open All Channels
seplocked Ships and Modules
blankseplocked Rokh Setup Advice.
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 2 [3] 4

Author Topic

AnKahn
Caldari
The Blood Wraiths
Posted - 2007.08.13 16:46:00 - [61]
 

Edited by: AnKahn on 13/08/2007 16:49:12
I just bought a Rokh to try it out. I'm a 8 mil SP player totally invested in shields and missiles but looking tward training up Gallante or Minmatar.

So I'm training up drones and gunnery (and hull upgrades) and enjoying the Rokh a lot on low lvl missions. Presently using small rails and medium drones (tech one of course) to pop all those annoying frigs and cruises to pop the bigger targets. Remember this is training.

Looking at what it takes to get to tech II 250 mm rails for example it's like no wonder people have 6 mil in gunnery as a minimum to be effective! You have to get smalls to tech II to get to mediums II, etc. Gunnery ment to be more progressive then buying a BS and saying "I guess I need some guns now."

Question (finally), I know I need sharpshooter, and rapid firing (and something like target prediction?) but could someone list the basic secondary gunnery skills?

I know I'll look thru the stickys. But I'm sure I'm not the only Caldari pilot that has/thinking about a Rokh and has no clue about gunnery.

ThanksVery Happy
Edited to remove obvious stupid statement

Rex Sacrorum
Gallente
S-44
Posted - 2007.08.14 12:13:00 - [62]
 

Originally by: AnKahn
Edited by: AnKahn on 13/08/2007 16:49:12
Looking at what it takes to get to tech II 250 mm rails for example it's like no wonder people have 6 mil in gunnery as a minimum to be effective! You have to get smalls to tech II to get to mediums II, etc. Gunnery ment to be more progressive then buying a BS and saying "I guess I need some guns now."
Question (finally), I know I need sharpshooter, and rapid firing (and something like target prediction?) but could someone list the basic secondary gunnery skills?

I would say that the most important secondary ones are:

Controlled Burst - Lowers cap use, very good for rails.
Motion Prediction - Better tracking, needed for T2 blasters (and all other T2 close range turrets).
Rapid Firing - Increases RoF = More DPS.
Sharpshooter - Increases Optimal range, needed for T2 railguns (and all other T2 long range turrets).
Surgical Strike - Increases damage.
Trajectory Analysis - Increases Falloff range, also needed for Tracking Computers.

Tasuric Orka
Antares Fleet Yards
Molotov Coalition
Posted - 2007.09.04 20:37:00 - [63]
 

Edited by: Tasuric Orka on 04/09/2007 20:40:12
Edited by: Tasuric Orka on 04/09/2007 20:38:44
Edited by: Tasuric Orka on 04/09/2007 20:38:11
This is one setup im considering putting together for generic fleet ops.. tI guns cause that's all i can use. Laughing

HIGH:

425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I

Med:

Sensor booster II
Heavy capacitor booster: 400
Photon scattering field II
Explosion dampening field II
Heat dissipation II
Invulnerability field II

Low:

Mag stab II x 2
PDS I x 2
Damage control x 1

comments please. Smile

Audri Fisher
Caldari
Burning Bush Enterprises
Posted - 2007.09.04 21:35:00 - [64]
 

Originally by: Tasuric Orka
Edited by: Tasuric Orka on 04/09/2007 20:40:12
Edited by: Tasuric Orka on 04/09/2007 20:38:44
Edited by: Tasuric Orka on 04/09/2007 20:38:11
This is one setup im considering putting together for generic fleet ops.. tI guns cause that's all i can use. Laughing

HIGH:

425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I

Med:

Sensor booster II
Heavy capacitor booster: 400
Photon scattering field II
Explosion dampening field II
Heat dissipation II
Invulnerability field II

Low:

Mag stab II x 2
PDS I x 2
Damage control x 1

comments please. Smile


Talk to your ship fitter in your alliance...
That is almost decent...
forgive me for not being more specific, we are pew pewing yall at the moment.

James Lyrus
Lyrus Associates
The Star Fraction
Posted - 2007.09.04 22:27:00 - [65]
 

Originally by: Tasuric Orka
Edited by: Tasuric Orka on 04/09/2007 20:40:12
Edited by: Tasuric Orka on 04/09/2007 20:38:44
Edited by: Tasuric Orka on 04/09/2007 20:38:11
This is one setup im considering putting together for generic fleet ops.. tI guns cause that's all i can use. Laughing

HIGH:

425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I
425mm Railgun I

Med:

Sensor booster II
Heavy capacitor booster: 400
Photon scattering field II
Explosion dampening field II
Heat dissipation II
Invulnerability field II

Low:

Mag stab II x 2
PDS I x 2
Damage control x 1

comments please. Smile



Your optimal is too short. You're only on 138km with iron, if you have BS 5. Depends a bit on your fleet engagement range, but at the very least a couple of tracking computers drastically increases your optimal, and thus lets you use more damaging ammo.

Your cap booster is also wasted. You should be pretty much cap stable without it, so a cap recharger is a better choice to tip that balance - it's not like you have a MWD or a shield booster fitted that are cap pigs.

And ... check out the price of the meta 425s. Last I checked, Scouts were actaully cheaper than 'vanilla T1' on the Jita market.

VeiledFlare
Interstellar eXodus
BricK sQuAD.
Posted - 2007.09.06 11:46:00 - [66]
 

Edited by: VeiledFlare on 06/09/2007 11:50:43
Fleet Sniper: Busting into a bubble camped system:

7x 425mm Rails
1x Medium Shield Transporter

1x 100mn MWD
1x Medium Cap Booster (400s)
2x Tracking Computer
2x Sensor Booster

1x Mag Stab
2x 1600mm Armour Plates
1x Reactor Control
1x DCU

Refit at a carrier:

8x 425mm Rails

1x Cap Recharger
3x Tracking Computer
2x Sensor Booster

2x 1600mm Plates
1x DCU
1x PDS
1x Reactor Control

Rigs:
Em, Kinetic and Thermal shield resistance.

Keep a medium armour rep in cargo. If a carrier or friend cannot armour rep, refit with armour repper, repair, refit to gank setup. Rinse and repeat.

Tried and tested. 80 killmails in two days, no loss.

Muah Diib
Posted - 2007.09.09 02:53:00 - [67]
 

my rokh ****s up ships in gang fights
x8 t2 neut blasters
1x cap boost/xl sheild boost/em/therm/kin/invil hardner all t2
1x dmg control t2
3x RCU t2
1x mag stab t2

Twisted Evil its a mean fighting machine. the resist is good so it doesnt take much dmg so i rep it realy well but its ready to take on at least 2 bs w/ a tackler.

oh and also ti rigs em/kin/thermal resist rigs
its cool and it works for me. (bs5) i hate the rail rokh its not good. low dmg and if a guy w/ torps and a frig w/ mwd get u ur ****ed badl. i trust my blaster rokh more than a rail rokh. but its not to good on its own has to have gang w/ at least 2-3 peeps

YARRRR!!

Allestin Villimar
Zebra Corp
Posted - 2007.09.15 19:30:00 - [68]
 

Edited by: Allestin Villimar on 15/09/2007 19:31:33
I was looking at this for a sniping set up, with my skills it gives me a 250 km target range with a ~230km optimal & 30 km fall off, using spike ammo.

High: 8x T2 425mm
Mids: 1x T2 XL Shield Booster, 2x T2 Sensor Booster, 2x T2 Invuln Field, 1x T2 Tracking Computer
Lows: 3x T2 Mag Stabs, 2x T2 Power Diagnostic System
Rigs: 3x CCC rigs

Edit: Just a note, this is cap stable as long as I'm not running the shield booster.

hendrixrecreated
Posted - 2007.10.05 03:53:00 - [69]
 

Originally by: VeiledFlare
Edited by: VeiledFlare on 06/09/2007 11:50:43
Fleet Sniper: Busting into a bubble camped system:

7x 425mm Rails
1x Medium Shield Transporter

1x 100mn MWD
1x Medium Cap Booster (400s)
2x Tracking Computer
2x Sensor Booster

1x Mag Stab
2x 1600mm Armour Plates
1x Reactor Control
1x DCU

Refit at a carrier:

8x 425mm Rails

1x Cap Recharger
3x Tracking Computer
2x Sensor Booster

2x 1600mm Plates
1x DCU
1x PDS
1x Reactor Control

Rigs:
Em, Kinetic and Thermal shield resistance.

Keep a medium armour rep in cargo. If a carrier or friend cannot armour rep, refit with armour repper, repair, refit to gank setup. Rinse and repeat.

Tried and tested. 80 killmails in two days, no loss.



i have to say that the build you have after you refit with carrier is wonderful still need to try out the sniper build but im sure it is wonderful =)

Anecitus Ren
Posted - 2007.10.06 13:34:00 - [70]
 

just wondering if anyones tried it with projectiles?

Delichon
Armored Saints
Posted - 2007.10.10 06:35:00 - [71]
 

Just had this idea yesterday.

I used EFT to configure an Autocannon Rokh and compare it against a Blaster Rokh. (I see no reason to use artillery on Rokh) Used "All to level 5" which is inherently lame, I agree, but let's settle with it for a while.

The results are
Proji Rokh - tanks 767 DPS (Kin/Therm - XL booster II + Boost Amp II + Cap. Injector with 800 charges) for 11 minutes. Effective HP 72 420. Delivers 826 DPS (Hail Ammo + 5 Hammerheads II)

Blaster Rokh - tanks 421 DPS (Kin/Therm - L Booster II + Boost Amp II + Cap. Injector with 800 charges) for as long as you have charges. Effetive HP 72 420. Delivers 1026 DPS (Void Ammo + 5 Hammerheads II)

Both Ships are UNRIGGED and NO IMPLANTS are taken into consideration.

So I think Proji Rokh looks fine as long as you are ready to trade 20% gank for twice the tank.

Caithan ArcFade
Caldari
SwEaTy ArMpIT RaIDeRs
Rare Faction
Posted - 2007.10.14 06:36:00 - [72]
 

I was looking at a rokh for my main BS :)
Is it feasible to use only T1 Large turrets (I cant use T2 yet) But still have everything else be t2?

Ajenia
Gallente
Pwn 'N Play
Chaos Theory Alliance
Posted - 2007.11.20 02:22:00 - [73]
 

Originally by: Caithan ArcFade
I was looking at a rokh for my main BS :)
Is it feasible to use only T1 Large turrets (I cant use T2 yet) But still have everything else be t2?


Sniping in a fleet, blasters in a gang, or missioning?

I would say in a fleet you might get by fine with named t1's at long range. If it's a large ship blob, no one is going to notice anyways, and you'll likely not be primary as a rokh, right off the start. Nothing wrong with having a bit less dps, but surviving long enough to get some good practice in.

For missioning, while I've never used one, I'd imagine it will be slow going and not the ship of choice.

For close pvp combat in gangs, if you're going to use 8 blasters, you should absolutely wait until you have t2 trained (at least so you have the skills up anyways). The old nosi-rokh may still be viable with using a neuts/nos combo, but I really haven't tested it much. Purely doing the 4 nos, 4 torp setup, is probably not so good now.

Solo pvp; I'm not sure it's ever been a great ship for. Doesn't mean you can't get some kills in it, but there would certainly be better ways to do it, than a t1 gunned solo rokh.

--Aj

Altaica Amur
Pan Galactic Gargle Blasters
Important Internet Spaceship League
Posted - 2007.11.20 03:26:00 - [74]
 

Truely I'd just say take a decent set of rails instead of blasters, blasters are just a bit silly on a Rokh since it's ignoring it's real purpose and dismissing it's ranged damage bonus. aka where at a certain range it will be doing better damage thanks to better ammo types.

This means you want to be pushing -outside- the range of most large ranged weapons, not deep into it. For relatively close gang work a set of 350s would probably do well, doing most of the damage of 425s without the PG requirements, the only real loss is some range but that's one thing you have plenty of... to a point. With this in place you'll be at pretty ideal skirmish range at 41km with antimatter and can reach out to 130 in a pinch, it's no sniper but it's a nice way to add some good consistent dps. Otherwise just go for a true sniper ship, 4x tracking computers, 2 sensor boosters, 1 signal amp and 4 mag stabs and a set of 425s should put you well outside of their reach while they're doing any damage without spike.

Haradgrim
Systematic Mercantilism
Posted - 2007.11.28 03:09:00 - [75]
 

this seems almost obvious to me:

8 x 325mm rails (best you can afford / fit) (anti-matter)

1 x Tracking Computer
1 x XL-SB II
1 x SB amp
1 x invuln field II
1 x Heavy cap injector
1 x 100mn ab or mwd (depending if this is for mission running of ratting / fleet)

3 x mag field stabs II -or- 2 x mag field stab, 1 x DCU II
2 x PDU II

Rigs
1 x em hardener
2 x CCC

Could go with 3 x CCC for rigs but the em hardener plugs that gaping hole in the shield resists.

The shield resist bonus on the ship acts almost like a second invul field, considering that if you do your job right you will be doing most of your damage from range and letting drones take care of any little frigs that get close, I think that tank will hold up against most rats, missions, or damage that you might take at a sniping position on a gate camp (provided your position hasn't been bubbled and primaried....)

Uses a lot of cap booster 800s but can tank pretty nicely (not quite the same as the raven) but if a pilot is smart enough to use range to their advantage this ship can really shine.

Thorek Ironbrow
Caldari
CAPS Holding
Capital Storm
Posted - 2007.12.12 20:54:00 - [76]
 

Why would you use Blasters on a Sniping ship? It's like putting 3 Railguns and 3 Blasters on a ship, you're only taking half of it's advantage. Switch to tech 2 rail guns w/ Spike ammo and use range to your advantage.

Thorek Ironbrow
Caldari
CAPS Holding
Capital Storm
Posted - 2007.12.12 20:57:00 - [77]
 

Originally by: Rex Sacrorum

I would say that the most important secondary ones are:

Controlled Burst - Lowers cap use, very good for rails.
Motion Prediction - Better tracking, needed for T2 blasters (and all other T2 close range turrets).
Rapid Firing - Increases RoF = More DPS.
Sharpshooter - Increases Optimal range, needed for T2 railguns (and all other T2 long range turrets).
Surgical Strike - Increases damage.
Trajectory Analysis - Increases Falloff range, also needed for Tracking Computers.



And also make sure that if you're using Medium Hybrids (of any type), have Medium Hybrid Turrets maxed out, and if you're using tech 2 Railguns/Blasters, make sure you have the skill maxed to 4 or 5 at least, especially for railguns, where your Damage Per Hit is low.

Gathnia
Caldari
PARABELUM-Project
Posted - 2007.12.19 00:28:00 - [78]
 

actually this is my pvp fit (i use it in low sec empire, for small gang engagement, i don't care and don't know much about 0.0 fight, or large fleet fight) :

High :
7 neutrons t2 (7.5km with calda am,11Km with voids,15-20km for null)
1nos (actually, im thinking to neutralizer or something else since the nos nerf)

Med :
1 XL t2
2 invul t2
1 web
1 warp disruptor (t2 works better with range)
1 hvy caps booster (800charges)

Low :
1 magnetic stabilizer t2
2 tracking enhancer t2
1 dmg control t2
1 power diagnostic t2

rigs :
1 capacitor control circuit (capa recharge rate)
1 hybrid collision accelrator (dmg hybrid)
1 ancillary current router (powerdiag bonus)

Drones :
5 vespa ec-600 (med ecm drones)


With the same lvl of skills, i have the same dmg mod (even a few more) than with an hyperion with ions t2/rig (and with tank), except about the drones.Yes the rokh don't have any dmg bonus, but he have 5lows for dmg mod. Gallente ship keep them for tanking, except if you do a gank ship without any tank.
Actually the problem is a small capacitor (neutron 2 eat a lot of capa), small cargohold for ammos and he is weak to a well skilled torp launcher (i hate the last update of torps).
The lack of ab/mwd is not a problem with the fight i do, i usually warp or being attacked closer than 10Km, and i can use web and guns.The large range of null neutron can hit even more than scram range.

Finally i must say that i like the rokh. Nice design, nice dmg, really easy to fit. He just lack of a few things, but in gang it rocks (or rokhs Laughing). The most part of people trash on something without test it at full capacity. I did, and to be honest i prefer my rokh than my hyperion.

Xin Wen
Posted - 2008.01.09 20:14:00 - [79]
 

Ok, I must be doing something wrong... I have tried using the Rokh for Lvl 4 missions and found that I can't kill but maybe one or 2 ships before I have to warp out. I have used both 350 and 425 rails both Gauss editions. The typical damage I hit is around 45 - 110 or so. I use Animattor for ammo typically. I try to get the opposing ship into range as well but still don't see much improvement in damage that I am inflicting. Next thing I know, my cap is gone and I am having to warp out. These missions I never have to warp out with a Raven. I would really like to fly a different ship but am finding it hard to find anything that can even come close to a Raven for a LVL 4 mission. What type of damage do others typically hit with a Rokh? Btw, here is my setup on my Rokh...
Highs - 8 350 Gauss Rails
Mids - XL Shield Booster, Cap Recharger II, T2 Rat specific shield Hardeners
Lows - 3 Mag stabs, 2 Power Diagnostics... ( I think that is it, sorry, doing this from memory while at work..)
Rigs - Just one CCC, afraid to put more money into it if it isn't going to work out...
Any advice is much appreciated. I would love to do something other than the Raven, it is starting to get boring :)

manasi
Caldari
Ceptacemia
-Mostly Harmless-
Posted - 2008.01.22 22:09:00 - [80]
 

Im not sure about doing anything wrong...I switched from my raven to a rails/cruise missle rokh. SO far it seems to have what I want....range and staying power. I was a passive drake guy for a while so the switchign of the mind set for fighting was different, but I digress.

I load 10 light scout drones to handle the frigates and I dont even worry about em. I focus on cruiser then BS in my missions.

What are your skills? If they are low remember antimatter really packs a punch but very little range. The Rokh seems to be a bit more defense as with BS 5 you get 25% resists across the board ( another invul field free) fit a heavy cap injector and load it with 800's that shoudl help cap if your an active shield tank ( which you might really want to consider with the rokh)

hope it help
Originally by: Xin Wen
Ok, I must be doing something wrong... I have tried using the Rokh for Lvl 4 missions and found that I can't kill but maybe one or 2 ships before I have to warp out. I have used both 350 and 425 rails both Gauss editions. The typical damage I hit is around 45 - 110 or so. I use Animattor for ammo typically. I try to get the opposing ship into range as well but still don't see much improvement in damage that I am inflicting. Next thing I know, my cap is gone and I am having to warp out. These missions I never have to warp out with a Raven. I would really like to fly a different ship but am finding it hard to find anything that can even come close to a Raven for a LVL 4 mission. What type of damage do others typically hit with a Rokh? Btw, here is my setup on my Rokh...
Highs - 8 350 Gauss Rails
Mids - XL Shield Booster, Cap Recharger II, T2 Rat specific shield Hardeners
Lows - 3 Mag stabs, 2 Power Diagnostics... ( I think that is it, sorry, doing this from memory while at work..)
Rigs - Just one CCC, afraid to put more money into it if it isn't going to work out...
Any advice is much appreciated. I would love to do something other than the Raven, it is starting to get boring :)

major lulz11
Posted - 2008.01.22 22:32:00 - [81]
 

8x Dcml II's

t2 mining laser Crystals

Four meta4 mining laser upgrades

Thons modified CPU

pallisad cap recharger x2
Gistii A small sb 1x
ionic Amp 1x
invul

2x Cargo hold optimization rigs
1x mining drone augmentator

Memic Laurent
Posted - 2008.01.23 20:55:00 - [82]
 

I'm only at 7.2mil sp, but I've successfully used my Rokh in every lvl4 mission so far with the following fit (formatted for EFT... hardeners are fit for best EffHP in EFT, fit for the rats you face.):

[Lvl4 Mission Rokh]
Magnetic Field Stabilizer II
Ballistic Control System II
Damage Control II
Power Diagnostic System II
Power Diagnostic System II
Caldari Navy X-Large Shield Booster
Caldari Navy Shield Boost Amplifier
Photon Scattering Field II
Heat Dissipation Field II
Invulnerability Field II
Invulnerability Field II
350mm Prototype I Gauss Gun,Antimatter Charge L
350mm Prototype I Gauss Gun,Antimatter Charge L
350mm Prototype I Gauss Gun,Antimatter Charge L
350mm Prototype I Gauss Gun,Antimatter Charge L
'Arbalest' Cruise Launcher I,Paradise Cruise Missile
'Arbalest' Cruise Launcher I,Paradise Cruise Missile
'Arbalest' Cruise Launcher I,Paradise Cruise Missile
'Arbalest' Cruise Launcher I,Paradise Cruise Missile
Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

Like others have said, read up on the missions, fit your tank for the rats and damage types you'll be facing, choose your ammo carefully (for best range or damage type, depending on your loadout), reel in your drones when waves pop to keep them in the fight, keep those hardeners on, manage your shield and cap drain so that both are hovering in the 20% - 40% range for fastest regen, trust your drones to take out the insects, and last but not least.... don't forget to turn your shield booster on, but even more so... don't forget to turn it OFF. :)

Good luck to you!

-Mem

Bronson Hughes
ADVANCED Combat and Engineering
Posted - 2008.01.23 21:01:00 - [83]
 

Edited by: Bronson Hughes on 23/01/2008 21:01:02
Memic, I use the exact same setup with one change: I only run three hardeners and in that last mid-slot I run a tracking computer. 4 Hardeners + DCU + Rokh = overkill with an XL booster and the TC improves your gun damage nicely, especially against cruisers.

For Guristas/Serpentis missions, I swap in a Mag. Field. Stab. and a Tracking Enhancer for the BCUs so my guns (which are Kin/Therm) can do more damage. Also, I use blasters on Serpentis missions. For everything else I keep the BCUs to up the missile damage.

Memic Laurent
Posted - 2008.01.23 21:07:00 - [84]
 

Thanks for that tip, Bronson. I had wondered if those tracking mods made enough of a difference to drop a tanking slot. I'll have to give that a try, now. I'll also try your fit change for Guristas/Serpentis. Thanks again!

-Mem

LordThyGod
Posted - 2008.01.24 03:00:00 - [85]
 

[Rokh, New Setup 1]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II

Caldari Navy Invulnerability Field
Caldari Navy Invulnerability Field
Shield Boost Amplifier II
Shield Boost Amplifier II
Gist X-Type X-Large Shield Booster
Ammatar Navy Heavy Capacitor Booster, Cap Booster 800

Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L

Core Defence Capacitor safeguard II
Core Defence Capacitor safeguard II
Anti-EM Screen Reinforcer II

Vespa EC-600 x5

800 dps, ecm drones,ungodly tank, just bring a tackler
i smoke megas, hyps, maels, golems, navy megas, ravens, navy reavens with this setup

Boomx
Caldari
Swedish Meatballs
Posted - 2008.01.28 21:32:00 - [86]
 

Lord, EFT says you cannot fit that...

Laechyd Eldgorn
Caldari
draketrain
Posted - 2008.01.29 08:44:00 - [87]
 

Edited by: Laechyd Eldgorn on 29/01/2008 08:46:41
Probably need to use faction blasters and give up t2 ammo's or then use ions. Can't bother myself opening EFT though.

For my experience also rokh lacks capacitor for npc'ing. Turrets eat the capacitor needed for shield boosting, which is a bit of a problem. Maybe with projectiles it would work.


Marcuis
Caldari
Appetite 4 Destruction
Aggravated Assault..
Posted - 2008.01.29 10:05:00 - [88]
 

Dude there is nothing wrong with the Rokh, you really have 2 options here for it...Sniper Rokh or Blaster Rokh and both setups work good, Ehh Megathron is peace of **** compare to the Rokh, Dont train that junk stick with the rokh and train up Rails and blasters T2 for it along with your shield skills, in long run you will own any BlasterThron against your BlasterRokh..Come on everyone knows when comes to Caldri Turrent Ships they are setup for Sniper with uber range and not much damage output...
(Harpy,Moa,Eagle,Ferox,Vulture and last the Rokh) All these ships can either go Long range with rails or short range with blasters and if you notice all except harpy start with bonus in shield resistance...

A sniper rokh is good for fleet battle and for camping gates with range up to 240km (On the note when making the sniper Rokh dont worry about tanking, you look for range and tracking and damage increase)

Blastrokh good for roaming gangs and also Camps on gate with T2 Neutrons Blaster and Null ammo your range is 30km
(ON this note You will need beable tank and used Cap injecter with Boosters and the rigs for this used CCC) also when setting up the BlasterRokh you Resistance should be above 80% or more

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2008.01.29 20:06:00 - [89]
 

Edited by: Ap0ll0n on 29/01/2008 20:12:07
PvP Rokh:

High: 8 Neutron Blaster cannons II, loaded with either Null or CN AM

Meds: XL booster II, boost amp II, heavy electrochemical cap injector, web, point II, invulfield II

Lows: 3 magstab II, 1 reactor control I, 1 DCU II

Rigs: EM, kinetic and thermal resistance rigs, 1 of each, obviously

Drones: Whatever suits you, i do hammerhead II.

This does 670 dps with null, and just above 800 with CN AM, with 5 hammerhead II drones. Resists are 65% EM, 72% thermal, 79% kinetic and 81% explosive. The booster will do 800 shield every 5 seconds..

I fail to see which part of this setup that won´t work.

On a side note, if your in a gang, switch the point with either another invulfield, or a tracking comp for improved range/tracking.

Btw, i use parts of this setup for lvl4 missions without problems..

Omarvelous
Destry's Lounge
Important Internet Spaceship League
Posted - 2008.01.29 20:48:00 - [90]
 

Edited by: Omarvelous on 29/01/2008 20:49:25
Originally by: Ap0ll0n
Edited by: Ap0ll0n on 29/01/2008 20:12:07
PvP Rokh:

High: 8 Neutron Blaster cannons II, loaded with either Null or CN AM

Meds: XL booster II, boost amp II, heavy electrochemical cap injector, web, point II, invulfield II

Lows: 3 magstab II, 1 reactor control I, 1 DCU II

Rigs: EM, kinetic and thermal resistance rigs, 1 of each, obviously

Drones: Whatever suits you, i do hammerhead II.

This does 670 dps with null, and just above 800 with CN AM, with 5 hammerhead II drones. Resists are 65% EM, 72% thermal, 79% kinetic and 81% explosive. The booster will do 800 shield every 5 seconds..

I fail to see which part of this setup that won´t work.

On a side note, if your in a gang, switch the point with either another invulfield, or a tracking comp for improved range/tracking.

Btw, i use parts of this setup for lvl4 missions without problems..


You have zero speed to close on enemies beyond null range. This may not matter for a gate/station camp.

If you swap in ions for the neutrons - you sacrifice some range and damage for enough grid to fit a MWD and lose the fitting mod (4th mag stab II closes the damage gap between neutrons and ions - I am tempted to try a speed mod to make this brick a little more agile for close range combat). I realize you gimp your tank for the MWD - but you need the option to dictate engagement range.

Try a heavy neut for your 8th slot. If your opponent is active tanking your neut will drop their tank quicker than that 8th gun will (especially since most people tank against kinetic/thermal in pvp). Plus its handy to drop tacklers (intys, cruisers). Shutdown their MWD, web them = dead tackler.

My 2 cents. I had an identical setup to what you mentioned, but I felt it lacked flexibility, try out my suggestions.





Pages: 1 2 [3] 4

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only