These forums have been archived and are now read-only.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

T3 Cruiser Subsystems

Author
Cain Aloga
SoE Roughriders
Electus Matari
#1 - 2013-03-25 21:32:25 UTC
I've been looking into flying a T3 cruiser for exploration and pve purposes but some thing im having difficulty understanding are the different subsystems. I unserstand that in order to assemble a T3 cuiser i need 5, however i dont fully understand the purpose of them nor the actual differences between the options of each of the 5.

If some one could either explain it or link me to an article (ive looked around the eve site and also googled it, havent found anything that helps me understand) that would be great.

Thanks

While our warriors fight for our people's freedom, we in turn should fight for our people's prosperity.

Inkarr Hashur
Skyline Federation
#2 - 2013-03-25 21:34:33 UTC
http://www.ellatha.com/eve/T3.asp

I use this as my reference to compare subsystems. Don't bother listening to their opinion on them, compare them yourself and form your own. To my knowledge all the data is up to date.
ShahFluffers
Ice Fire Warriors
#3 - 2013-03-25 21:50:42 UTC  |  Edited by: ShahFluffers
You have 5 subsystems "classes" (Electronics, Engineering, Offense, Defense, Propulsion) and 4 to 5 subsystem "types" within each "class."

Each subsystem class grants a T3 hull a bonus... with 5 subsystem classes you can have total 5 bonuses. You can only have one from each respective subsystem "class" at any given time (e.g. you cannot have two Electronics or Offensive subsystems) but can swap out each subsystem with another of its class like you would any module.

Beyond this... the bonuses for each subsystem are affected only by their respective subsystem skill. The actual T3 ship skill affects the ability to overheat modules and nothing more.

The devil in in the details. Look over each subsystem and see what bonuses it gives. Also look over what kind of slots and stats each subsystem grants as they can sometimes radically alter the ship in terms of fitting and layout.
"Eve Fitting Tool" helps immensely with regards to T3 ships.
Zhilia Mann
Tide Way Out Productions
#4 - 2013-03-25 22:32:21 UTC
This is a somewhat tricky subject. It took me longer than I care to admit to wrap my head around it, and I had a pretty good understanding of what goes into ship fitting coming in to the endeavor. But let's see what we can do.

Offensive subsystems define your weapons and how they operate. They will determine whether you have a missile ship, a gun ship, or a drone ship. The bonuses they give also largely determine whether you're looking at short range guns or long range guns. The ability to fit a covops cloak is also tied to the Covert Reconfiguration subsystem; all T3s have a version of this.

Defensive subsystems shape your defense. They come in flavors that grant bonuses to shield boosters/armor reps, extra resists, or extra buffer. The Loki has options to either shield or armor tank. The ability to fit warfare links is tied to the Warfare Processor subsystem; again, all T3s have a version.

Electronics subsystems deal with a fairly wide range of things related to the skills that full under Electronics. Total CPU output is largely linked to the electronics sub. Notably, this also includes the Emergent Locus Analyzer, which gives scanning bonuses equivalent to covert ops frigs. Other electronics subs give bonuses to EWAR. All T3s also have one called a Dissolution Sequencer which gives increased lock range and sensor strength. The tweaks electronics subs make to slot layout are also a major consideration.

Engineering subsystems, like electronics subs, generally have to do with things found under the Engineering skill list. This largely deals with cap regen, total cap amount, and powercore output. Again, watch the slot layout changes here -- and especially pay attention to how the engineering subs play with different offensive subs to supplement your weapon systems.

Propulsion subsystems are probably the least important. They determine your overall speed and agility and sometimes grant random navigation-related perks (faster warp speed, lower MWD bloom, that sort of thing). The only notable one here is also shared across all T3s: the Interdiction Nullifier. This allows you to completely ignore bubbles in null at the cost of a slot.

So there's your starting point. Go play with EFT (or pyfa) and see what you can make.
Cain Aloga
SoE Roughriders
Electus Matari
#5 - 2013-03-25 22:49:47 UTC
Thanks to every one, all the info has been helpfull. Ill start playing around with different combos to see what I can get.

one question however, I was thinking of staying to true the race and fly a Loki, but not sure if this would be best for what i want to do. Also, I read somewhere that the Loki works better with shield tank over Armor tank. any truth to this?

While our warriors fight for our people's freedom, we in turn should fight for our people's prosperity.

Arkenai Wyrnspire
Incorruptibles
#6 - 2013-03-25 23:57:17 UTC
Cain Aloga wrote:
Thanks to every one, all the info has been helpfull. Ill start playing around with different combos to see what I can get.

one question however, I was thinking of staying to true the race and fly a Loki, but not sure if this would be best for what i want to do. Also, I read somewhere that the Loki works better with shield tank over Armor tank. any truth to this?

The Loki can be either armour or shield tanked, it varies.
I suggest liberal EFT'ing.

Someone.

Baggo Hammers
#7 - 2013-03-26 00:09:39 UTC
Arkenai Wyrnspire wrote:
Cain Aloga wrote:
Thanks to every one, all the info has been helpfull. Ill start playing around with different combos to see what I can get.

one question however, I was thinking of staying to true the race and fly a Loki, but not sure if this would be best for what i want to do. Also, I read somewhere that the Loki works better with shield tank over Armor tank. any truth to this?

The Loki can be either armour or shield tanked, it varies.
I suggest liberal EFT'ing.



Yes Loki does well with either. I always shield tank my exploring Loki.

If you don't know where you're going, any road will take you there.

Zhilia Mann
Tide Way Out Productions
#8 - 2013-03-26 01:11:36 UTC
Cain Aloga wrote:
Thanks to every one, all the info has been helpfull. Ill start playing around with different combos to see what I can get.

one question however, I was thinking of staying to true the race and fly a Loki, but not sure if this would be best for what i want to do. Also, I read somewhere that the Loki works better with shield tank over Armor tank. any truth to this?


In a standard PvP configuration (that includes dual webs) it works better as an armor tank. As an explorer it can really go either way, but it has the distinct advantage of naturally omnitanking shields. So while you can armor tank it for exploration, you'd really only want to do so is you plan to stick to Blood Raiders and Sansha.

If you want a pretty standard, fairly cheap high sec fit you could do worse than this (courtesy of mxzf, probably on the exploration channel; I don't recall):

[Loki, mxzf exploration]
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II

Stasis Webifier II
EM Ward Field II
Thermic Dissipation Field II
Medium Shield Booster II
Codebreaker I
10MN Afterburner II

Expanded Probe Launcher I, Sisters Core Scanner Probe I
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M

Medium Projectile Collision Accelerator I
Medium Core Defense Field Extender I
Medium Capacitor Control Circuit I

Loki Defensive - Adaptive Shielding
Loki Electronics - Emergent Locus Analyzer
Loki Engineering - Capacitor Regeneration Matrix
Loki Offensive - Projectile Scoping Array
Loki Propulsion - Fuel Catalyst


Hobgoblin II x5