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My Ship Setup

Posted: November 16th, 2006, 8:48
by traveyb
Hey there...
I got my Cyclone BC the other day, and was having a look around the forums for ship setups etc came across Hehulk PvP setup.
I have now got all of this, and had a little test with Fear yesterday.(ouch).
We decied for a Sield Boost Amplifier I, Invulnerabilty Field I, Photon Scattering Field I.

5 720mm Gallium (noticing a pattern yet?) Howitzler Cannons with Fusion Ammo
3 'Malkuth' Heavy Launchers With Scourge Missiles

T2 Medium Shield Booster
2 Optical Tracking Computers
2 Sensor Boosters

3 Gyrostabilisers
1 Reactor Control

4 Hammerhead Drones

Will give it another test tonight to see how she performs!
Any other bits and bobs I should go for?
Cheers guys!

Posted: November 16th, 2006, 8:59
by friznit
Do you intend to be shooting other people or NPC rats mostly? This setup is geared towards fast locking (2 sensor boosters) and high damage (tracking comps) but will have very little in the way of shield defences - the idea being to destroy them before they destroy you, but you have to be very aware of the capabilities and optimal range of your ship before you take it into combat.

The alternative is to set up for rattting, with a strong shield tank: shield booster, boost amp, 2 em, 1 therm and extender if you have room (that will give you the best resists against Sansha rats in the Derelik and Catch regions). Vary the hardeners depending what's shooting at you.

I think Hehulk has a PvE set up somewhere there which should give details.

Posted: November 16th, 2006, 9:52
by amblin
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Posted: November 16th, 2006, 10:37
by Hehulk
Hehulk wrote:Cyclone

5 650mm Gallium Artillery Cannons with Nuclear Ammo
3 'Malkuth' Heavy Launchers With Thunderbolt Missiles

1 Medium T2 Shield Booster
1 'Anointed' I EM Ward Reinforcement
1 Ditrigonal Thermal Barrier Crystallisation I
1 Large T2 Shield Extender
1 Eutectic I Capacitor Charge Array

3 T2 Tracking Enchancers
1 Reactor Control

4 Hammerhead Drones

Tanks like a crack-whore, and kills cruisers quite happily until they get with 8KM. Hitting at a max range of 60KM, that's a nasty killing ground to cross 8)
Change the ammo for EMP though. That set-up was designed to hurt angels.

Posted: November 16th, 2006, 11:01
by fabyak
Hulk, you'll like an alliance mail we got through today (in a kind of ZOMG :shock: :shock: :shock: :shock: :shock: type of a way)

"Attacked and had a large POS ransomed by Jovians, please set them to -10"

eep!

Posted: November 16th, 2006, 11:31
by Fear
Obey the hulk tracey, I've never tried a ship like that, it was my best stab at it. Nice to see I wasn't too far off. I was supprised to see a Large Booster fitting with no cap injectors.

You want to be able to take EM damage primarily, and some Heat. As also giving them EM damage (which is the EMP ammo).

We'll also have to get your ship down to 0.0 (if you want) in some 5punkfleet one day. Unless something of that size would fit in fea's miniture carrier and we can bung him 10 mil (in fuel and an isk bonus) or something. We'll also have to get you some instas for the run between Khank and 0.0.

Also train your shield up! That was why you hurt so much!!! My missiles were doing near perfect damage. Aim to get everything shield to lvl 4, engineering to lvl 4 and electronics to level 4. That should keep things happy.


Edit: Ok my bad reading, it is a large extender not booster. Guess you'll be buying that T2 Medium Booster then. Lets see the colour of your isk! ;)

Posted: November 16th, 2006, 11:59
by eRabbit
I tried hulky's cyclone fit on my alt and he was right, it's insane, I made one change which was a shield boost amplifier instead of the cap recharger, with the bonus that cyclone's get to shield boosting it made a t2 med shield booster extremely snazzy.

Posted: November 16th, 2006, 14:42
by amblin
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Posted: November 16th, 2006, 17:16
by Fear
amblin wrote:I think we have a willing volunteer to be the first to die at the hands of my fighters.
:lol: :lol: :lol:

Posted: November 16th, 2006, 18:57
by Anhamgrimmar
eRabbit wrote:I tried hulky's cyclone fit on my alt and he was right, it's insane, I made one change which was a shield boost amplifier instead of the cap recharger, with the bonus that cyclone's get to shield boosting it made a t2 med shield booster extremely snazzy.
and if you train BC up (lvl3 is adequate, 4 i is recommended, and lvl 5 means its the equivalent of a dread guristas sheild booster) no need for the amp, gaining you an extra mid slot for what ever....

something i'm experimenting with is the autocannon cyclone. what you lose in outright range, you gain in speed, and manoverability. especially with the upcoming boost to agility for BCs, plus you can also effectively use nos's/neuts to gain cap for your tank, or deny it for your target

Posted: November 16th, 2006, 19:18
by Gunslinger42
The Cyclone I just got out of in favour of a nice shiney battleship was set up like this:

5x650 Carbine Howitzer I's, with Proton M
3x 'Malkuth' Heavy launchers, with thunderbolt missiles
Large Shield Extender, 2xPhoton Scattering Field, 1 Heat dissipation, a Medium Shield Booster II
4x Power Diagnostic System I

It does pretty well against Sansha rats out in w9, can't take some of the bigger ones, but if you gang up with someone it's fine.

Posted: November 16th, 2006, 19:22
by Lee
Anhamgrimmar wrote:something i'm experimenting with is the autocannon cyclone. what you lose in outright range, you gain in speed, and manoverability. especially with the upcoming boost to agility for BCs, plus you can also effectively use nos's/neuts to gain cap for your tank, or deny it for your target
I've came up with a cyclone autocannon setup which I think will work well although I cant test it yet since I dont have the skills. It wont work too well until after kali is released since it needs shield resistance rigs. Here it is:

5x 425mm autos
3x Med nos

10mn Afterburner
Stasis webifier
20km Scram
Large shield booster
Invulnerability field

Damage control
3x Gyrostabilizers

2x EM shield hardener rigs, 1x thermal hardener rig.

Drone bay full of hobgoblins, 5 of those is slightly less damage than 4 hammerheads but it allows you to keep spares and makes it easier to kill inties.

Posted: November 17th, 2006, 14:09
by fabyak
How much does the Capital Ships skill cost? Just to get a rough idea of how long it will take me to save up...

*braces*

Posted: November 17th, 2006, 14:39
by Hehulk
Last I knew, 450 mil

Posted: November 17th, 2006, 14:41
by fabyak
Well, I suppose if I were to pool mine and the corps money <strike>I would just about be able to afford it then</strike> Friz would hunt me down in his tank and blast me into tiny little pieces 8)

Posted: November 17th, 2006, 14:43
by friznit
fabyak wrote:Well, I suppose if I were to pool mine and the corps money <strike>I would just about be able to afford it then</strike> Friz would hunt me down in his tank and blast me into tiny little pieces 8)
What corp isk?

Posted: November 17th, 2006, 14:44
by fabyak
damn, has my evil twin already looted it?

Posted: November 17th, 2006, 15:09
by amblin
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Posted: November 17th, 2006, 15:13
by fabyak
Just to clarify, that was a joke! I'm planning to try and save up for it on my own (which roughly translated means i'll get to a maximum of a couple of hundred mil and splurge it all on something)

I FAILS AT TEH FUNNEEEZ :(

Posted: November 17th, 2006, 16:33
by amblin
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