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Nan Flori
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Posted - 2004.04.27 11:20:00 -
[1]
Hello everyone,
i recently got myself a nice and shiny new Moa. The primary use of it will be npc hunting and agent missions. I figured out the following setup:
Hi Slots: 3 250mm Rails with Uranium/Lead Charges 1 Small Smartbomb 2 Heavy Launchers with Thunderbolts/Havocs Heavy missiles (i can't use cruise missiles yet)
Med Slots: Medium Shield booster thermal hardener (25%) em hardener (50%) (that thing you have to activate...) medium cap battery
Low Slots: 3 cap power relays 1 overdrive injector (i couldn't think of a better one since the Moa is slow as s**t)
So, what do you think about this setup? Any good?
Any suggestions are appreciated.
have a nice day, Nan
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Deaune
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Posted - 2004.04.27 11:30:00 -
[2]
Sounds like a nice setup, pretty close to my own actually.
Only thing i see that i'd need to change is that i need a sensor booster on there somewhere. My mid setup (never had any problems) is Med Shield, Sensor Booster, 2*Thermal hardeners. (from experience mission npc's only use cata cruise.)
But remember it is all based on opinion.
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Severe McCald
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Posted - 2004.04.27 11:37:00 -
[3]
I would work on engineering, energy management and other energy use reduction skills, drop the battery and get an MWD.
Although it slashes your shields it can get you out of trouble with NPC's and is a must for agent missions. Just avoid PvP with it on.
Severe
And Moses was content to dwell with the man:and he gave Moses Zipporah his daughter. And she bare him a son, and he called his name Gershom:for he said, I have been a stranger in a strange land. |
Nan Flori
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Posted - 2004.04.27 11:43:00 -
[4]
Originally by: Severe McCald
I would work on engineering, energy management and other energy use reduction skills, drop the battery and get an MWD.
Although it slashes your shields it can get you out of trouble with NPC's and is a must for agent missions. Just avoid PvP with it on.
i thought about that too, but i really think that the Moa is some kind of shield tank. So wouldn't using an MWD kill one of its main advantages?
Nan
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Numsie
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Posted - 2004.04.27 11:53:00 -
[5]
Only thing I can think of is maybe a Warp Core Stabalizer or two, nothing worse than reaslising you've been scrambled just before its too late. Other than that, you setup is not dissimilar to my own.
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Ghostshadow
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Posted - 2004.04.27 15:13:00 -
[6]
How about my setup
Hi slots 1 250mm Scout 2 250mm rails 1 150mm dual rail 2 heavy launchers with torps/heavys depending on size of target
Med slots 1 sensor booster
Low slots
power core output device basic dinostics (somethign like that) medium armor repairer damage mod (forgot the name)
i should use more med slots.. but i'm nearly capped on my grid
_________________________________ He who laughs last Thinks slowest |
Arthur Eld
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Posted - 2004.04.27 15:54:00 -
[7]
I've never used a MOA as I can't stand the sight of them, but based on your set up I'd change a couple of things. Change the 25% thermal hardener for a 50% active thermal hardener. Also CPR's and shield tanking is about to go the way of the dodo with the impending CPR nerf. Switch them out for Power Diagnostics and use the extra grid you get to fit a 4th 250 rail instead of a smartbomb.
____________________ First comes smiles, then lies. Last is gunfire. We deal in lead.
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Dust Puppy
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Posted - 2004.04.27 17:16:00 -
[8]
Get 2 of those 50% hardeners and shield booster and shield booster amplifier and you have a pretty good shield tanker. The hardeners don¦t drain to much cap anyway so you should be able to run them non stop and guns shouldn¦t eat to much cap if you use long range ammo (which is smart when fighting npc¦s). Cap power relays will lower the shield hitpoints soon so you might want to get rid of those. Your Moa is already slow as **** so you might want to change overdrive for an damage mod.
Also remember to fit appropriate shield hardeners for example serpentis do only kinetic and thermal (serpentis missile might do other damage I don't remember) damage so the em ward doesn't really do much so you might want to exchange that for a kinetic hardener. __________ Capacitor research |
Dust Puppy
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Posted - 2004.04.27 17:23:00 -
[9]
Originally by: Ghostshadow How about my setup
Hi slots 1 250mm Scout 2 250mm rails 1 150mm dual rail 2 heavy launchers with torps/heavys depending on size of target
Med slots 1 sensor booster
Low slots
power core output device basic dinostics (somethign like that) medium armor repairer damage mod (forgot the name)
i should use more med slots.. but i'm nearly capped on my grid
Work on the engineering skill and fit more reactor control units (10%more grid). Moa is one of the few cruisers that have more than 3 med slots and it is utter madness not to take advantage of that. The Med armor repairer also takes up a lot of grid and since Moa has a lot of shield (and those 4 mid slots) you should shield tank. Just by taking away the armor repairer you free up 150MW which should be more than enough to fit med shield booster, 2xhardener and an shield booster amplifier to make a mean shield booster. __________ Capacitor research |
Mad Ahab
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Posted - 2004.04.27 20:07:00 -
[10]
You probably want to drop the power core device and the Basic Power Diagnostic and fit Power Diagnostic Is instead. They affect Shield recharge, cap recharge, shield capacity and give you a 5% Power boost at the cost of CPU With three of those at engineering and electronics 4 you should be able to fit 4 250mm railguns of some type, a Medium shield Booster, a Shield Amp, and a couple of hardeners. This should help with defense and offense.
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."
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Dirtball
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Posted - 2004.04.27 20:36:00 -
[11]
4x250 rails with whatever, thorium is good though 2xStandard Launchers
1xMedium Shield booster 1xShield hardener (usually EM) 1xWebifier 1xTracking Computer
Low slots diagnostics for enough powergrid for the railguns and finish off with warp stabilizers or whatever else, armor repair, damage mod whatever.
I did 0.0 spawns in this setup, until a veldspar asteroid destroyed me, I personally executed every surviving member of my navigation crew for not figuring out to go around a roid without going slow. You can't take the whole spawn at once though.
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Capt Silk
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Posted - 2004.04.28 01:59:00 -
[12]
I use:
High 4 x 250mm Rail (tungston, AM) 1 Heavy Launcher 1 standard Launcher
Med 1 medium shield booster 1 shield boost amp 1 named EM hardener (50%) 1 named thermal hardener (50%)
Low 2 cap relays 2 (can't remember name, but they increase my powergrid...)
45k cruisers are no prob...
Capt Silk
Your 250mm 'Scout' Accelerator Cannon perfectly strikes Serpentis Soldier, wrecking for 319.4 damage. |
VaderDSL
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Posted - 2004.04.28 02:05:00 -
[13]
Edited by: VaderDSL on 28/04/2004 02:53:03 Edited by: VaderDSL on 28/04/2004 02:06:36 4 250mm rails 1 heavy launcher + heavies/torps 1 standard + defenders
1 med C5-l shield booster 1 thermal tac shield (50%) 1 kinetic tac shield (50%) 1 shield bost amp
2 pdu's 1 co-processor 1 wcs
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dalman
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Posted - 2004.04.28 02:49:00 -
[14]
smartbomb + launchers = bad idea.
unless you want to use the smartbomb to destroy your own missiles
And you should only use the active 50% hardeners.
M.I.A. since 2004-07-30 |
Admiral Seafort
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Posted - 2004.04.28 05:35:00 -
[15]
I fly a Moa for rat hunting (primarily agent missions), a Caracal that's not really been worked on yet, and I also have a pair of old Merlins
My Moa setup is somewhat of an extension of the setup on my Merlin; its main drawback (as I see it) is that it's not very flexible, and is poor for PvP (thus I must stick to missions). I have a Caracal for which I'm going to work on a useful PvP setup.
Moa:
HIGH - 2x 250mm Rail w/ Tungsten - 2x 250mm Scout (same as above) - 2x Advanced Limos Heavy w/ Thunderbolts (the incredibly small capacity of the standards just annoy me)
MED - Med Shield Booster (working on getting a named one) - Med Shield Extender (working on getting a named one) - Cap Recharger I (hoping to swap out for Thermal Hardener) - Cap Recharger I (working on getting a better one)
LOW - 2x Reactor Control Unit I - Power Diagnostic Unit I - Nanomechanical CPU Enhancer (co-proc module in case somebody doesn't know)
As you can tell, it's still a work in progress. Primarily I'm working on getting better modules. The main philosophy, of course, focuses around shield tanking. It's not the greatest shield tanking efficiency, but I'm working on improving it. I'd welcome suggestions but I like to think of my own fittings. Besides, the consequences suffered are all mine anyway.
I'm not facing much challenge anyway with these wimpy L2 missions. I seriously have to get that standing up...
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Nan Flori
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Posted - 2004.04.28 09:56:00 -
[16]
thanks for all the suggestions guys!
I figured out the following:
4 250mm rails 2 heavy launchers
med shield booster shield amp em hardener (50%) therman hardener (50%)
3 PDU's 1 co processor
works quite good, the problem is that when i fight npcs, and can't really stay at my optimum range because the ship beeing so god damn slow. i thought about packing different kinds of ammo in my hold so i can adapt to the situation, good idea? also this setup drains the cap really fast...
thanks, Nan
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Dust Puppy
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Posted - 2004.04.28 10:31:00 -
[17]
Maybe it¦s better to exchange the amplifier for an hardener (yes I know I suggested amplifier earlier) when fighting npc. You always know what kind of damage they do anyway so the thought was to just try to ward of as much damage as you can and you don¦t need to run the shield booster as much (which drains a lot of cap in my case).
Otherwise I like that setup and would try it if I had a Moa at the moment I usually use irridium ammo which have a -40% cap need bonus so your 250mm would only use 7.8 energy and also gives 20% more range. __________ Capacitor research |
Pychian Vanervi
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Posted - 2004.04.28 11:08:00 -
[18]
Edited by: Pychian Vanervi on 28/04/2004 11:09:56 On the back of this I have a Moa which is fitted fine and very similar to most of the suggestions here. What I would like to know(and I know its not the ideal ship) is there a decent PvP set up that will at least give you a semi fighting chance if the oportunity presented its self?
-----------------------------
It's all about the fortune and glory, fortune and glory!
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fras
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Posted - 2004.04.28 11:36:00 -
[19]
You might want to fit a couple of warp core stabs. I could just be lucky but I've never been effectively scrambled by NPC when I have 2 fitted. They will save your booty more than any shield booster or hardner could.
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Nan Flori
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Posted - 2004.04.28 14:36:00 -
[20]
Originally by: Dust Puppy I usually use irridium ammo which have a -40% cap need bonus so your 250mm would only use 7.8 energy and also gives 20% more range.
that leaves me with my main problem, what do i do when the enemy gets too close or too far away, so that they are out of the range?
an example: if i use lead ammo, i have an optimum range of 30km. the 250mm has a falloff of 12km if i remember correctly. If i now encounter someone who will close up on me to maybe 10km, my guns won't hit very well, or won't hit at all.
Given the fact that the Moa is so slow, i have no chance to get to my optimum range again... the only solution i see is to have several ammo types onboard. then i could reload my guns to adapt to the new situtation, but that would be 10 seconds everytime in which i can't fire them.
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Dirtball
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Posted - 2004.04.28 15:59:00 -
[21]
Quote: Given the fact that the Moa is so slow, i have no chance to get to my optimum range again... the only solution i see is to have several ammo types onboard. then i could reload my guns to adapt to the new situtation, but that would be 10 seconds everytime in which i can't fire them
the tracking computer in my suggestion helps with that I would assume. Although to assume a module works as advertised in this game can be one of the biggest mistakes you can make.
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Zeltan Shadowhawk
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Posted - 2004.04.28 18:10:00 -
[22]
This thread is a good indicator of the geek level playing this game!
Very geeky!
I'm a geek but I must be a dumb one because this stuff is confusing! (been playing 3 days)
Long live the Geeks!
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Turiya Flesharrower
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Posted - 2004.04.28 18:49:00 -
[23]
My setup :
4x 250mm Railguns w/ Iridium ammo for long range (~38km opt) and AM for short (~18km opt) 2x Heavy launchers w/ Widowmaker heavies for standard NPC's in 0.2 and above, Paradise and Devastator cruise for anything troublesome.
1x Med Shield Booster 1x Med Shield Extender 1x "Anointed" EM ward (I hunt in a laser-rat area) 1x 88% Stasis webifier (For when the smaller ones get too close)
2x Reactor COntrol Unit I 1x Partial Power Management (Boosts cap and power stats) 1x Co-Processor I
With this setup you can take down any spawn in >0.0 belts with little trouble. The shield booster is more of a precaution, I rarely need to use it as the extender along with skills gives my ~2000 shields. In reply to a previous question, if some rats do come within your range fallout then use missiles to take them down, heavies should do fine for low-level frigs but don't hesitate to use cruise missiles if you think you have to. More often than not it's the little ones swarmng all over you that lose you your ship, not the big ones 50km away .
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Dust Puppy
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Posted - 2004.04.28 19:18:00 -
[24]
Originally by: Nan Flori
that leaves me with my main problem, what do i do when the enemy gets too close or too far away, so that they are out of the range?
an example: if i use lead ammo, i have an optimum range of 30km. the 250mm has a falloff of 12km if i remember correctly. If i now encounter someone who will close up on me to maybe 10km, my guns won't hit very well, or won't hit at all.
I have been using Rupture, which is not unlike Moa, recently with 720mm howitzers and I get kind of the same problem when fighting serpentis. The serpentis use blasters so they want to come real close and my howies don't work very well there so I just finish them off with my launcher. You can load them up with cruise missiles, which I don't like to use because they are to expensive to hunt with, they should clear of any rats that come to close real fast.
Quote: Given the fact that the Moa is so slow, i have no chance to get to my optimum range again... the only solution i see is to have several ammo types onboard. then i could reload my guns to adapt to the new situtation, but that would be 10 seconds everytime in which i can't fire them.
Could also just have one turret loaded with close range ammo such as antimatter. The close range ammo also does a lot more damage so few shots should be able to take out a frig real fast. __________ Capacitor research |
Mad Ahab
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Posted - 2004.04.28 19:42:00 -
[25]
Carrying 2 types of ammo is essential in any ship. You should have a close range ammo like antimatter or Thorium, I also like Iridium for long range. Having cruise missiles or torpedoes will help too for when the fight gets ugly against blaster ships.
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."
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dalman
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Posted - 2004.04.28 19:58:00 -
[26]
Word.
A "gunship" should carry at least 3 types of ammo. Preferable more. A laser user (since you can switch crystals fast) should have like 5 sets of crystals with him...
M.I.A. since 2004-07-30 |
Nan Flori
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Posted - 2004.04.29 08:55:00 -
[27]
ok, thanks again for all the good suggestions
Nan
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