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Using Medium Guns on a Battleship for Missions

Author
Kitty Bear
Deep Core Mining Inc.
Caldari State
#21 - 2013-07-21 13:34:50 UTC  |  Edited by: Kitty Bear
Jeffrey Asher wrote:
Hi all,

thanks for all the good advice, I have run a couple of level 4 security missions, and while they take longer and require a lot more micromanagement for me (ie drones, cap boosters etc) it is not a massive problem with medium weapons. As you guys pointed out the tank on the battleship is really important, as much so as having the drones grouped and managed properly.

Please see my ship fit below, if anyone has any criticism or advice on how I could improve that, please feel free - I know you will Twisted.

My current training regime is to get all modules to T2, in order of importants -armour tank, cap, drones to sentries, weapons

5 x 650mm Med Scout Artillery 1
Drone Link Augmenter 1

Experimental 100mn Afterburner 1 (was using MWD but decided to try AB)
Large Ohm Cap Reserve 1
2 x Cap Recharge 2
Heavy Electrochemical Cap Boost 1 (using cap boost 200's)

2 x Drone Damage Amp 1
2 x Prototype Energized Adaptive Membrane 1
800mm Reinforced Rolled Tungsten Plates 1
Damage Control 2
Large Accomodation Vestment Reconstructor 1

No rigs yet, as I am unsure at this stage what to use for best effect.

Groups of Hobgoblin 2's, Hammerhead 2's, 1 each a mixed light and medium T2 if I don't know what to use against a particular enemy. 1 group Ogre 1's as I don't have T2 heavy skills yet.

Thanks guys!


2+1 mission specific hardeners work better (this is a 490dps tank vs serpentis, with T2 modules), see www.eve-survival.org for mission info
because your using heavy drones, they would benefit from a speed boost hence the nav comps
Change to something like this

[rigs]
2x Large Auxiliary Nano Pump
1x Large Nanobot Accelerator

[lows]
1x Large Armour Repairer
2x Thermal Armour Hardener
1x Kinetic Armour hardener
3x Drone Damage Amplifiers

[mids]
1x 100mn Afterburner or 1x Micro jump Drive
2x Drone Navigation Computer


this still leaves you 2 mid slots & your high slots to play around with as you see fit

enjoy

[edit]
when you've joined the big-boys club and swapped out the heavies for sentries
you'll want to replace the 2 drone nav comps for
2x Omnidirectional Tracking Links
Jeffrey Asher
The Scope
Gallente Federation
#22 - 2013-07-21 14:26:08 UTC
Thanks Tsukino and Kitty!

For me the most confusing aspect of fitting out larger and larger ships has been the armour tanking - there are so many different types of armour modules, and I am never quite sure which one fits into active or passive tanking, and which ones give the best resistances etc. - I have read a number of guides and just end up more confused than before I read them most of the time. I guess it is just a matterr of listening to good advice and trying them out, and in a while having the benefit of experience.

Your advice has helped clear that up a lot, what you have said makes a lot of sense. The biggest problem I have had that causes me to have to run away for a bit to heal is the armour not regenerating fast enough. I think I get the point you guys are making - target resistance for a particular enemy so I am not taking the damage in the first place, and rather than just adding armour with plates, focus on regenerating what damage I do take - on a BS the natural armour is high anyway and will increase with skills/some implants.

As well as that - put more drone mods in. I am noticing more-so than with level 3 missions that the guns tend to do bugger-all. The drones really are doing the lions share of the work, the guns add a bit of damage and I am sure speed things up a bit, but nothing really significant. If the drones are the major damage causer over guns, then obviously if I can increase one of them by 10% with mods I am going to end up with more of an increase in actual DPS if I go with drones.

Tsukino I have added a Reactive Armour Hardener to my ship, I wasn't aware of it but it seems like a great module, thanks for pointing that one out.

Kitty thanks for the advice about the nav comps, I will reduce the cap modules and try them - I have lost a few heavies with them getting popped on the way to their target, when they are flying 65-70km to get to the target those things take forever.

I am going to go and play with my new toys now, thanks so much again guys!

The power to cause pain is the only power that matters, the power to kill and destroy, because if you can't kill then you are always subject to those who can, and nothing and no one will ever save you.

Kitty Bear
Deep Core Mining Inc.
Caldari State
#23 - 2013-07-21 15:34:22 UTC
Tanking can be complicated at first glance

generally,
Active modules drain capacitor to work
Active examples include:- Shield Boosters, Armour/Hull Repairers, Shield & Armour Hardeners

Passive modules use no cap
Passive examples include:- Shield Boost Amplifiers, Shield & Armour Resistance Amplifiers

Buffer Modules increase raw HP
Buffer examples include:- Shield Expanders, Armour Plates & Bulkheads



There's an old Tanking 101 guide you might want to read, there have been some changes to some of the modules, but the core basics are still applicable.

technically most Drake fits are hybrid active/buffer fits
Katran Luftschreck
Royal Ammatar Engineering Corps
#24 - 2013-07-22 01:40:54 UTC
Before the Great Drone Nerf I used to run L4s in a Myrmidon all the time without any problems. That ship has one of the most incredible passive shield tanks in the game (which is ironic because it's bonus is for armor repair):

High
1 x Drone Range Extender
1 x Small Remote Repair (fix drones in the field, save time & money)
Autocannons or Artillery (no cap use, very handy)

Medium
4 x Large Shield Extender
1 x Adaptive Invulnerability Field

Low
3 x Drone Damage Amplifier
3 x Shield Power Relay

Rigs
3 x Medium Core Defense Field Purger

You can easily get 400 hp/sec passive shield regeneration or more, and you're working with the old German "pocket battleship" theory - you can outgun anything you can't outrun, and outrun anything you can't outgun.

http://youtu.be/t0q2F8NsYQ0

Jeffrey Asher
The Scope
Gallente Federation
#25 - 2013-07-22 02:11:22 UTC  |  Edited by: Jeffrey Asher
That is a very interesting fit thanks Katan - that just showed me to think outside the box when it comes to fits. i would have been pretty much locked into if the bonus on a ship is for x then always fit it for x. Up until now. Just because 10 fits on battle clinic show it one way doesn't mean there isn't a better way for me to do it Smile

I like the idea of shields - even if they go you have the whole of the not inconsiderable armour to get through before your ship is in trouble, with the current armour fits I run if that goes and it gets to hull I usually only just make it out - it is often brown trouser time.

The remote rep is not something I had thought of, but yeah it would pay for itself after a while, I often have to repair drones at the end of a mission, and to keep them fighting in the field instead of having to dock the injured ones until repaired would be handy.

I will refit the old Myrmidon (minus rigs) and try out a level 3 mission with that to see the difference with shield tank, it's not something I have worked with at all and I am curious to try it. I am hating being at work right now, I want to go home so I can play around with that fit.

Thanks again for the fitting advice! Hopefully I will be more successful with the Myrm than the Admiral Graf Spee, though if I have to scuttle her I hope it is somewhere nice.

The power to cause pain is the only power that matters, the power to kill and destroy, because if you can't kill then you are always subject to those who can, and nothing and no one will ever save you.

Katran Luftschreck
Royal Ammatar Engineering Corps
#26 - 2013-07-22 04:56:44 UTC
You will definitely want the rigs, and if you make them yourself you'll find the BPO is probably cheaper than buying even one rig on the market. Salvage is basically free, after all - and those rigs make a heck of a difference once you start stacking them up.

http://youtu.be/t0q2F8NsYQ0

Jeffrey Asher
The Scope
Gallente Federation
#27 - 2013-07-22 05:05:49 UTC
Katran Luftschreck wrote:
You will definitely want the rigs, and if you make them yourself you'll find the BPO is probably cheaper than buying even one rig on the market. Salvage is basically free, after all - and those rigs make a heck of a difference once you start stacking them up.



Okay thanks, I will look into making them when I get home - that may well be the difference, where I am finding some things in flying difficult where others are finding it easy, as I have not been using rigs at all. It is from being scared to screw up and install a module I cannot remove without breaking if I put the wrong one in. I guess the only way is to jump in an learn. I will use the 3 that you prescribed. From memory rigs use a lot of the circuit boards etc that you pick up as salvage to create, is that correct? I have been selling those, from an ISK standpoint am I better buying a BPO, making rigs and selling them instead? As well as not having to spend a fortune buying my own rigs of course.

Thanks hugely again for all the advice, I am really appreciating it. The learning curve going from a couple of modules in smaller ships to the 15+ module slots in BC or BS has been immense.

The power to cause pain is the only power that matters, the power to kill and destroy, because if you can't kill then you are always subject to those who can, and nothing and no one will ever save you.

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