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Microwarpdrive's vs Afterburners

Author
Marcus Gideon
Triglavian Assembly
#21 - 2012-08-15 00:25:24 UTC
Veri-Veha wrote:

-High Slots-
3x 150mm Light AutoCannon II
1x 'Malkuth' Rocket Launcher I
-Medium Slots-
1x Gistii B-Type 1MN Afterburner I
1x Faint Epsilon Warp Scrambler I
1x Fleeting Propulsion Inhibitor I
-Low Slots-
1x Damage Control II
1x Nanofiber Internal Structure II
2x Gyrostabilizer II

This looks like a reasonable fit, depending on pilot skill.

It's going to pop like a soap bubble if you get webbed, however.

The AB, Scram, and Web are all saying "I plan to be REAL close to my target" which isn't a bad thing. But if that target happens to have a web or two of their own, and can cut down your speed (and thus reduce your transversal) then you have nothing between you and empty space except a DC.

I'd consider a plate or something at least. Just a few more HP between you and incoming fire. Armor Layering doesn't slow you down like a traditional plate does. Doesn't add much either, but it's an idea...
Garresh
Mackies Raiders
Wild Geese.
#22 - 2012-08-15 04:02:12 UTC  |  Edited by: Garresh
I'm pretty much exclusively a solo pilot, but here's my failfit I threw together in pyfa in the last 10 minutes. As a general rule though, tacklers aren't supposed to be doing massive amounts of damage. A good tackle fit is just supposed to hold a point and keep them in place while the cavalry arrives. That said, I designed my fittings to be able to take a supplementary damage role once your friends land. Just don't expect them to woo the crowd too much.


[Jaguar, Short Range Tackle]

Damage Control II
Overdrive Injector System II
Nanofiber Internal Structure II
Gyrostabilizer II

Limited 1MN Microwarpdrive I
1MN Afterburner II
Faint Epsilon Warp Scrambler I
Medium Ancillary Shield Booster, Cap Booster 50

125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S
Small Diminishing Power System Drain I

Small Anti-Explosive Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I

This one is supposed to close in fast on a target and then stay mobile *enough* to take a beating while your friends get there. If they have a web they might slip, but the fitting is fast enough that your friends*should* arrive before you lose them. Overheat your scram and AB until someone else lands a point, then turn it off and proceed like a normal combat ship. The nos is there so if you're getting neuted heavily you can still maintain your point long enough. Or, if you're facing a much larger ship it allows you to ignore their neuts and maintain orbit and somewhat speed tank long enough for backup to arrive.


[Jaguar, Long Range Tackle]

Damage Control II
Overdrive Injector System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Limited 1MN Microwarpdrive I
Warp Disruptor II
Small Electrochemical Capacitor Booster I, Cap Booster 50
Medium Ancillary Shield Booster, Cap Booster 50

200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
Rocket Launcher II, Caldari Navy Mjolnir Rocket

Small Anti-Explosive Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I

This one is a more "traditional" ship in that it is designed to hold a tackle from 18-22 km out. You establish a safe orbit and proceed from there. The presence of a cap booster allows you to keep a point even on a battleship with heavy neuts, and the autocannons are for popping drones. Depending on what you're expecting to do, I would switch the guns down to 125mm if you expect to take a lot of drone fire and have very slow friends. Otherwise, stick with the 200mm. When the real fight starts you'll want to close in and provide supporting fire, and the 200mm give better range projection and damage.





Both of these fittings provide a great deal of tank and some cap drain immunity so you can survive while your mates arrive, and both have upwards of 160 dps for when the fireworks start. I put ancillaries on both of them because the module is OP atm, and I don't fully know what you expect to be doing. A pure tackle ship might opt for webs to better kill drones, or dual prop + web to maximize range dictation ability. But, I'm operating on the hunch here that you want a tackler that can transition into a brawler as things heat up. Also, I'm hestitant to run artillery on a jaguar because, frankly, it doesn't have the damage of a thrasher, and it's much MUCH better for close range scenarios most of the time. It can arti just fine, but I just like it with autocannons.

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