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Mission ship for amarr space, nightmare?

Author
Aamrr
#21 - 2011-10-19 00:33:41 UTC  |  Edited by: Aamrr
Erm...yeah, you're supposed to change hardeners specific to the mission. Angels deal mostly explosive, with a mix of more or less everything else, so you'd fit an explosive hardener and an invuln.

That said, the Nightmare is definitely sub-optimal for dealing with Angels. EM damage is their strongest resist. An autocannon ship would definitely serve you better, here.

Edit: I'm a little confused how a pilot that's been around long enough to step into a nightmare doesn't know this sort of thing. Did you buy a character on the bazaar?
EGHuK
University of Caille
Gallente Federation
#22 - 2011-10-19 01:47:48 UTC  |  Edited by: EGHuK
Aamrr wrote:
Erm...yeah, you're supposed to change hardeners specific to the mission. Angels deal mostly explosive, with a mix of more or less everything else, so you'd fit an explosive hardener and an invuln.

That said, the Nightmare is definitely sub-optimal for dealing with Angels. EM damage is their strongest resist. An autocannon ship would definitely serve you better, here.

Edit: I'm a little confused how a pilot that's been around long enough to step into a nightmare doesn't know this sort of thing. Did you buy a character on the bazaar?


Nope, just never done missions. I know all the damage types, I just thought that I'd get more EM/thermal missions in amar space.

Yet I got 2 angel missions in a row, followed by a guristas mission.

Edit: Got 9/10m bounty ticks nontheless, but I was still hoping for more blood/sanshas: /. Otherwise I might as well stick with a machariel+tengu combo.
Flakey Foont
#23 - 2011-10-19 02:15:45 UTC
Lucky you!!!

Good luck though. I think you will do fine. Just know your triggers.
EGHuK
University of Caille
Gallente Federation
#24 - 2011-10-19 02:34:09 UTC  |  Edited by: EGHuK
Flakey Foont wrote:
Lucky you!!!

Good luck though. I think you will do fine. Just know your triggers.


I haven't really had problems with any mission so far, I just think that a machariel with EML or Phased will do just as well vs blood/sanshas, and destroy angels with fusion. Just need some tengu for kinetic damage and you're all good. While the nightmare kind of sucks vs angels. (I'm talking about the damage I deal here, not about what kind of tank I use, don't really understand how Aamr made that up in the first place.)
Lugalzagezi666
#25 - 2011-10-19 07:46:49 UTC
Mach is decent vs sanshas/bloods, but nightmare is just better. You would have to do some serious piloting to come close to nightmares performance in blockade for example. Important thing is to pop triggers, so you have rats always in mf range. It needs some experience to not get overwhelmed, but you should be ok with your gist tank.

On other hand - nightmare seriously sucks vs angels - i am talking about 10-15min difference on angel extravaganza compared to mach. And thats alot.

9-12m ticks sounds about right when you get "bad" missions, but wait till you get some "good" missions in row and watch 16-22m ticks. You will probably need more agents, more chars to take missions or extra luck though.

Daniel Plain
Doomheim
#26 - 2011-10-19 19:40:15 UTC
Aamrr wrote:
Semiconductors are interesting, but do remember that they do nothing to improve the capacitor coming from your capacitor boosters. A fully skilled nightmare has just under 8700 capacitor in its reservoir -- but it carries 16000 capacitor in its cargo hold. Improving the former by 15% pales in comparison to conserving what's coming in from your capacitor booster. Especially when the alternative gives a larger bonus.

T2 Elutriation Discharge rigs give a 25% reduction in capacitor cost for your Tachyons. The effect is so significant that a pair of them will get even T2 tachyons to near stability with your shield booster off -- and this lets you conserve your capacitor charges for the when you need tank -- rather than needing to use them as soon as the capacitor in your ship runs out.

Speaking of tank, notice the medium capacitor booster. With the elutriation rigs making the lasers run off native cap recharge, a medium capacitor booster is sufficient to run the shield booster. Even with everything running, you could run the shield booster about 80% of the time as long as charges hold out. And a medium booster runs through charges a lot slower than a heavy does. More importantly, the medium capacitor booster conserves enough powergrid to allow fitting an afterburner, a nice luxury on many many missions.

Putting it all together, here's what I've got. There's a few modules that change situationally -- I'll switch hardeners or fit an afterburner for some missions -- but this gives you the general idea:

[Nightmare, TachBoost]

4x Tachyon Beam Laser II, Imperial Navy Multifrequency L
Small Tractor Beam I
Auto Targeting System II

Gist C-Type X-Large Shield Booster
Imperial Navy Medium Capacitor Booster, Cap Booster 800
Photon Scattering Field II
Heat Dissipation Field II
Shield Boost Amplifier II
Tracking Computer II, Optimal Range
Tracking Computer II, Tracking Speed

Tracking Enhancer II
4x Imperial Navy Heat Sink

2x Large Energy Discharge Elutriation II
Large Anti-EM Screen Reinforcer I


pretty much this. if you don't have AWU and/or large energy turret II, you can consider taking large CCCs instead of EDUs. it will save powergrid while also helping cap stability.

I should buy an Ishtar.

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