open All Channels
seplocked Ships and Modules
blankseplocked Apoc Setups for level 4s?
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Mes Caline
Amarr
Ministry of War
Posted - 2009.01.21 13:29:00 - [1]
 

I cannot get my head round em.

I cant use t2 large energy weapons yet.

i have been told that until i can use t2 pulses i should stick to best named beam lasers?

help meh please =p



Terianna Eri
Red Federation
RvB - RED Federation
Posted - 2009.01.21 14:09:00 - [2]
 

Something like this, probably.
Quote:
[Apocalypse, Missioning (T1 Beams)]
Heat Sink II
Heat Sink II
Heat Sink II
Large Armor Repairer II
Armor EM Hardener II
Armor EM Hardener II
Armor Thermic Hardener II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Mega Modulated Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Energy Beam I, Amarr Navy Multifrequency L

Capacitor Control Circuit I
Auxiliary Nano Pump I
Auxiliary Nano Pump I

Hammerhead II x5
Hobgoblin II x5


If you use a named rep and have max fitting skills plus a 3% PG implant ( Rolling Eyes ) you can drop a cap recharger for an afterburner.

Good dps, good range, lots of cap, decent tank.

Gartel Reiman
The Athiest Syndicate
Advocated Destruction
Posted - 2009.01.21 14:11:00 - [3]
 

That's pretty much spot on as a starting point - depending on your skills and how quickly you are able to deal damage, you may wish to one or perhaps even two of the heatsinks out for a fourth hardeners and/or a CPR.

As your damage increases and there is less strain on your tank, I would lean towards using Locus rigs instead of the aux nano pumps, since the increase in range will basically translate to doing more damage to anything past 40km (since you can use higher-damage crystals to hit them).

Terianna Eri
Red Federation
RvB - RED Federation
Posted - 2009.01.21 14:18:00 - [4]
 

Edited by: Terianna Eri on 21/01/2009 14:18:23
Originally by: Gartel Reiman
That's pretty much spot on as a starting point - depending on your skills and how quickly you are able to deal damage, you may wish to one or perhaps even two of the heatsinks out for a fourth hardeners and/or a CPR.

As your damage increases and there is less strain on your tank, I would lean towards using Locus rigs instead of the aux nano pumps, since the increase in range will basically translate to doing more damage to anything past 40km (since you can use higher-damage crystals to hit them).

1) PG is awfully tight with 8x megabeams, good luck fitting those rigs
2) BS IV gives you 41km optimal with those guns with multifrequency, how much more range do you need!?

EDIT: Locus rigs + Pulse is lurve though Embarassed

Skylar Keenan
Amarr
Posted - 2009.01.21 14:34:00 - [5]
 

Edited by: Skylar Keenan on 21/01/2009 14:51:23
Stolen from myself in another thread.

Cheapo, and bloody effective Pulse Apoc.

Originally by:

High:
8x Mega Pulse Laser II
(AN MF, AN Xray, Scorch)

Med:
3x Cap Recharger II
1x Tracking Computer II (both range and tracking scripts depending on situation)

Low:
1x Large Armore Repairer II
2x N-type armor hardeners
2x Armor Hardener II
2x Heat Sink II

Rigs:
2x Capacitor Control Circuit I
1x Energy Locus Coordinator I

Drones:
5x lights, 2x Curator II for the remaining 50m3 as they've got 50km range and adds a nice chunk of damage.



Enough tracking to pop a cruiser down to about 6km, frigates can be popped to about ~18km
Pushes 640 DpS at 27km with my skills, not including implants or drones. 510 DpS at 80km.

edit: Readin, I'm doing it wrong... Trying with t1 guns.

Originally by:

Low:
1x LAR II
4x Armor Hardener II
2x Heat Sink II

Med:
3x Cap Recharger II
1x Tracking Computer II (tracking + range scripts)

High:
8x Dual Modulated Heavy Energy Beam I (MF and Xray should cover just about any range)

Rigs:
1x CCC I
1x Energy Collision Accelerator I
1x Energy Locus Coordinator I

Drones:
Still 5x lights and 2x sentries if you can use them.



Dual Modulated are dirt cheap compared to Modulated Mega beams, with locus rig and tracking computer you still get 41km optimal range on MF with better tracking, although slightly worse DpS. 505 DpS out to 41km (with perfect skills, which you of course don't have, but it's a good ground-level for comparisons)

Misina Arlath
Amarr
Posted - 2009.01.21 14:42:00 - [6]
 

I dont even remember my initial Apoc setup. I use Mega Pulse II's now and have higher skills so it's all different from when I started.

I remember using 7x best named beams, and 1 downscaled beam because of the PG/CPU problems.

I tried using T1 pulses, but you really lack the range, and some ships in missions will take forever to kill when you have to gimp your damage using radio or microwave crystals just to get them within optimal.

Something like:
7 beams
1 downscaled beam

4 x Cap recharges

4 x hardeners
1 x LAR
2 x Heat sink

5 x Hammer II drones.

3 x CCC rigs.

Then again, it's long ago, I had crappy skills at the time, but I could do the L4 missions with relative easy and comfort.

I later changed to Mega Pulse II's w/scorch which made L4's a whole new ballgame. Then I switched the Apoc out with a Navy Apoc which basically made the L4 missions as simple and boring as mining.

Target roid - start laser.

Target Battleship - start laser.

... 5 hours later ...

Target battleship - start laser.

...dundun...

Yeah... missions are really, really boring now and I only do them when I need to inject some quick isk into my wallet.

Aarin Wrath
Caldari
East Khanid Trading
Khanid Trade Syndicate
Posted - 2009.01.21 14:51:00 - [7]
 

Originally by: Mes Caline
I cannot get my head round em.
I cant use t2 large energy weapons yet.
i have been told that until i can use t2 pulses i should stick to best named beam lasers?
help meh please =p



T1 Megabeams or Megapulses should be alright on an apoc. I wouldent worry about T2, its not the be-all-end of guns. Amarr Navy Tachyones are arguably better than T2 Tachs (less grid, practically the same damage, way less cap use).

Thought I would throw this setup out there. It is a non-cookie cutter setup I used for a while, might give you some out of the box ideas for fitting:

Large Armor Repairer II
Heat Sink II
Heat Sink II
Armor EM Hardener II
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II

Phased Weapon Navigation Array Generation Extron
Tracking Computer II
Cap Recharger II
Cap Recharger II

Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I

Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

Yeah itís a split weapon setup ... I diden't find it that bad. Honestly I actually kinda liked it. It wasent uber powerfull, but it worked well in all missions and was pretty versatile damage wise due to the cruise launchers. It's also cap stable with my skills.

A lot of people try for a 100% gun config on the Apoc, forgetting or choosing to ignore the two launchers.

My 2 cents.


Misina Arlath
Amarr
Posted - 2009.01.21 15:05:00 - [8]
 

Edited by: Misina Arlath on 21/01/2009 15:06:09
Originally by: Aarin Wrath
A lot of people try for a 100% gun config on the Apoc, forgetting or choosing to ignore the two launchers.

My 2 cents.


Only problem with this setup is that it requires AWU4 in order to fit all the stuff.

Granted, AWU4 isn't too hard to train, but for someone new just getting into a BS I doubt they have the skill for it.

I should say AWU4 and Engineering 5 (sometimes take skills I have for granted thinking others are maxed out too)

Aarin Wrath
Caldari
East Khanid Trading
Khanid Trade Syndicate
Posted - 2009.01.21 15:10:00 - [9]
 

Originally by: Misina Arlath

Only problem with this setup is that it requires AWU4 in order to fit all the stuff.

Granted, AWU4 isn't too hard to train, but for someone new just getting into a BS I doubt they have the skill for it.

I should say AWU4 and Engineering 5 (sometimes take skills I have for granted thinking others are maxed out too)


Hmm yeah your correct it is a pretty tight fit. I forgot to mention the AWU4 skill I have trained up.

@OP: you might be better off just fitting a full rack of Mega Beams or Dual Heavy Beams if grid is a big problem.

Anyone tried a Dual Heavy Beam setup? I wonder how good / bad it would be. I would suspect range would be a problem.

General Trajan
Caldari
State War Academy
Posted - 2009.01.21 15:24:00 - [10]
 

Originally by: Aarin Wrath
Originally by: Mes Caline
I cannot get my head round em.
I cant use t2 large energy weapons yet.
i have been told that until i can use t2 pulses i should stick to best named beam lasers?
help meh please =p



T1 Megabeams or Megapulses should be alright on an apoc. I wouldent worry about T2, its not the be-all-end of guns. Amarr Navy Tachyones are arguably better than T2 Tachs (less grid, practically the same damage, way less cap use).

Thought I would throw this setup out there. It is a non-cookie cutter setup I used for a while, might give you some out of the box ideas for fitting:

Large Armor Repairer II
Heat Sink II
Heat Sink II
Armor EM Hardener II
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II

Phased Weapon Navigation Array Generation Extron
Tracking Computer II
Cap Recharger II
Cap Recharger II

Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I

Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

Yeah itís a split weapon setup ... I diden't find it that bad. Honestly I actually kinda liked it. It wasent uber powerfull, but it worked well in all missions and was pretty versatile damage wise due to the cruise launchers. It's also cap stable with my skills.

A lot of people try for a 100% gun config on the Apoc, forgetting or choosing to ignore the two launchers.

My 2 cents.





i've been doing 4s now for a couple of weeks with my apoc and had that very same setup except one of my rigs is an ancillary current router. but for me, i find that 8-mega modultated beams/pulses (pending the mission) works best for me at this point. only time i use tachs is for worlds collide were i can fit totally for range and kill bloods and angels without moving my ship since they wont come out of there dead zone pocket! Very Happy

Gartel Reiman
The Athiest Syndicate
Advocated Destruction
Posted - 2009.01.22 13:01:00 - [11]
 

Originally by: Terianna Eri
Edited by: Terianna Eri on 21/01/2009 14:18:23
Originally by: Gartel Reiman
That's pretty much spot on as a starting point - depending on your skills and how quickly you are able to deal damage, you may wish to one or perhaps even two of the heatsinks out for a fourth hardeners and/or a CPR.

As your damage increases and there is less strain on your tank, I would lean towards using Locus rigs instead of the aux nano pumps, since the increase in range will basically translate to doing more damage to anything past 40km (since you can use higher-damage crystals to hit them).

1) PG is awfully tight with 8x megabeams, good luck fitting those rigs
2) BS IV gives you 41km optimal with those guns with multifrequency, how much more range do you need!?

EDIT: Locus rigs + Pulse is lurve though Embarassed

Oops, my bad, I was half thinking about the beams as pulses, and half forgot how much extra grid beams take up. Locus and pulse is awesome though, better tracking for those pesky cruisers that get close-ish, and will outdamage the beams inside about 35km or so.

Still, even though you get 41km MF optimal, who wouldn't want more? Being able to fire in incoming groups at 60km without having to switch to lower-damage crystals is nice. Especially if you don't need the tank (and if you're hitting with multifrequency and triple heatsinks from 60km, not much is going to get close). Granted, you won't see much benefit in e.g. Worlds Collide or Damsel In Distress Smile, but then ideally you'd refit for pulses in those missions if you're going for top efficiency. And going to the other extreme I always find the new spawns in Blockade are 70-120km away, so here you'd get a real damage increase and thus ISK/hour increase.

Probably not feasible anyway (as you say), and can be marginal, but then at the risk of sounding elitist missions are extremely easy as long as you have a sane setup, so why not push for the greatest amount of ISK/hour? Wink


 

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