open All Channels
seplocked Ships and Modules
blankseplocked Rupture for lvl2 missions
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Sanguinis Veiovis
Minmatar
Posted - 2007.10.11 12:28:00 - [1]
 

I'm rather new in the EVE Universe and now I'm ready to switch to lvl2 missions in my brandnew Rupture. I'd like to hear some comments if my current setup could handle the missions and what can be done to improve it.

High
3x 720mm Gallium Cannons
1x SV2000 Assault Launcher
1x Salvager I (no PG left for a 4th 720mm or a 2nd Assault Launcher and a salvager needs almost no PG)

Medium
1x 10MN AB I
1x Med Peroxide Cap Power Cell
1x Cap Recharger II

Low
1x Med Inefficient Armor Rep
2x Voltaic (rat specific) Armor Hardeners
1x 400mm Rolled Tungsten Plates
1x Beta Reactor Control (needed for enough PG)

PG 1109/1135.2
CPU 324.8/390
Electronics 4
Weapon Upgrades 3

And please no full T2 fits. Either I don't have the skills or the money to use them (the T2 Cap Recharger was dirt cheap and has low skill requirements which is why I have it).

Thanks in advance!

Nocturnal Avenger
Sebiestor Tribe
Posted - 2007.10.11 13:08:00 - [2]
 

Are you able to fit 4*650MM? Drop the launcher if need be. Install a damage mod instead of the reactor module.

Is this possible for you?

bldyannoyed
Estrale Frontiers
Posted - 2007.10.11 13:11:00 - [3]
 

Drop the 720's down to 650's and fit 4 of them.

Keep the AB, but drop the cap battery for another cap charger.

Keep the armor rep, but get it up to tech2 as your next priority. Drop the 400mm plate and fit either a gyrostab or another rat specific hardener if your tank isnt up to scratch.

Having got up to a tech2 rep you need to train drones 5 as fast possible so you can use 5 lights as frigate defence.

After you've fitted that lot see how much grid you have left and fit assault or standard launchers in the remaining high slots.

Sanguinis Veiovis
Minmatar
Posted - 2007.10.11 14:46:00 - [4]
 

Thank you two for the input. I'll fit the lower artys and see how it goes...

Kelbesque Crystalis
Minmatar
Posted - 2007.10.11 18:11:00 - [5]
 

Edited by: Kelbesque Crystalis on 11/10/2007 18:12:38
I did all my level 2's in a Rupture.

* Use 650's as you wont have the grid at your skill level to use 720's and have a tank.
* dont be afraid to buy expensive fittings as 95% of them will go straight into your Hurricane if you choose to go that route.
* 90% of the time you wont need the cap items. A sensor booster or a tracking comp helps alot in those slots when you dont need the cap.
* N-type hardeners use way less CPU/cap. I think I got by on membranes for level 2's as it felt like the cap drain from the active hardeners was a lot for a cruiser. I do recall using them for Human cattle however. 75% of the missions wont break your shields, and when i was noob, i used a LSE with good results. You will need 2x each of thermic, kinetic, and explosive when you move to level 3's in a Hurricane.
* ditch the plate/RCU and add gyros/tracking enhancers.
* get a MARII asap. much more cap efficient.
* dont forget drones. they help a ton when you get an annoying frig on you. Remmeber unless you can field 5 heavies, quantity > size for drones.

Acoco Osiris
Gallente
Posted - 2007.10.11 21:44:00 - [6]
 

Solid advice above, and it goes almost the exact same way for Gallente/Amarr ships.

Slugywug
Minmatar
Tribal Liberation Force
Posted - 2007.10.12 15:58:00 - [7]
 

Edited by: Slugywug on 12/10/2007 15:58:45
If you want to armour tank it then go the hardeners/t2 mar routes above, but...

For most l2 missions you really aren't going to be taking much damage, so you might as well go for much damage, I'd suggest:

4x biggest/best arty that fits
2x whatever fits (maybe nothing)

1x 10mn ab
0-1x large extender (only needed for the heaviest ones, and only then if you rush them)
1-2x invuln field/sensor booster/painter/tracking comp to taste

3x gyro (t2 pref)
2x whatever - tracking enhacers/dc/rcu/pds/speed mods to taste

Don't forget to pack drones - i'd use warriors/valks for the speed.

Kelbesque Crystalis
Minmatar
Posted - 2007.10.12 16:54:00 - [8]
 

Edited by: Kelbesque Crystalis on 12/10/2007 16:54:37
Originally by: Slugywug
Edited by: Slugywug on 12/10/2007 15:58:45
If you want to armour tank it then go the hardeners/t2 mar routes above, but...

For most l2 missions you really aren't going to be taking much damage, so you might as well go for much damage, I'd suggest:

4x biggest/best arty that fits
2x whatever fits (maybe nothing)

1x 10mn ab
0-1x large extender (only needed for the heaviest ones, and only then if you rush them)
1-2x invuln field/sensor booster/painter/tracking comp to taste

3x gyro (t2 pref)
2x whatever - tracking enhacers/dc/rcu/pds/speed mods to taste

Don't forget to pack drones - i'd use warriors/valks for the speed.



Agreed that a shield tank CAN work on a rupture. But, any missions where the damage is so light, it really doesn't matter as ANY repper/booster + an omni resist will prob be enough. In which case, you'll have a 3x gyros even when armor tanking.

But for the damage heavy ones, the Rupture can not go shield tank without uber skills and faction mods and have any hope of fitting an AB.

Just my take on it. The Rupture is a fine ship, and many setups work.

Slugywug
Minmatar
Tribal Liberation Force
Posted - 2007.10.13 22:05:00 - [9]
 

I was a bit rusty on lvl 2 missions, until last week when I did around 60 im minnie/gal space to get research corp standings.

I used a full t1 ruppy for a pile of them (decent skills admittedly) with out problem - iirc angel blockade and the one where 10 merc frigs spawn were the only ones that reqired any real effort - and even they were pretty easy.

So I'd imagine a decent named t1 setup with low skills will probably work nicely. Any of the armour tanked ones would too I expect.

The thing about having a light shield tank is that you get plenty of time to warp out if it all seems to be going wrong, and it's easy to get those tracking mods (mostly for the extra range) in lows and mids for the easy missions; and that all means more damage ;)

Swapping to a munnin did make them go a lot quicker though Very Happy


Testy Mctest
Posted - 2007.10.13 22:18:00 - [10]
 

I highly suggest autocannons instead of artillery for two reasons:

1) they're more low skillpoint friendly in terms of shooting things.

2) you'll be able to fit your ship a lot, lot easier.

Acoco Osiris
Gallente
Posted - 2007.10.14 13:08:00 - [11]
 

Originally by: Testy Mctest
I highly suggest autocannons instead of artillery for two reasons:

1) they're more low skillpoint friendly in terms of shooting things.

2) you'll be able to fit your ship a lot, lot easier.

And let's not forget the third reason!

3) Autocannons will drop you straight into the range of the worst enemies out there, who will eat your tank for breakfast.

Thonn
Posted - 2007.10.14 13:53:00 - [12]
 

Originally by: Acoco Osiris
Originally by: Testy Mctest
I highly suggest autocannons instead of artillery for two reasons:

1) they're more low skillpoint friendly in terms of shooting things.

2) you'll be able to fit your ship a lot, lot easier.

And let's not forget the third reason!

3) Autocannons will drop you straight into the range of the worst enemies out there, who will eat your tank for breakfast.



this.


Fitting AC's will not only make your rupture take the most damage an NPC can dish out, you will also have to deal with far, far more of them at once, and you will be easily overwhelmed.


 

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