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How much DPS should you be doing on a Harbinger?

Author
Morikar
#1 - 2013-04-17 15:23:08 UTC
I'm setting up a Harbinger and trying to figure out what a decent amount of DPS is for it.

Right now the fitting window is telling me it'll do 187 DPS with beams (multi-frequency crystals) and 4 drones (don't have Drones V yet).

I'm planning to use it primarily for mission running in highsec.

Here's the fitting:

--HIGH--
6x Focused Medium Beam Laser I (Multi Frequency crystals) - 15km optimal (25km optimal if I switch to Infrared)
1x Small Tractor Beam

--MED--
3x Cap Recharger I
1x 10MN MWD I

--LOW--
2x EANM
1x Medium Rep
1x Adaptive armor (whatever it's called which distributes armor resistance based on the damage you take)
2x Heat Sink

--RIGS--
2x Cap Control Circuit I
1x Nano Pump (can't recall the name, it adds 15% repair to the armor rep)

--DRONES--
4x Hobgoblin I
4x Warrior I

DPS:
187 w/Multi Frequency
118 w/Infrared

Right now it's cap stable if I don't fire the MWD.

Armor resists are between 55 and 65% across the board before I activate the adaptive armor.

I know I should work towards T2 modules, which is something I'm going to be doing over the next few weeks.

I do have Battlecruisers V already, and most fitting skills are 3-4.
Haulie Berry
#2 - 2013-04-17 15:38:04 UTC  |  Edited by: Haulie Berry
A lot more than that.

Is there any reason you're using Meta-0 guns?

I would also not recommend using that adaptive armor hardener in this scenario. Stick with mission-specific active hardeners.
Kahega Amielden
Rifterlings
#3 - 2013-04-17 15:38:53 UTC  |  Edited by: Kahega Amielden
A few things:

-Holy ****, stop using meta 0 stuff. For about the same or slightly more, you can get rather significant bonuses from meta 3-4 if you can't use t2. At max skills, the fit you gave does 236 gun DPS with MF and flat t1 guns. With meta 3 guns, the cost is almost exactly the same (+~100k ISK total across all guns) and you do 271 DPS.

-Using cruisers and up require competent drone skills. If i were you, I'd get drones V (at least enough to use 5 mediums or 5 lights), then work on your support skills (so you can fit t2 stuff), and then boost your drone skills further (T2 drones, drone interfacing, etc.) Do this before trying to move up to battleships; you're already a bit underskilled for the ship you're flying.

-If you know which rats you'll be fighting (And you will, as it's given in the mission description), i'd replace the EANMs with mission-specific hardeners. Omni-resists are a good "lazy' solution if you can afford the luxury of lost protection but I'm not sure you can.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#4 - 2013-04-17 15:43:27 UTC  |  Edited by: Riot Girl
I'm assuming he's a low SP pilot running level 3s, in which case 187 DPS is fine but a little light. I'd recommend going with a MWD Pulse Laser fit.
Kahega Amielden
Rifterlings
#5 - 2013-04-17 15:44:11 UTC  |  Edited by: Kahega Amielden
Three more things:

-That fit has a fuckload of extra powergrid. Upgrade the guns to heavy beams for a significant DPS increase and better range.

-You'll have major problems hitting things up close. I would swap at least one cap recharger for a web

-You may want to swap out the MWD for an AB. I don't see too much utility with the MWD here, and it would let you swap out some cap rechargers for webs.

Quote:
I'm assuming he's a low SP pilot running level 3s, in which case 187 DPS is fine but a little light. I'd recommend going with a MWD Pulse LAser fit.


They're a little light (I don't recommend using a full t1 fit on a battlecruiser, and his drone skills need work) but yes, in general his support skills are okay. He loses ~40-50 DPS to skills with his current fit.

My point was that his DPS could be significantly improved with virtually no loss.
Morikar
#6 - 2013-04-17 16:05:23 UTC
Thanks for the replies.

Would I be better switching to Pulses if I'm just running missions?
Kahega Amielden
Rifterlings
#7 - 2013-04-17 16:07:17 UTC
Morikar wrote:
Thanks for the replies.

Would I be better switching to Pulses if I'm just running missions?


Without t2 pulses you won't have Scorch, which means your range is going to be pretty pants. You'll spend more time burning around getting in range than you will actually shooting.

Once you have t2 pulses then yes, they're probably better, but if we assume t1 weapons I'd suggest beams.
Aralieus
Shadowbane Syndicate
#8 - 2013-04-17 18:29:10 UTC
Morikar wrote:
Thanks for the replies.

Would I be better switching to Pulses if I'm just running missions?


Scorch is your friend, untill then beams will suffice

Oderint Dum Metuant

Tsobai Hashimoto
State War Academy
Caldari State
#9 - 2013-04-17 18:40:58 UTC
Morikar wrote:
Thanks for the replies.

Would I be better switching to Pulses if I'm just running missions?



You got some good advice here so far, def go for Meta3 guns at least, Meta4 if they are in your price range,

Also for about 3 million more isk you can get Imperial Navy Multifreq, will really boost your dps for not to much more cost overall and will really make up for it with faster mission times.

I also would recommend you hit up the recruit channel in game or the recruit forum and look for a friendly new player mission running corp. One that is active and will give you all the tips and advice you need from fitting ships, skills that you need that you may not even know exist, and a ton of other useful advice

Have fun!
Angus McLean
Militia Federation
#10 - 2013-04-17 19:05:45 UTC
For reference an MWD Heavy Pulse II Harbinger should be pulling around 600 DPS with good skills and 2 heat sinks with conflagration. Conflagration is however a poor choice for PVE, so I imagine a bit less using multifrequency.

As Amarr your drone skills are probably less important right now, keep churning out your gunnery and tanking skills along with BC 4
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#11 - 2013-04-17 19:30:21 UTC
Angus McLean wrote:
For reference an MWD Heavy Pulse II Harbinger should be pulling around 600 DPS with good skills and 2 heat sinks with conflagration. Conflagration is however a poor choice for PVE, so I imagine a bit less using multifrequency.

As Amarr your drone skills are probably less important right now, keep churning out your gunnery and tanking skills along with BC 4


Very wrong.. Lasers have the worst tracking so drones are the only thing saving you from close orbiting frigs. I would train gunnery and other support skills to 4, BC to 4 then do T2 drones, with supporting skills to at least 3, before even looking at T2 medium guns.
Degnar Oskold
Moira.
#12 - 2013-04-17 19:42:38 UTC
Cage Man wrote:

Very wrong.. Lasers have the worst tracking so drones are the only thing saving you from close orbiting frigs. I would train gunnery and other support skills to 4, BC to 4 then do T2 drones, with supporting skills to at least 3, before even looking at T2 medium guns.


Agree! Back when I was a carebear newbie running missions in a Harbinger, I spent too much time dealing with close range orbiting stuff.

Life became so much easier once I got a full flight of 5 T2 drones going for me.

I would say that you need to use heavy beam lasers (make sure you are constantly switching to the optimum crystal for the range) while you train up drones V and then T2 drones. After that, train up to T2 pulse lasers and enjoy the yummy scorch goodness.

Angus McLean
Militia Federation
#13 - 2013-04-17 20:15:23 UTC
I don't mean to be a prick, I don't know all the math behind on bat etc either, but do people really have trouble hitting webbed frigs? I honestly can't say I've ever struggled to hit a frig that gets under 10k once webbed. Sure, lock times are slow etc, and I agree drones are important, but aside from number crunching I've never once had a frigate I couldn't hit with heavy pulses and a single web. Even if it orbits well under optimal.


Granted gunnery skills are higher for me than for the OP, I just can't recall ever a time where I would have died without drones using cruiser sized pulses
Muad 'dib
State War Academy
Caldari State
#14 - 2013-04-17 20:28:26 UTC
more than your opponent hopefully.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Morikar
#15 - 2013-04-17 21:21:33 UTC
I just got home and took some of the advice listed above to my Harbinger.

Here's the current fitting:

--HIGH--
6x Heavy Modulated Energy Beam I (Meta4) w/Imperial Navy Multifrequency M crystals
1x Small Tractor Beam

--MED--
10MN Afterburner I
Stasis Webifier I
2x F-b1 Nominal Capacitor Regenerator (Meta3 cap recharger)

--LOW--
Medium 'Accomodation' Vestment (Meta4 Armor rep)
Reactive Armor Hardener
2x Energized Adaptive Nano Membrane I
2x 'Skadi' Coolant System I (Meta3 heat sink)

--RIG--
3x Medium Capacitor Control Circuit I

--DRONES--
4x Hobgoblin I
4x Warrior I

If I don't have the tractor beam, afterburner, and web activate it's stable at 1.2% lol

With just the webber added my cap will run out in 20 minutes

DPS: 310

That's definately a huge jump for the 7 million I spent on replacement modules.

The only problem I see is my optimal is 13km and falloff is 8km, so anything beyond 21kms I can't really hit.

Any other suggestions for a newbie on a budget?
Kosetzu
The Black Crow Bandits
Northern Coalition.
#16 - 2013-04-17 21:39:15 UTC
Morikar wrote:

--MED--
10MN Afterburner I - Swap this for the experimental
Stasis Webifier I - Web and beams don't go well together, better to stick with cap rechargers.

--LOW--
Reactive Armor Hardener - Drop this for mission specific hardeners, you won't use it for long enough to make it worth it, and it eats your cap alive.
2x Energized Adaptive Nano Membrane I - Mission specific hardeners, you don't have the skills for lazy fits, and even with the skills mission specific beats it every time. Just carry one or two of each hardener around in your cargo to swap out between missions (or leave them in your mission station if you only use one agent).

--RIG--
3x Medium Capacitor Control Circuit I

--DRONES--
4x Hobgoblin I
4x Warrior I
- You should know what you're going up against, so just bring reserves of what you'll use. Just don't use Amarr drones as they are terrible sadly... And fill your drone bay. You can either bring 15 light drones or 5 medium 5 light in a Harbinger.

DPS: 310 - Just remember to switch crystals for the correct range. Better to deal less damage while you burn towards them than dealing none.

Would suggest you get 5 T2 drones quickly then work on the skills to fit T2 everything but guns (take them last, they take forever). Don't move on to Battleships before you're ready with those skills... You can survive with meta guns but T2 is also a good improvement (especially Scorch for T2 Pulse).

While it may be fun to get at new and bigger ships remember to take it slowly or it will come back and chew up your wallet when you loose your ship(s).
Haulie Berry
#17 - 2013-04-17 21:41:20 UTC
Morikar wrote:
I just got home and took some of the advice listed above to my Harbinger.

Here's the current fitting:

--HIGH--
6x Heavy Modulated Energy Beam I (Meta4) w/Imperial Navy Multifrequency M crystals
1x Small Tractor Beam

--MED--
10MN Afterburner I
Stasis Webifier I
2x F-b1 Nominal Capacitor Regenerator (Meta3 cap recharger)

--LOW--
Medium 'Accomodation' Vestment (Meta4 Armor rep)
Reactive Armor Hardener
2x Energized Adaptive Nano Membrane I
2x 'Skadi' Coolant System I (Meta3 heat sink)

--RIG--
3x Medium Capacitor Control Circuit I

--DRONES--
4x Hobgoblin I
4x Warrior I

If I don't have the tractor beam, afterburner, and web activate it's stable at 1.2% lol

With just the webber added my cap will run out in 20 minutes

DPS: 310

That's definately a huge jump for the 7 million I spent on replacement modules.

The only problem I see is my optimal is 13km and falloff is 8km, so anything beyond 21kms I can't really hit.

Any other suggestions for a newbie on a budget?



Lose the reactive armor hardener and the EANMs and use mission-specific active hardeners.

As for range: You don't have to use multifrequency all the time. If your cap won't suffer too much, you could also swap out a cap-re for a tracking computer.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#18 - 2013-04-17 21:46:02 UTC
Morikar wrote:
I just got home and took some of the advice listed above to my Harbinger.

Here's the current fitting:

--HIGH--
6x Heavy Modulated Energy Beam I (Meta4) w/Imperial Navy Multifrequency M crystals
1x Small Tractor Beam

--MED--
10MN Afterburner I
Stasis Webifier I
2x F-b1 Nominal Capacitor Regenerator (Meta3 cap recharger)

--LOW--
Medium 'Accomodation' Vestment (Meta4 Armor rep)
Reactive Armor Hardener
2x Energized Adaptive Nano Membrane I
2x 'Skadi' Coolant System I (Meta3 heat sink)

--RIG--
3x Medium Capacitor Control Circuit I

--DRONES--
4x Hobgoblin I
4x Warrior I

If I don't have the tractor beam, afterburner, and web activate it's stable at 1.2% lol

With just the webber added my cap will run out in 20 minutes

DPS: 310

That's definately a huge jump for the 7 million I spent on replacement modules.

The only problem I see is my optimal is 13km and falloff is 8km, so anything beyond 21kms I can't really hit.

Any other suggestions for a newbie on a budget?


firstly: don't use adaptive armour resistance module, not sure how everyone missed that already. It's heavy on cap use (not good for amarr since you already have cap issues) and not very efficient unless you plan on taking damage for extended periods of time which shouldnt be happening in level 3 missions.

Instead you should be fitting specific hardeners for the type of npc you are facing.

Here's a nice damage chart: http://eve.aeonoftime.com/wp-content/uploads/2011/12/npc-damage-types-cheat-sheet-v1.4.png

and here's a website that lists the missions and what npcs are in them: http://eve-survival.org/wikka.php?wakka=MissionReports

Secondly: make tech 2 light drones for gallente and minmatar your priority as well as drone interfacing to 3 at the very minimum.

lastly: your range is going to be pretty pants until you get things like sharpshooting and trajectory analysis up. One possible way to add a bit of range is if you drop the web for a tracking computer with an optimal range script.
Throktar
Deep Core Mining Inc.
#19 - 2013-04-18 04:02:40 UTC  |  Edited by: Throktar
[Harbinger, New Setup 2]
Damage Control II
Medium 'Accommodation' Vestment Reconstructer I
Prototype Armor EM Hardener I
Prototype Armor Thermic Hardener I
'Skadi' Coolant System I
'Skadi' Coolant System I

Experimental 10MN Afterburner I
Optical Tracking Computer I, Tracking Speed Script
X5 Prototype Engine Enervator
F-b10 Nominal Capacitor Regenerator

Heavy Modulated Energy Beam I, Imperial Navy Multifrequency M
Heavy Modulated Energy Beam I, Imperial Navy Multifrequency M
Heavy Modulated Energy Beam I, Imperial Navy Multifrequency M
Heavy Modulated Energy Beam I, Imperial Navy Multifrequency M
Heavy Modulated Energy Beam I, Imperial Navy Multifrequency M
Heavy Modulated Energy Beam I, Imperial Navy Multifrequency M
Medium Diminishing Power System Drain I

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I


Hobgoblin I x4 (active)
Hammerhead I x5
Hobgoblin I x1



This is what you should be running as basic. As stated above get 5 t2 drones. There is just no excuse to not fitting some of these t2 modules when they only require lvl4. Get those now. Hull upgrades, mechanic, repair systems, weapon upgrades, and afterburners all only need lvl 4 for most of the t2 items. This should take you about 1 week to train and you will have it forever.

At all lvl 5 this setup is 484 dps, tanks 132 against em/therm, and is cap stable at 43%. I know you don't have lvl 5s, I'm just giving you this info mostly about the capacitor and how you can get that with implants to make up for skills.
Jack Miton
School of Applied Knowledge
Caldari State
#20 - 2013-04-18 04:32:09 UTC  |  Edited by: Jack Miton
TBH, you should not be flying a BC without being able to T2 tank it and fit T2 damage mods.
It's like 2 weeks of training at most so there really is no excuse.
Likewise, being able to fly 5 T2 light/medium drones should be one of the very first L5 skills you train.

For reference, a fully skilled pulse harb with 3 mag stabs puts out 850odd DPS.

There is no Bob.

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