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blankseplocked Optimizing the Muninn. Remember...optimizing the Muninn.
 
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Author Topic

Janis Kallisti
Posted - 2009.01.07 05:32:00 - [1]
 

Edited by: Janis Kallisti on 07/01/2009 05:33:31
I will be jumping into the 'wosrt HAC' in a few days. This is what I'm thinking.

High:
5 x 720mm IIs (Tremor)
1 x Cloak IIs

Mid:
2 x Sensor Booster II (one with range script)
1 x Tracking Computer II (range script)

Low:
2 x Gyro IIs
2 x Tracking Enhancer IIs
1 x Signal Amp II

Rigs:
Ionic Field Projector I
Targeting System Subcontroller I

or

High:
5 x 720mm IIs (Quake)


Mid:
2 x Lrg Shied Ext. IIs
1 x 10mn MWD II

Low:
3 x Gyro IIs
1 x Tracking Enhancer IIs
1 x Damage Control IIs

Rigs:
2 x Core Def Field Ext IIs

*edit sp

Felix Dzerzhinsky
Caldari
Destructive Influence
Band of Brothers
Posted - 2009.01.07 05:52:00 - [2]
 

Its really between two setups, one has assult missle launchers and the other does not.

Spaztick
Terminal Impact
Kairakau
Posted - 2009.01.07 06:34:00 - [3]
 

[Muninn, Anti-support]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

10MN MicroWarpdrive II
Sensor Booster II, Scan Resolution
Sensor Booster II, Scan Resolution

720mm Howitzer Artillery II, Republic Fleet Fusion M
720mm Howitzer Artillery II, Republic Fleet Fusion M
720mm Howitzer Artillery II, Republic Fleet Fusion M
720mm Howitzer Artillery II, Republic Fleet Fusion M
720mm Howitzer Artillery II, Republic Fleet Fusion M
Standard Missile Launcher II, Sabretooth Light Missile
Standard Missile Launcher II, Sabretooth Light Missile

Targeting System Subcontroller I
Targeting System Subcontroller I

Warrior II x5

2k alpha, pretty crap dps but between assault launchers and warrior IIs you can chase off any tacklers that decide getting close to you is a good idea. Might have to use your MWD to keep transversal down because artillery suck huge ones compared to scorch pulses, or to keep range from cruisers burning toward you. Switch the rigs with what you want, can't fit projectile rigs without fitting mods though.

sAyArrrr
Minmatar
Seriouz Bizznezz.
Posted - 2009.01.07 06:48:00 - [4]
 

Edited by: sAyArrrr on 07/01/2009 06:55:37
Edited by: sAyArrrr on 07/01/2009 06:53:11
I use the muninn alot in small fast gangs, even though there are alot of better alternatives, i really like to fly it. Doesnt take away im waiting for a long time already to see this ship revamped/buffed in some way...

High:
5x 720mm Arty II, Tremor/RF Fusion
2x Arbalest Assault Missile Launcher, CN Sabretooth

Medium:
1x 10mn MWD II
1x LSE II
1x Sensorbooster II (no script loaded)

Low:
3x Gyro II
2x TE II

Drones:
5x Warrior II

Rigs:
1x ACR
1x Agility/whatever

Good thing about the missiles and drones is that this sniper can actually defend itself against fast tacklers. Speed is about 1650m/s with my skills, wich is nice as well. It has a optimal of 100km and 22km falloff with tremor and my skills, and you need a gridimplant and awu 5. Locking range is 110km.

It makes me giggle every time when you instashoot a frigate/inty/stealthbomber.Cool

ps. I know a hurricane with a pure sniper fit should probably be better in damage etc, but i really like the speed/maneuverability of the muninn.

SKINK0429
Trojan Trolls
Controlled Chaos
Posted - 2009.01.07 08:25:00 - [5]
 

I prefere the muninn to the cane for snipe duty, cnt seem to get the cane to fit right and hit out as far!

Muninn:

5 x 720 II's 2 x HAML

10MN MWD TC II SB II

DCU II 3 x Gyro II 1 x TE II

Rigs: whatever you fancy, projectile rigs dnt fit! last one I had I think I just pluged the shield res holes?

I love this ship and seem to always choose it over the vaga for roaming gangs, guarantees you top of every km you get on Very Happy


 

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