open All Channels
seplocked Ships and Modules
blankseplocked Maelstrom Mission Boat
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Sproducer
Posted - 2007.10.18 02:59:00 - [1]
 

Have had my Mael for About a Week, and have level 3-4-5 in all my Projectile turret/support skills (not including specialization which i am working on). And i have Tech II Energy Grid/Shield Hardeners/Large Boosters at my disposale.

I've been trying to make the Mael work for 3's and 4's. So far in 3's the performance has been pretty disheartening considering the amount i've spent on the damned thing. I know i've read thread with people who claim to solo 4's easy enough in one, but i can't seem to find any good Setups myself.

I've Tried:
8 x 1400 (lol)
6 x 1400 2x 180 Dual med (bit better still very very meh)
6 x 1200 2x 180 Dual med (better still, 1200's seem to have a much better effect in missions)
4 x 1200 2x 800 AC 2x 180 Dual AC (Interesting, since it gives me a multitude of ranges, but still largely ineffective, it works, but its stupidly slow and clumsy)
2 x 1200 4x 800 2x 180 (Lose most of my range, which seems to be my primary advantage in this ship, but in missions i can't use hardly any of my Range Advantage)

In Short i'm looking for a way to make this ship work for running 3's and 4's. I'm running Booster, Boost AMP, L-Extender, 3 hardeners

2 CB Gyro and 3 Tracking Enhancers in lows (can be replaced with Tech II PDU)


I'm not going to pretend i'm an expert on 3's or 4's, but i know this ship is capable of more and i'd like some advice on how i can make this thing work.

Appreciate it,

Sprig

Valandril
Caldari
Ex-Mortis
Posted - 2007.10.18 03:02:00 - [2]
 

Why u fit so much range ? most npcs don't go over 50k

Sproducer
Posted - 2007.10.18 03:13:00 - [3]
 

Well honestly, i'm not entirely sure how to fit this ships, so i'm leaning towards fitting like 6 x 800mm with 2 x 180 mm dual for frigs. Any suggestions?

NoNah
Posted - 2007.10.18 03:15:00 - [4]
 

Read up on your missions, there are a few that will reward great range, fit 1400mm's for those.

As for the rest, leave the small ships to your drones and focus on the larger ships. I bet 8x800mm's will be your most common choice.

Sproducer
Posted - 2007.10.18 03:22:00 - [5]
 

Alright, i'm a bit confused as to what to throw in my Lows, I'd like to keep the 2 Gyro, but i'd also like to throw some of my Tech II PDU down there to supplement my Tank, are the tracking enhancers neccesary with the Tracking of the 800's?

NoNah
Posted - 2007.10.18 03:24:00 - [6]
 

Originally by: Sproducer
Alright, i'm a bit confused as to what to throw in my Lows, I'd like to keep the 2 Gyro, but i'd also like to throw some of my Tech II PDU down there to supplement my Tank, are the tracking enhancers neccesary with the Tracking of the 800's?



Damage control will probably help you more, shield extender helps you next to nothing, get another map, hardener or whatever instead. Even a cap recharger will probably serve you better.

I doubt the enhancers will be very important to you. Worst case, fit a web instead of that extender.

Tidas Andrommeda
We The People
Posted - 2007.10.18 05:34:00 - [7]
 

8x 1200mm Artillery (named or t2 works here)

1x X-Large Shield booster (t2 preferred)
4x NPC specific Hardeners (t2 preferred)
1x Heavy Capacitor Booster w/ cap booster 800s (named)

1x Power Diagnostic System (t2 preferred)
2x Gyrostabilizer (t2 preferred)
2x Tracking Enhancer (t2 preferred)

2x Core Defense Capacitor safeguard
1x Projectile Rate of Fire OR Tracking Rig

7x Hammerhead (t2 preferred)
6x Hobgoblin (t2 preferred)

This easily handles any L4s. I regularly run Sansha/Blood missions, which I consider the harder of the missions for Shield tankers.

Saietor Blackgreen
Armored Saints
Posted - 2007.10.18 07:20:00 - [8]
 

Edited by: Saietor Blackgreen on 18/10/2007 07:25:40
Have all affecting skills on 4 basically.

Using this one:

8x1400 mm arties (T1 for now)

1xRepublic fleet 100MN AB (REALLY helps this ship, and actually CHEAPER to get than the 10MN version.)
1xLarge SB II (can fit XL easy, but I found large one to be sufficient, and I always forget to switch off the XL and send my cap to hell :))
2xActive Hardeners/Invus II
2xCapRech II
(switch to 3 hardeners + 1 recharger against EM/Thermal damagers)
2xPDU II
2xGyros
1xTracking Enhancer

Drone bay - 5 meds, 5 lights, 1 webifier (just in case).

CCC rig, Thermal shield resist rig, Kinetic shield resist rig.

Mostly fighting Angels and Amarr. I have this going with AB always on, start killing cruisers and BCs early, and when they near keep range at around 45 km to be able to send my drones on the survivors after all the small guys are dead. Tracking on this thing sucks, but 1400mms allow higher DPS than 1200mms and higher ammo versatility. And anyway, 5 med T2 drones are usually more than enough to deal with anything that you cant run away from.

I hardly have to turn on booster at all, unless I get in the middle of something really nasty. With AB switched off I can run booster for more than 1 hour :)

I tried the AC setup, but it turned out to be too annoying - takes too much flying and incredible heaps of ammo.

Starraker
Rising Star Empire
R-I-P
Posted - 2007.10.18 10:18:00 - [9]
 

Edited by: Starraker on 18/10/2007 10:22:07
I use for lvl 4 missions:

8x 1400 mm Republic Fleet Arties (Yeah I got to much LPs)
I started out with 4x Galliums to get enough CPU

Meds:
X-large Booster T2
2x Shield boost amp T2
2x Invulny T2
Cap recharger T2

Lows:
2x Republic fleet Gyro
2x tracking enhancer
Damage control T2

Rigs:
EM shield rig thingy
2x cap rig thinghy

This setup works very well if you bring 5 med drones for the frigs and 2 webber drones for when you screw up and stuff manages to get close. The tank will never perma run, but that is OK.

BTW, because your cap will never be stable, a semiconductor
rig works better then a CCC rig. The cap/sec regen is just a little bit less, but it takes 15% longer to empty your cap.

There are only 1 or 2 missions where you need that much tankage. Just kill everything before your cap dries out. I only have to warp out when I screw up myself (too much agro/left the shield booster on till cap was dry/etc)


For PvP and Angel lvl 4s:

8x 800 mm T2

Meds:
X-large Booster T2
2x Shield boost amp T2
2x Invulny T2
Cap injector T2

Lows:
2x Gyro T2
tracking enhancer T2
Co-processor (T1/named/T2 whatever you need)
Damage control T2

Rigs:
3x fall off rig (29 km falloff, 43 km with BarrageSurprised)

Twin blade
Minmatar
Brutor Tribe
Posted - 2007.10.18 10:45:00 - [10]
 

Edited by: Twin blade on 18/10/2007 10:47:46
Ok the other set up's posted are kind ok but i think mine is better.

Don't mix guns you load 8 of the same or none at all.

Mission set up.

650/800mm's for Angel's since they love it in close
1200's named/T2

Large boost T2 or better
Amp T2/ or nice gist one
1 Therm T2/better
1 Kin T2/better
1 Inv T2/better
1 AB faction T2 one sucks

2 Gyro's T2 or better
3 PDS T2

X3 CCC

It will run the large booster forever do nice damage and with good drone skills has no problem with frigs.

I have BS 5 and some faction mods so you might need to use a XL booster but with the maelstorms bonus and a T2 amp you only need like 2-3 cycle's to boost to max shield's.



Tidas Andrommeda you`r set up is a joke you stack rigs and mods and get sub standerd set up that waste's slots and isk for no reason.

Tidas Andrommeda
We The People
Posted - 2007.10.18 13:55:00 - [11]
 

Originally by: Twin blade
Edited by: Twin blade on 18/10/2007 10:47:46
Ok the other set up's posted are kind ok but i think mine is better.

Don't mix guns you load 8 of the same or none at all.

Mission set up.

650/800mm's for Angel's since they love it in close
1200's named/T2

Large boost T2 or better
Amp T2/ or nice gist one
1 Therm T2/better
1 Kin T2/better
1 Inv T2/better
1 AB faction T2 one sucks

2 Gyro's T2 or better
3 PDS T2

X3 CCC

It will run the large booster forever do nice damage and with good drone skills has no problem with frigs.

I have BS 5 and some faction mods so you might need to use a XL booster but with the maelstorms bonus and a T2 amp you only need like 2-3 cycle's to boost to max shield's.


Tidas Andrommeda you`r set up is a joke you stack rigs and mods and get sub standerd set up that waste's slots and isk for no reason.



Right. Because having, at max, 2 of the same mods incurs such a stacking penalty.

Your setup is good even though I haven't tried it yet. However this setup (as previously stated) goes up against EM and thermal damage (the hardest to shield tank unlike pansy explosive which already has a natural 60% resist).

The CDCS help reduce the cap need of the ever hungry X-large booster.

I don't know why you're using a setup that boosts at most 400/activation where mine will boost double that or better : /.

Anyway, at this point I usually respond to posts like this with "GTFO TROLL", except you actually seem to know what you're doin so I'll leave that out this time :P.

Btw my setup is for those that know what missions are like, not for the player JUST getting into L4s. You have to be a skilled pilot who knows how to manage and balance the Shield and Capacitor as well as make the best of the limited amount of cap booster charges you have.

Twin blade
Minmatar
Brutor Tribe
Posted - 2007.10.18 14:12:00 - [12]
 

Edited by: Twin blade on 18/10/2007 14:15:00
Originally by: Tidas Andrommeda
8x 1200mm Artillery (named or t2 works here)

1x X-Large Shield booster (t2 preferred)
4x NPC specific Hardeners (t2 preferred)
1x Heavy Capacitor Booster w/ cap booster 800s (named)

1x Power Diagnostic System (t2 preferred)
2x Gyrostabilizer (t2 preferred)
2x Tracking Enhancer (t2 preferred)

2x Core Defense Capacitor safeguard
1x Projectile Rate of Fire OR Tracking Rig

7x Hammerhead (t2 preferred)
6x Hobgoblin (t2 preferred)

This easily handles any L4s. I regularly run Sansha/Blood missions, which I consider the harder of the missions for Shield tankers.


The reason i called it a joke set up is that you use the rigs you use have all most no effect the gun rig's alone will have such a tiny effect its not worth the isk.

I did not mean to offend you its just i throught you was joking when you posted it.

The cap booster's yes i agree some missions you might need them with low skills if you need a XL booster.

Rig wise i just can not see any reason for them over CCC rig's given that the booster on maelstorm will boost 22.5% more at BS 3 and with a T1 amp is a large 52.5% boost.

Given how the boost will be rep around 732 for best named or 915 for T2 its better to have the fast recharge to recover your cap when its not in use.

T2 large booster with BS 5 and a T2 amp reps 454 with good harder's that allow's more or less every lvl 4 to be tanked if you control argo and given how i forget to turn it off its nice to be cap stable.

isdisco3
Brutor Tribe
Posted - 2007.10.18 14:32:00 - [13]
 

Edited by: isdisco3 on 18/10/2007 14:36:40
Edited by: isdisco3 on 18/10/2007 14:35:18
I ran lvl 4's in my mael and discovered it quite easy. Setup:

high- 8x 1200's
mid - invul t2,
2x rat-specific hardeners,
shield boost amp,
cap recharger t2,
x-large booster (key here - domination / republic fleet booster)

low - 2x gyro,
2x PDU,
1x suitcase

rigs - CCC (recharges cap),
Core defense capacitor safeguard (lowers cap requirements for booster),
semiconductor memory cell (raises cap amount)

The faction x-large booster should cost you 60-70m off market, or if you have the LP and tags get it that way. It makes a huuuge difference. They give the same boost amount as best-named t1, but with 75% the cap use per cycle, letting you run it longer. My setup in EFT with my skills can run the booster for 3min 18 seconds continuously, letting you boost a little over 200 shield per second. And you'll never be in a PVE situation where you'll need to run it for 3 minutes straight, unless you're doing something ridiculous like doing lvl 4 AE bonus room on your own (don't do that).

If you can't hit the little guys, use drones, or switch a gyro / PDU for a tracking enhancer. Typically you won't need to, because you can just warp to distance and pop them as they come at you. The mael for lvl 3's is a bit overkill, but for the bs / hac's of lvl 4's its pretty ridiculous. Get the mission, warp to distance if you can, pop the scrambling ones first, then go for the little guys until they're too close for the big guns to track. switch guns to bigger targets, release drones against little guys, easy schmeezy.

Tidas Andrommeda
We The People
Posted - 2007.10.18 14:39:00 - [14]
 

Originally by: Twin blade
Edited by: Twin blade on 18/10/2007 14:15:00
Originally by: Tidas Andrommeda
8x 1200mm Artillery (named or t2 works here)

1x X-Large Shield booster (t2 preferred)
4x NPC specific Hardeners (t2 preferred)
1x Heavy Capacitor Booster w/ cap booster 800s (named)

1x Power Diagnostic System (t2 preferred)
2x Gyrostabilizer (t2 preferred)
2x Tracking Enhancer (t2 preferred)

2x Core Defense Capacitor safeguard
1x Projectile Rate of Fire OR Tracking Rig

7x Hammerhead (t2 preferred)
6x Hobgoblin (t2 preferred)

This easily handles any L4s. I regularly run Sansha/Blood missions, which I consider the harder of the missions for Shield tankers.


The reason i called it a joke set up is that you use the rigs you use have all most no effect the gun rig's alone will have such a tiny effect its not worth the isk.

I did not mean to offend you its just i throught you was joking when you posted it.

The cap booster's yes i agree some missions you might need them with low skills if you need a XL booster.

Rig wise i just can not see any reason for them over CCC rig's given that the booster on maelstorm will boost 22.5% more at BS 3 and with a T1 amp is a large 52.5% boost.

Given how the boost will be rep around 732 for best named or 915 for T2 its better to have the fast recharge to recover your cap when its not in use.

T2 large booster with BS 5 and a T2 amp reps 454 with good harder's that allow's more or less every lvl 4 to be tanked if you control argo and given how i forget to turn it off its nice to be cap stable.


The CDCS is only better than CCC when you're running the X-large booster with the capacitor booster. It will conserve cap booster charges better than CCC.

CCC is great when you need that lil push to make you cap stable but CDCS is good for when you're setup will never be cap stable and you just want to reduce your use.

EXAMPLE WITH EFT with the setup I gave:
2x CDCS + Heavy Cap Booster = +72.3 cap and -72.8 cap
3x CCC + Heavy Cap Booster = +83 cap and -88 cap

My energy management skills suck though, so another example with Energy management 4 and Energy sytems Operation 4 (which really everyone should have)

2x CDCS + Heavy cap booster = +75 and -72.8
3x CCC + Heavy cap booster = +87.5 and -88

As for the projectile rig, if I remember numbers correctly the tracking rig will boost your tracking on the 1200mm artilleries by 0.00172 rad/sec. This doesn't seem like much but using battleclinics tracking calculators, this little boost will give you a 10% boost in damage just by giving you better hits, sometimes more (this is for those fast orbiting BS). The ROF rig is probably more worthless with this setup because it only drops your ROF by just over half a second : /.

Oh and I tested this setup in PvP last night vs. a geddon setup for close range (aka pulse lasers) and, while it was close, this setup beat him out in the end and I got away with my nice lil ship :D. (he was constantly less than 15km away, well inside my "you're dumb for using artillery this close" range)

Pretty much if you fly away from the blob constantly and keep the webber frigs in check with your drones, this thing will eat ANY L4 mission with ease.

Seishomaru
Posted - 2007.10.18 14:52:00 - [15]
 

I use 8x1200II
2 Invul II 2 Boost Amplifier 1 DG Xlarge 1 Cap Booster (YES.. and if anyone thing using this in mission is noob, then YOU are the noobest of all)
3Gyro II 1 PDS 1 DC II
3 CAp rigs

LG Crystal Set

Solo ANY level 4 with easy. Never ever had to warp out for cap charges, usually use 1 or at most 2 during a mission.

Target the Cruisers and BC far away first, 1 or 2 volley them. Then move parallel to other enemies to keep their transversal as low as possible and kill them very fast. Droens eat the frigates of course.

Redora
Gallente
Universal Exports
Posted - 2007.10.18 16:12:00 - [16]
 

I've been using:

8x 1400mm Arty OR 8x 800mm AC (AC mainly for the missions you start closer in)

1x Electrochem Heavy Cap Injector
1x XL Shield Booster II
1x Shield Boost Amp I
1x Named Invuln
2x Mission Specific Hardeners

3x Gyrostab II
1x Beta PDU
1x DCU II

3x CDCS rigs

5x Mission Specific Medium Drones
5x Mission Specific Light Drones
5x Hobgoblin II

WOrks fine. A few missions can overcome the tank as I've not got the T2 hardeners or Amplifier yet, but those are solved by a quick warp OUT then another warp back IN at about 50-70km. I use the short range ammos, factionized (Rep Fleet), and do fairly decent damage. I boost 1014 shields/cycle for 285 cap, resists vary but EM/Therm are both at or above 60% when I use EM/Thermal hardeners. I don't have to use the Cap Booster frequently, and usually then only when I'm aligning up for the warpout when my tank is slowly breaking to the NPC's. I can keep 16 800 charges in my cargo (With a Medium container) and around 2k ammo which is more than enough for my L4's.

Jade Fontaine
Trident Future Technologies
Sylph Alliance
Posted - 2007.10.18 16:40:00 - [17]
 

Here's what I fly my level 4s for the Amarr Navy in:

Highs: 8x 1400mm unless its against Angels, then I switch to 8x 800mm
Meds: Large Shield Booster, 2x Shield Boost Amp, 3x Hardeners
Lows: 2x PDU, 1x Tracking Enhancer, 2x Gyrostab
Rigs: 3x CCC
Drones: 5x Hobgoblin, 5x Hammerhead, 1x Orge

Tank worked smoothly for all missions I've flown so far, including:
- Angel Extravaganza (Angels)
- Pirate Slaughter (Guristas)
- Blockade (Blood Raiders)
- Assault (Guristas)
- Damsel (Mercs)
- Right Hand of Zazz (Mercs)

I reject Drone missions all the time so no info on how the Maelstorm works in those.

Trojanman190
D00M.
Northern Coalition.
Posted - 2007.10.18 16:55:00 - [18]
 

8x 1400mm II
1x large Shield Booster II (the xlarge just drains cap and is usually unneeded)
1x Shield Boost Amp (This is a must, it has no penalty when used with the maelstrom's bonus.)
3x Hardeners
1x Tracking Computer II
2x Gyros
3x Tracking Enhancers.

Drop an enhancer for a pdu if you cant fit the t2 tho if you arer using a t1 it wont matter.

This ship toasts guristas, you should nt ever have a problem on a guristas mission in the maelstrom. The new Blood angels mission and sanchas missions may reuire a cap booster and an X Large (or just armor tank a phoon an laugh)

For angels you can go AC or you can go Artillery. I always keep the Artillery. This ship was made for it.

laughing at the 1400s, is well, laughable since they are pretty amazing. Just not in level 3s, you wont hit anything in level 3s using large projectile weapons (or hybrids for that matter)

The maelstrom is a level 4 king. Using a bs for levels 3s is overkillish anyways.

Sproducer
Posted - 2007.10.18 22:33:00 - [19]
 

Alright guys i really appreciate the feedback, i believe my main issue is the fact that i'm trying to hit Cruisers with Large Artillery which doesn't work at all:P I also need some more skills before i attempt level 4's. Back to the Drake for grinding out 3's then. Another week or so and i should be ready for 4's:P

Kagura Nikon
Minmatar
Emptiness.
Posted - 2007.10.18 23:37:00 - [20]
 

It works. Just the cruyiser need to be > 30 km away .

Saietor Blackgreen
Armored Saints
Posted - 2007.10.19 08:55:00 - [21]
 

Originally by: Sproducer
Alright guys i really appreciate the feedback, i believe my main issue is the fact that i'm trying to hit Cruisers with Large Artillery which doesn't work at all:P I also need some more skills before i attempt level 4's. Back to the Drake for grinding out 3's then. Another week or so and i should be ready for 4's:P


1) Train Signature Analysis skill - helps
2) When aggroing new bunch of enemies kill cruisers FIRST, then BCs. Small stuff should be handled by drones allright, keep range with BSes and leave them for last.

Saying that, I dont have much problems with cruisers usually, my drones handle them allright. Also, what level of missions r you running? 3? Then you better off with drake. Train up Maelstrom skills and switch to lvl4.

Ombey
Black Aces
Against ALL Authorities
Posted - 2007.10.19 09:46:00 - [22]
 

My Mael setup (lvl4s)(from memory):

8 x 1400mm T2

1 x XL SB
2 x active racial hardners (change depending on NPC)
1 x Sensor Booster T2
2 x Large Shield Extenders T2

2 x Gyrostab T2
1 x Damage Control T2
other stuff...

Ammo depending, this setup can hit cruisers from about 25km > 145km, and BS from about 12km > 145km. I can take out frigs coming toward me between 25 > 60km.

This setup pretty much eats anything alive, anything getting under the guns gets racial specific drones on them. I suspect my skills are helping a lot with tracking etc.

People have said in the thread "why 1400s as not much long range fighting goes on". Most L4s have 40km+ encounters, getting out of range of ACs.

Get BS5, it really helps...

Sokratesz
Rionnag Alba
Northern Coalition.
Posted - 2007.10.19 10:30:00 - [23]
 

I would really consider 1200's as they offer similar DPS but with alot better tracking and easier fitting.

schurem
Silver Snake Enterprise
Against ALL Authorities
Posted - 2007.10.19 11:18:00 - [24]
 

when bustin rats, 1200's for the win.

Bakatu Kat
Minmatar
Kat Family
Posted - 2007.10.19 11:36:00 - [25]
 

5x 1400 t2,3x arb cruise launcher
XL- SB t2, 3-4x hardeners t2 (npc spec), 100MN AB t2, 0-1 boost amp (any)
2x pdu t2, co-proc t2, gyro t2, tracking enh t2
10x med drones t2 or mix of med/light drones (npc spec
3x ccc
needs micro managing of cap/shield. stay at range 45 km (far enough to go with the drones and be in optimal range with most ammo types) with good shield skills (lev 5 most)and bs lev 5 i dont have to warp out of anything (except bonus lev of AE)
lots od pg left in this setup but those pdu t2 are for additional shield, cap and recharge

Twin blade
Minmatar
Brutor Tribe
Posted - 2007.10.20 00:38:00 - [26]
 

Originally by: Sokratesz
I would really consider 1200's as they offer similar DPS but with alot better tracking and easier fitting.


I looked with EFT with max skills the damage gap after reload's is less than 30 dps so you can't go worng with 1200's given there better ammo and tracking.

Agent2 Holtze
Amarr
Viziam
Posted - 2007.10.20 09:30:00 - [27]
 

Edited by: Agent2 Holtze on 20/10/2007 09:40:55
Low:
3x cap flux TII
1-2x PDU TII
0-1x Gyro TII

Mid:
1x Cap recharger TII
2x Shield boost amp TII
2x invu field TII
1x XL Shield booster TII

High:
8x 800mm or 1200mm/1400mm TII depending on mission.

Rigs: 2x CCC TI

Perma boosting shield tank.

Lrrp
Minmatar
The Graduates
Morsus Mihi
Posted - 2007.10.20 13:14:00 - [28]
 

Only thing I see in the setups are no Core Defense Purger rigs being used. With 3 CDP's, you can drop the boost amp and put a tracking mod in its place.
I use all 1400's in mine, tho AC's are nice in missions like Angel Extrav. Still the 1400's kill off the Angel BS's when they are close and pop the cruisers before they get in range.
Having support gunnery skills to lvl 5 helps a bunch too.

Viconi
Amarr
Menace in Space
Posted - 2007.10.20 15:54:00 - [29]
 

Edited by: Viconi on 20/10/2007 16:00:04
Low:
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Power Diagnostic System II
Power Diagnostic System II

Med:
X-Large Shield Booster II
Ditrigonal Thermal Barrier Crystallization I
Ballistic Deflection Field II
Ballistic Deflection Field II
Target Painter II
Target Painter II

High:
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II

Rigs:
Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I


Thats what i use downgrade to 1200mm if you want all t2 hard.

Painter helps to track and get better damage against small ships.

Tank is enough for most missions and the painter can be switched if the tank is to low.

Drones handle the frigs.

I always use this setup expect against angels where i go whit 800mm.

No problems in any mission so far.

edit: this setup dont run infinite but it hold long enough to take out most of the npcs and higher killspeed > more isk.

Tortun Nahme
Minmatar
Umbra Synergy
Posted - 2007.10.20 20:09:00 - [30]
 

Edited by: Tortun Nahme on 20/10/2007 20:09:21
Low:
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Power Diagnostic System II
Power Diagnostic System II

Med:
X-Large Shield Booster (CL-S)
Invulerability field I
Invulerability field I
Cap Recharger II
Cap Recharger II
100mn AB II

High:
1400mm scout
1400mm scout
1400mm scout
1400mm scout
1400mm scout
1400mm scout
1400mm scout
1400mm scout

Rigs:
Capacitor Control Circuit I
Drone Range Augmentor I
Projectile Collision Accelerator I

not an ideal setup but the tank holds long enough for my range tank to work on any missions, 65km drone range works great with my optimal range and I can outrun even the frigs Twisted Evil


 

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