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New Modules - Help Fit and How To Fly

Author
vr0p
Non-Aligned Stellar Trading
#1 - 2015-09-20 02:52:48 UTC
Well they're "new" to me since I tend so often towards turret brawlers and only play every other year or so. But what I am referring to are things like drone/missile upgrade modules and microjump drive. I use lvl 4 missions as a baseline to learn how to use things, so that's what this thread is aiming for.

I also want to try the Fleet Typhoon because it's a relatively new ship and seems like it could be fit myriad ways, and I want something that's different from my turret comfort zone. Torps have unusable range problems in PvE these days so that means Cruise. My priority is dps so that rules out armor tank (or does it...?). But with a prop mod that leaves 4 mids for tank which I don't think is sufficient for most lvl 4, and I don't want to devote rigs to tank if possible. So if I'm not going to have a sufficient tank, MJD seems like the only realistic way to use this weapon platform.

So I am thinking of only fitting a skeleton shield tank to give me time to fire up the MJD after landing in a pocket. But what?

And if I'm MJD sniping with cruise missiles, that means sentries which I've also never used outside of POS bashing, so I'm not sure how to best utilize those (since their effective ranges vary wildly depending on dmg type).

So we have all these modules to play with:

drone damage amplifier
omnidirectional tracking enhancer
missile guidance enhancer
ballistic control system

drone navigation computer
omnidirectional tracking link
missile guidance computer
target painter

drone link augmentor

So what do I need to fit for a cruise/sentry platform that can apply bling dps numbers and hit frigates reasonably?

Here's what I'm starting with...

Low:
[Caldari Navy Ballistic Control System]
[Caldari Navy Ballistic Control System]
[Caldari Navy Ballistic Control System]
[Caldari Navy Ballistic Control System]
[Federation Navy Drone Damage Amplifier]
[Federation Navy Drone Damage Amplifier]
[?]

Mid:
[Large Micro Jump Drive]
[Large Shield Extender II]
[mission specific, navy hardener]
[mission specific, navy hardener]
[?]

High:
[Cruise Missile Launcher II] w/ Fury missiles
[Cruise Missile Launcher II] w/ Fury missiles
[Cruise Missile Launcher II] w/ Fury missiles
[Cruise Missile Launcher II] w/ Fury missiles
[Cruise Missile Launcher II] w/ Fury missiles
[Cruise Missile Launcher II] w/ Fury missiles
[Drone Link Augmentor II]
[?]

Rigs:
[?]
[?]
[?]

Drones:
5x sentry (recommendations? Typhoon Fleet lock range is only ~81km)

P.S. I have a clone with missile hardwirings but I'm not willing to bling on faction set attribute implants
Valkin Mordirc
#2 - 2015-09-20 03:31:30 UTC
I'm not big into mission-running but for the extra low slow and some of the rigs, Warp speed modifiers will help you out a lot.
#DeleteTheWeak
Tiddle Jr
Brutor Tribe
Minmatar Republic
#3 - 2015-09-20 04:49:06 UTC
I could only recommend you to use Rattlesnake instead of TFI, since your setup is missiles and sentries.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

vr0p
Non-Aligned Stellar Trading
#4 - 2015-09-20 14:33:07 UTC
Tiddle Jr wrote:
I could only recommend you to use Rattlesnake instead of TFI, since your setup is missiles and sentries.


I'm dead set on trying out a new FW battleship though. After writing this sentence I see that FW was introduced in 2008... don't judge me.

The way my fit is now, I am worried about damage application to smaller targets since I am not experienced with missiles/sentries. So I'm thinking maybe the remaining slots should be something like:

Missile Guidance Enhancer II

Omnidirectional Tracking Link II (tracking speed script)

Tractor Beam II (if anything just to act as a heat sink during overheat, since I wont loot/salvage in a 173 m/s boat)

Large Core Defense Field Extender II (dmg rigs only adding ~30 dps)
Large Warhead Rigor Catalyst II
Large Warhead Flare Catalyst II

Is that overkill for damage application? I dont need to blap frigates instantly, but I don't want to be caught in their scrammy fingers either.
Ralph King-Griffin
New Eden Tech Support
#5 - 2015-09-20 18:38:05 UTC
Armour tanks leave room for the new missile application/projection modules and/or target painters so no you shouldn't dismiss it.
The armour fleet phoon is scary, particularly with those two utility highs.
Chainsaw Plankton
FaDoyToy
#6 - 2015-09-20 23:39:35 UTC
armor fits can get better application, but the shield fits can crank up the raw dps with extra damage mods. Either way I'd active tank it, although with an MJD you can mostly cheese it any way. I like having enough tank to facetank stuff when needed, MJD cooldowns can get you in trouble. plus with the mjd you usually lower damage.

also I think they added the FW faction bs a while after they launched FW, but that was a while ago too.

@ChainsawPlankto on twitter

Arcos Vandymion
Ministry of War
Amarr Empire
#7 - 2015-09-23 10:09:39 UTC  |  Edited by: Arcos Vandymion
I have no idea why you would use especially the TFI for PvE. The TFI is a great ship (for PvP) - don't get me wrong - but what makes the TFI great is rather detrimental to a PvE use in my humble opinion. To be specific - the TFI has a split weapons bonus, which, as mentioned, is great for PvP because it can surprise the enemy, it has a so so slot layout without any tanking bonus which means you can tank in a whole lot of three ways in theory (buffer and active armor as well as hull, shield not recommended with only 5 vs 7 slots and the desire to use tackle in PvP), some of which might not be THAT good but in theory rather viable compared to other hulls of that size.

Now PvE ships usually excel in specialization - massive tank and/or damage boni sometimes either as double damage bonus (raw+application), sometimes as tank and damage and sometimes all three. Not one commonly used PvE hull outside the Gnosis has split damage boni as far as I can recall - and no Drones and missiles aren't a split bonus as you don't have to sacrifice one to get the other.

All that said trying to fit the TFI for PvE is hillariously hard compared to it's "civilian" variant which makes for a way better PvE boat.
However I took it upon myself to try and come up with a "skeleton shield tank to use the MJD when you land in a L4 pocket" with my EFT warrior-ing and have to say I'm massively underwhelmed by the numbers. Try at you own risk.

[Typhoon Fleet Issue, PvE]

Co-Processor II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Large Micro Jump Drive
Explosive Deflection Field II
Kinetic Deflection Field II
X-Large C5-L Emergency Shield Overload I
Sensor Booster II

Cruise Missile Launcher II, Caldari Navy Nova Cruise Missile
Cruise Missile Launcher II, Caldari Navy Nova Cruise Missile
Cruise Missile Launcher II, Caldari Navy Nova Cruise Missile
Cruise Missile Launcher II, Caldari Navy Nova Cruise Missile
Cruise Missile Launcher II, Caldari Navy Nova Cruise Missile
Cruise Missile Launcher II, Caldari Navy Nova Cruise Missile
[Empty High slot]
[Empty High slot]

Large Warhead Rigor Catalyst I
Large Warhead Rigor Catalyst I
Large Warhead Flare Catalyst I


Bouncer II x5


P.S.: I thought about tagging it as "PvE #yolo" which would probably express what I feel about this fit but I refuse to maltreat language like that.
P.P.S.: Use, as allready mentioned, a Rattle for shield/missile/drones - seriously

EDIT: Application is god aweful
Anize Oramara
WarpTooZero
#8 - 2015-09-23 10:26:00 UTC
I used to run a TFI for running sansha anoms in null and it worked great. Armor tanked it (with a shift hardener) and used cruises.

Rattlesnake it still better tho as a drone + missile platform.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Arcos Vandymion
Ministry of War
Amarr Empire
#9 - 2015-09-23 10:30:33 UTC
I didn't say it wouldn't work. It just isn't that great at that particular job.
Anize Oramara
WarpTooZero
#10 - 2015-09-23 13:36:24 UTC
Reply was primarily aimed at op.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

vr0p
Non-Aligned Stellar Trading
#11 - 2015-09-23 15:43:13 UTC
Arcos Vandymion wrote:
I have no idea why you would use especially the TFI for PvE. The TFI is a great ship (for PvP)



Because I wanted to try new/different playstyles, modules, and weapons systems I've never used before (I traditionally play with heavy tanks, autocannons, speed, and combat or web drones). Missiles and their supporting modules are very different to me, as are sentry drones and the stationary playstyle that goes along with them, also MJD is completely new and weird to me. Then the TyFI itself was chosen because I figured while I'm learning stuff that's new to me why not pick a ship that is new to me. These points are all more or less in the OP...

The fit you posted does seem worse than mine though haha. Your shield booster wastes 2 slots by having the Co-Processor requirement, for a module that (given the MJD and GTFO playstyle) you wont turn on. The Sensor Booster also seems like a waste because sniping with missiles from the default 81km TyFI lock range is already painful missile travel time and the rats just whiff most of their shots until they get within ~50km so it's not like you need to be farther out than that 81km.

The fit I've been using, while I dislike as a playstyle, it is still handling the hard missions only 3-5 minutes slower than my Vargur. Aggress the pockets you want to fight, then quickly MJD and then park with your sentries and prioritize heavy hitters. Frigates take me half a volley (I split turrets into 2 groups), elite frigates take 3-4 missile volleys - I let sentries handle them but this is good to know that I can fight out of an unlucky scramble if I need to. The 500-700k isk battleship rats take about 3-4 missile volleys, and the bigger ones take 4-5. I don't think I've seen a rat take 6 volleys... and that's without sentries (I tend to have them working on frigs/cruisers). The lowest I've had my shield buffer go so far is ~55%.

Caldari Navy Ballistic Control x3
Drone Damage Amp x2 (faction too expensive)
Missile Guidance Enhancer II
Damage Control II (insurance while I learn the weapons platform/ship)

Large MJD
Omnidirectional Tracking Link II w/ Tracking Speed script
Caldari Navy Large Shield Ext
EM Ward II
Adaptive Invuln II

Cruise Missile Launcher II x6 (w/ Fury missiles)
Drone Link Augmentor II

Large Hydraulic Bay Thrusters II
Large Warhead Flare Catalyst I (tech II too expensive)
Large Warhead Rigor Catalyst I (tech II too expensive)

About 1243 on-paper dps with my skills and hardwirings, and about 4 volleys (36 seconds) to kill the "Bad Stuff". With faction Drone Amps, T2 firing speed rig instead of missile velocity, and max skills, it hits 1398 dps. It's cool for single room missions/sites but once you have multiple acceleration gates you might consider consulting with your village priest.
Hochopepa
Creative Research and Production Services
#12 - 2015-09-23 16:47:40 UTC
A lesson I learned a very long time ago, if you have to use a co-proc, you're fit should be reworked.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#13 - 2015-09-24 00:43:44 UTC
many strong fits require a co-proc
Arcos Vandymion
Ministry of War
Amarr Empire
#14 - 2015-09-25 08:27:50 UTC  |  Edited by: Arcos Vandymion
Hochopepa wrote:
A lesson I learned a very long time ago, if you have to use a co-proc, you're fit should be reworked.


It's a ship that I would usually be fit armor - which doesn't eat nearly as much CPU as shield. The missiles compound the problem. It simply doesn't have enough to fit without (a CoProc) like this and the fitting direction was pretty much established by the OP.




EDIT: Unless of course you "passive" fit it as the op did above. I'd personally switch the Missile Guidance Enhancer (would that be MGE ?) to a Signal Amp* and the OmniLink to a precision scripted MGC** but I guess if it works for OP that's fine.

*bringing the targeting range up from 81 km to 106 km, just above the MJD distance allowing one to (likely) keep everything locked, also takes away 2 s lock time for frigs

** the range on the MGE is unnecessary and the precision script just gives better apllied damage to the missiles boosting the damage that is bonused by the hull. Sentries should have no problems tracking rats on their 0° approach vector.