These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Abaddon, Apocalypse or Armageddon for PvP

First post
Author
Paragon Renegade
Sebiestor Tribe
#1 - 2011-11-17 01:58:59 UTC
What I'm reaching for;

1) Something adept at small gang PvP/going in solo

2) Reliability (Cap easy to stabilize, Can use pulse or beam , solid shields so I don''t have to rely on armour all the time)

3) Adaptability (Good drone bay, tracking ability, locking range/resolution etc)

I want the ship that's master of none, but doer of all, I want to be able to handle situations for myself, while also contirbuting to a small group. Which of the three is the best "Utility" ship?

The pie is a tautology

Keno Skir
#2 - 2011-11-17 02:11:31 UTC
Just spent ages typing a detailed reply and once again the forums deleted it when i pushed POST..

I prefer the Abaddon because it does amazing DPS and tanks like a beast for the money. You need good energy skills and you're down a bit on speed and targeting resolution compared to the Apoc (or Geddon i think). Apoc has a laser range boost but loses the damage modifier of the Abaddon.
Tamiya Sarossa
Resistance is Character Forming
#3 - 2011-11-17 02:29:43 UTC
Geddon. It's the only Amarr BS with a half chance of soloing due to the high for a heavy nuet and the drone bay, and is quite adept at DPS support in a gang. It's also cheap enough that when you inevitably lose it it won't hurt nearly as much as a fully rigged baddon.

Based on your post I'd seriously suggest that you start things out in a Harbinger or even smaller to learn some PvP basics - but if you insist on a BS don't try to make it cap stable, you're going to be relying on a heavy cap booster anyway. As an Amarr BS your role is just to lay down the hurt while taking a decent amount of damage, so you're fitting for armor buffer (no reps) and DPS with heatsinks.

While the Abaddon shines as a heavily tanked brick shooting lasers, in PvP you're going to lose it sooner rather than later, so unless you're in a large gang with logistics I'd take the more flexible geddon that can be fit for 70mil odd over the Abaddon every time until you know exactly what particular situations the Baddon is better for.

Paragon Renegade
Sebiestor Tribe
#4 - 2011-11-17 02:39:05 UTC
Awesome, thank you! I'll take out a Harby first, perhaps an Oracle when they're released.

The pie is a tautology

TrollFace TrololMcFluf
Imperial Academy
Amarr Empire
#5 - 2011-11-17 03:34:12 UTC
none of them ships have "solid shields" they are all armor tanks and as said the geddon if your going cheap and abaddon if your not and there is no such thing as a solo battleship anymore unless your garmon
Zanzbar
The Scope
Gallente Federation
#6 - 2011-11-18 14:22:59 UTC
Id say geddon, the abadon may be more survivable but for twice the investment. Pulse lasers can hit out to 50-60km with radio/scorch and wreck people if you close the distance for multifrequency so I wouldent worry about beams unless your in a sniper fleet in which case you should be in an apoc. As said earlier don't worry about cap stability, most small fleet engaments only last about 5 min of fighting at a time so if cap booster give you 4 - 6 min of cap your fine
Temmu Guerra
Viziam
Amarr Empire
#7 - 2011-11-18 17:55:18 UTC
Stick with the battle cruisers...
Also as a fellow amarr pilot come to grips with the fact that NOTHING amarr is cap stable...
Paragon Renegade
Sebiestor Tribe
#8 - 2011-11-18 17:58:17 UTC
Temmu Guerra wrote:
Stick with the battle cruisers...
Also as a fellow amarr pilot come to grips with the fact that NOTHING amarr is cap stable...


"Stable" as in "Doesn't deplete in 30 seconds" over "Depletes in 5 minutes"

The pie is a tautology

Aessaya
Independent treasure hunters
#9 - 2011-11-18 20:50:53 UTC
Abaddon - solid hunk of armor, nice damage, black hole for capacitor (heavy reliance on cap boosters); Good for med gangs if fleet has logistics, superb for large gangs. Pricey.

Apocalypse - superior range, but lacks in damage. Least cap dependant of all, but has trouble with fittings. Used to be best sniper boat out there before advent of arty maels and hellcat abaddons.

Armageddon - best dps out of three (but not much higher than abaddon's), balanced cap dependency, cheap, but has troubles with fittings and also suffers from poor tankability, despite its 8 lowslots. Utility highslot is a bonus for solo/small gang pvp w/o logistics or in rr bs format. Can field 5 heavies/sentries.

Apocalypse Navy Issue - basically boosted apocalypse. Better tank and fittings, otherwise same.

Armageddon Navy Issue - considered best of all five for small/med gang pvp. Higher buffer, less fitting problems, 4 medslots.

So, for small-scale pvp, especially if you're just learning the ropes, Armageddon is the choice, if you manage to fit it properly. Apocalypse is more of an utility ships, it's most often of all other amarr BSes seen in an utility role (rr/neut/cap).
If you have considerable amount of logistics in fleet (guardians?) Then the repairability of Abaddons will come in handy. This is for advanced fleets and players, but such fleets are more deadly if played well.

Ah, you seek meaning? Then listen to the music, not the song.

ShahFluffers
Ice Fire Warriors
#10 - 2011-11-18 21:03:12 UTC  |  Edited by: ShahFluffers
Paragon Renegade wrote:
1) Something adept at small gang PvP/going in solo


You're going to run into problems with this one.
For starters, battleships in general are not all that good solo due to their relatively low mobility, trouble locking small objects, and due to the fact that large weapons have issues applying damage to [much] smaller enemies.
Second, Amarr battleships are notoriously inflexible with respect to their fittings. They are, essentially, the "soldier/melee" class that most other games have and the only real question is what "flavor" of "soldier/melee" you want.

Paragon Renegade wrote:
2) Reliability (Cap easy to stabilize, Can use pulse or beam , solid shields so I don''t have to rely on armour all the time)


Cap stability is overrated for PvP... especially for Amarr ships. You only need enough capacitor to last the battle (which is generally about 3 or 5 minutes for solo/small gang fight) and, even then, it's nothing a cap booster can't fix (which is already a "must" for Amarr gunboats anyways).

With the "solid shields" bit... don't be concerned about that. If you get into a "real" engagement your shields will melt right off. Not much you can do about that aside from putting on Invulnerability Fields and/or Shield Extenders... but this shouldn't even be an option because "dual tanking" is bad unless you planning on being bait.


Paragon Renegade wrote:
3) Adaptability (Good drone bay, tracking ability, locking range/resolution etc)


No Amarrian battleship fulfills all those criteria. Each one has it's own "thing" that it is good at and glaring weaknesses that can be exploited.

Armageddon = can deal a pretty good amount of damage for it's price, has a "utility high slot" that can help with point defense or RR gangs, has a large-ish drone bay, and can field a pretty solid armor tank. However, the 'Geddon is fairly inflexible with its fitting due to its lack of medium slots and possesses "lesser" stats due to being a Tier 1 battleship.

Apocalypse = Probably the most flexible of all the Amarrian battleships... it can be set up to be a sniper or a brawler, shield tank or armor tank. It's range bonus allows to you reach out and "touch" people that would be safe from most other ships. The problems with the Apoc are that it isn't capable of dishing out the DPS that the other Amarrian battleships can and that it has a so-so armor tank.

Abaddon = The bonuses of this ship say it all... "tank and gank." It can field one of the most impressive tanks within its entire class without giving up much in the way of firepower. In a gang fight, you will find yourself being the LAST to be primaried. However, this ship is not without it's problems. With no utility high-slot and a small-ish drone bay it has limited point-defense abilities. Moreover, it's probably the least mobile of all the Amarrian battleships (which means that it's easy to catch you) and has a weak capacitor (which necessitates the fitting of a cap booster).


Paragon Renegade wrote:
I want the ship that's master of none, but doer of all, I want to be able to handle situations for myself, while also contirbuting to a small group. Which of the three is the best "Utility" ship?


None of the above. You'll find more (and better) options by looking outside of the Amarrian line. Two ships I'd recommend would be the Minmitar Tempest and Gallente Dominix.
The Tempest essentially fills all your criteria, it's only glaring weakness being its weak-ish tank. Fit and flown properly, it can outrun and kite battleships, most battlecruisers, and even some cruisers.
The Dominix has a lot going for it as well... very flexible fitting options and the largest drone bay in its class (which gives you more flexibility with tactics). One of the more popular fits (and my favorite) is the Neutralizing Domi. The bane of any frigate/cruiser gang, it can wipe out the capacitor of anything sub battlecruiser while applying DPS with bonused drones.
The Dominix does have two glaring issues though; it's slow and its DPS is sub-par compared to most other battleships.
Paragon Renegade
Sebiestor Tribe
#11 - 2011-11-19 03:26:54 UTC
ShahFluffers wrote:
Paragon Renegade wrote:
1) Something adept at small gang PvP/going in solo


You're going to run into problems with this one.
For starters, battleships in general are not all that good solo due to their relatively low mobility, trouble locking small objects, and due to the fact that large weapons have issues applying damage to [much] smaller enemies.
Second, Amarr battleships are notoriously inflexible with respect to their fittings. They are, essentially, the "soldier/melee" class that most other games have and the only real question is what "flavor" of "soldier/melee" you want.

Paragon Renegade wrote:
2) Reliability (Cap easy to stabilize, Can use pulse or beam , solid shields so I don''t have to rely on armour all the time)


Cap stability is overrated for PvP... especially for Amarr ships. You only need enough capacitor to last the battle (which is generally about 3 or 5 minutes for solo/small gang fight) and, even then, it's nothing a cap booster can't fix (which is already a "must" for Amarr gunboats anyways).

With the "solid shields" bit... don't be concerned about that. If you get into a "real" engagement your shields will melt right off. Not much you can do about that aside from putting on Invulnerability Fields and/or Shield Extenders... but this shouldn't even be an option because "dual tanking" is bad unless you planning on being bait.


Paragon Renegade wrote:
3) Adaptability (Good drone bay, tracking ability, locking range/resolution etc)


No Amarrian battleship fulfills all those criteria. Each one has it's own "thing" that it is good at and glaring weaknesses that can be exploited.

Armageddon = can deal a pretty good amount of damage for it's price, has a "utility high slot" that can help with point defense or RR gangs, has a large-ish drone bay, and can field a pretty solid armor tank. However, the 'Geddon is fairly inflexible with its fitting due to its lack of medium slots and possesses "lesser" stats due to being a Tier 1 battleship.

Apocalypse = Probably the most flexible of all the Amarrian battleships... it can be set up to be a sniper or a brawler, shield tank or armor tank. It's range bonus allows to you reach out and "touch" people that would be safe from most other ships. The problems with the Apoc are that it isn't capable of dishing out the DPS that the other Amarrian battleships can and that it has a so-so armor tank.

Abaddon = The bonuses of this ship say it all... "tank and gank." It can field one of the most impressive tanks within its entire class without giving up much in the way of firepower. In a gang fight, you will find yourself being the LAST to be primaried. However, this ship is not without it's problems. With no utility high-slot and a small-ish drone bay it has limited point-defense abilities. Moreover, it's probably the least mobile of all the Amarrian battleships (which means that it's easy to catch you) and has a weak capacitor (which necessitates the fitting of a cap booster).


Paragon Renegade wrote:
I want the ship that's master of none, but doer of all, I want to be able to handle situations for myself, while also contirbuting to a small group. Which of the three is the best "Utility" ship?


None of the above. You'll find more (and better) options by looking outside of the Amarrian line. Two ships I'd recommend would be the Minmitar Tempest and Gallente Dominix.
The Tempest essentially fills all your criteria, it's only glaring weakness being its weak-ish tank. Fit and flown properly, it can outrun and kite battleships, most battlecruisers, and even some cruisers.
The Dominix has a lot going for it as well... very flexible fitting options and the largest drone bay in its class (which gives you more flexibility with tactics). One of the more popular fits (and my favorite) is the Neutralizing Domi. The bane of any frigate/cruiser gang, it can wipe out the capacitor of anything sub battlecruiser while applying DPS with bonused drones.
The Dominix does have two glaring issues though; it's slow and its DPS is sub-par compared to most other battleships.


Thank you!

This was extremely helpful, and I'll consider this throughly

Perhaps, as you said, I'll aim for a Tempest in the stead of these Amarrian ships.

The pie is a tautology

Keno Skir
#12 - 2011-11-19 14:31:09 UTC
And if you cross train Minmatar an Amaar like me you can one day fly the legendary pvp monster "Bhaalgorn" :P
CCP Guard
C C P
C C P Alliance
#13 - 2011-11-19 16:27:17 UTC
It's threads like this one, with quality advice on demand, that I think of when people try to portray the EVE community as being all dark and eeeevil Blink

Good job.

CCP Guard | EVE Community Developer | @CCP_Guard

Alara IonStorm
#14 - 2011-11-19 21:41:27 UTC
This is from a Thread on cheap ships.
Alara IonStorm wrote:
So I plan to have T2 Pulse Lasers come New Years for the Oracle and while short on cash in RvB I was thinking I want to add Battleships to my growing fleet but I want to be thrifty about it.

So I thought about it and realized that Laser Rigs were dirt cheep.

[Armageddon, Cheap]
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Damage Control II
Heat Sink II

Quad LiF Fueled I Booster Rockets
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Sensor Booster II, Scan Resolution

Dual Heavy Pulse Laser II, Imperial Navy Multifrequency L
Dual Heavy Pulse Laser II, Imperial Navy Multifrequency L
Dual Heavy Pulse Laser II, Imperial Navy Multifrequency L
Dual Heavy Pulse Laser II, Imperial Navy Multifrequency L
Dual Heavy Pulse Laser II, Imperial Navy Multifrequency L
Dual Heavy Pulse Laser II, Imperial Navy Multifrequency L
Dual Heavy Pulse Laser II, Imperial Navy Multifrequency L
Heavy Unstable Power Fluctuator I

Large Energy Burst Aerator I
Large Energy Collision Accelerator I
[empty rig slot]


Hammerhead II x5
Warrior II x5
Vespa EC-600 x5


110k EHP Gun DPS 650 with Navy Ammo Opt 14km, 520 DPS with Scorch at 41km.

Can drop down to a Medium Cap Booster to add a Point or TC

To give a cost break down here.

50mil x1 for Armageddon Battleship: 50mil
2mil x7 for Dual Pulse: 14mil
800k x3 for EANM/NAM: 2.4mil
1.25mil x3 for 1600mm Plates: 3.75mil
700k x3 for HSII, Sebo II and DCU II: 2.1mil
3mil x2 Laser Rigs: 6mil
1mil for other Neutralizer and CapBooster: 1mil

Not including Drones and Ammo in cost.

All together that is an 80 Million ISK Battleship. Considering that fully fit Battlecruisers go for around 60mil that is not a bad deal.

For a standard Armageddon you pay 14mil more for Megapulse and 45mil for the rigs. Around 130-40mil all together.

She is no where near perfect but still for 80mil not to shabby.

It cost 20 mil more then a fully fit/rigged Harbinger with OK stats and if you loose it the higher insurance will make the cost close to even.