These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Ruptures after Retribution

Author
Jughed Jones
Brutor Tribe
Minmatar Republic
#1 - 2012-12-05 16:51:45 UTC
Hey all,

Just came back to the game and after they've switched up the Rupture, I'm not sure what to do.

I've read you're now best off making it a shield tank with Arty. does anyone have a good fit for me?

PvE lvl2 btw.


Thanks a lot.
Jughed Jones
Brutor Tribe
Minmatar Republic
#2 - 2012-12-05 17:15:21 UTC
Sorry if this has already been gone over, I tried searching it out to no avail.

I really appreciate any help.
Col Arran
Doomheim
#3 - 2012-12-05 17:18:15 UTC
My corp Tends to do something like this, assuming you have dedicated tacklers.

[Rupture, CDIAT Rupture]
Gyrostabilizer II
Gyrostabilizer II
Reactor Control Unit I
Tracking Enhancer II
Tracking Enhancer II

Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN MicroWarpdrive I

720mm Gallium Cannon, Republic Fleet Phased Plasma M
720mm Gallium Cannon, Republic Fleet Phased Plasma M
720mm Gallium Cannon, Republic Fleet Phased Plasma M
720mm Gallium Cannon, Republic Fleet Phased Plasma M
[empty high slot]

Medium Ancillary Current Router I
Medium Anti-Kinetic Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I


Hobgoblin I x5
Hobgoblin I x1

It works pretty well we roam in a gang with about 15 of us and are able to kill tegus, battleships, command ships etc.
Jughed Jones
Brutor Tribe
Minmatar Republic
#4 - 2012-12-05 17:27:54 UTC  |  Edited by: Jughed Jones
Col Arran wrote:
My corp Tends to do something like this, assuming you have dedicated tacklers.

[Rupture, CDIAT Rupture]
Gyrostabilizer II
Gyrostabilizer II
Reactor Control Unit I
Tracking Enhancer II
Tracking Enhancer II

Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN MicroWarpdrive I

720mm Gallium Cannon, Republic Fleet Phased Plasma M
720mm Gallium Cannon, Republic Fleet Phased Plasma M
720mm Gallium Cannon, Republic Fleet Phased Plasma M
720mm Gallium Cannon, Republic Fleet Phased Plasma M
[empty high slot]

Medium Ancillary Current Router I
Medium Anti-Kinetic Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I


Hobgoblin I x5
Hobgoblin I x1

It works pretty well we roam in a gang with about 15 of us and are able to kill tegus, battleships, command ships etc.



I pretty much solo Lvl IIs right now.

Is this still a reasonable approach for that?

(I would have to downgrade the gyros, trackers, and invulnerability to T1s for now)
Berendas
Ascendant Operations
#5 - 2012-12-05 17:42:07 UTC
If you are running missions, don't use the "all around hardeners" like invulns and EANMs. Each rat type has one or two prominent damage types and using the hardeners particular to those damage types is far more efficient.

- Also the posted fit was for PVP, not PVE Blink
Jughed Jones
Brutor Tribe
Minmatar Republic
#6 - 2012-12-05 17:45:01 UTC
Berendas wrote:
If you are running missions, don't use the "all around hardeners" like invulns and EANMs. Each rat type has one or two prominent damage types and using the hardeners particular to those damage types is far more efficient.

- Also the posted fit was for PVP, not PVE Blink




Ahhhh..

Do you happen to have an idea how to switch that our for a relatively low SP dude like myself?
Berendas
Ascendant Operations
#7 - 2012-12-05 17:58:35 UTC
Jughed Jones wrote:
Berendas wrote:
If you are running missions, don't use the "all around hardeners" like invulns and EANMs. Each rat type has one or two prominent damage types and using the hardeners particular to those damage types is far more efficient.

- Also the posted fit was for PVP, not PVE Blink




Ahhhh..

Do you happen to have an idea how to switch that our for a relatively low SP dude like myself?



I don't have access to EFT at the moment, but if you let me know what faction you are running missions against I can try and slap something together.
Jughed Jones
Brutor Tribe
Minmatar Republic
#8 - 2012-12-05 18:02:15 UTC
Berendas wrote:
Jughed Jones wrote:
Berendas wrote:
If you are running missions, don't use the "all around hardeners" like invulns and EANMs. Each rat type has one or two prominent damage types and using the hardeners particular to those damage types is far more efficient.

- Also the posted fit was for PVP, not PVE Blink




Ahhhh..

Do you happen to have an idea how to switch that our for a relatively low SP dude like myself?



I don't have access to EFT at the moment, but if you let me know what faction you are running missions against I can try and slap something together.



Right now, my next fight is against Mercenaries. But of course that's subject to change.. I'll just by all the damage variations of what you suggest!
Berendas
Ascendant Operations
#9 - 2012-12-05 18:24:23 UTC
Mercenaries are actually the ONLY rat faction that compliments all around resists (tbh I forgot they even existed). Here is a link to which damage types other rat factions are weak to and what damage types they hit you with.

For fitting basics, you want to have a propulsion mod so you can get to your acceleration gates in a reasonable time frame. You also want to have hardeners to counter the specific damage types being dealt to you and an armor repairer or shield booster to counteract what damage does come through. One of the most important aspects of a PVE fit is that it is relatively capacitor stable. For this reason you will most likely have to armor tank a Rupture so you can use your mid slots for Cap Rechargers (with a slot saved for your Afterburner). For weapons, it is common practice to use your racial weapons' long range variant. Also remember to switch out your ammo to the NPC factions lowest resist when applicable.

And don't forget to use your rig slots Blink

Berendas
Ascendant Operations
#10 - 2012-12-05 18:40:23 UTC
Like I said, I don't have access to EFT, so this is somewhat slipshod, and I'm not sure of your exact fitting/core skills so I am making this fit intentionally ambiguous. The tech level of the mods is purposely not specified, just fit it the best that you can.

Low SP PVE Ruppy (against Angel Cartel)

[Low Slots]
Damage Control
Armor Explosive Hardener
Armor Explosive Hardener
Armor Kinetic Hardener
Medium Armor Repairer

[Med Slots]
10mn Afterburner
Cap Recharger
Cap Recharger
Cap Recharger

[High Slots]
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
-Empty High Slot-

[Rigs]
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I

[Drones]
6x Warrior

Keep in mind I used the Angel Cartel as an example, you will want to tailor your hardeners and ammo types to whichever specific faction you find yourself fighting. I would also advise not to fit rigs until you find the strengths and weaknesses of the fit. If you find that you are easily tanking the mission, switch out one of the armor hardeners for a Gyrostabilizer or a Tracking Enhancer. Also, if you have left over PG/CPU I would advise a missile launcher of some kind for the extra high slot, and if you can, bump the guns up to 720mm.

I admit, I have not PVE'd in a Cruiser hull for several years, but this fit follows most of the fundamentals of missioning. To you experienced bears: if I am misleading in my fit please don't be afraid to correct it.
Jughed Jones
Brutor Tribe
Minmatar Republic
#11 - 2012-12-05 18:59:14 UTC
Berendas wrote:
Like I said, I don't have access to EFT, so this is somewhat slipshod, and I'm not sure of your exact fitting/core skills so I am making this fit intentionally ambiguous. The tech level of the mods is purposely not specified, just fit it the best that you can.

Low SP PVE Ruppy (against Angel Cartel)

[Low Slots]
Damage Control
Armor Explosive Hardener
Armor Explosive Hardener
Armor Kinetic Hardener
Medium Armor Repairer

[Med Slots]
10mn Afterburner
Cap Recharger
Cap Recharger
Cap Recharger

[High Slots]
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
-Empty High Slot-

[Rigs]
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I

[Drones]
6x Warrior

Keep in mind I used the Angel Cartel as an example, you will want to tailor your hardeners and ammo types to whichever specific faction you find yourself fighting. I would also advise not to fit rigs until you find the strengths and weaknesses of the fit. If you find that you are easily tanking the mission, switch out one of the armor hardeners for a Gyrostabilizer or a Tracking Enhancer. Also, if you have left over PG/CPU I would advise a missile launcher of some kind for the extra high slot, and if you can, bump the guns up to 720mm.

I admit, I have not PVE'd in a Cruiser hull for several years, but this fit follows most of the fundamentals of missioning. To you experienced bears: if I am misleading in my fit please don't be afraid to correct it.



Thanks a lot man... I'll give it a shot!
Goldensaver
Maraque Enterprises
Just let it happen
#12 - 2012-12-05 19:32:53 UTC
Berendas wrote:
Like I said, I don't have access to EFT, so this is somewhat slipshod, and I'm not sure of your exact fitting/core skills so I am making this fit intentionally ambiguous. The tech level of the mods is purposely not specified, just fit it the best that you can.

Low SP PVE Ruppy (against Angel Cartel)

[Low Slots]
Damage Control
Armor Explosive Hardener
Armor Explosive Hardener
Armor Kinetic Hardener
Medium Armor Repairer

[Med Slots]
10mn Afterburner
Cap Recharger
Cap Recharger
Cap Recharger

[High Slots]
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
650mm Artillery Cannon (Fusion M)
-Empty High Slot-

[Rigs]
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I

[Drones]
6x Warrior

Keep in mind I used the Angel Cartel as an example, you will want to tailor your hardeners and ammo types to whichever specific faction you find yourself fighting. I would also advise not to fit rigs until you find the strengths and weaknesses of the fit. If you find that you are easily tanking the mission, switch out one of the armor hardeners for a Gyrostabilizer or a Tracking Enhancer. Also, if you have left over PG/CPU I would advise a missile launcher of some kind for the extra high slot, and if you can, bump the guns up to 720mm.

I admit, I have not PVE'd in a Cruiser hull for several years, but this fit follows most of the fundamentals of missioning. To you experienced bears: if I am misleading in my fit please don't be afraid to correct it.

Could probably drop a hardener for a Gyro or TE. More damage reduces incoming by way of killing off enemy ships. Also, for level 2's you probably only need 2 hardeners, a rep and no DCU, and could get away with 2 Gyros. L2's have low damage. I'm running them in a Coercer on another character to build up standing.
Berendas
Ascendant Operations
#13 - 2012-12-05 22:29:44 UTC
Yeah, now that I look at it the setup is way overtanked, even for low SP.
Drew Solaert
Aliastra
Gallente Federation
#14 - 2012-12-06 02:08:52 UTC
[Rupture, PvE: Lv2]

Medium Armor Repairer II
Prototype Energized Explosive Membrane I
Prototype Energized Kinetic Membrane I
Damage Control II
Gyrostabilizer II

Experimental 10MN Afterburner I
Optical Tracking Computer I
Cap Recharger II
Cap Recharger II

650mm Medium Prototype Siege Cannon, Fusion M
650mm Medium Prototype Siege Cannon, Fusion M
650mm Medium Prototype Siege Cannon, Fusion M
650mm Medium Prototype Siege Cannon, Fusion M
[Empty High slot]

5x Warrior I

Medium Projectile Burst Aerator I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Change meta/t2 as skills and pricing allows, personally this is the fit I'd go for, balances cap (its not stable but you should have plently) and damage/tracking

should be fine for lv2's

I lied :o

Daniel Plain
Doomheim
#15 - 2012-12-06 09:28:30 UTC  |  Edited by: Daniel Plain
guys why are you putting an armor tank on a cruiser for lvl2 missions?

[Rupture]

[High Slots]
425mm Medium 'Scout' Autocannon I - Phased Plasma M
425mm Medium 'Scout' Autocannon I - Phased Plasma M
425mm Medium 'Scout' Autocannon I - Phased Plasma M
425mm Medium 'Scout' Autocannon I - Phased Plasma M

[Med Slots]
Medium C5-L Emergency Shield Overload I
Experimental 10MN Afterburner I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

[Low Slots]
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

[Rigs]
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

[Drones]
Hobgoblin I x 5


this here should easily get you through any lvl2 mission, and through some lvl3s. it's also easy on the skills, just make sure you can fit the T2 invuls and weapon mods.

I should buy an Ishtar.

Lloyd Roses
Artificial Memories
#16 - 2012-12-06 09:48:14 UTC
Daniel Plain wrote:
guys why are you putting an armor tank on a cruiser for lvl2 missions?

...

this here should easily get you through any lvl2 mission, and through some lvl3s. it's also easy on the skills, just make sure you can fit the T2 invuls and weapon mods.


An essential part of a newer player's tank is the range, so if low on skillpoints, artillery is probably more in favor. A mean spawn in a mission you haven't run before and an asteroid suddenly blocking your way could make missioning with autocannons a bit frustrating for new players.
Artillery also uses only a fourth of the ammo, at a stage of the game where shooting with autocannons in falloff can mean that you waste a considerable amount of your income on rounds.

If I'd be in such a position, I'd go with the artyfit and slowly cut back on tank as I'd get more comfortable running missions and increasing my skills.

My opinion :D
Daniel Plain
Doomheim
#17 - 2012-12-06 10:00:43 UTC
Lloyd Roses wrote:
Daniel Plain wrote:
guys why are you putting an armor tank on a cruiser for lvl2 missions?

...

this here should easily get you through any lvl2 mission, and through some lvl3s. it's also easy on the skills, just make sure you can fit the T2 invuls and weapon mods.


An essential part of a newer player's tank is the range, so if low on skillpoints, artillery is probably more in favor. A mean spawn in a mission you haven't run before and an asteroid suddenly blocking your way could make missioning with autocannons a bit frustrating for new players.
Artillery also uses only a fourth of the ammo, at a stage of the game where shooting with autocannons in falloff can mean that you waste a considerable amount of your income on rounds.

If I'd be in such a position, I'd go with the artyfit and slowly cut back on tank as I'd get more comfortable running missions and increasing my skills.

My opinion :D


lvl2s mean mostly frigates, i.e. small targets that approach fast and orbit close, therefore tracking is more important than range. as for the ammo argument: a full rack of EMP M costs about 40k and gets you through at least 2-3 missions. if you cannot afford ammo, you'Re doing it horribly wrong, even for a new player.

I should buy an Ishtar.

Lloyd Roses
Artificial Memories
#18 - 2012-12-06 10:14:08 UTC  |  Edited by: Lloyd Roses
Daniel Plain wrote:
Lloyd Roses wrote:
Daniel Plain wrote:
guys why are you putting an armor tank on a cruiser for lvl2 missions?

...

this here should easily get you through any lvl2 mission, and through some lvl3s. it's also easy on the skills, just make sure you can fit the T2 invuls and weapon mods.


An essential part of a newer player's tank is the range, so if low on skillpoints, artillery is probably more in favor. A mean spawn in a mission you haven't run before and an asteroid suddenly blocking your way could make missioning with autocannons a bit frustrating for new players.
Artillery also uses only a fourth of the ammo, at a stage of the game where shooting with autocannons in falloff can mean that you waste a considerable amount of your income on rounds.

If I'd be in such a position, I'd go with the artyfit and slowly cut back on tank as I'd get more comfortable running missions and increasing my skills.

My opinion :D


lvl2s mean mostly frigates, i.e. small targets that approach fast and orbit close, therefore tracking is more important than range. as for the ammo argument: a full rack of EMP M costs about 40k and gets you through at least 2-3 missions. if you cannot afford ammo, you'Re doing it horribly wrong, even for a new player.


Actually I was running missions in a artyrupture, even though it was bufferfitted - mainly cause I was so noob I flew missions in PvP-fits with shield extenders/field extenders. So I flew into those missions, locked up thing by thing with arty and popped it. When you burn in a straight line, I recall being faster than those frigs.
With Autocannon's I got to admit that I tried to run them and ended up flying in falldown because wether active or passive, I just couldn't shieldtank them close. So I shot round for round in high falloff, ending up shooting half my cargo out.

my god *facepalm*... lvl 2 missions...

Just take the shieldrupture, it's got thrice the tank you need already.