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Amarr Level 4 Mission Ship...Any advice?

Author
Kasutra
No Vacancies
No Vacancies.
#21 - 2013-02-05 15:30:59 UTC
ITTigerClawIK wrote:
Kasutra wrote:
You dropped a magstab in favour of an EANM. Don't do that! Big smile



magstab?

you fitting rails on your apoc???

Was posting drunk, my bad.
SinTeryx
Ministry of War
Amarr Empire
#22 - 2013-02-05 17:15:01 UTC
Kasutra wrote:
ITTigerClawIK wrote:
Kasutra wrote:
You dropped a magstab in favour of an EANM. Don't do that! Big smile



magstab?

you fitting rails on your apoc???

Was posting drunk, my bad.


Was drunk when I read it...made sense :)

These may as well be farts in the wind but I have had a few beers since the start of this thread.

SinTeryx
Ministry of War
Amarr Empire
#23 - 2013-02-05 17:23:23 UTC
As to the topic. I reworked the Apoc once again to be more tanky. I lost an apoc yesterday morning when I got pointed by a player while in an angel site =/ Anyways heres what I am running now...can tank almost anything as is.

Apocalypse
High:
7x Mega Pulse Laser II

Medium:
4x Cap Recharger II

Low:
1x Adaptive Nano Plating II
1x Damage Control II
4x Armor Hardeners (Depending on the mission enemies)
2x Large Armor Repairer II

Rigs:
3x Large Capacitor Control Circuit I

Drones:
10x Hobgob II

Doesn't kill quite as fast but can tank anything no problem =X

These may as well be farts in the wind but I have had a few beers since the start of this thread.

ijustTOOKyourMONEY
Caldari Provisions
Caldari State
#24 - 2013-02-05 17:32:51 UTC
No such thing as Amarr ship for lvl 4 missions. That's if you want to be efficient.
Caitlyn Tufy
Perkone
Caldari State
#25 - 2013-02-05 17:55:51 UTC
Vilnius Zar wrote:
MJD does not work with scram but as NPC don't scram (they point) it works in pve.


Stop being so nitpicky, it says web/scram on Survival, the dude asked if they can be used while scrambled, I gave the answer from NPC perspective. Grrr, using my own nitpickiness against me, I shall get you one day! /angry fist
Kosetzu
The Black Crow Bandits
Northern Coalition.
#26 - 2013-02-05 19:12:03 UTC
SinTeryx wrote:
As to the topic. I reworked the Apoc once again to be more tanky. I lost an apoc yesterday morning when I got pointed by a player while in an angel site =/ Anyways heres what I am running now...can tank almost anything as is.

Apocalypse
High:
8x Mega Pulse Laser II (really why did you have 7 guns on it?)

Medium:
2x Cap Recharger II
2x Tracking Computer /w correct script for the range (carry both)

Low:
-1x Adaptive Nano Plating II
+ Energized Adaptive Nano Membrane II (deadspace/faction for better fitting/tank)
-1x Damage Control II If you really want a DCU for EHP against gankers then fit it instead of the EANM
+ 3x Heat Sink
2x Armor Hardeners (Depending on the mission enemies)
1x Large Armor Repairer II (Really 2 is overkill)

Rigs:
3x Large Capacitor Control Circuit I

Drones:
5x Hobgoblin II
5x Hammerhead II

Doesn't kill quite as fast but can tank anything no problem =X


Using a laser boat for angels isn't exactly optimal... Your problem wasn't the original fit, but where you used it. If a playing points you they will either die from rats, concord (if highsec), other players, or you will die. Having more tank will just prolong your death, and gimp your income so harshly that it's not worth it anymore. While lasers are cool and everything, I'd have to say use an autocannon ship like the Maelstrom against Angels...

Highlighted what I'd change, though just personal opinion of course. Sure it's pretty standard but it works really well. With a bit of tweaking around you can fit an MJD as suggested and teleport around the place so long as no players are scramming you.

Another thing to point out is more damage equals less time spent in one location equals less chance of enemy warping to you and scramming you. If you're in hostile terrotory/enemies in system stay aligned to some celestial you can warp off to the moment they appear on grid! (preferrably D-scan but people are lazy).
Gitanmaxx
Viziam
Amarr Empire
#27 - 2013-02-06 17:33:43 UTC  |  Edited by: Gitanmaxx
Here's what I use as my main level 4 boat. I know you don't have to be cap stable, but I do like to be when you're talking active rep because there's been a few times I've been scrammed or neuted and would have died without that much cap recharge. Also it's comforting. I went with a dual rep set up too because you can take so much damage and stay in the mission. I'm sure there's a more efficient way to mission, but this is a safe way to stay in it without having to go repair constantly and gives you enough of a buffer to stay in it without worry.

8x mega pulse laser II

4x cap recharger II

2x large armor repair II
damage control II
heat sink II
cap power relay II
2x Hardners II (depending on what type of mission damage)

2x large capacitor control circuit I
large auxiliary nano pump I

not the highest DPS, but it's cap stable running all guns and both large armor repairs which means you can be a little bit lazy and distracted in the mission and not lose it because it repairs a crazy amount.
Spencer Owl
Viziam
Amarr Empire
#28 - 2013-02-06 18:27:51 UTC
Unfortunately active tanked armor ships don't work very well unless it's a Legion or Gallente (stupid rep bonuses). But that is soon to change as CCP acknowledges this. I'd expect them to lower the cap and fitting requirement in the coming months. While shield isn't as efficient it has the ability to modify that through use of rigs and mods. Not to mention it has an existing passive tank through recharge. There is no efficiency mod for armor reps only rigs (that slow your ass down) and armor doesn't repair itself. go with one faction large armor rep. Imperial navy usually works best. Mission specific hardeners and an EANM. Don't feel bad about the Cap problems. Every BS has them unless it's buffer fit.
Kiteo Hatto
The Scope
Gallente Federation
#29 - 2013-02-06 18:36:50 UTC  |  Edited by: Kiteo Hatto
Having flown apoc from "barely fitted" to a max skilled paladin i advise you to just fly something else for Sansha/Blood raiders. HUGE pain in the rear with all the tracking disruption going on(have fun with blockade), that said.

8 megapulses
2 tracking comps/2 cap rechargers
LAR+3 hardeners+heatsinks/tracking enhancer

^This is all T2 btw, no shiny stuff.

Thats the default setup and yeah, you want to be cap stable or nearly cap stable as much as possible because you never know how long it'll take you to kill those damn rats with ewar on you.

I also tried Apoc with 2 LARs and 2 hardeners but you need implants and max cap skills to make it last.
Gitanmaxx
Viziam
Amarr Empire
#30 - 2013-02-06 18:44:22 UTC  |  Edited by: Gitanmaxx
Spencer Owl wrote:
Unfortunately active tanked armor ships don't work very well unless it's a Legion or Gallente (stupid rep bonuses). But that is soon to change as CCP acknowledges this. I'd expect them to lower the cap and fitting requirement in the coming months. While shield isn't as efficient it has the ability to modify that through use of rigs and mods. Not to mention it has an existing passive tank through recharge. There is no efficiency mod for armor reps only rigs (that slow your ass down) and armor doesn't repair itself. go with one faction large armor rep. Imperial navy usually works best. Mission specific hardeners and an EANM. Don't feel bad about the Cap problems. Every BS has them unless it's buffer fit.


True anything you can do with active armor tanking you can do better with shield tanking, especially because you can get the same amount of regen I get active tanking just by the passive you get from having a large buffer shield tank and don't have to sacrifice every other slot for cap recharges as well as your EHP to do it.....but I'm an armor purist (read masochist) so i stick with it.

*I am cap stable with my above fit without any implants, but i do have max cap skills.
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