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MoA Fleet PVP Fit?

Author
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#1 - 2012-08-23 11:10:29 UTC
Can anyone suggest a good MoA fit for Fleet PVP please?

Have searched and can't find anything. Mercy buckets.

Plus ça change, plus c'est la même chose

Alara IonStorm
#2 - 2012-08-23 11:18:40 UTC
I've used this one before, it is pretty well the standard except some people prefer a small Neut to a Nos.

I haven't tried this yet but you can try to cram together some sort of ASB fit. I would save that for the Ferox or Eagle personally though.

[Moa, ASB]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Reactor Control Unit II
Pseudoelectron Containment Field I

X-Large Ancillary Shield Booster, Navy Cap Booster 400
Adaptive Invulnerability Field II
Experimental 10MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I

Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
[empty high slot]

Medium Processor Overclocking Unit I
Medium Processor Overclocking Unit I
Medium Anti-EM Screen Reinforcer I


Hornet II x3

I use Hornets on Caldari ships because... Ugh
Cryissa
Caldari Navy Operations
#3 - 2012-08-23 11:20:58 UTC
I love the idea of an Xtra Large ASB on a MOA Smile
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#4 - 2012-08-23 11:23:45 UTC
Alara IonStorm wrote:
I've used this one before, it is pretty well the standard except some people prefer a small Neut to a Nos.

I haven't tried this yet but you can try to cram together some sort of ASB fit. I would save that for the Ferox or Eagle personally though.

[Moa, ASB]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Reactor Control Unit II
Pseudoelectron Containment Field I

X-Large Ancillary Shield Booster, Navy Cap Booster 400
Adaptive Invulnerability Field II
Experimental 10MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I

Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
[empty high slot]

Medium Processor Overclocking Unit I
Medium Processor Overclocking Unit I
Medium Anti-EM Screen Reinforcer I


Hornet II x3

I use Hornets on Caldari ships because... Ugh


Thanks Alara, I'll give those fits a whirl Big smile

Plus ça change, plus c'est la même chose

Hazen Koraka
HK Enterprises
#5 - 2012-08-23 12:14:02 UTC
Uh what's with the Navy Cap Booster 400? I don't get it. ASB work with any charge sizes don't they? And you get the same boost amount regardless of the cap size? So why use 400s (take up more cargo space), secondly why a faction one thats way more expensive?

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Alara IonStorm
#6 - 2012-08-23 12:33:30 UTC  |  Edited by: Alara IonStorm
Hazen Koraka wrote:
Uh what's with the Navy Cap Booster 400? I don't get it. ASB work with any charge sizes don't they? And you get the same boost amount regardless of the cap size? So why use 400s (take up more cargo space), secondly why a faction one thats way more expensive?

First off they don't work on any boost size, 400's and 800's are the only changes usable for the XL Model. Second the XL Booster has a maximum capacity of 160m3 and loads the charges like a cap booster, it has a 60 second reload time as well.

You want to use the smallest available charges so you are not left sitting with no defense in a fight for a minute. A Ferox or Rokh in a small gang might be able to survive that on their buffer, the Moa not so much.
Deerin
East Trading Co Ltd
#7 - 2012-08-23 14:09:44 UTC
For short range fleets use what Alara has posted. I'd prefer Moa in a fleet with 200mm's though. This way you can project damage up to locking range and still do good damage within 20k range with CN antimatter.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#8 - 2012-08-23 14:11:59 UTC
Deerin wrote:
For short range fleets use what Alara has posted. I'd prefer Moa in a fleet with 200mm's though. This way you can project damage up to locking range and still do good damage within 20k range with CN antimatter.


The kill mail fit or the quoted fit?

Plus ça change, plus c'est la même chose

Alara IonStorm
#9 - 2012-08-23 14:42:00 UTC  |  Edited by: Alara IonStorm
John Ratcliffe wrote:

The kill mail fit or the quoted fit?

No real need. There is a reason why it isn't easy to find many Rail Fits. With 200mm Rails at max skill using CN Ammo and 3 Mag Stabs is less then 300 Gun DPS at 20ish km. That gets worse the farther out you shoot so by the time you reach lock range you are basically giving them a long range hug, if the DPS got any lower you'd probably be repping them. What is more you use up most of your grid in the process to do this so not much on the tank part.

Honestly I can't think of any serious shield fleet that wouldn't want another Merlin or Condor on Tackle or a Blackbird with a taste for jamming Logi at that skill level.
Hazen Koraka
HK Enterprises
#10 - 2012-08-24 12:20:11 UTC
Quote:

First off they don't work on any boost size, 400's and 800's are the only changes usable for the XL Model. Second the XL Booster has a maximum capacity of 160m3 and loads the charges like a cap booster, it has a 60 second reload time as well.

You want to use the smallest available charges so you are not left sitting with no defense in a fight for a minute. A Ferox or Rokh in a small gang might be able to survive that on their buffer, the Moa not so much.


So you have to use 400s to load them. So why use faction 400s? Dont all the charges give the same amount of shield boost?

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Vilnius Zar
SDC Multi Ten
#11 - 2012-08-24 12:34:40 UTC  |  Edited by: Vilnius Zar
Hazen Koraka wrote:
Quote:

First off they don't work on any boost size, 400's and 800's are the only changes usable for the XL Model. Second the XL Booster has a maximum capacity of 160m3 and loads the charges like a cap booster, it has a 60 second reload time as well.

You want to use the smallest available charges so you are not left sitting with no defense in a fight for a minute. A Ferox or Rokh in a small gang might be able to survive that on their buffer, the Moa not so much.


So you have to use 400s to load them. So why use faction 400s? Dont all the charges give the same amount of shield boost?


The faction one uses less cargo space, this works in two ways:

1) you can bring more in the cargo hold
2) more importantly, you can have more in the booster and that means you have more cycles before you have to reload, generally reloading means dying so using the navy boosters means you live longer
perl
Red Brigade
#12 - 2012-08-26 17:19:39 UTC  |  Edited by: perl
250 rails with spike, sensor boosters, tracking computers and damage mods.
Pop them figgs and crack them eggs from 140-50km. Really. If you want to be up close,
Switch ship.

Edit: aww moa is tech 1 :( disregard my post! :-)
Hazen Koraka
HK Enterprises
#13 - 2012-08-30 07:25:14 UTC
Vilnius Zar wrote:
Hazen Koraka wrote:
Quote:

First off they don't work on any boost size, 400's and 800's are the only changes usable for the XL Model. Second the XL Booster has a maximum capacity of 160m3 and loads the charges like a cap booster, it has a 60 second reload time as well.

You want to use the smallest available charges so you are not left sitting with no defense in a fight for a minute. A Ferox or Rokh in a small gang might be able to survive that on their buffer, the Moa not so much.


So you have to use 400s to load them. So why use faction 400s? Dont all the charges give the same amount of shield boost?


The faction one uses less cargo space, this works in two ways:

1) you can bring more in the cargo hold
2) more importantly, you can have more in the booster and that means you have more cycles before you have to reload, generally reloading means dying so using the navy boosters means you live longer


Ok makes sense thanks! I wasn't in game when I posted so couldn't compare booster charge stats! :)

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html