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i am soon for a raven (one week yay)
yes i know that this same post has probably been posted in 600 different sites 8000 times but i would like to know a few really good setups and would really like to know what more expierinced players have to help me out
Live, Breath, Cause. HaVoK
Comments
No matter what, all the setups I recommend here or you will get recommended by others you need to test out very well with a corpm8 (since you can shoot them without any "legal" consequences). Also keep in mind that bad luck or lack of tactics and coordination can offset even the best of fittings.
PVP:
Setup 1:
Highs: 6x Siege Launchers, the other 2 slots as you wish, but Medium or Heavy Nos recommended.
Mids: 1x Scrambler, 1x Webber, 4x Remote Sensor Dampener.
Lows: 2x Ballistic Control Unit, 2x Gravimetric Backup Arrays, Medium Armor Repper
Drone Bay: Either 5 Valkyries or 5 Vespas, or a mix of the two.
Tactics: This setup has no tank on it, since it is meant to prevent any lock from opposition at all by sensor dampening. the BCUs in low make for a bit of extra boom, and the backup arrays hopefully help in preventing a jam on you. The medium armor repair is there to repair back damage after battle, or to give you a last ditch save in combat (and delay damage dealt by drones).
Variations:
1.) Swap the Sieges for Cruise Missile Launchers. Will give you better damage against smaller targets. Plus it allows you to use F.O.F. Missiles in case you are jammed. On the other hand, *if* you do get jammed with this setup you are likely going to die very, very fast.
2.) Swap a Sensor Dampener for a Sensor Booster for a bit of faster lock.
3.) Swap the Grav Backup Arrays for 2 Singal Amplifiers for faster lock, making you more vulnerable to jamming though.
Setup 2:
Highs: 6x Siege Launchers, the other 2 slots as you wish, but Medium or Heavy Nos recommended.
Mids: 1x XL Shield Booster, 4x Hardeners (EM, THERM, 2x Invulnerability Field), 1x Heavy Cap Booster
Lows: 1x BCU, 4x Powerdiag
Drone Bay: Either 5 Valkyries or 5 Vespas, or a mix of the two.
Tactics: This setup is all tank. The Cap booster (use the 800 charges to fuel it) is there to give you the extra boosting time with your XL SB. Use it wisely though, because the module can only hold (usually) 4 charges and the charges takes up a lot of cargo. So you need to balance the amount of your ammunition and cap booster charges well. Additionally this setup requires you to rely on a buddy to scramble and web the target for you since it lacks any of the required modules.
Variations:
1.) Swap the Sieges for Cruise Missile Launchers. Will give you better damage against smaller targets. Plus it allows you to use F.O.F. Missiles in case you are jammed.
2.) If you feel like it, you can use 4x BCU and 1xPowerdiag in lows and swap the cap booster for an extra Invulnerability Field. This makes more a ganker/resister, but with little endurance if under prolonged fire - yet the idea with this variation is that such a situation won't arise at all. Also with this setup you need to keep a bit distance, since nos pose a serious threat to this.
3.) If you need to be alone (not recommended in a battleship anyways), then use 2x Invulernability Fields, 1x Web, 2x Scrambler (a 1 Pt and a 2 Pt) alongside the XL Booster. Or use only one scrambler and add one hardener or sensor booster in place of it.
4.) Some people use a Tech2 Large Shield booster instead of the XL one, in order to have more Powergrid and CPU for other modules. If this works for you or not or if you need to do that at all, you have to find out for yourself.
PVE
Setup:
Highs: 6x Siege Launchers, the other 2 slots as you wish (either Nos to help out your cap recharge or tractor beams for faster looting). Though, with low skills Siege Launchers, tank and nos won't fit. Actually not even with good skills
Mids: 1x XL Booster, 4x Hardeners, 1x Large Shield Extender
Lows: 2x Ballistic Control Unit, 3x Powerdiag
Drone Bay: Medium Drones, exact type depending on the npcs you fight.
Tactics: This is quite straightforward. no fancy stuff. It packs enough of firepower (with T2 BCUs and above average launchers) to kill any NPC battleship in game (at last all I fought sofar died) and it has the ability to outlast the sentry guns in the "Vengeance" mission long enough for you to kill them without warping out (but you need very good skills for that to pull off). The right combination of hardeners is very essential though and can mean the difference between life and death. Since the recent changes to missions where a lot of crusiers have been changed to battlecruisers, I would recommend torpedos, except maybe at drone missions..... there cruise missiles are still an alternative to torpedos.
Variations:
1.) Drop the Shield Extender for a hardener. Especially in prolonged fights or where a lot of initial damage (certain sentry guns) is dealt, this option is a very good idea.
2.) Swap a BCU for a Powerdiag. I would not recommend it, yet with low skills it may be a better option.
3.) Some people use a cap recharger (often in combination with a T2 Large Shield Booster) to have a better cap. Usually shield resists are the better way to go, though.
4.) Swap Shield Extender for an Afterburner. Handy when it comes to moving those long distances in some deadspace pockets and to keep distance to the enemy. Usually not needed though (for moving to and from missions you should have instas anyways).
I hope this helps a bit.
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Originally posted by Mandolin
Designers need to move away from the old D&D level-based model which was never designed for player vs player combat in the first place.
PVE
Setup:
Highs: 6x Siege Launchers, the other 2 slots as you wish (either Nos to help out your cap recharge or tractor beams for faster looting). Though, with low skills Siege Launchers, tank and nos won't fit. Actually not even with good skills
Mids: 1x XL Booster, 4x Hardeners, 1x Large Shield Extender
Lows: 2x Ballistic Control Unit, 3x Powerdiag
Drone Bay: Medium Drones, exact type depending on the npcs you fight.
Tactics: This is quite straightforward. no fancy stuff. It packs enough of firepower (with T2 BCUs and above average launchers) to kill any NPC battleship in game (at last all I fought sofar died) and it has the ability to outlast the sentry guns in the "Vengeance" mission long enough for you to kill them without warping out (but you need very good skills for that to pull off). The right combination of hardeners is very essential though and can mean the difference between life and death. Since the recent changes to missions where a lot of crusiers have been changed to battlecruisers, I would recommend torpedos, except maybe at drone missions..... there cruise missiles are still an alternative to torpedos.
Variations:
1.) Drop the Shield Extender for a hardener. Especially in prolonged fights or where a lot of initial damage (certain sentry guns) is dealt, this option is a very good idea.
2.) Swap a BCU for a Powerdiag. I would not recommend it, yet with low skills it may be a better option.
3.) Some people use a cap recharger (often in combination with a T2 Large Shield Booster) to have a better cap. Usually shield resists are the better way to go, though.
4.) Swap Shield Extender for an Afterburner. Handy when it comes to moving those long distances in some deadspace pockets and to keep distance to the enemy. Usually not needed though (for moving to and from missions you should have instas anyways).
I hope this helps a bit.
I like that setup it is similar to my planned raven setup (im in a ferox now and have the below mentioned stup minus 1 hardener and 1 bcu on my ferox (of course L shield bosster not xl)) I would sugest this setup
lows 3 x pds 2 x bcu
meds 3 mission spacefic hardeners 1 cap-recharger (atleast 18%) 1 xl booster 1 booster enhancer
I woud not take 4 hardeners since the penalties on similar modules after 3 are quite heavy and with a cap reacharger you could shield boost quite happily bear in mind im only 4 months old in game and this is the best setup for pve i found sofar. (3 months still flying ferox b4 vets flame me for being another noob raven pilot )
and bel is that u?? from mmc corp if so hi its me sinder
From the descritpion of "Ballistic Deflection Field I"
"Boosts shield resistance against kinetic damage."
There is no penalty to use more then one shield hardener type. You seem to confuse the the penalty for modules like damage mods, tracking enhancers and the like with the inherent reduction of resist adds by hardeners. While the former is a penalty that is depending on the amount of modules (usually above 3 is not worth to use), the latter is a reduced effectives based on the current resistance, and not depending directly on the number of hardeners used. This means if you use two EM shield hardeners (Base 0% resist) you get 75% total, because the first raises your resist by the listed 50%, and the second again by 50%, *but* the second is based on *50% base* and *not 0%* like the first was. So if you want to increase, lets say thermal (let's assume 20% base) with one hardener, then you increase it by 50% the way to full 100% again, so in this case 40% (50% of the 80% missing from the base 20% to 100%). Ie your final thermal resist would be 20%+40%=60%. This all assumes the regular T1 50% bonus hardeners.
So all in all even a 5% better resist in the two damage type of a given npc reduce the total damage received by 10%. Those 10% can easily mean the difference if your tank holds on the 30% recharge peak or not, or to put it more directly - it can mean the difference of warping out of the fight in a ship or a pod.
It is a common misconception that a good setup should be able to run its boosters (or reppers) indifinitely (remeber, we are still talking about PvE). A good tank should only need a small amount of boost/repair. Hardeners are the key to success, because if you have good resistances you won't need to boost all the time or even at all. I usually do most missions without ever boosting, simply because I chose my hardeners well. There are only a handful missions which bring my shield below 30% or where I have to boost, and this is not even a matter of character skill but simple setup choices. Plus, since a Raven's usual weapons (launchers) dont use energy you also don't need a cap recharger, and invest that slot in something that helps you in your ability to reduce damage.
Hopefully my english knowledge was enough to convey the idea why I rather use hardeners than shield amps or cap rechargers.
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Originally posted by Mandolin
Designers need to move away from the old D&D level-based model which was never designed for player vs player combat in the first place.