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What skills allw me to squeeze cap out of my ship (I armor tank)

Author
Antisocial Malkavian
Antisocial Malkavians
#1 - 2014-03-30 07:23:01 UTC
Of my engineering skills; I have:


http://i.imgur.com/Ug6QwIA.jpg

Armor skills (if it matters):

http://i.imgur.com/mc45VLC.jpg

What Im trying to do is drop one Cap Recharger to equip an afterburner (I keep getting long distance haul missions) Generally I use mission specific hardeners, but for things like rogue drones I have this setup.

[Typhoon Fleet Issue]

6x Cruise Missile Launcher II (Scourge Fury Cruise Missile)
2x Drone Link Augmentor I

5x Cap Recharger II

2x Large Armor Repairer II
Reactive Armor Hardener
2x Energized Adaptive Nano Membrane II
2x Caldari Navy Ballistic Control System

2x Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I

5x Hobgoblin II
5x Hammerhead II
5x Ogre II

And, isn't sanity really just a one-trick pony anyway? I mean all you get is one trick, rational thinking, but when you're good and crazy, oooh, oooh, oooh, the sky is the limit.

Aivo Dresden
Caldari Provisions
Caldari State
#2 - 2014-03-30 08:42:56 UTC
Capacitor Management -> train to 5
Repair Systems -> train to 5

You're using 2x EANM, which benefit from the armor compensation skills.
Train Thermec, EM, Kinetic, Explosive armor compensations to 5.

I would completely change the fit too. The idea of the TFI is that you have crazy high DPS and kill things before you really need to tank all their damage. Not quite sure why you use DLA with Ogres. They are super slow. It's not like you're sending them out to targets 100km away. Some people would even fit Arties in the remaining 2 slots, to maximize DPS, but that's up to 2. personally I'm not a big fan of using 2 different weapon systems in my high slots.

Ogres are good, don't get me wrong. Perhaps a decent alternative could be sentries.

I would fit at least 1 Target painter (meta 4) and if you went a good AB, get the Republic fleet one. You can fit an omnidirectional here too. If anything, I would probably opt for a Cap Booster, over Cap Rechargers. You're essentially wasting 5 mids by trying to be cap stable. If you wan't cap stable, this isn't really the ship you should be looking at.

The tank I would change as well, to 1 DCU, 2 damage specific hardeners and 1 faction LAR. C-types or navy issue reppers really aren't that expensive anymore and are superior to t2. The rest of the slots I would use for BCUs. If you kill stuff faster, you'll have to tank less.
Jeanne-Luise Argenau
Dark Nexxus
S I L E N T.
#3 - 2014-03-30 12:21:13 UTC
Aivo Dresden wrote:
Capacitor Management -> train to 5
Repair Systems -> train to 5


just a warning as i trained repair systems 5 it ruined my old afk dual tanked domis cap ^^
Lantro
Sebiestor Tribe
Minmatar Republic
#4 - 2014-03-30 14:45:07 UTC
Although I prefer too much tank this is even too much for me...at least in terms of slots. Fit 1 LAR, 2 mission specific hardeners and a DC. The Reactive Hardener is pretty much crap for PvE and/or subcaps, look how much cap this piece of trash burns and what you get from it...thank god you haven't trained armor restistance phasing, this would make it even worse. You should be able to drop one of the Nanopumps for another CCC rig, too. To make this bulletproof fit the OhShizzButton aka MJD so you're 100km away from trouble when you feel it might go wrong in a few seconds.

And for hauling missions....why not use a industrial?
Karen Avioras
The Raging Raccoons
#5 - 2014-03-30 20:53:39 UTC
I'm pretty sure that the reactive hardener skill decreases cap usage
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2014-03-31 03:31:22 UTC  |  Edited by: Tau Cabalander
Karen Avioras wrote:
I'm pretty sure that the reactive hardener skill decreases cap usage

Armor Resistance Phasing: Reduces duration time of Reactive Armor Hardeners by 10% per level and capacitor need by 5% per level.

Cap Usage Multiplier = (1 - Armor Resistance Phasing * 5%) / (1 - Armor Resistance Phasing * 10%)

Level 1: 106%
Level 2: 113%
Level 3: 121%
Level 4: 133%
Level 5: 150%

It uses more capacitor but adapts quicker.

Antisocial Malkavian, you have way too many slots (6) dedicated to capacitor; consider a cap booster = 1 slot. An AB is also recommended, and will help reduce your armor repair usage if you keep moving.
Jeanne-Luise Argenau
Dark Nexxus
S I L E N T.
#7 - 2014-03-31 09:35:30 UTC  |  Edited by: Jeanne-Luise Argenau
a fitting i would use stat wise but not price wise (i efted the cheapest fit i could use without a cpu implant)

[Typhoon Fleet Issue, mission]

6x Cruise Missile Launcher II (Inferno Fury Cruise Missile)
Drone Link Augmentor II

Large Micro Jump Drive
2x Omnidirectional Tracking Link II (Optimal Range Script)
F-90 Positional Sensor Subroutines
Heavy Capacitor Booster II

Large Armor Repairer II
Centum C-Type Energized Kinetic Membrane
Centum C-Type Energized Thermic Membrane
Centii A-Type Adaptive Nano Plating
3x Caldari Navy Ballistic Control System

2x Large Warhead Rigor Catalyst II
Large Drone Scope Chip II

5x Garde II
5x Hobgoblin II
5x Hammerhead II

EDIT: Stats (all l5):
Missile Damage (Alpha/DPS): 7957.55/876.63
Drone Damage (Alpha/DPS): 1200/300
Resistence (em/kin/explo/therm): 71.84/73.19/36.65/76.77
Resistence against angels with explo membrane instead of therm ((em/kin/explo/therm)): 71.84/73.19/67.83/54.25
Burst Tank Capabilities: 332.65 against serpentis, 253.38 against angel
Drone Controle Range: 85km Garde Range: 46.8k opti + 19.8k falloff

EDIT 2: Im assuming u mean km missions where u have to travel between gates, triangle mjd works for me there
Lantro
Sebiestor Tribe
Minmatar Republic
#8 - 2014-03-31 11:10:31 UTC
Tau Cabalander wrote:
[It uses more capacitor but adapts quicker.


Or with less math: This thing leeches ~4x as much cap as a single T2 Hardener on Level V. For what? OK, no stacking penalties with the other hardeners but thats about it. It has it's uses, no question - but not in PvE imho.
Sabriz Adoudel
Move along there is nothing here
#9 - 2014-04-07 06:56:43 UTC
Lantro wrote:
Tau Cabalander wrote:
[It uses more capacitor but adapts quicker.


Or with less math: This thing leeches ~4x as much cap as a single T2 Hardener on Level V. For what? OK, no stacking penalties with the other hardeners but thats about it. It has it's uses, no question - but not in PvE imho.


It's an amazing module on a PVE battleship. No use on anything smaller because of the cap drain.

I support the New Order and CODE. alliance. www.minerbumping.com

Dorian Wylde
Imperial Academy
Amarr Empire
#10 - 2014-04-07 20:43:14 UTC
Sabriz Adoudel wrote:
Lantro wrote:
Tau Cabalander wrote:
[It uses more capacitor but adapts quicker.


Or with less math: This thing leeches ~4x as much cap as a single T2 Hardener on Level V. For what? OK, no stacking penalties with the other hardeners but thats about it. It has it's uses, no question - but not in PvE imho.


It's an amazing module on a PVE battleship. No use on anything smaller because of the cap drain.


If you're doing PVE, with the exception of a small handful of mercenary missions, your enemies are doing 2 types of damage, which you will always know ahead of time. The cap drain on the module is simply too much when standard hardeners do the job perfectly fine.
Antisocial Malkavian
Antisocial Malkavians
#11 - 2014-04-07 20:53:46 UTC
Dorian Wylde wrote:
Sabriz Adoudel wrote:
Lantro wrote:
Tau Cabalander wrote:
[It uses more capacitor but adapts quicker.


Or with less math: This thing leeches ~4x as much cap as a single T2 Hardener on Level V. For what? OK, no stacking penalties with the other hardeners but thats about it. It has it's uses, no question - but not in PvE imho.


It's an amazing module on a PVE battleship. No use on anything smaller because of the cap drain.


If you're doing PVE, with the exception of a small handful of mercenary missions, your enemies are doing 2 types of damage, which you will always know ahead of time. The cap drain on the module is simply too much when standard hardeners do the job perfectly fine.


I get those stupid merc all damage modules all the friggin time -.-

And, isn't sanity really just a one-trick pony anyway? I mean all you get is one trick, rational thinking, but when you're good and crazy, oooh, oooh, oooh, the sky is the limit.

Sabriz Adoudel
Move along there is nothing here
#12 - 2014-04-07 23:58:21 UTC
Dorian Wylde wrote:


If you're doing PVE, with the exception of a small handful of mercenary missions, your enemies are doing 2 types of damage, which you will always know ahead of time. The cap drain on the module is simply too much when standard hardeners do the job perfectly fine.


The cap drain doesn't scale with the size of your ship. While it is murder on a cruiser and utterly unsustainable on anything smaller, on a battleship it is tiny. Battleship capacitor capacity is in the high four digits.

My attitude in PVE, however (when forced to do it by game mechanics, I'm not a PVE player) is to minimize tanking modules to maximize damage, and that means I blitz L4s in an Ishtar (or even Navy Vexor) using just a Damage Control module, local repair rigs, and a low-end deadspace local repair mod, with an MWD to get away from danger. The only mission that this doesn't work well on is one of the Sansha ones, I think it's Downing the Slavers 2, where you start the second pocket webbed and surrounded by a lot of rats at close range.

But before I was confident to do that, I used the reactive armor hardener and found it effective.

I support the New Order and CODE. alliance. www.minerbumping.com

Tau Cabalander
Retirement Retreat
Working Stiffs
#13 - 2014-04-08 03:46:01 UTC  |  Edited by: Tau Cabalander
For what it is worth, my level 3 Hurricane with a Reactive Armor Hardener:

[Hurricane, Level 3 Missions]
Gyrostabilizer II
Gyrostabilizer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
Medium Armor Repairer II

Cap Recharger II
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Tracking Speed Script
10MN Afterburner II

Auto Targeting System II
650mm Artillery Cannon II, Depleted Uranium M
650mm Artillery Cannon II, Depleted Uranium M
650mm Artillery Cannon II, Depleted Uranium M
650mm Artillery Cannon II, Depleted Uranium M
650mm Artillery Cannon II, Depleted Uranium M
650mm Artillery Cannon II, Depleted Uranium M

Medium Projectile Collision Accelerator I
Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I

Hobgoblin II x5
Hobgoblin II x1


Yes, I actually use Quake, and even Tremor now and then, among other ammo types as needed.