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Help a new Amarr pilot

Author
Delonix Regia
TransEden Heavy Industries
ORPHANS OF EVE
#1 - 2012-12-13 18:52:37 UTC
I've recently returned after a long break. The character I'm using had a lot of skill points to allocate due to previous learning skills.

Since my mission running partner was running level 3s, but has access to 4s, I figured we could run the 4s together.

Tank is not a problem. Due to the AI switching targets, our tanks held. DPS, however, was a huge problem.

Is there any possible way to get half decent DPS and range from an Apoc? All my gunnery skills are at 4, Amarr BS at 4. I first tried a pulse fit and did barely acceptable damage, but the range was such that I could not effectively get the enemy BS in range since they have much better reach. I then tried a beam setup and had a decent range, but did a pathetic amount of DPS.

Assuming gunnery skills at 4, how would you fit an Apoc for range and DPS? All the fittings I've found are T2 or lack the range to reach out to enemies who want to stay at 50km.
Acrel
Viziam
Amarr Empire
#2 - 2012-12-13 18:56:58 UTC
With Tech 1 guns, even using Meta 4's and having decent skills, you can't really combine range and DPS. T1 guns use Radio as their long-range ammo, which does a paltry amount of damage and isn't that good for much else than sniping frigs. Once you get T2 Pulse Lasers, you can use Scorch, and your range problems pretty much end there.

T2 guns are just much better in general than T1. For my T2 pulse-fitted Paladin, 50km isn't a problem when loaded with Scorch and I can fairly easily kill every L4 rat.
Cap James Tkirk
Baba Yagas
The Initiative.
#3 - 2012-12-13 18:58:59 UTC  |  Edited by: Cap James Tkirk
[Apocalypse Navy Issue, Incursions]
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Tracking Computer II, Tracking Speed Script

Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L

Large Capacitor Control Circuit I
Large Anti-Explosive Pump I
Large Trimark Armor Pump I

dps 491 46 falloff / 31 optimal

**edit realised it was my incursion fit
so add drones to taste and swap to specific hardners and a repper maybe downgrade the guns for cap
Daniel Plain
Doomheim
#4 - 2012-12-13 19:03:46 UTC
Cap James Tkirk wrote:
[Apocalypse Navy Issue, Incursions]
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Tracking Computer II, Tracking Speed Script

Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L

Large Capacitor Control Circuit I
Large Anti-Explosive Pump I
Large Trimark Armor Pump I

dps 491 46 falloff / 31 optimal

**edit realised it was my incursion fit
so add drones to taste and swap to specific hardners and a repper maybe downgrade the guns for cap


there is something missing in this fit.....

I should buy an Ishtar.

BadAssMcKill
Aliastra
#5 - 2012-12-13 19:07:10 UTC
You could get an Armageddon or an Abaddon since they have damage bonuses. However you do need T2 pulses and scorch to get dps out to range
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#6 - 2012-12-13 19:11:41 UTC
Daniel Plain wrote:
Cap James Tkirk wrote:
[Apocalypse Navy Issue, Incursions]
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Tracking Computer II, Tracking Speed Script

Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L

Large Capacitor Control Circuit I
Large Anti-Explosive Pump I
Large Trimark Armor Pump I

dps 491 46 falloff / 31 optimal

**edit realised it was my incursion fit
so add drones to taste and swap to specific hardners and a repper maybe downgrade the guns for cap


there is something missing in this fit.....


Passive armor tanking is all the latest rage Blink

Maybe link your fit and we can help.. or troll from there... but an Apoc should have no problems running missions.
Liang Nuren
No Salvation
Divine Damnation
#7 - 2012-12-13 19:32:47 UTC
I'd have you and your friend split long range/short range duties up. Or if there's not enough to kill up close, both of you go long range. I had a lot of success running a 7 tach Abaddon fit when I was missioning.

-Liang

I'm an idiot, don't mind me.

Aria Ta'Rohk
Republic Military School
Minmatar Republic
#8 - 2012-12-13 21:15:08 UTC
Daniel Plain wrote:
Cap James Tkirk wrote:
[Apocalypse Navy Issue, Incursions]
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Tracking Computer II, Tracking Speed Script

Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L
Tachyon Modulated Energy Beam I, Multifrequency L

Large Capacitor Control Circuit I
Large Anti-Explosive Pump I
Large Trimark Armor Pump I

dps 491 46 falloff / 31 optimal

**edit realised it was my incursion fit
so add drones to taste and swap to specific hardners and a repper maybe downgrade the guns for cap


there is something missing in this fit.....

PROP MOOOOOOD

I'll take 2 carebears to go, with extra tears

Melina Lin
Universal Frog
#9 - 2012-12-13 21:40:01 UTC
I used this with good success. Snipe smaller ships with Infrared while burning for the battleships, once you are at 30K shoot them with UV or Gamma crystals. Always use faction ammo, you'll need all the DPS you can get.

[Apocalypse, Runner]
Armor EM Hardener II
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Imperial Navy Large Armor Repairer
Heat Sink II
Heat Sink II

100MN Afterburner II
Cap Recharger II
Cap Recharger II
Tracking Computer II, Optimal Range Script

Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L
Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L
Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L
Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L
Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L
Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L
Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L
Mega Modulated Pulse Energy Beam I, Imperial Navy Infrared L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Energy Collision Accelerator I


Snyderm
The Scope
Gallente Federation
#10 - 2012-12-13 21:43:51 UTC  |  Edited by: Snyderm
I always feel sorry for new amarr guys. Its like ccp forgot about pve ships for them.

The best route here for a newer missioning Amarr pilot is indeed an Apoc because of its range bonus. Use an Apoc with Mega Modulated Energy Beams (Beam). Upon Training Large energy weapon 5, train Pulse specializations and switch over to pulse weapons with scorch ammo.

For your current fit, this would probably work best:

Apoc: Ranged Beams

Large Armor Repairer II
Armor EM hardener II
Armor EM hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Heat Sink II
Heat Sink II

Tracking Computer II (Switch between optimal range and tracking where necessary)
Cap Recharger II
Cap Recharger II
Cap Recharger II

Mega Modulated Energy Beam 1 (Multi-Freq)
Mega Modulated Energy Beam 1
Mega Modulated Energy Beam 1
Mega Modulated Energy Beam 1
Mega Modulated Energy Beam 1
Mega Modulated Energy Beam 1
Mega Modulated Energy Beam 1
Mega Modulated Energy Beam 1

Large Ancilary Current Router 1
Large Capacitor Control Circuit 1
Large Capacitor Control Circuit 1

5x Hobgoblin II
5x Hammerhead II

Replace T2 with T1 Meta X where necessary.
Invest in some Imperial Navy Multi frequency when you need more punch.
350-450 dps roughly depending on skills. Not including drones which will probably be necessary for close targets.
60-70k+ range depending on skills
Obviously switch Armor hardeners depending on rats.


Try this out.
Kiteo Hatto
The Scope
Gallente Federation
#11 - 2012-12-14 10:31:29 UTC  |  Edited by: Kiteo Hatto
This is my trusty pulse fit which worked for me until i got a better ship http://i.imgur.com/JjsGp.jpg

If you can't use t2 pulse and scorch then just put meta 4 beams and Imperial multifrequency/standard for dmg/more range and it will get you through :), that's how i did it when I couldn't use t2 pulses.
The rigs are cap control I's and a nano injector for more rep.
~67km range on the guns with scorch

PS, this fit is for tanking blockade at close range hence why such resists but you could also get away with 3 armor hardeners, 2 heatsinks(or 3) and a tracking enhancer(helps a lot if you use beams)

Option number 2 is to run with 2 cap recharges and 2 tracking computers(TC's are better than TE) and put a cap power relay(that thing that gives you more cap recharge at expense of your shield but you don't even use shield sooooo you trade mid slot for low :) )

I would go for option 2 since tracking comps can be changed for more tracking or range at any time(and they will give you better tracking over all)
Zyella Stormborn
Green Seekers
#12 - 2012-12-14 16:24:43 UTC
Liang Nuren wrote:
I'd have you and your friend split long range/short range duties up. Or if there's not enough to kill up close, both of you go long range. I had a lot of success running a 7 tach Abaddon fit when I was missioning.

-Liang



I was surprised at how well this worked for me also.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

The VC's
The Scope
Gallente Federation
#13 - 2012-12-15 02:51:25 UTC
Beams on the Apoc are great, but do yourself a favour and just train Large Pulse Spec 4 now.
Zimmy Zeta
Perkone
Caldari State
#14 - 2012-12-15 09:18:53 UTC  |  Edited by: Zimmy Zeta
Kiteo Hatto wrote:
This is my trusty pulse fit which worked for me until i got a better ship http://i.imgur.com/JjsGp.jpg

If you can't use t2 pulse and scorch then just put meta 4 beams and Imperial multifrequency/standard for dmg/more range and it will get you through :), that's how i did it when I couldn't use t2 pulses.
The rigs are cap control I's and a nano injector for more rep.
~67km range on the guns with scorch

PS, this fit is for tanking blockade at close range hence why such resists but you could also get away with 3 armor hardeners, 2 heatsinks(or 3) and a tracking enhancer(helps a lot if you use beams)

Option number 2 is to run with 2 cap recharges and 2 tracking computers(TC's are better than TE) and put a cap power relay(that thing that gives you more cap recharge at expense of your shield but you don't even use shield sooooo you trade mid slot for low :) )

I would go for option 2 since tracking comps can be changed for more tracking or range at any time(and they will give you better tracking over all)


+ rep for using tracking computers on an apoc.

Btw, your imgur screenshot is rather pointless, with no mouseover options we cannot see what you have fitted :)

But I just have to say that I am appaled by the numbers I read in this thread.
300-400 dps? Really? With an Apoc???
Don't overtank, m'kay?
Overtanking is bad, m'kay?

This is what I had been flying before I could use t2 lazors:

Apoc, PVE:

Low:
3x Heatsink II ( if you are wealthy, use IN Heatsink for the extra bang)
1x EANM II
2x Mission specific Hardener
1x Large Armor Rep II

Med:
2x Cap Recharger II
2x Tracking Computer II

High:
8x Mega Modulated Pulse Energy Beam

Drones:
5x Hammerhead II
5x Hobgoblin II

Rigs:
1x Large Energy Collision Acelerator
2x CCC

With all level 5 skills:
42,9k EHP.
754 dps with multi at 27 +16 km, cap lasts 14 minutes
704 dps with gamma at 34 + 16, almost capstable (> one hour)
556 dps with standard at 54 + 16
456 dps with Microwave at 75 +16
And with some faction love (Imperial Navy Heatsinks + Imperial Navy Multifrequency crystals): 883 dps at 27 +16

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Kiteo Hatto
The Scope
Gallente Federation
#15 - 2012-12-15 10:16:38 UTC  |  Edited by: Kiteo Hatto
Yeah, i was in a rush when i posted that but i have more time now and i'll post again(edit this post rather).

This is with meta4 beams, dps is actually quite nice.

Setup 1(stable) < i recommend this one tbh as in t1 battleships tank>gank, don't use EANM for the 3rd armor hardener, better to be mission specific (break them up 2:1)

Setup 2(7m cap life but more if you use ammo that sucks less cap. ex: standard) < this one has more DPS but use it after you've memorized the missions and you aren't having any tank issues.

If you want the cap stability of Setup 1 and DPS of Setup 2 then get a Navy Apoc, yeah its expensive but you get an extra low slot for that heatsink.

My Paladin is fit very similarly apart from T2 tachyons and a web + MOAR heatsinks and 2 slot tank and its cap stable :D.


Use these fits until you can fit T2 pulses + scorch, it becomes soo much easier with Pulses(more cap stable and more dps)


P.S. You might need/want to train these skills if you haven't already for more cap stability/easier fitting:


Controlled Bursts: Reduces capacitor needs of hybrids and lasers by 5%/level. (These 2 are your priority to V ASAP)

Motion Prediction: 5% faster gun tracking speed per level. (These 2 are your priority to V ASAP)

Rapid Firing: 4% faster firing per level. This is important because -4% to firing cycle is a 5% increase to DPS.

Sharpshooter: 5% to optimal range per level.

Surgical Strike: Adds 3% to turret damage/level. (Keep this at 4 until you've got all the others to V)

Trajectory Analysis: Improves falloff of your guns, 5%/level.

Weapon Upgrades: 5% less CPU required to fit turrets and launchers per level.

Advanced Weapon Upgrades: Decreases turret and launcher powergrid requirements by 2%/level.


Last but not least is if you are going to be flying large laser boats for a while then get yourself laser damage implants (3% to all laser turrets AND 3% to only Large laser turrets) + 3% tracking :), 3%s are cheap. Oh and invest in Imperial Navy heatsinks, you will carry them over to your next laser ship, trust me :) and they will pay themselves back pretty quick.
Zimmy Zeta
Perkone
Caldari State
#16 - 2012-12-15 12:01:23 UTC  |  Edited by: Zimmy Zeta
Kiteo Hatto wrote:
.....

P.S. You might need/want to train these skills if you haven't already for more cap stability/easier fitting:


Controlled Bursts: Reduces capacitor needs of hybrids and lasers by 5%/level. (These 2 are your priority to V ASAP)

Motion Prediction: 5% faster gun tracking speed per level. (These 2 are your priority to V ASAP)

Rapid Firing: 4% faster firing per level. This is important because -4% to firing cycle is a 5% increase to DPS.

Sharpshooter: 5% to optimal range per level.

Surgical Strike: Adds 3% to turret damage/level. (Keep this at 4 until you've got all the others to V)

Trajectory Analysis: Improves falloff of your guns, 5%/level.

Weapon Upgrades: 5% less CPU required to fit turrets and launchers per level.

Advanced Weapon Upgrades: Decreases turret and launcher powergrid requirements by 2%/level.


Last but not least is if you are going to be flying large laser boats for a while then get yourself laser damage implants (3% to all laser turrets AND 3% to only Large laser turrets) + 3% tracking :), 3%s are cheap. Oh and invest in Imperial Navy heatsinks, you will carry them over to your next laser ship, trust me :) and they will pay themselves back pretty quick.


Just wanted to add that Hull Upgrades is one of the most important skills for Amarrian ships. Get it to rank 5 quickly to get a nice boost to armor HP and-even more important- access to tech 2 hardeners.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.