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Considering buying a nightmare

Author
Mara Rinn
Cosmic Goo Convertor
#21 - 2013-08-29 06:31:18 UTC  |  Edited by: Mara Rinn
T2 tank is a must, as are T2 drones. After that you are better off flying the Nightmare than similar T1 battleship. You are more likely to survive in the Nightmare since it a better hull to start with.

Do not be ashamed of using cap modules and rigs, just remember that CCC and SMC (edit: and Cap Rechargers vs Batteries) are complementary and using both together will help avoid stacking penalties. As your skills improve you will do more DPS for less cap, especially if you look at cap boosters instead of mountains of cap modules.

Fly with friends, use cap chain or logistics support, and have fun. But please be careful and don't try pulling full room aggro until you have the DPS and tank to cope :)
TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#22 - 2013-08-29 11:07:19 UTC
YenomDeenI wrote:

I thought that t2 weapons weren't a must on nightmare since its powergrid/cpu couldn't handle t2 tachs


I can comfortably fit T2 Tachs on a nightmare.
It's all about the fit.

I will say though, rushing to get into a BS without decent support skills is just hugely disappointing.
Tippia
Sunshine and Lollipops
#23 - 2013-08-29 11:25:25 UTC
The only skills you really need to V are the capacitor skills, since you'll be using both weapons and a tank that sucks down cap as if it were going out of style, and the V:s that unlock T2 drones.

Beyond that, IV:s all around works well enough. It unlocks the T2 tanking equipment you need, and provides ample bonuses for everything else. Of course, since the basic rule of skill training is that anything worth training is worth training to IV, that's not really saying much.
Andrea Griffin
#24 - 2013-08-29 12:54:23 UTC  |  Edited by: Andrea Griffin
Andrea Griffin
#25 - 2013-08-29 13:23:06 UTC  |  Edited by: Andrea Griffin
Tippia wrote:
The only skills you really need to V are the capacitor skills, since you'll be using both weapons and a tank that sucks down cap as if it were going out of style, and the V:s that unlock T2 drones.
Not if you use an ASB. It uses cap charges. At that point the only thing you're spending cap on is the hardeners, tracking computers, and the guns. I dug out my fit for an example. Here's how I fit mine:

[Nightmare, Missions]
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II

X-Large Ancillary Shield Booster, Cap Booster 400
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Thermic Dissipation Field II
EM Ward Field II
Thermic Dissipation Field II
EM Ward Field II

Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
[empty high slot]
[empty high slot]

Large Energy Locus Coordinator I
Large Energy Discharge Elutriation I
Large Energy Discharge Elutriation I

It offers about 13 minutes of cap usage with everything running which is plenty. Less if you don't have great skills of course, but even 15 minutes is enough. If you are concerned about capacitor replace the Locus rig with another Discharge rig (it only adds 3km of optinal anyway), and you'll have about 28 minutes of cap. Tons. Note that this is better than 3 CCCs, which will offer only about 18 minutes.

If you are still concerned about capacitor, consider using faction hardeners (Dread Guristas are fine) or swapping one of them out for a shield boost amplifier. If still concerned about tank, you could swap one of the lows for a damage control to get a little more resists on the shield, but you really shouldn't need to.

Adding faction heat sinks adds about 60 DPS in total, but I personally don't bother. The Nightmare is quite good enough without them. No need to turn yourself into a gank magnet.

Anyway, there's probably better builds out there, but this one works well enough for me. All you really need is half decent cap skills, gunnery skills, and the T2 shield stuff. You can use faction tachs (that's what everyone used before CCP reduced fitting reqs), meta tracking comps, etc., it will be fine. As Tippia mentioned you WILL want T2 drones and decent drone support skills, but that's a given for any ship.

You don't need to be cap stable for missions. You only need enough to finish the job. Dead rats don't shoot back. You're whacking cruisers with one volley, and battleships with 2-4, depending. Missions are over quickly.
Jake Warbird
Republic Military School
Minmatar Republic
#26 - 2013-08-29 14:05:47 UTC
Quote:
On the contrary. When you are talking about a ship hull that is bouncing around the 1 billion mark, then fittings on top of that, yeah, virtually perfect skills SHOULD be demanded.

Terrible advice. He could work up to perfect skills meanwhile it still puts out more dps than a vanilla BS.
Beekeeper Bob
Beekeepers Anonymous
#27 - 2013-08-29 15:44:57 UTC
YenomDeenI wrote:
My question. What are the minimum skills you would require of yourself before stepping in to a nightmare for PVE?

My story. I've been playing eve for a couple months now have about 3m SP and have accumulated enough to faction fit a nightmare, lose it, and be able to jump back in to a apocalypse. I obviously don't want to lose it, which is why I'm asking the question, but if I were to lose it I could survive. I'm not necessarily wanting to jump in to the ship this week, I just want a minimum bar to achieve, before I drop the isk on that sexy nightmare.



People that fly faction ships without BS5 in both races are called Kill mails.

Signature removed - CCP Eterne

Domanique Altares
Rifterlings
#28 - 2013-08-29 16:08:29 UTC
YenomDeenI wrote:
What are the minimum skills you would require of yourself before stepping in to a nightmare for PVE?


The ability to replace it when I lost it.
Lipbite
Express Hauler
#29 - 2013-08-29 16:09:38 UTC
Meta 4 or faction guns, T2 tank, L4 BS skills, energy emissions IV - and you are ready to join incursion fleets.
Sir SmashAlot
The League of Extraordinary Opportunists
Intergalactic Conservation Movement
#30 - 2013-08-29 16:52:09 UTC
If you can faction fit a nightmare, another option is to open a second account and run two apocs. Assuming your PC can handle more than one client.

More tank, more damage, less Bling to lose if you make a mistake. Faction fit nightmares make great killboard trophies.
Plastic Psycho
Necro-Economics
#31 - 2013-08-29 17:03:32 UTC
TheBlueMonkey wrote:
YenomDeenI wrote:

I thought that t2 weapons weren't a must on nightmare since its powergrid/cpu couldn't handle t2 tachs


I can comfortably fit T2 Tachs on a nightmare.
It's all about the fit.

I will say though, rushing to get into a BS without decent support skills is just hugely disappointing.
Agreed. Get those support skills up, or you'll be sad (and in a pod).
ashley Eoner
#32 - 2013-08-29 18:31:10 UTC  |  Edited by: ashley Eoner
YenomDeenI wrote:
My question. What are the minimum skills you would require of yourself before stepping in to a nightmare for PVE?

My story. I've been playing eve for a couple months now have about 3m SP and have accumulated enough to faction fit a nightmare, lose it, and be able to jump back in to a apocalypse. I obviously don't want to lose it, which is why I'm asking the question, but if I were to lose it I could survive. I'm not necessarily wanting to jump in to the ship this week, I just want a minimum bar to achieve, before I drop the isk on that sexy nightmare.
Assuming you're talking about PVE. T2 tank gunnery skills IV and up with cap and shield support skills at least IV.

Tachmares with imperial navy tachs work quite well.

Waiting for t2 guns is a personal preference. I don't wait because frankly for a tachmare the difference isn't that big to be worth all that extra time.

For a pulsemare it's pretty much required that you have t2 for scorch so you can actually shoot something at a decent range.


EDIT : LOL at the guy who thought t2 tachs couldn't fit on a nightmare. Until relatively recently the nightmare was the only BS that could comfortably fit tachs.
Obvious Cyno
The Scope
Gallente Federation
#33 - 2013-08-29 18:42:36 UTC
Skills don't matter. Just officer fit it and you'll be fine.

Oh and come to M-0 and AFK in a safespot.
You'll be fine don't worry.
Domanique Altares
Rifterlings
#34 - 2013-08-29 18:53:39 UTC
Obvious Cyno wrote:
Skills don't matter. Just officer fit it and you'll be fine.

Oh and come to M-0 and AFK in a safespot.
You'll be fine don't worry.


Quote:
Obvious Cyno


Hmm.

OP, this guy seems legit. He has an honest face. I think you can trust him.
Caviar Liberta
The Scope
Gallente Federation
#35 - 2013-08-29 18:58:41 UTC
YenomDeenI wrote:
Cipher Jones wrote:
Quote:
On the contrary. When you are talking about a ship hull that is bouncing around the 1 billion mark, then fittings on top of that, yeah, virtually perfect skills SHOULD be demanded.


I wish I could count the billions that I made in my Machariel between the 700 DPS it had when I started flying it and the 1300+ it spits out now. So glad I didn't take this terrible advice then either.

Whats equally important to the skills of the ship are the skills of the pilot. If you are already experienced flying the missions thats half the battle. You know how much DPS you need to tank, what not to shoot etc etc...

I would still not fly it with only 3M SP, but you should have an excellent frame of reference if you're already a battleship flying mission pilot. The most important thing to have is good light drone skills. Frigs are what scram you and can therefore cause your ship to go boom; killing them before you can warp out if you get in trouble is paramount.


This is the mindset I have. I know I won't be doing them as fast now as I will be in a year but I also don't think I have to wait a year to get into it either.
I wouldn't consider myself anything close to a professional at EVE, but I believe I have a fairly solid grasp. Kiting, spiraling, increasing and reducing trans veloc, when to use what items and why, which ships to take down first and last, yada yada. I have decent enough knowledge of the basic mechanics and am not too fearful of losing a ship to Pve. If in doubt just hit the reset button, I mean the jump drive.


But of course if you can warp in at range the stupid NPC frigates love to just charge in at you in a straight line. So snap killing them at range is always nice option.
Caviar Liberta
The Scope
Gallente Federation
#36 - 2013-08-29 19:05:55 UTC  |  Edited by: Caviar Liberta
YenomDeenI wrote:
My question. What are the minimum skills you would require of yourself before stepping in to a nightmare for PVE?

My story. I've been playing eve for a couple months now have about 3m SP and have accumulated enough to faction fit a nightmare, lose it, and be able to jump back in to a apocalypse. I obviously don't want to lose it, which is why I'm asking the question, but if I were to lose it I could survive. I'm not necessarily wanting to jump in to the ship this week, I just want a minimum bar to achieve, before I drop the isk on that sexy nightmare.


I really would wait to fly a battleship. I have the skills to fly them but I try to avoid them. Skill up to Battlecruisers and get your support skills up and save the headache of feeling your eyes bleed while you watch your Battleship.
Unezka Turigahl
Det Som Engang Var
#37 - 2013-08-30 01:23:08 UTC
I personally wait until I can fully T2 fit a ship, guns included, and have its ship command skills to at least 4. But thats just me, I don't like to fly a new ship unless I can fly it pretty well. I didn't fly my first pirate BS until I had close to 9mil SP in gunnery alone. 3mil SP total is very low for any sort of battleship in my mind. Realistically though, its as people say - you don't NEED T2 guns. Pulse and hybrid guns really benefit from T2 ammo, and T2 drones are a big improvement... but meta tachyons are ok.
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