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FT Diomedes
Gallente Ductus Exemplo
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Posted - 2007.08.22 19:55:00 -
[121]
Originally by: Nikiloi Is there a reason to use such small guns? I didn't even use anything that small on my destroyer. I'm no expert, but if I can stay away from my targets they fall fairly fast. My latest build which has just been for missioning (L2) is this:
High: 3x 720 Carbine Howitzer (with Nuclear Ammo and my skills takes me to 33k optimal range) 1x 425 Medium Artillery (could squeeze this into my powergrid so I went with it)
Medium: 10mn Afterburner 1 Small Hull Repairer 1 (I want to upgrade this to a medium but I only use it to avoid paying for hull repairs when a mission turns more difficult than expected, and I can't find the extra power needed) Cap Recharger 1 (cap is a major issue when I use the armor repairer and/or AB)
Low: 2x Reactor Control Unit 1 1x Medium Armor Repairer 1
I suppose big guns are too expensive and thats why none of them have been recommended.
No. Not a good setup.
Carry the Hull Repair in your cargo hold and fit it when you need it. And it takes forever to repair your hull using a small hull repair anyway.
You fit smaller guns because otherwise you end up wasting your low slots with those fitting mods.
The only thing from that setup I would keep are the MAR and the 10 MN AB. Look back a few pages at some of the setups using 220s, some of those are nice setups. ------------
Improvize. Adapt. Overcome. |
Alexandra Vengeance
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Posted - 2007.08.25 14:07:00 -
[122]
What about this setup: H: 4 180mm dual ac with barrage\emp\fusion and med nosferatu t2 M: 10mn t2 MWD,large shield extender t2, disruptor L: gyrostabs\overdrives\nanofibers 1 rig on rof and 2 rig on speed\agility
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SonShadowCat
New Eden Communist Nation
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Posted - 2007.09.03 06:54:00 -
[123]
4 t2 dual 180mm with barrage 2 Heavy assault missile launchers
T2 10mn MWD T2 LSE warp disruptor
T2 damage control 2 T2 gyros
Good hit and run ship.
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Proxy 13
Minmatar H. C. I. Corp
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Posted - 2007.09.13 16:22:00 -
[124]
it's an affordable set up. why people is adding t2 guns to it?
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Usurpress
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Posted - 2007.09.13 19:30:00 -
[125]
Edited by: Usurpress on 13/09/2007 19:33:16
Originally by: Proxy 13 it's an affordable set up. why people is adding t2 guns to it?
well if you read the posts and about the stabber in general you would know that the stabber doesnt work without t2 guns because it needs the range that t2 meds have.
either stabber + t2 guns or get a differnt cruiser (rupture)
let me put it another way in case it still a bit unclear, lots of webbed t1 stabbers = dead stabbers = not so affordable
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Cpt Branko
The Bloody Red
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Posted - 2007.09.13 20:23:00 -
[126]
Originally by: Usurpress
let me put it another way in case it still a bit unclear, lots of webbed t1 stabbers = dead stabbers = not so affordable
to be honest this is pretty much the cheapest effective stabber abd should be the minimum anyone spends if you want to win with anything but sheer luck.
This is correct.
T1 guns on a stabber (or getting webbed) will most likely mean you'll die to a Rifter who knows how to fly his ship.
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Maeltstome
Minmatar Caldari Navy Raiders Praesidium Libertatis
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Posted - 2007.09.13 20:58:00 -
[127]
DUe to web overloading, the LSE stabber is all but dead to ships with a web, unless you get faloff rigs (which aint cheap). But i used to use this, cost me 15mil inc. ship and insurance.
180mm II x4, 2x HML I T1 mwd, T2 scram, f-s9 LSE Gyro II, Overdrive II, PDU I
Cheap and effective for the most part. Nice for getting roaming ceptors.
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Anaalys Fluuterby
Caldari
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Posted - 2007.09.13 21:55:00 -
[128]
Originally by: Proxy 13 it's an affordable set up. why people is adding t2 guns to it?
Add to the above that T2 dual 180s are less than 1M each.
You can outfit a T2 gunned stabber and be effective for less than 10M. Still pretty cheap
Originally by: CCP Chronotis
Since this thread continues to fight against the people who derail it into the macro miners witchhunt. I will move it to features and ideas discussion where ...
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Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.09.13 23:50:00 -
[129]
to be honest I've never even used a stabber but when I do I will start with something like
4x dual 180mm II, 2x assalt launcher 1x 10mn MWD, 1x Scram, 1x LSE 1x overdrive, 1x Gyro, 1x I-stab or nano
lows would be somethign I tune depending on how I find it goes. ---------------------- Rank: Tech 1 and a 1/2 cannon fodder
Pointless forum slowing bandwidth hogging signature pic inc? |
Eeontasia
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Posted - 2007.09.24 16:01:00 -
[130]
why are people not putting a web for this setup? you say stay out of web range, but how are you going to keep someone out of your web range when you only have a speed of about 2km/s? and your turret range is also about under 10k, so you WILL have to be in webrange to at least be hitting them. any good frigate with a mwd or an inty will be able catch you and web you, and then its game over.
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Odium47
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Posted - 2007.09.24 16:17:00 -
[131]
I saw about 30 set ups with ac and 2 with artilleries... C'mon people, on a ship that has velocity as a skill. This ship can easily keep the distance... Think... !
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Slugywug
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Posted - 2007.09.24 17:07:00 -
[132]
Edited by: Slugywug on 24/09/2007 17:08:08 For the 2 posters above:
1) A stabber with decent skills and some t2 speed mods will usually be doing at least 3.5km/s, which is faster than most frigates let alone anything larger. With a web you lack any tank and will die very easily (unless you're purely going frigate hunting, maybe).
2) With barrage; optimal+falloff is 17.7km with max skills, probably a little lower much of the time in game.
3) The stabber isn't blessed with enough pg to easily fit artys, and if it does the dps is poor and the tank is poor, and transversal is hard to manage. A rupture does a far better job most of the time - room for gyros and tracking enhancers (and a dc, mwd and large extender if you fit 650s), and a full load of light drones.
There's a reason why most setups are speed, ac, large extender - it works
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Trishan
Green Men Incorporated
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Posted - 2007.09.27 11:17:00 -
[133]
Originally by: Maeltstome DUe to web overloading, the LSE stabber is all but dead to ships with a web, unless you get faloff rigs (which aint cheap). But i used to use this, cost me 15mil inc. ship and insurance.
Indeed. I decided to fit a stabber as it had been a while since I flew one, and the damn overheated web means you have to put two rigs and spend 16M extra just to get the ship as it was, and with a smaller range buffer.
:(
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Shaeb Yzahla
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Posted - 2007.10.18 18:11:00 -
[134]
Even thou the original title of this post is "Affordalble PVP stabber setups" I've seen a few question about PvE setups too, and since I don't want to start another stabber topic, let me share my ideas here. Mind that this setup was made for the new players and/or PvE (Mission) runners mostly!
So, here is my setup, with comments:
High slots:
4x dual 180mm autocannons These guns will do decent damage to npc frigates and cruisers on L1/L2 mission. Also, less grid/cpu use than the 220mm's or 425mm's so you will have a bit more freedom to mess around with larger modules on the mid/low slots. Feel free to try out with 220mm's if you like.
2x assault missile launchers Since you are going to fight against frigates mostly, I recommend this light version, and at the very beginning you won't be able to fit the heavys anyway.
Mid slots:
1x stasis webifier You must counter the speed of the frigates somehow, or your med guns will hit the empty air all the time. You might try to change it to 10MN afterburner, but with the speed bonus of this ship I recommend the webber instead. Also (spoiler!) a webber will be handy on some certain missions!
1x medium shield booster By default, at the beginning you will have better skills for a shield tank than an armor tank setup. You must train Mechanic and Repair Systems first (Hull Upgrades also recommended) to use an effective shield tank setup. Also, most of the minmatar ammo does some Explosive damage, and your shields has an excellent 60% resistance against that. Note that you will have to turn it off manually after a few clicks, else it will drain your cap in a minute! Use it only when you really have to, preiodically!
1x shield hardener (thermal recommended) With Shield Upgrades @ level 1 you will be able to fit passive hardeners, and later, when you have Tactical Shield Manipulation, you can fit active hardeners too. Don't worry thou, passive hardeners will be fine on level 1 missions.
Low slots:
2x tracking enhancers You can swap these with Gyrostabilizers, but I prefer "hit often" over "hit harder".
1x damage control A decent addition for overall damage resistance, but the most important part is the (at least) 50% hull resistance, which will save you not-so-experienced butt many times! Feel free to swap this module to anything else you find useful.
Orbit you targets @ 8500m or keep range @ 2000m if your target is stationery. If you have the webber, you must try to maintain your distance below 10km else it will lose its target. 8500m will leave you 1500m to tackle, thats enough usually. If your target is stationery, try to keep range at the optimal range of your gun, thats somewhere around 2000m in case of med autocannons.
Try to fit named modules if you can afford it, every little bit helps.
This setup will work fine on Level 1 and Level 2 missions. Hope it helps!
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Redbad
Minmatar Mean Corp
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Posted - 2007.11.26 00:43:00 -
[135]
High 4x dual180's or 220's (I prefer the 180's somehow) 2x heavy missile launchers
Mid MWD 20K scram Large shield extender
Low. Nano Overdrive Gyro.
Take tech II or best name wherever. Use the falloff of the dual180's and stay out of webbing range of the opponent at 15K or so.
Works like a breeze, makes a pretty tackler for a gang. Motion Prediction and Trajectory Qnalysis at level 4 or 5 helps a lot.
RB
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MrLobster
Clawstrawphonebeer
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Posted - 2007.11.26 01:23:00 -
[136]
4x 220mm Vulcan II (Barrage M) 2x Heavy Launchers (Faction Missiles)
1x scram (Named) 1x LSE II 1x MWD (Named)
2x Overdrive II 1x Damage Control II _________________________
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Odium47
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Posted - 2007.11.26 17:41:00 -
[137]
Guide for Chumpions There is no such thing as an affordable set up for stabber. The ship is almost 5 mils. The ACs cost easily over 5 mils. LSE II go for a little over 2 mils. a piece. ODI II is over 1 mil. isk ... etc. There is only one type of artilery that can be efficiently fitted on a Stabber: 650mm t2. Tremor is absolutly necesary for range... 720mm is not feasible with this ship (unless rigged) Armor tanking is no good for a Stabber, but it can work better for a Fleet Issue Only a moron could use other type of weapons instead of AC or a mix of AC...it simply does not work efficiently! Shield tanking can only work in passive mode. Using a medium shield extender 2 drains the capacitor (so the need for ccc rigs becomes obvious...but way to expensive) Shield Extenders increase the signature radius with over 50% for a medium type signature. As someone noticed, this might cause issues with damage taken from missiles. Just fly in optimal range; 90% of the missiles coming towards you are caldari launched. The idea is to get "touched" only at the fake signature, and little at the core signature. Warp Core Stabilizer are useless for this kind of ship, because it can warp out under 5 sec. The fastest lock a BC can get is 4 sec. But some lag and bugs forbid this getting the actual targetting faster than 5 seconds. Also the low signature limits this. So you are safe. A tip to warp out from a gate camp: Select a location within the 60 degrees visual angle of the ship. An ODI II can significantly increase your base velocity and by implication your microwarp velocity. Don't use more than one on a stabber, because you will only carry a few ammo, thus making the Stabber not feasible for extended fights. Nanofibers can make the ship easier, but the Stabber does not need it that much, because aligning to shoot is not needed. Also for warping, pls see above. Don't use AB unless you fly missions...otherwise, you better fit a MWD which is mandatory Now, finally getting to guns. I have tested the 180mm with some tracking computers and it still can't hit properly, meaning that is does not hit more often of better. The 425mm consume to much grid, and the low optimal makes the useless together with the low tracking. Even the 220mm does not hit any better (tracking is so f... limited), it does hit way more often than the 425mm, and can do about 50-60% better dmg than the 180mm. So, by elimination, the only good AC gun is the 220mm. Using medium nos for frigs is useless, nowadays neuts work faster and better. So, for the general use, this kind of weapons are kind of useless for a fast ship. Therefore, use missiles. I kind of doubt that HAMS can be fitted. HML could, but with all of the above mentioned, one would need rigs... If one has low skills can fit some standard launchers, but if the skills are higher, Standard Assault goes better against frigates since it can do 5000m/s and have a fast rate of fire. Use em/explosive missiles to take down the shields or armor, or kinetic/thermal for more general use. A Large Shield Extender II can be swapped for a warp disruptor, but killing small ships is not getting anyone a lot of money. So sending them away it already means you have won. So usually, you are better of a warp disruptor.
So in conclusion, a good set up would look like this: 220mm II 220mm II 220mm II 220mm II Assault Launcher II Assault Launcher II MWD II LSE II LSE II ODI II CAP RECHARGER II PDU II
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Odium47
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Posted - 2007.11.26 17:42:00 -
[138]
res
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Rania Serlia
Endless Destruction Chaos Incarnate.
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Posted - 2007.11.26 18:36:00 -
[139]
4x d180 Autocannon II(Barrage!) 2x Heavy Missile Launcher II(CN Thunderbolts or widowmakers)
1x 10MN MWD II 1x Warp Disruptor II 1x LSE II
1x Nanofiber II 2x Overdrive Injector II
2x Projectile Ambit Extension I 1x Polycarbon Engine Housing I
Over 19km falloff, and over 6800 m/s with LG snakes in.
Cheap and effective, just as the op ordered!
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Gort
Storm Guard Elite
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Posted - 2007.11.26 19:47:00 -
[140]
I'm sure it's effective....
-- When in doubt, empty the magazine. |
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Mr Twinkie
Asshats and Alcoholics Minuit.
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Posted - 2007.12.09 06:32:00 -
[141]
Edited by: Mr Twinkie on 09/12/2007 06:34:30 Fast setup that doesnt take many skills to use, should be under 10mil.
///////////////////////////// STABber
220mm Vulcan AC T1 220mm Vulcan AC T1 220mm Vulcan AC T1 220mm Vulcan AC T1 Medium NOS T1 EMPTY
10MN MicroWarpdrive I Warp Scram I Webber
OD T2 OD T2 Nano T2
Hobgoblin ///////////////////////////// ----------------- Asshats & Alcoholics |
BossDrum
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Posted - 2007.12.10 19:36:00 -
[142]
No tank gank/dps support
Highs: 4x 220mm vulcan auto's with faction ammo 2x med nos or 1 neut and 1 nos
Med: 10nm MWD webber Scram
Lows: 2x t2 gyro t2 Damage Control
quick little 20 second frig kill quick kill |
Celladon
Minmatar League of Extraordinary Bastards
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Posted - 2008.01.02 19:00:00 -
[143]
Fun little t1 setup I've used. Good against industrials (obviously) but works well against t1 cruisers too.
highs dual 180mm scout autocannon I - x4 w/ faction ammo 'arbalest' assault missile launcher I - x4 w/ faction missiles
meds 10mn microwarpdrive I fleeting propulsion inhibitor I warp disruptor I
lows gyrostabilizer I - x2 tracking enhancer I
I find it an effective setup, albeit a bit pricey. Still, if you don't have the skills for the T2 gear (I will in a couple weeks) this setup ain't bad. ----- whee! |
Voidson
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Posted - 2008.01.04 15:28:00 -
[144]
Edited by: Voidson on 04/01/2008 15:34:55 Edited by: Voidson on 04/01/2008 15:33:31 Edited by: Voidson on 04/01/2008 15:32:23
Originally by: Cpt Branko
Originally by: Usurpress
let me put it another way in case it still a bit unclear, lots of webbed t1 stabbers = dead stabbers = not so affordable
to be honest this is pretty much the cheapest effective stabber abd should be the minimum anyone spends if you want to win with anything but sheer luck.
Anyway...
This is correct.
T1 guns on a stabber (or getting webbed) will most likely mean you'll die to a Rifter who knows how to fly his ship.
What if you web the rifter? Then you've got a much better armor tank and no one is speed tanking? Right?
From what I've gathered as a noob reading voraciously...
You fit dual 180's II's and 2 nos High MWD, Web and (cap recharge PVE, Stasis PVP) Mid Damage Mod, Armor Tank low
(on second thought forget the tank and go all damage mods... stabbers are for ganking???)
You stay out of web range and speed tank crusiers and web and armor tank frigs... run from anything that starts to beat your armor tank (as long as your out of web range, you should be able to out run just about anything but a frig or stabber)... if you get tackled by a faster ship and hit by a larger ship ... you should have been in a gang! lol
The moral of the story... Web's kill stabbers???
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Dromidas Shadowmoon
Minmatar 54th Knights Templar Dark Matter Coalition
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Posted - 2008.01.04 18:36:00 -
[145]
Great post by Odium47, in my experience just about everything is true. _______________________________________________ Minmatar will always go faster than you, get over it. |
Celladon
Minmatar League of Extraordinary Bastards
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Posted - 2008.01.05 15:31:00 -
[146]
Originally by: Voidson
The moral of the story... Web's kill stabbers???
Yes and no. I've been webbed many a time with my stabber setup and lived. I've also died, like yesterday against a brutix nosboat , but that's why I have the web on mine, in case a frig webs me. I can web him, smash him, and escape. Don't get me wrong, a gank setup for a stabber WILL get blown up eventually, but they're cheap to buy and fit, so each loss is a learning experience ----- whee! |
Cpt Branko
The Bloody Red
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Posted - 2008.01.05 15:54:00 -
[147]
Originally by: Celladon
highs dual 180mm scout autocannon I - x4 w/ faction ammo 'arbalest' assault missile launcher I - x2 w/ faction missiles
meds 10mn microwarpdrive I fleeting propulsion inhibitor I warp disruptor I
lows gyrostabilizer I - x2 tracking enhancer I
Problems:
(a) 6+M module on a essentially throw away ship? I mean, if you really must have a 90% web, train propulsion jamming IV and use a T2 one, saves 5M off your ship+fit price. (b) Best named guns cost more then T2. Why use best named on a (throw-away) ship? (c) Good for frig killing and killing unarmed ships. Any cruiser will force you to flee or kill you, and without a LSE, you have very very little time to bugger out.
Overly expensive for something which is just a large Rifter essentially (without the sig radius benefits).
Rifters!
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Makavelia
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Posted - 2008.01.17 23:12:00 -
[148]
Edited by: Makavelia on 17/01/2008 23:12:57 I tested my staber tonight v a battlecruiser and i got ownd by his drones ;p..
i really dont like range fighting i want to stay under 5k and fight my oponent close
My setup was 2 medium nos 3 small 200mm ac2 and 1 heavy assault launcher. In mids i had medium booster and an amp/burner.. im not skilled up yet so ofc im gune switch amp/burner for worp dis and mwd, im just wondering that if i kept this setup using small ac 2's and sticking under 5k range would i have a good chance v another staber using medium acs?
i have 2 cap rechargers and overdrive in low slots and a em/therm/booster cap reduce on rigs..
i can keep booster on and never run out of cap as long as my nos are runing but im not sure if in pvp im gune have enuf shield boosting to tank the dmg of drones etc befor i can kill them??
maybe the rigs sig increase is a bad thing but i see no point in trying to speed tank when your gune get webed at some point and die.. is it not possible for a staber to have so much cap recharge it can stay under 5k with mwd and use a large booster to last long enuf untill drones are dead? maybe drop the heavy missile for a smartbomb or somthing? i hope theirs a way coz i really cant stand to use a cyclone.. its like driving a bus under water
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Earl de'Hamsterdam
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Posted - 2008.01.18 05:10:00 -
[149]
Originally by: Makavelia Edited by: Makavelia on 17/01/2008 23:18:51 Edited by: Makavelia on 17/01/2008 23:12:57 I tested my staber tonight v a battlecruiser and i got ownd by his drones ;p..
i really dont like range fighting i want to stay under 5k and fight my oponent close
My setup was 2 medium nos 3 small 200mm ac2 and 1 heavy assault launcher. In mids i had medium booster and an amp/burner.. im not skilled up yet so ofc im gune switch amp/burner for worp dis and mwd, im just wondering that if i kept this setup using small ac 2's and sticking under 5k range would i have a good chance v another staber using medium acs?
Ag, in spite of the fact that I'm drunk and this is difficult to read, one thing I know about the Stabber is that you would have gotten killed even faster at 5km from a Brutix.
Originally by: Makavelia i have 2 cap rechargers and overdrive in low slots and a em/therm/booster cap reduce on rigs..
I would try to sell that stabber to someone, instead of using it myself.
Originally by: Makavelia i can keep booster on and never run out of cap as long as my nos are runing but im not sure if in pvp im gune have enuf shield boosting to tank the dmg of drones etc befor i can kill them??
If you're in nos range then you'll probably die. If you shield booster, then you won't have enough cap to run a MWD, and you'll get webbed and die. Against a Brutix, which probably has good drone skills, you'll probably die before he can web you. If not, then he will sit on top of you with 6 or 7 heavy blasters and kill you like some fat kid with nails in his pockets.
Originally by: Makavelia maybe the rigs sig increase is a bad thing but i see no point in trying to speed tank when your gune get webed at some point and die.. is it not possible for a staber to have so much cap recharge it can stay under 5k with mwd and use a large booster to last long enuf untill drones are dead? maybe drop the heavy missile for a smartbomb or somthing? i hope theirs a way coz i really cant stand to use a cyclone.. its like driving a bus under water
oh another thing.. i saw a weber drone that webs for -30% voloc, if i was to train and use that drone would it be able to follow me after i mwd to chase down the other staber for example?
I don't know how to win using a Stabber, but I certainly know how to lose them. Getting in under 10km and webbed gets you killed. Smartbombs may help, haven't tried that, but that is a good idea since you're usually not going fast enough to outrun drone damage, and you're almost always at less than 25% cap
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Makavelia
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Posted - 2008.01.18 13:34:00 -
[150]
Well it looks to me like this game is aiming toward huge slow ships that stay at range with big cannons and cruise missiles.. anything that gets to close is drone killed or web killed.. boring
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