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PvE Tengu Tactics for New Tengu Pilot

Author
Charlie Crewes
Perkone
Caldari State
#21 - 2012-05-02 17:09:51 UTC
Zhilia Mann wrote:
Missile rigging skill? That will reduce the CPU penalty on the rigs. Then there's Weapon Upgrades of course. CN BCUs also require less CPU, so there's that. Since those are too rich, Domination/RF BCUs are cheaper and offer the same benefit as T2 with less fitting costs.


Will look into those mentioned BCU's next time i'm on my client, and look into those mentioned skills shortly. Thanks!
Heun zero
MAYHEM BOYZ
#22 - 2012-05-02 19:25:54 UTC
It looks like a decent t1 version of a tengu fit. Only suggestion I have is to make sure you are using mission specific hardeners, it might be obvious but it certainly makes a big difference.

I think that after the subsystem skills the t2 launchers should be a high priority though, Cause they offer a big benefit over their T1 counterparts. But basically just take you're fit from here to where ever you want it to be step by step as your skills and wallet increases
Devil's Call
Social safety
#23 - 2012-05-03 00:14:41 UTC
Why don't you use a HAM tengu instead? I think it's faster for caldari space.
Daniel Plain
Doomheim
#24 - 2012-05-03 00:50:12 UTC
Devil's Call wrote:
Why don't you use a HAM tengu instead? I think it's faster for caldari space.

what? no

I should buy an Ishtar.

Sigurd Sig Hansen
Doomheim
#25 - 2012-05-03 01:35:55 UTC  |  Edited by: Sigurd Sig Hansen
Zhilia Mann wrote:
It's not a huge factor in missions, but do mind any neuts. Doubly so when you get bored with missions and decide to do something interesting with that Tengu.


lol been in this game since 2005 and I have yet to have that happen

Daniel Plain wrote:
Devil's Call wrote:
Why don't you use a HAM tengu instead? I think it's faster for caldari space.

what? no


Nice, elaborate explanation -.-

Mining is the "Deadliest Catch" in this game

Tertharan
#26 - 2012-05-03 04:20:57 UTC  |  Edited by: Tertharan
Charlie Crewes wrote:
Let me preface this post by saying I do NOT know fittings. Every fit for every ship I've ever had came from someone else. Eve is a casual thing for me, and fittings bore me (usually), so I just don't bother to learn about them.

With that being said...I find myself very much leaning to the Adaptive Shielding to get the resists bonuses. The downside is that it would create a utility high that I have no use for, and I'd be losing a mid. The mid loss I can justify as just losing the web I was considering dropping anyway (still not so sure that's a good idea though to lose the web), but I've nothing to put in the high. The plus side is that instead of 2 bcu ii's and 2 bcu i's, this allows me to fit 4 bcu ii's (CN BCU's aren't realistically affordable for me now), plus I get the resistance bonus.


[fit truncated for space]

Quote:
Keeping in mind the unrealistic expectation of CN BCU's, the overabundance of T1 missiles I am looking to use up, and the CPU issues caused by the T2 Heavies (which has me scratching my head - but I don't know fitting so I'm sure there's a simple explanation)...suggestions? Subsystem skills are all at 3 and have priority over other skills until all 5's.


Adaptive shielding is a rather bad idea. You say you're switching to it for the resist bonus, which implies that you think it helps your tank, but in reality you're hurting your tank. Very badly. You're losing a mid slot you could be using for tank, but more importantly you're losing the shield booster bonus of the amplification node. Quickly throwing your fit in EFT (assuming all V in skills, but the result would be similar regardless) shows that swapping the two subsystems back takes it from tanking 116 DPS to tanking 130. Further, replacing one of the EM hardeners with an invulnerability field takes it to 155. If it's really more resistances you want, chuck another invul field in the other mid slot.

However I would instead reconsider the shield booster you're using. The reason the fit you copied had two Gistii B-type boosters is that one of them is a relatively anemic booster on it's own, as you've already noticed. I wouldn't be surprised if you'd run into quite a bit of trouble on some of the tougher level 4's, especially the ones with multiple webbing frigates or spider drones. You're either going to want to buy the second one, or get one that's more powerful, possibly with a shield boost amplifier to supplement it. The Pithi boosters have more punch, but for higher cost. It's a matter of balancing how powerful a tank you want with how much money you want to spend. You might want to overshoot a bit, as you're gimping your DPS with T2 BCUs and T1 launchers, so you're going to have to survive almost twice as long as someone with 800 DPS. Remember, it's an expensive hull, losing it by going cheap on your tank is rather silly. Of course, crazy over tanking it is equally silly, but you're quite a ways from that.

Speaking of which, once your tank is sorted upgrade the launchers as quickly as possible, and the BCUs as soon as you can afterwards. CN BCUs are expensive, but it's surprising what kind of a difference it makes swapping even just one or two of your BCUs for them on any missile ship.

Just as another fitting example, this is what I use when I don't feel like slowboating around in a CNR:

[Tengu, Tengu]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II

Pithi B-Type Small Shield Booster
Republic Fleet 10MN Afterburner
Shield Boost Amplifier I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II

Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile

Medium Warhead Rigor Catalyst II
Medium Warhead Rigor Catalyst II
Medium Warhead Flare Catalyst II

Tengu Offensive - Accelerated Ejection Bay
Tengu Defensive - Amplification Node
Tengu Engineering - Augmented Capacitor Reservoir
Tengu Electronics - Dissolution Sequencer
Tengu Propulsion - Fuel Catalyst

Possibly overtanked, but not gratuitously so. I could probably get away with downgrading the booster to a C-type, but I like the added cushion and it's not that much more expensive in the grand scheme of things. I don't feel the need for a target painter; between rigs/skills/implants I'm getting full damage on cruisers with Furies, and while frigates may take more vollies than they would otherwise there aren't generally enough of them for me to care. If I know there are enough frigates to be bothersome I warp in with T1 ammo to take them out before swapping to the furies for everything else and they go down fast enough. Given that you've already stated you're not using furies, you might be able to drop the target painter too, but that would depend entirely on where your missile skills are. A webifier would be overkill in my opinion regardless.

Incidentally I only use the above fit for missions with omni damage; I find it worthwhile to swap to damage specific hardeners depending on the mission as someone else also recommended. It's a cheap way to really beef up your tank.
FlinchingNinja Kishunuba
Crunchy Crunchy
#27 - 2012-05-03 23:07:13 UTC
I put a sensor booster with scan rez script on as you can only target 5 ships and they pop so quick it saves time.

No need for a shield boost amp if you are flying it right (speed tank), only need the shield booster for when you are up against too many npc missile boats or get webbed hard.

I dropped damage type hardeners for resistance amps to give me more cap for boost if I needed it too.

Also train offensive and propulsion skills to 5 first.

Dato Koppla
Spaghetti Militia
#28 - 2012-05-04 02:04:16 UTC  |  Edited by: Dato Koppla
Heun zero wrote:

I assume that you're suggestion to use faction/t1 missles is due to this fact as well, since fury's benefit more from the signature /velocity rigs. However this also means that any dps increase you get from the bay loading rig is nullified or diminished because you're not firing fury's all the time and extra reloads.


Like I mentioned in my post, I normally enter rooms with faction/t1 preloaded and take care of all the small enemies, which 90% of the time can be done with 1 launchers worth, this 1 launcher worth of missiles is the only time that your fit is performing better than mine because of more damage to frigs. After the next reload, my fit has 40 additional dps that is always applicable no matter what you're shooting at, yours only does better for frigs.

Shorter cycle time on the launchers means it's less likely to waste volleys and wasted volleys have less an effect on your mission time. I didn't do any real data collecting on this, but I've always found I spent more of my mission time waiting for Battleships to die as opposed to killing frigs which is why I settled on the T2 damage rig.
Tertharan
#29 - 2012-05-05 02:09:13 UTC
Dato Koppla wrote:
Heun zero wrote:

I assume that you're suggestion to use faction/t1 missles is due to this fact as well, since fury's benefit more from the signature /velocity rigs. However this also means that any dps increase you get from the bay loading rig is nullified or diminished because you're not firing fury's all the time and extra reloads.


Like I mentioned in my post, I normally enter rooms with faction/t1 preloaded and take care of all the small enemies, which 90% of the time can be done with 1 launchers worth, this 1 launcher worth of missiles is the only time that your fit is performing better than mine because of more damage to frigs. After the next reload, my fit has 40 additional dps that is always applicable no matter what you're shooting at, yours only does better for frigs.

Shorter cycle time on the launchers means it's less likely to waste volleys and wasted volleys have less an effect on your mission time. I didn't do any real data collecting on this, but I've always found I spent more of my mission time waiting for Battleships to die as opposed to killing frigs which is why I settled on the T2 damage rig.


The main problem I have with your rigs is not performance on frigates, it's performance on cruisers. Without your target painter you're not getting full damage on cruisers with furies by a fairly significant margin, and trying to use a target painter with a ship that fires missiles as fast as a Tengu drives me crazy because of the fairly lengthy cycle time. It wouldn't surprise me if the net DPS in battleship-heavy missions is higher anyway, but for me not having to bother with a painter at all makes up for it. In cruiser-heavy missions it would probably be a wash.
Boomhaur
#30 - 2012-05-07 05:33:43 UTC
Just a little heads up you don't need to orbit something in the mission, pick a spot and drop 1 ammo by using your jet can and set orbit around it. It's what I've been doing years, started doing it with the drake when that came out and now I do it with my nighthawk.

Beyond that it looks like everything else has been mostly covered. Orbit, speed tank, Frigs = Priority (scram/webs = dead), etc.

Welcome to Eve. Everyone here is an Evil Sick Sadistic Bastard who is out to get you. Anyone who tells you otherwise is either trying to scam you or use you.

Zendon Taredi
Tier Four Technologies
#31 - 2012-05-07 09:30:10 UTC
I rarely use a fixed orbit. I kite them around manually, and make turns when they are too far away, or they are doing too much damage and i have to increase my angular velocity.
Sup B1tches
Sebiestor Tribe
Minmatar Republic
#32 - 2012-05-07 10:17:10 UTC
Having seen the difference between a 10MN AB Tengu and a 100MN AB Tengu, i would choose the 100MN by default every single time
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