missile slot. what do
you think are the best guns/missiles for that ship?
and what are the best things for the medium and low slots?

The Hanz
Caldari
Mindstar Technology
Posted - 2005.08.29 09:38:00 - [2]
 

GIGA PULSE LASERS 4TW!

Tryvus
Caldari
The Lone Patrol
Tactical Narcotics Team
Posted - 2005.08.29 09:45:00 - [3]
 

Usually with one missile hardpoint a rocket launcher with defenders is the thinking. Though if you're getting missiles slung at you in a Cormorant it's probably too late already.

HippoKing
Caldari
GoonWaffe
Goonswarm Federation
Posted - 2005.08.29 09:46:00 - [4]
 

Edited by: HippoKing on 29/08/2005 09:46:14
7x 125mm railgun (best named u can, t2 dnt fit i think)
standard missile (em or exp)

shield boost, 2 shield amplifier, cap recharger

MFS2


edit: forgot the launcher Razz

Hans Fortean
Casting Shadows
Posted - 2005.08.31 17:51:00 - [5]
 

I've had some pretty good success w/this setup:

Hi: 7x150mm railguns (scout and compressed coil)
Mid: Shield booster, painter, sensor booster, passive kinetic booster
Low: MAPC (gives you the juice to run those guns)

I found missiles to be inefectual vs. the firepower of the railguns, even w/the ROF penalty. Of course, you have to train up gunnery skills and the destroyer skill to get the most out of you turrets. Engineering is important to get the grid up. I've also been experimenting w/different mid slot setups. I may go back to a tracking disruptor and/or substitute something else for the kinetic resistance booster. That having been said, I will investigate the use of a rocket launcher with defender missiles.

HippoKing
Caldari
GoonWaffe
Goonswarm Federation
Posted - 2005.08.31 19:51:00 - [6]
 

Edited by: HippoKing on 31/08/2005 19:51:16
Originally by: Hans Fortean
I've had some pretty good success w/this setup:

Hi: 7x150mm railguns (scout and compressed coil)
Mid: Shield booster, painter, sensor booster, passive kinetic booster
Low: MAPC (gives you the juice to run those guns)


with engineering 5, that doesn't need a MAPC, even with a rocketlauncher fitted

i ent been in my destroyer recently (got a harpy) but i got advanced weapon upgrades skills now - should easily fit a standard missile launcher and 7 125mms


Hans Fortean
Casting Shadows
Posted - 2005.09.01 19:32:00 - [7]
 

Edited by: Hans Fortean on 01/09/2005 19:32:24
Originally by: HippoKing
Edited by: HippoKing on 31/08/2005 19:51:16
Originally by: Hans Fortean
I've had some pretty good success w/this setup:

Hi: 7x150mm railguns (scout and compressed coil)
Mid: Shield booster, painter, sensor booster, passive kinetic booster
Low: MAPC (gives you the juice to run those guns)


with engineering 5, that doesn't need a MAPC, even with a rocketlauncher fitted

i ent been in my destroyer recently (got a harpy) but i got advanced weapon upgrades skills now - should easily fit a standard missile launcher and 7 125mms




I have engineering to 4 and I could probably swing the 125's instead of 150's without the MAPC, but I love the extra range and damage. Don't know about rockets. The extra power from the MAPC gives me more flexibility on mid-slot modules though. Weapons upgrades is a must, even w/the generous amount of cpu this ship gets compared to other destroyers. I really think this ship could use a second low slot! I'm looking forward to what T2 destroyers are going to look like. Smile


 

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