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Lvl 4 Mission ship help

First post
Author
george harries
School of Applied Knowledge
Caldari State
#1 - 2013-12-21 22:18:57 UTC
Ok wrote an in depth post and bloody Forum ate my post Evil

returning after a bit of absence due to RL

I have a Nightmare in Amarr space but seem Paladin is an obvious choice with the bastion mode, had a Golem, a year or two ago but dumped as Mach and/or NM far better. Will keep Nightmare for a lot of the missions and use Paladin for ewar heavy ones....advice on set up would be useful having EFT issues...

Highs
4 x T2 Beams scorch and INMF
Salvagers (use a mobile tractor unit)
Bastion

Mediums

TC II
MWD
??

Lows

IN EANM
IN Heatsink x3 (x4?)
Large T2 Repper
?

Rigs
???

So a few empty spaces, I usually use a cap booster rather than use 3 modules and 3 rigs for cap stability injecting cap only for repping usually and in bastion mode I suspect less would be needed. Not sure about MJD but I assume that's to jump away and snipe....so any advice on fit and tactics would be appreciated.
Malcanis
Vanishing Point.
The Initiative.
#2 - 2013-12-21 22:43:04 UTC
Have you considered a CML Golem? When you don't have to use the rig slots on range rigs, the Golem can really shine.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Odithia
Ministry of War
Amarr Empire
#3 - 2013-12-21 23:47:07 UTC
What L4 do you plan to run ?

I'd use the Paladin for Amarr space only as lasers are terrible against anything but Sansha/Blood Raiders.
Cruise missile Golem everywhere else as you seems to have skills for it.

Dump the Nightmare as unlike the paladin it is not EWAR immune, or keep it for Shield doctrine Incursions.
Miasmos
Aliastra
Gallente Federation
#4 - 2013-12-22 00:48:42 UTC  |  Edited by: Miasmos
Best L4 boat is ~~

Machariel (in and out fastest). No contest still.


Best L4 slayer boat would probably be Paladin in pulse setup against EM-TH weak rats. The setup adjusts to beams on the fly, but the real treat is running full implant setup and nuking stuff with 1450dps conflagration.

1228dps conflagration to 29+19km, 875dps scorch to 100km.


[Paladin, Pulse Gank]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Energized Adaptive Nano Membrane
Damage Control II
Corpum B-Type Medium Armor Repairer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Large Micro Jump Drive

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Bastion Module I
[empty high slot]
[empty high slot]
[empty high slot]

Large Energy Burst Aerator II
Large Capacitor Control Circuit I

Hobgoblin II x5

EDIT:
Implants to go with this would be Genolution set with gunnery and capacitor hardwirings.
Miasmos
Aliastra
Gallente Federation
#5 - 2013-12-22 01:15:31 UTC
Here is the cruise Golem by the way. This setup lacks a Gank Control II so I recommend flying with 2x Invul for 79k EHP regardless of mission.

The "trick" of this fit is the ability to use Fury missiles against rats of many sizes with the 4 TP's (1 of which is your utility slot), and CN missiles to kill most things BC- in 1 shot. The 4 TP fury cycle is fatal on cruisers which could survive a fury CNR 2 TP cycle sometimes.

[Golem, gank]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System

Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pith B-Type Large Shield Booster
Phased Weapon Navigation Array Generation Extron

Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Bastion Module I
[empty high slot]
[empty high slot]
[empty high slot]

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II

Hobgoblin II x5
george harries
School of Applied Knowledge
Caldari State
#6 - 2013-12-22 10:01:38 UTC  |  Edited by: george harries
Thanks for the fits....interesting that you have no MJD on the Golem - I would have thought if not using MJD might be tempted to go Torps as you have the range with bastion module on (I used torps before) or is it simply that with cruise they take out the smaller ships much quicker so overall mission time is quicker ?

I suppose the one thing that drove me mad with caldari ships was volley counting which obviously is not an issue with Paladin

* Edit - and should have made it clear doing LvL 4s in Amarr space so most rats should be Sansha and Blood Raiders
Miasmos
Aliastra
Gallente Federation
#7 - 2013-12-22 11:35:13 UTC
george harries wrote:
Thanks for the fits....interesting that you have no MJD on the Golem - I would have thought if not using MJD might be tempted to go Torps as you have the range with bastion module on (I used torps before) or is it simply that with cruise they take out the smaller ships much quicker so overall mission time is quicker ?

I suppose the one thing that drove me mad with caldari ships was volley counting which obviously is not an issue with Paladin

* Edit - and should have made it clear doing LvL 4s in Amarr space so most rats should be Sansha and Blood Raiders


One of the TPs is an utility slot, propmod or sensor booster if useful.

Missileboats are generally bad because they can't swat small things in fast cycles except for tengu. Gunboats out perform them in L4s which are full of small stuff.

Torps are good for several missions. Cruises swat small things in two missile groups with 2tp each.

Though the above paladin is plain better for the space :)
IIshira
School of Applied Knowledge
Caldari State
#8 - 2013-12-22 14:59:00 UTC
george harries wrote:
Ok wrote an in depth post and bloody Forum ate my post Evil

returning after a bit of absence due to RL

I have a Nightmare in Amarr space but seem Paladin is an obvious choice with the bastion mode, had a Golem, a year or two ago but dumped as Mach and/or NM far better. Will keep Nightmare for a lot of the missions and use Paladin for ewar heavy ones....advice on set up would be useful having EFT issues...

Highs
4 x T2 Beams scorch and INMF
Salvagers (use a mobile tractor unit)
Bastion

Mediums

TC II
MWD
??

Lows

IN EANM
IN Heatsink x3 (x4?)
Large T2 Repper
?

Rigs
???

So a few empty spaces, I usually use a cap booster rather than use 3 modules and 3 rigs for cap stability injecting cap only for repping usually and in bastion mode I suspect less would be needed. Not sure about MJD but I assume that's to jump away and snipe....so any advice on fit and tactics would be appreciated.


Okay I'm a bit confused but it's early here. How are you fitting Scorch to those T2 beams?

If you're ONLY going to use the ship for Sansha/ BR the Paladin is a great choice. If you want an "It does it all" the Golem would be better.

I would go with Miasmos's fit but with T2 tachyon beams, CCC's for rigs, and trade the medium armor repper for a large. You will have more than enough cap. You can keep keep Sansha/ BR at range so you shouldn't be tanking much at all. Don't use the Paladin for Guitarists since they can give you a bad day with their missiles.