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Mission running maelstrom

Author
Reece Davis
Destructive Influence
Northern Coalition.
#1 - 2012-05-29 14:40:09 UTC
anyone know any good mission running maelstrom fits? just started flying BS's and honestly have no idea on how to fit one for running missions.
Babar Baboli
Republic Military School
Minmatar Republic
#2 - 2012-05-29 14:45:59 UTC
[Maelstrom, Arty Mael]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

Domination 100MN Afterburner
'Copasetic' Particle Field Acceleration
X-Large C5-L Emergency Shield Overload I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L

Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I


Hobgoblin II x5
Hammerhead II x5
Aiko Hanomaa
Doomheim
#3 - 2012-05-29 17:51:20 UTC  |  Edited by: Aiko Hanomaa
Quote:

[Maelstrom, Starter Mael]

Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II

Republic Fleet 100MN Afterburner
X-Large Shield Booster II
5a Prototype Shield Support I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Heavy Capacitor Booster II, Cap Booster 800

800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I

Large Core Defense Capacitor Safeguard I
Large Projectile Ambit Extension I
Large Anti-Thermal Screen Reinforcer I


Hobgoblin II x5
Warrior II x5
Hornet II x5
Warrior I x5


Mission specific hardeners. Faction and Meta modules can be replaced with t2. Use 1200mm Artie when you need more range.

This was my very first mission BS and served me well for many months. Tank and capacitor felt a bit weak, until I learned to pulse the SB every time the shields were below 90% and the cap above 30%. The Warrior I's were for drone tanking new spawns, or missions where drones would draw aggro.

The Cap Booster is both an "Oh Shi...!" and an "F You!" button. You won't need it for most missions, but it is nice to have if something goes wrong, and is necessary to blitz some missions.
Babar Baboli
Republic Military School
Minmatar Republic
#4 - 2012-05-30 10:45:05 UTC
Aiko Hanomaa wrote:
Quote:

[Maelstrom, Starter Mael]

Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II

Republic Fleet 100MN Afterburner
X-Large Shield Booster II
5a Prototype Shield Support I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Heavy Capacitor Booster II, Cap Booster 800

800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I

Large Core Defense Capacitor Safeguard I
Large Projectile Ambit Extension I
Large Anti-Thermal Screen Reinforcer I


Hobgoblin II x5
Warrior II x5
Hornet II x5
Warrior I x5


Mission specific hardeners. Faction and Meta modules can be replaced with t2. Use 1200mm Artie when you need more range.

This was my very first mission BS and served me well for many months. Tank and capacitor felt a bit weak, until I learned to pulse the SB every time the shields were below 90% and the cap above 30%. The Warrior I's were for drone tanking new spawns, or missions where drones would draw aggro.

The Cap Booster is both an "Oh Shi...!" and an "F You!" button. You won't need it for most missions, but it is nice to have if something goes wrong, and is necessary to blitz some missions.


I would prefer 1400mm arties though.
I think that the 1200mm doesn't kill BS rats fast enough.

You get insane range with 1400mm, which is nice on a lot of L4 missions.
Daniel Plain
Doomheim
#5 - 2012-05-30 12:09:17 UTC
from my personal experience, i'd tend to go with 800s, just because you rarely get missions where range is overly important. iirc 1400s only outdps 800s at about 30km but at the cost of horrible tracking. it depends on what you fly against ofc. also, the mael isn't really that expensive, you could easily just buy two and jump between them depending on which is suited better for the current mission.

I should buy an Ishtar.

Faint Gunn
Crystal Skull Mining Investments
#6 - 2012-06-04 05:51:25 UTC
1200's are working well enough for me depends on your preference ofc & jumping between two maels is a good choice
considering the price.
Alara IonStorm
#7 - 2012-06-04 06:26:20 UTC  |  Edited by: Alara IonStorm
You definitely want to buy 800mm Autocannons to use in certain Cruiser heavy Missions along side Artillery. They are interchangeable.

Also a Tracking Computer with a Tracking Script will serve you way better then a Afterburner when dealing with Artillery. That 30% tracking is twice as good as then anything you get with T1 rigs and TE's as well as not Stacking Penalized since it is the high module. TE for Range TC for Tracking. The AB is more useful with Autocannons.

Also T2 Artillery for Javelin will help with smaller close range targets when you can get it.
Theodoric Darkwind
The Scope
Gallente Federation
#8 - 2012-06-04 07:04:23 UTC  |  Edited by: Theodoric Darkwind
Here you go. Nothing overly spendy on it (just T2 and meta stuff).

the hardeners are 2 rat specific + 1 invuln, or 3 rat specific if the particular mission calls for it. The example fit is set up for serpentis/guristas. This fit works best against angels (only a machariel is probably better at killing angel rats), good vs serpentis, about as good as any gunship will get against gurista (droneboats are king vs gurista), and I wouldn't recommend using it against blood or sansha (seriously do blood/sansha in something armor tanked).

Autocannons should be fine for most missions, if you need more range toss on a set of 1200 artys. 1400s do a little more damage, but have a horrible cycle time, lousy tracking, and usually require a PDS, and/or implants to fit. You will have to swap a gyro for a 2nd TE to fit 1200s.

[Maelstrom, Mael T2 serp ratter]

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II

X-Large Shield Booster II
'Copasetic' Particle Field Acceleration
Kinetic Deflection Field II
Thermic Dissipation Field II
Adaptive Invulnerability Field II
Cap Recharger II

800mm Repeating Artillery II, Phased Plasma L
800mm Repeating Artillery II, Phased Plasma L
800mm Repeating Artillery II, Phased Plasma L
800mm Repeating Artillery II, Phased Plasma L
800mm Repeating Artillery II, Phased Plasma L
800mm Repeating Artillery II, Phased Plasma L
800mm Repeating Artillery II, Phased Plasma L
800mm Repeating Artillery II, Phased Plasma L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Marc Callan
Center for Advanced Studies
Gallente Federation
#9 - 2012-06-04 09:35:52 UTC
Once you get T2 autocannons, they should be good for most applications (Barrage will be your ammunition of choice for long-range targets). Until then, while you're still using T1 projectiles, you'll definitely want a full rack of 1200's to swap out for your full set of 800's. Guristas, for one, will stand off beyond your autocannon falloff. Wait until later for 1400's, when you've trained up Advanced Weapon Upgrades, or you'll have difficulty fitting them.

My initial cookie-cutter fit had two Gyro II's, two Tracking Enhancer II's, and a Damage Control II in the lows, one XL Shield Booster, four mission-specific hardeners, and either a boost amp or an afterburner in the mids, and three CCC rigs.

Once you get your weapon fitting skills up, the 1400's work well on long-range targets - battlecruisers and battleships. For missions like Guristas Extravaganza with heavy jamming, nowadays I swap one hardener for an ECCM (LADAR ECCM II for the Maelstrom), and I find that I can one-shot battlecruisers, and the cycle time of the 1400's is close enough to the jammer cycle times that it doesn't cut that much off DPS.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Vilnius Zar
SDC Multi Ten
#10 - 2012-06-04 09:46:51 UTC  |  Edited by: Vilnius Zar
The choice for either artie or AC depends on the faction you're fighting and the specific mission. If you generally fight Guristas you want arties most of the time, if you fight Angels you're generally better off with ACs. Personally I'd go 1200s over 1400s because tracking issues make you lose a lot of applied dps and also because of the insane cycle time there's a big chance on overkill meaning lost dps.


Here's one that works fine in a typical Angel mission.


[Maelstrom, LVL 4 Angel]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II

100MN Afterburner II
X-Large Shield Booster II
Shield Boost Amplifier II
Explosive Deflection Field II
Adaptive Invulnerability Field II
Heavy Capacitor Booster II, Cap Booster 800

800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L

[empty rig slot]
Large Projectile Ambit Extension I
Large Projectile Burst Aerator II


Valkyrie II x5
Warrior II x5
Marc Callan
Center for Advanced Studies
Gallente Federation
#11 - 2012-06-05 13:37:37 UTC
Vilnius Zar wrote:
The choice for either artie or AC depends on the faction you're fighting and the specific mission. If you generally fight Guristas you want arties most of the time, if you fight Angels you're generally better off with ACs. Personally I'd go 1200s over 1400s because tracking issues make you lose a lot of applied dps and also because of the insane cycle time there's a big chance on overkill meaning lost dps.


Fair point that 1200s are better at tracking than 1400s, plus the overkill issue (and the fact that they're much more forgiving fitting-wise). When the Guristas have ECM rats on grid, though, it's annoying if they jam you out and you find that they've repped up their shields almost completely because you couldn't get into their armor before the jammers hit.

Important point, though, with the 1200s and especially the autocannons; pack as much mission-specific ammunition as you can fit into your hold, because it's just plain embarassing to have to warp out because you shot your magazine empty.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt