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Minmatar Mission Boat

Author
NaunoFirefox
Republic University
Minmatar Republic
#1 - 2013-01-06 00:11:09 UTC
Hi guys, I'm still a bit new to Eve, I know most of what I'm doing now, I just need to get down how to do things well, and thats hopefully where you all come in to help me.

I'm looking for a L2-L3 mission Minmatar ship, fittings and ship suggestions together, that hopefully would work with a few personal preferences.

-It goes at least 300m/s, this can be with afterburner but must be stable, faster would be preferable, I loved frigates but they were too low dmg and too squishy.
-Must be stable cap with all combat moduels active, including any afterburners.
-T1 preferably, my income is low but I can afford what I need, Including plex if i grind it out in my barge.
-Minmatar ships only, I am only trained in minmatar ships, I have a decent skill set in a few area's of it, details listed below.
-Decent DPS/Survivability, The reason I left my destroyer was it had too little dps, and now my Hurricane has trouble hitting.
If this is posted against any forum rules/in the wrong area, feel free to tell me and I will take it down instantly, I don't want to break any rules :D


Skillset:
L5: Frigate Construction, Hull Upgrades, Industrial Construction, Mechanics, Drones, Scout Drone Operation, Industry, Refining, Science,
L4:Electronics, Electronics Upgrades, Engineering (training to 5), Weapon Uprades, Repair Systems, Afterburner, Astrogeology, Caldari Frigate/Cruiser, Minmatar Frigate, Spaceship Command
L3:Signature Analysis, Survey, Targeting, Energy Grid Upgrades, Energy Systems Operation, Shield Operation, Shield Operation, Shield Upgrades, Gunnery, Motion Prediction, Sharpshooter, Small Projectile Turret, Mass Production, Mining Uprades, Production Efficiency, Jury Rigging, Light Missiles, Missile Launcher Operation, Navigation, Astrometrics, Social, Mining Barge, Trade.
L2/L1 skills dont take long to train, and I have a lot of them so i am just going to leave these out to save space
Caleidascope
Republic Military School
Minmatar Republic
#2 - 2013-01-06 00:17:13 UTC
It is time for you to learn to use EFT.

Life is short and dinner time is chancy

Eat dessert first!

NaunoFirefox
Republic University
Minmatar Republic
#3 - 2013-01-06 00:24:38 UTC  |  Edited by: NaunoFirefox
I have EFT, but for one the api feature isn't working atm for me, and i'm looking for which ship moreso than the fitting.

I can play around with the fitting and see recommended on EFT, I cna't know which ship is going to fit what i am looking for without player advice or hours and hours of research.
Batelle
Federal Navy Academy
#4 - 2013-01-06 00:41:16 UTC
you can manually set skills, and the API update is worth having.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Termy Rockling
Sebiestor Tribe
Minmatar Republic
#5 - 2013-01-06 00:43:26 UTC  |  Edited by: Termy Rockling
Passive shield tanked artillery ruptures and hurricanes are nice for minmatar missionboats.
You can ofcourse use other kinds of fits but these are propably the easiest and carefree.
Use lower meta items to save ISK and just follow the general guideline in fitting them.
On L2s rigs are optional but do help, on L3s they are really recommended.
I personally still do lots 3s in the cane, i have removed most of the relays already but its nice to start overtanked.
You might also need Power Diagnostics or Reactor Controls module to lowslots instead of relay/gyro.

[Rupture]

650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
XR-3200 Heavy Missile Bay

10MN Afterburner II
Adaptive Invulnerability Field II
Explosive Deflection Field II
Large Shield Extender II

Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I

Hobgoblin II x6


[Hurricane]

650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher

Large Shield Extender II
Explosive Deflection Field II
Adaptive Invulnerability Field II
10MN Afterburner II

Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I

Hobgoblin II x6
Kosetzu
The Black Crow Bandits
Northern Coalition.
#6 - 2013-01-06 00:58:04 UTC
Termy Rockling wrote:


[Rupture]
Fit
[Hurricane]
Fit


I would probably go for two invulns instead of that explosive hardener, makes it much easier to just accept any mission you recieve without refitting, and explosive shield resistance is high enough as it is imo. Better to fill everything a bit, as you'll end up fighting a lot of different factions with different damage types in Minmatar space. You can of course swap that hardener for each mission but the rats usually have multiple damage types, making the invuln altogether more useful.

For the Hurricane I would start out with an Ancillary Current Router rig to fit everything instead of taking up all your lowslots with fittings modules. If you don't have any sort of missile skills then you can just use a tractor beam/salvager combo or something else in those two highslots.

On the Rupture I'd say swap out that heavy launcher for a light one, lvl 2 missions has mostly frigs so the heavy launcher won't hit as well.
NaunoFirefox
Republic University
Minmatar Republic
#7 - 2013-01-06 01:11:08 UTC
Thanks, I'll be sure to check those out, My hurricane is already similarly fitted so a few adjustments is all i need, and the rupture I think I still have one in my hanger. Will definately look at both fittings and see what I like.
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#8 - 2013-01-06 02:13:16 UTC  |  Edited by: Termy Rockling
Kosetzu wrote:

I would probably go for two invulns instead of that explosive hardener, makes it much easier to just accept any mission you recieve without refitting, and explosive shield resistance is high enough as it is imo. Better to fill everything a bit, as you'll end up fighting a lot of different factions with different damage types in Minmatar space. You can of course swap that hardener for each mission but the rats usually have multiple damage types, making the invuln altogether more useful.

For the Hurricane I would start out with an Ancillary Current Router rig to fit everything instead of taking up all your lowslots with fittings modules. If you don't have any sort of missile skills then you can just use a tractor beam/salvager combo or something else in those two highslots.

On the Rupture I'd say swap out that heavy launcher for a light one, lvl 2 missions has mostly frigs so the heavy launcher won't hit as well.


Any sensible missionrunner obviously knows to carry pretty much all hardeners with them and refit accordingly, i use invu+exp for Angels, kin+the for Serpents, invu+kin for Mercs and so forth. 2 invus ofc works if your cap holds or if you are lazy.

On the cane you dont need to fill "all lowslots" with pds/rcu, just one is most likely enough(i havent checked t1 fit since retribution). Fitting module is better option imo since you can swap into AC fit if you want and use the lowslots accordingly, purgers however are always useful for missionrunner. Anyone should have atleast basic skills for the missiles, they help much more than salv+track which i consider waste of slots personally. Though even the rapid lights feel that they dont contribute that much.

The lone launcher on the ruppy is i in pretty much same situation, it dont really matter. And you dont kill frigs with 1-2 launchers with terrible skills, thats why everyone who flies L3s and higher should have atleast Drones IV, pref V.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#9 - 2013-01-06 05:46:29 UTC
Termy Rockling wrote:
Any sensible missionrunner obviously knows to carry pretty much all hardeners with them and refit accordingly, i use invu+exp for Angels, kin+the for Serpents, invu+kin for Mercs and so forth. 2 invus ofc works if your cap holds or if you are lazy.

On the cane you dont need to fill "all lowslots" with pds/rcu, just one is most likely enough(i havent checked t1 fit since retribution). Fitting module is better option imo since you can swap into AC fit if you want and use the lowslots accordingly, purgers however are always useful for missionrunner. Anyone should have atleast basic skills for the missiles, they help much more than salv+track which i consider waste of slots personally. Though even the rapid lights feel that they dont contribute that much.

The lone launcher on the ruppy is i in pretty much same situation, it dont really matter. And you dont kill frigs with 1-2 launchers with terrible skills, thats why everyone who flies L3s and higher should have atleast Drones IV, pref V.

It might be lazy, but I find it better as the invuln protects against all damage types. Each to their own, I found it easy enough with double invuln, and I never had to wonder what rats the mission had when it didn't tell me.

I never implied that you would use more than one lowslot for fitting mods, but in my experience the extra damage outwieghts the benefit of the extra regen. I don't see much reason to ever use AC on a mission cane as it spends more time getting in range to fire than killing, while the arty fit pops rats constantly, with drones going after frigs that get too close.

The rapid lights are there to kill frigs mostly, and while they aren't your primary weapon type with these fits they help the drones out nicely. A heavy launcher won't hit frigs for anywhere near full damage so I find the rapid light more useful. Each to their own though ;)
NaunoFirefox
Republic University
Minmatar Republic
#10 - 2013-01-06 06:53:43 UTC
Thanks for the responses, I have an 8 day training time for the rupture due to a couple tech II items, but I can downgrade to tech 1 until those are done. Also going to go with Kosetzu's advice on the dual invul's, and light missile launcher, dual invuls because I'm lazy, the missile launcher because I am doing L2 missions still, I will upgrade to heavy at L3 missions.
Chainsaw Plankton
FaDoyToy
#11 - 2013-01-06 08:55:55 UTC
I just remember on my rupture I had a medium shield booster with invulns and an ab. with all lowslots for gyros and tracking enhancers. that plus 4 or 5 drones really just cruises through any level 2 that I got.

and that cane fit above looks fine, might even be able to drop an spr or two for damage mods.

@ChainsawPlankto on twitter

Kiteo Hatto
The Scope
Gallente Federation
#12 - 2013-01-06 11:57:06 UTC  |  Edited by: Kiteo Hatto
This is what i use to grind L2/L3's for new corps in Amarr space, seems to work. Its cap stable without the booster running ofcourse. http://i.imgur.com/2STxz.jpg

I used to have arties fit on it with passive shield but it was just...boring. This is actually a mix of active and passive that seems to "work" for me. Just boost the shield when your shield regen can't keep up :). Also, things die so fast with that gun dps....
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#13 - 2013-01-06 12:42:45 UTC  |  Edited by: Termy Rockling
Chainsaw Plankton wrote:
I just remember on my rupture I had a medium shield booster with invulns and an ab. with all lowslots for gyros and tracking enhancers. that plus 4 or 5 drones really just cruises through any level 2 that I got.

and that cane fit above looks fine, might even be able to drop an spr or two for damage mods.


Ye you can definitely drop SPR or 2 more more pewpew, i run mine with only 1 relay nowdays. Its nice to start overtanked and then reduce tank slowly while increasing dps/mobility as your skills and knowledge increases.
There was some thread earlier about using large AC tornado for 3s, this thing has monster dps if you can keep out of frig range and pop them before they get near. I still prefer the cane because you can run missions in zombiemode after a while and do some other stuff same time as shootin rats.
sabre906
The Scope
Gallente Federation
#14 - 2013-01-06 14:23:26 UTC  |  Edited by: sabre906
Lvl2s and 3s are completely different. Dessies work best in lvl2s, BCs/HACs in lvl3s.

Tanking is rarely the problem for BCs in l3s, or dessie in l2s. Passive fits with SPRs cost too many slots and aren't worth it.

If the problem is tracking rats, put in TCs with tracking script. And train some drone skills.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#15 - 2013-01-06 17:06:18 UTC
sabre906 wrote:
Lvl2s and 3s are completely different. Dessies work best in lvl2s, BCs/HACs in lvl3s.

Tanking is rarely the problem for BCs in l3s, or dessie in l2s. Passive fits with SPRs cost too many slots and aren't worth it.

If the problem is tracking rats, put in TCs with tracking script. And train some drone skills.

Not everyone got the superleet skillz for all you're talking about... By the time you can fly a HAC you would be better off in a battleship doing lvl 4's, not to mention the cost of getting a ship like that to begin with... Until you get to lvl 4's there's not much isk in missions. Destroyers work well in lvl 2's, but with too low skills they can be a bit on the squishy side, and most of them don't have a drone bay either.

Claiming that something "costs" too many slots is a bit absurd as well, as having slots and leaving the fitting up to us is what the game is about. If you feel you need more tank, then you put on more tank mods, if you want more gank you put that on. Sounds more like a bittervet statement to me.
sabre906
The Scope
Gallente Federation
#16 - 2013-01-06 17:32:55 UTC
Kosetzu wrote:
sabre906 wrote:
Lvl2s and 3s are completely different. Dessies work best in lvl2s, BCs/HACs in lvl3s.

Tanking is rarely the problem for BCs in l3s, or dessie in l2s. Passive fits with SPRs cost too many slots and aren't worth it.

If the problem is tracking rats, put in TCs with tracking script. And train some drone skills.

Not everyone got the superleet skillz for all you're talking about... By the time you can fly a HAC you would be better off in a battleship doing lvl 4's, not to mention the cost of getting a ship like that to begin with... Until you get to lvl 4's there's not much isk in missions. Destroyers work well in lvl 2's, but with too low skills they can be a bit on the squishy side, and most of them don't have a drone bay either.

Claiming that something "costs" too many slots is a bit absurd as well, as having slots and leaving the fitting up to us is what the game is about. If you feel you need more tank, then you put on more tank mods, if you want more gank you put that on. Sounds more like a bittervet statement to me.


Ppl run lvl3s in HACs all the time, if only for standings. BCs are more typical.

Destroyers, or anything else, massacre rats fast and hardly take hits in lvl2s even with trial alts. Most of the time, you need no tank at all other than the default hp buffer. These are reproducible results with trial alts and one day worth of SP. If you need tank in l2, it's because you're doing it wrong, not because of lack of SP.
Zyella Stormborn
Green Seekers
#17 - 2013-01-06 17:38:23 UTC
Kosetzu wrote:
Termy Rockling wrote:
Any sensible missionrunner obviously knows to carry pretty much all hardeners with them and refit accordingly, i use invu+exp for Angels, kin+the for Serpents, invu+kin for Mercs and so forth. 2 invus ofc works if your cap holds or if you are lazy.

On the cane you dont need to fill "all lowslots" with pds/rcu, just one is most likely enough(i havent checked t1 fit since retribution). Fitting module is better option imo since you can swap into AC fit if you want and use the lowslots accordingly, purgers however are always useful for missionrunner. Anyone should have atleast basic skills for the missiles, they help much more than salv+track which i consider waste of slots personally. Though even the rapid lights feel that they dont contribute that much.

The lone launcher on the ruppy is i in pretty much same situation, it dont really matter. And you dont kill frigs with 1-2 launchers with terrible skills, thats why everyone who flies L3s and higher should have atleast Drones IV, pref V.

It might be lazy, but I find it better as the invuln protects against all damage types. Each to their own, I found it easy enough with double invuln, and I never had to wonder what rats the mission had when it didn't tell me.

I never implied that you would use more than one lowslot for fitting mods, but in my experience the extra damage outwieghts the benefit of the extra regen. I don't see much reason to ever use AC on a mission cane as it spends more time getting in range to fire than killing, while the arty fit pops rats constantly, with drones going after frigs that get too close.

The rapid lights are there to kill frigs mostly, and while they aren't your primary weapon type with these fits they help the drones out nicely. A heavy launcher won't hit frigs for anywhere near full damage so I find the rapid light more useful. Each to their own though ;)



Plus the more omni approach protects you if you happen to be in an area where people occasionally like to gank mission runners. Makes you a much less tempting target (more important for Caldari with the huge EM whole granted, but does apply).

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Kosetzu
The Black Crow Bandits
Northern Coalition.
#18 - 2013-01-06 18:10:09 UTC
sabre906 wrote:
Destroyers, or anything else, massacre rats fast and hardly take hits in lvl2s even with trial alts. Most of the time, you need no tank at all other than the default hp buffer. These are reproducible results with trial alts and one day worth of SP. If you need tank in l2, it's because you're doing it wrong, not because of lack of SP.

Let me outline something relevant for this topic then:
NaunoFirefox wrote:
Hi guys, I'm still a bit new to Eve

Even if you make an alt it won't be anywhere near how it is for first timers, and having some room for error without loosing your ship is very useful.