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Harbinger
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Ignition SemperFi



Joined: 16 Oct 2007
Posts: 2255
Location: Out of my mind... will be back after lunch | Alliance: RAWR

PostPosted: Fri Oct 16, 2009 6:44 am    Post subject: Reply with quote

also cant overheat a plate.... and say your bouncing SS/gatepong while fighting... with a full passive tank your never going to get that ability to rep while bouncing... even with RR since you run the risk of being probed out.
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Faras



Joined: 31 May 2009
Posts: 161
Location: Unknown Designation [UN.D]

PostPosted: Fri Oct 16, 2009 10:18 am    Post subject: Reply with quote

2x1600mm, 1xDC, 2xEANM, 1xHS and 2xTrimarks/1xACR has ALL V

89.6k EHP

1x1600mm, 1xDC, 2xEANM, 1xHS, 1xMAR and 3 Trimarks has ALL V

76.1k EHP


Stays the same for me; In smaller engagements I prefer the 1600mm+ MAR fitting, in bigger ones I either stick to the heavy tanked one, or sometimes i go with HPL since ppl already know that Harbingers are good tanked (compared to other Hacs/BC's) and therefor don't primary them anyways.
I don't like dual-rep on it, cap is really an issue and I personally only like them with enough hardwirings/implants, something I can't deal with, since I change ships quite often, also I'm not rich, bitch!
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rovla2003



Joined: 19 Jun 2007
Posts: 117
Location: BYDI in EXCUSES. [LAGG]

PostPosted: Fri Oct 16, 2009 8:54 pm    Post subject: Reply with quote

This is what I use and I must say it is brutal. bare in mind all gunnery skills on V.

[Harbinger, Yaarrr]
Damage Control II
Adaptive Nano Plating II
Heat Sink II
Heat Sink II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

10MN MicroWarpdrive II
Warp Disruptor II
Warp Scrambler II
Small Capacitor Booster II, Cap Booster 200

Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
50W Infectious Power System Malfunction

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hornet EC-300 x1
Hornet EC-300 x1
Hornet EC-300 x1
Hornet EC-300 x1
Hornet EC-300 x1
Warrior II x1
Warrior II x1
Warrior II x1
Warrior II x1
Warrior II x1
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Kane Rizzel



Joined: 08 May 2007
Posts: 1422
Location: NovaKane Incorporated. Theory, UK

PostPosted: Fri Oct 16, 2009 9:14 pm    Post subject: Reply with quote

That's almost exactly the same as mine, I swap out the scrambler for a web depending on where I'm expecting the fight (Gates = Web, Belts = Scrambler) Also managed to squeeze a medium cap booster on with 800s (Using a Y-T8 MWD)

It's very nice
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nietsnie trebla



Joined: 20 Aug 2008
Posts: 365
Location: [PODLA]

PostPosted: Fri Oct 16, 2009 10:32 pm    Post subject: Reply with quote

Is my EFT messed up or is it taking into account the 3% PG inplant I've got plugged in atm (didn't think it did that)? I can fit T2 MWD, T2 Neut, and T2 Med Booster in that fit. Just finished training amarr cruisers and lazors so haven't had the chance to fly one yet. Embarassed
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Morax Marbas



Joined: 01 Nov 2007
Posts: 2194
Location: Staring at Paraguayan fans

PostPosted: Fri Oct 16, 2009 10:40 pm    Post subject: Reply with quote

nietsnie trebla wrote:
Is my EFT messed up or is it taking into account the 3% PG inplant I've got plugged in atm (didn't think it did that)? I can fit T2 MWD, T2 Neut, and T2 Med Booster in that fit. Just finished training amarr cruisers and lazors so haven't had the chance to fly one yet. Embarassed


No worries, everything fits nicely without a PG implant.
Pretty much the setup my alt uses and it is quite impressive with slaves, though a bit low on the dmg side of things (used kessahs fit before).
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Johraiken Fenris



Joined: 15 Dec 2007
Posts: 642
Location: Paxton Industries - Paxton Federation

PostPosted: Fri Oct 16, 2009 11:17 pm    Post subject: Reply with quote

rovla2003 wrote:
This is what I use and I must say it is brutal. bare in mind all gunnery skills on V.

[Harbinger, Yaarrr]
Good fit.


Swap the scram ii for a faint epsilon (identical in stats, even cheaper cap use), so you have the CPU for a T2 neut, which has a tad more range (lol, 525m), and drains a massive 7 cap per cycle more. Probably cheaper as well.
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Ignition SemperFi



Joined: 16 Oct 2007
Posts: 2255
Location: Out of my mind... will be back after lunch | Alliance: RAWR

PostPosted: Sat Oct 17, 2009 11:31 pm    Post subject: Reply with quote

big factor is the cost johraiken and yeah but now your loosing scram range which when your dealing with overheating that scram is even less as well now.

wtb 30% overheat range on scram like disruptors!
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mira o'karr



Joined: 14 Aug 2007
Posts: 2538
Location: Moskau, Moskau, werft die Gläser an die Wand, Rußland ist ein schönes Land, ha-ha-ha-ha

PostPosted: Mon Jan 04, 2010 12:59 pm    Post subject: Reply with quote

Frothgar wrote:
http://killboard.ardente.info/?a=kill_detail&kll_id=42895

Honestly I'm kinda a fan of this setup for 0.0 Roaming with Ranos. Its pretty solid for anti support, rigs just go shield resists.

I'm tempted to try my next throwaway one with beams since my only gripe was not having a lovely optimal range bonus like a zealot.

Cons. Not terribly quick but can hang with a nano hac gang (Overloading is your friend).

Pros: Cheap, Tons of Damage, 2 waves of light drones to pop scraming inties out of range. Rigged for some resists should be able to beat or chase off any nano hac. Absolutely inhales inties, cerbs, zealots and ishtars.


permission denied to access this server. could you post a fresh link or the setup you were talking about?
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CastleBravo



Joined: 28 Aug 2008
Posts: 60

PostPosted: Mon Jan 04, 2010 1:39 pm    Post subject: Reply with quote

Ignition SemperFi wrote:
big factor is the cost johraiken and yeah but now your loosing scram range which when your dealing with overheating that scram is even less as well now.


Faint scram = same range as T2 but with reduced CPU and cap requirements. J5b would be the one with less range, and an even smaller CPU requirement.
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Pimp Cane



Joined: 19 Oct 2007
Posts: 437
Location: Veto

PostPosted: Tue Jan 19, 2010 7:40 am    Post subject: Reply with quote

Namamai wrote:
Pretty similar to one on the first page, but there's not many LSE setups posted, so figured I'd chip in:

Quote:
[Harbinger, fast ganker / wish i could fly the zealot]
Heat Sink II
Heat Sink II
Heat Sink II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

10MN MicroWarpdrive II
Warp Disruptor II
Large Shield Extender II
Large Shield Extender II

7x Heavy Pulse Laser II
(empty slot)

Medium Anti-EM Screen Reinforcer I
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I

Warrior II, x10


Simple, mostly symmetrical, fits with AWU5 + Shield Upgrades 5.

33k EHP.
1371m/s, 5.3s align time.
515dps with Scorch.
Cap lasts around 3min.

If it feels a bit flimsy, swap a heat sink for a DC2 to make it 42k EHP and 465dps.

This is great fun for solo roaming -- the high mobility catches many people by surprise. Use your low inertia to dictate range. If you let yourself get in +2 range, or if you get a neut on you for more than a cycle or two, you're probably fucked.


joining in on the shield buffer everything crew-

[Harbinger, New Setup 3]
Heat Sink II
Heat Sink II
Heat Sink II
Internal Force Field Array I
Fourier Transform I Tracking Program
Nanofiber Internal Structure II

Invulnerability Field II
Large F-S9 Regolith Shield Induction
10MN MicroWarpdrive I
Faint Warp Disruptor I

Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
[empty high slot]

Medium Energy Burst Aerator II
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Hammerhead II x5

44k ehp
7.7s align
5.5m cap time w/o mwd, and 811 dps non overheated

for people wiyh no slaves its not a bad glass cannon
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Xyd



Joined: 20 Oct 2009
Posts: 115

PostPosted: Tue Jan 19, 2010 12:46 pm    Post subject: Reply with quote

Pimp Cane wrote:

[Harbinger, New Setup 3]


Not a bad fit except that the DCU is 10-12 mill.

Pseudoelectron Containment Field I will fit and you can buy 5 for the cost of one IFFA.

Not that this is a bad thing, but pimping out a flimsy BC seems a little sub par.

But I'm also not rich so fitting efficiency is a huge concern for me.
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TehMasterSword



Joined: 26 Jan 2010
Posts: 37

PostPosted: Tue Jan 26, 2010 4:53 pm    Post subject: Reply with quote

Faras wrote:
2x1600mm, 1xDC, 2xEANM, 1xHS and 2xTrimarks/1xACR has ALL V

89.6k EHP

1x1600mm, 1xDC, 2xEANM, 1xHS, 1xMAR and 3 Trimarks has ALL V

76.1k EHP


Stays the same for me; In smaller engagements I prefer the 1600mm+ MAR fitting, in bigger ones I either stick to the heavy tanked one, or sometimes i go with HPL since ppl already know that Harbingers are good tanked (compared to other Hacs/BC's) and therefor don't primary them anyways.
I don't like dual-rep on it, cap is really an issue and I personally only like them with enough hardwirings/implants, something I can't deal with, since I change ships quite often, also I'm not rich, bitch!


I disagree with your thinking here. In a larger fleet engagement, Harbingers go down pretty early (speaking from experience). Yes, they are usually tanked well, but the key factor is that the enemy knows you are bringing a lot of DPS, and no matter how you tank it, you will go down quick when primaried. The best way to go is just buffer it to hell so you can last a good 15 seconds longer as you churn out all the damage you can. your school of thought would work for a Drake, as they are never primaried.
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Stormscion



Joined: 15 Jan 2010
Posts: 208

PostPosted: Sun Feb 07, 2010 2:38 am    Post subject: Reply with quote

Deren Thaldrel wrote:
This is my setup from an earlier thread on Harbinger setups.
This setup has served me very well in combat.
The thread linked below has some good discussion on the ship, its roles, tactics, etc.

Harbinger Setup Thread - Fall 2007

Deren Thaldrel September 2007 wrote:

DPS: 685 with Conflag (678 Amarr Navy Multifreq) & Hammerhead IIx5
Effective HP:46,561
With 3 Trimarks you can get your Effective HP to just under 60k.

Heat Sink IIx3
Medium Armor Repairer II
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II

10MN MicroWarpdrive II
Medium Electrochemical Capacitor Booster I
Warp Disruptor II
Sensor Booster II

Focused Medium Pulse Laser IIx7
[empty high slot]

[empty rig slot]x3 (Flavor to Suit)


This is Goumdig's Reponse which is quite informative as well

Goumindong September 2007 wrote:

Here is a better version of Balthurs 2 HS fit imho, its Deren Thaldrels* fit with 2 heat sinks instead of three. 2 Med reps just isnt enough without a full tank behind it. This is why the Myrm is so powerful[doesnt need damage mods], instead, go for hit point buffer. This will keep you alive in more situations longer. Deren Thaldrel stole my fit that i had been flying most of the time. I like it as a good compromise between tank and gank. Able to hold up to a good amount of DPS for a time, and still dish it out.

1600mm Reinforced Rolled Tungsten Plates I
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Damage Control II
Heat Sink II
Heat Sink II

10mn MicroWarpdrive II
Medium Electrochemical Capacitor Booster I
Faint Warp Prohibitor I
Fleeting Propulsion Inhibitor I

Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
[empty high slot]

Trimark Armor Pump I
Trimark Armor Pump I
Trimark Armor Pump I

Same DPS, but 28,522 more hit points and all of it is tankable[meaning you can run the rep during that time]. Only problem is speed, the ship is slow enough with the big ass plate on it, let alone the armor rigs. With imperfect skills this is going to murder you.

But even without the rigs it still has 12,000 more hit points and is faster than the rigged dual rep version even at maxed skills.

The neut you have fitted wont matter, anything with low hps that is in range of the neuts will get webbed and slaughtered by the guns which do 470 dps or so. Anything bigger its not going to make a dent in before you gank it, or it ganks you.

Amarr is about tank and gank, dont worry about any fancy stuff, just hit keep at range and lay it on.

Speeking of "keep at range". Tactics are as follows.

Step 1: load scorch ammo.

Small ships, "keep at range x" where x is your optimal range of MF, web them, gank them, change ammo if its a t2 minmitar ship.[scorch is 90% EM, good luck killing a Wolf which can tank 237 EM dps with a single SAR on armor and has 14,000 effective hit points. You might still get it.

Ships your size or larger:

Autocannon ships: Is it shooting you?

Yes: Lay into them with scorch. MF does a lot more damage, but brings them closer to their optimal, and you do not want to let them get to their optimal. Autocannon ships shouldnt be fighting in falloff against amarr ships, show them why. If its a t2 minnie and you cant catch it, pray.

If you are the only points/webs, once the battle is going your way, close to web, if you cant web, just keep closing to prevent them from escaping.

Battleships: Get as far away as your guns will allow. A pest will have 30km falloff or so with Barrage so you cant get most of it down, but it will also be faster than you. You are pretty much screwed unless your gang is good or you can warp/get away.

As an aside, I hope its a maelstrom without any falloff rigs.

No: Close to MF range and gank it. Hope it doesnt switch targets. Scorch sucks against even t1 Matari armor as they get the free 25% resistance to armor that is already strong.

Blaster Boats: Is it shooting you?

Yes: Approach while burning the MWD. DO NOT WEB. Right before you bump the target and immediatly web and hit "keep at range x" where x is your optimal range. So for the above fit, about 6.5km for most folks.

This will send you and him the opposite direction pushing you OUT of his blaster optimal and pushing him into your pulse optimal. But now you are going the right direction, and he is NOT going the right direction, so he has to turn around to catch you. This burns valuable time that he needs to get close and increases your dps buffer. Keep the MWD running and keep at range as you gank him. This is why having only one rep is handy as well, cause you can run it, the guns, and the mwd for as long as you have charges. Laugh at his pitiful attempts to hit you or close the distance.[It will take him 42 seconds to close 3km if he has a base speed of 700m/s]

Battleships: Same as Autocannon Battleships unless its electron blasters. Ions and Neutrons will still be over half falloff at 24km, so while your best option is your optimal range, you are still fucked. Electron blasters try and hold 22km. His half falloff will be about 16km so just over the edge of yours and you can really punish those small guns.

If its a Rokh you are just plain fucked.

No: Same as above unless it will move him out of range of friendly fire, then just keep at range and gank him.

Laser Ships: Is it firing at you?

Doesnt fucking matter: If its a bigger ship you are screwed, if its a smaller ship you are going to gank the shit out of it, if its the same size its whomever has better skills and fits.

General Pulse Laser Tips

1. Always go into a battle with scorch loaded unless you have reason to believe they will start out closer. Even a few seconds of DPS is enough to make this worthwhile, especially with how fast lasers change crystals.

This is true for two reasons. The first is that scorch has tons of EM damage and that roasts shields. The second is that you wont ever lose a full volley when changing ammo unless you are really nervous. As well, if you are nervous, its better to forget to change ammo with one that reaches than with one that doesnt.

2. Carry Conflag around anyway. It still tracks bigger ships just fine, and it does a good amount more DPS against armor tanks because of the more favorable EM/Therm split than on MF. You should be using it against battlecruisers if you can change ammo despite the tracking penalty.

*Deren Thaldrel stole my fit.


This guy speaks words of wisdom... used tons of harbingers got tons kills with them and i have nothing to add.
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Stormscion



Joined: 15 Jan 2010
Posts: 208

PostPosted: Sun Feb 07, 2010 2:40 am    Post subject: Reply with quote

billysielu wrote:
There's no reason why anyone should buy Conflagration M. Carry Amarr Navy Multifrequency M instead.


There is. Dont listen anything you read on eveforums and hear from eft warriors.
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