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Low SP Maelstrom L4 mission runner advice please

Author
Tetsuya Tsyung
Native Freshfood
Minmatar Republic
#1 - 2012-07-18 10:06:00 UTC
Hey guys and gals. First of all I am still relatively noob, <7mill SP. Now despite what I know alot of people will say 'If you dont have xxxxxxxxxx skill points you shouldnt be flying that.....' Thats not gonna be constructive, I am finding running level 4's in a Maelstrom is by far easiest and fastest way for ME to make ISK at the moment, and as long as I am careful, read the notes on eve survival, im usually ok, can solo most.

However I have found a couple of missions I struggle with, for instance Mining Missapropriation, Im still using T1 guns atmo, and will be for another month or so, and just dont have the DPS while using 1200mm artys, the NPC's have similar range and my tank cant cope with the incoming DPS (possible of course I fitted wrong hardeners, I am an idiot like that....)

I have been considering moving over to 1400's now that I have motion prediction to level 5. However I run into serious CPU and powergrid issues on my fit. So either, I need to wait for T2 guns or modify entire fit to accomidate the 1400's. Or detour from mission to get T2 guns and work on other skills for a while.

Ill post my fit also and welcome any ideas on increasing DPS and/or tank without using much more CPU and powergrid. Without buying expensive faction kit.

Highs: 8x 1200mm scout arty
Meds: 2 x mission specific hardeners II
1 x LSE II
1x 100MN MWD
1x X Large C5L shield booster (cant fit T2 due to CPU)
1x Heavy cap booster II (800's)
Lows: 3 x Gyro II
2x TE II
Rigs: Anti Kinetic
Anti therm
Anti EM

Also, has anyone ever tried 4x1200's and 4x1400's? And if its a bad idea why? (only thing I can really think of is the mix of gyros and TE's etc would be messed up) Thanks!
James Morgan
Pod Republic
#2 - 2012-07-18 10:41:06 UTC
You need to get the skill Advanced Weapon Upgrades to atleast level 4, otherwise you will run into powergrid issues with 1400s. In the following fit You can replace the Heavy cap booster with a medium one and TC with a MWD incase you need it. Usually you can hit everything from warp in so not much moving around is needed. Also instead of shield resist rigs use the cap recharger rigs and there is no point ins using a LSE, instead use another shield resistance mod. As always Ammo and resist mod should be according to the NPCs in mission.

Following is a basic Arty Mael

[Maelstrom, Maelstrom: Arty L4 PVE]
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Tracking Computer II, Tracking Speed Script
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
X-Large C5-L Emergency Shield Overload I
Kinetic Deflection Field II
Thermic Dissipation Field II
Kinetic Deflection Field II

1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Robert Lefcourt
BigPoppaMonkeys
E.B.O.L.A.
#3 - 2012-07-18 10:43:57 UTC
Do Angel Missions, fit Autocannons, have fun. Problem solved ;-)


regards,

rob
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#4 - 2012-07-18 10:58:14 UTC  |  Edited by: Tor Gungnir
I would replace the MWD with an Afterburner.

If you use Artillery cannons, you don't need an MWD and the penalties it applies to your ship isn't worth it.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Reaper gI
Me Wanna Machariel
#5 - 2012-07-18 11:24:39 UTC
8* 1200s should be fine.
What drones are you using? You can carry a wave of warriors for frigate disposal and mediums for damaging bigger things.

Fit a sheild boost amp, it synergises with the ship bonus.
Don't use all those damage mods until you can tank properly.
Nothing wrong with overtanking to start with then switching out tank for damage mods as you get better.
The PDS is the freind of the large gunned sheild tank: + passive tank + grid and + capacitor for running the xl booster.

something like this? (you may need to switch out a gyrostab for a co processor)


[Maelstrom]
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Gyrostabilizer II
Gyrostabilizer II

Shield Boost Amplifier II
X-Large C5-L Emergency Shield Overload I
EM Ward Field II
Thermic Dissipation Field II
Experimental 100MN Afterburner I
Tracking Computer II, Optimal Range Script

1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hammerhead II x5
Warrior II x5

other tips:

Try not to perma run the speed mod and never the booster (except emergancies) XL boosters murder cap.
You run the booster to keep you near peak passive recharge rate (1/3 sheild left)
Try out ASB (the new active tank mod) fits. Dual XLASB (to cope wth reload times) is very, very strong. (if fittng intensive)
Don't stay still, moving increases your tank (unless you move straight towards/away from something with guns)
Caleidascope
Republic Military School
Minmatar Republic
#6 - 2012-07-18 12:20:03 UTC
Tor Gungnir wrote:
I would replace the MWD with an Afterburner.

If you use Artillery cannons, you don't need an MWD and the penalties it applies to your ship isn't worth it.

+1
MWD got to go.

Life is short and dinner time is chancy

Eat dessert first!

Tetsuya Tsyung
Native Freshfood
Minmatar Republic
#7 - 2012-07-18 12:41:04 UTC
Thanks guys. Will swap out MWD, I used to use AB.... cant remember why I switched....... And will adjust mid slots as advised, have completely missed advanced weapon upgrades skill... so will get on that ASAP and then try and fit the 1400's. Knew I was missing something. Thanks again!
Idicious Lightbane
Garoun Investment Bank
Gallente Federation
#8 - 2012-07-18 13:14:23 UTC
Regarding t2 guns and 1400mm's to get the most of out the ship (as in not have to put on fitting mods) you need AWU 5 to fit t2 1400's without using either fitting rigs or mods.
Skorpynekomimi
#9 - 2012-07-18 13:36:03 UTC
My fit is thus:

High:
8* 800mm AC2

Med:
3* T2 mission specific hardeners
1* T2 Invuln
1* T2 cap booster, loaded with Cap Booster 800s
1* T2 XL Shield Booster

Low:
2* Gyro 2
2* TE 2
1* PDU 2

Don't remember my rigs.

Drones: 5* Hobgoblin 2, 5* Hammerhead 2, 1* heavy web drone (Though I may swap that out for 5 small ones)

My suggestion to you is to go with AC instead of arty, at least for now. Most missions, you won't need arty, but will need the range.
Drop the prop mod for a hardener.
Drop the LSE2 for a hardener. You'll get more EHP out of resists.
Switch to an XL shield booster.
You should get plenty of PG from changing to smaller guns.
TRAIN FITTING SKILLS, AND CORE SKILLS. Seriously. They're really important.
THEN T2 gallente drones. Gallente are best pve drones, generally.
THEN train to T2 guns, once you've got shield and cap and HP skills maxed, and are using T2 drones.
Pick up support skills for gunnery, shield, and drones. Train them.

Economic PVP

Marc Callan
Center for Advanced Studies
Gallente Federation
#10 - 2012-07-18 13:38:35 UTC
Basically, what they said above. 1200mm Scout artillery is a very reasonable compromise until you've got Advanced Weapons trained up - it'll give you nearly as much DPS, better tracking, and more forgiving powergrid usage, at the cost of doubled ammunition usage and half the salvo power. Also, if you're still familiarizing yourself with the ship, it's entirely reasonable to overtank initially and pare back the tank for gank as you get more comfortable.

If you're in a particularly tough mission, a Damage Control can save your bacon if you catch too much aggro and/or get scrammed - in addition to the non-stacking-penalized shield resist bonuses, you also get armor and hull resists that can make the difference between a moderately painful repair bill and a destroyed ship.

And mixing guns isn't a good idea - one of an arty Maelstrom's biggest advantages is the massive salvo damage it can deal (meta-4 1400's can take a fully shielded NPC battleship into armor in one shot), and you lose that if you've got different groups of guns firing at different ranges and different rates.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Kosetzu
The Black Crow Bandits
Northern Coalition.
#11 - 2012-07-18 15:49:25 UTC
I don't know how your fitting skills are, but I'd use something like this if I was going for arty setup.


[Maelstrom, Arty]
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Republic Fleet Gyrostabilizer

X-Large Shield Booster II
EM Ward Field II
Thermic Dissipation Field II
Adaptive Invulnerability Field II
Shield Boost Amplifier II
Experimental 100MN Afterburner I

1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

The RF Gyro is because of CPU, though I'd say getting a RF AB is definately worth it (uses less cap, easier to fit, goes faster).

If you do decide to go Autocannon later on, which in my opinion applies dps better, you can use something like this:


[Maelstrom, Lvl 4]
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

X-Large Shield Booster II
Shield Boost Amplifier II
EM Ward Field II
Thermic Dissipation Field II
100MN Afterburner II
Adaptive Invulnerability Field II

800mm Heavy 'Scout' Repeating Artillery I, EMP L
800mm Heavy 'Scout' Repeating Artillery I, EMP L
800mm Heavy 'Scout' Repeating Artillery I, EMP L
800mm Heavy 'Scout' Repeating Artillery I, EMP L
800mm Heavy 'Scout' Repeating Artillery I, EMP L
800mm Heavy 'Scout' Repeating Artillery I, EMP L
800mm Heavy 'Scout' Repeating Artillery I, EMP L
800mm Heavy 'Scout' Repeating Artillery I, EMP L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hammerhead II x6 <- Drones to taste of course
Hobgoblin II x8

With my skills going autocannon adds around 250dps, and I don't have T2 guns. First of all I'd say get cap/shield skills up a bit for full T2 tank and good cap regen. You might need a CPU implant if your support skills isn't good.

I believe you need Weapon Upgrades 5 and Electronics 5 for both fits, but you won't regret training that.