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Missions & Complexes

 
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Caracal lvl 2 mission fit

Author
Nicholas Lafisques
Dark Matters Retail and Distribution
#1 - 2013-11-27 17:12:54 UTC  |  Edited by: Nicholas Lafisques
Finally about ready to fit my caracal up for level 2 missions.

This is what i have so far

Highs:
5x meta 3 light missile launcher

Mids:
1 med shield booster
2 (missions specific) shield hardeners
1 shield boost amplifier
1 target painter
(highest reasonable meta versions)

Lows:
3x ballistic control unit
empty 4th slot


with everything running im at -17 Gj of cap per second. (+3.2 without the booster running)
122 CPU remaining
675 powergrid remaining (only using 50 or so)

i guess im not entirely sold on the target painter, though i havnt tried one out yet.
Wouldnt mind something else in the mid slot and im not sure which route to go with the last low slot. Im thinking something for cap?

The rigs im rather clueless about. I think id be ok with the missile rigs being that they increase cpu need for launchers. It also seems i could get one or 2 of them for the capacitor and get something else in the low slot. i guess ill find out if i need some sort of shield rig? unless they are pretty standard on something like this. I have just seen so many different rigs and im not really sure why people choose to put certain things in the low/mid slots and how their rig choices mix in with the mod choices. With all the extra powergrid i should o have it seems i could use a rig that reduces powergrid(if there is one) with no trouble at all.

Any advice is appreciated.. getting a little ancy about actually flying a ship!
Batelle
Federal Navy Academy
#2 - 2013-11-27 18:24:26 UTC  |  Edited by: Batelle
dont put frigate weapons on a cruiser if that's your primary damage source. Use rapid light launchers.

the last lowslot should be damage control or power diagnostic system for defense, nanofiber for agility, a signal amplifier for better targeting, or a fittings mod if needed.

Target painter starts to be needed when shooting heavy missiles or hams at frigs. As missile damage is not random, you can toggle the painter off and on to see how much you're getting out of it on various targets. The missile formula is pretty unintuitive, but its based on a ratio of explosion velocity to the targets velocity and the explosion radius to the targets sig radius.

If you're going to focus on missiles, getting your missile support skills, particularly target navigation prediction and guided missile precision up to 4 and then 5 should be a high priority, allowing you to use cruiser and battleship sized missile weapon systems with higher efficiency.

"**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.

Nicholas Lafisques
Dark Matters Retail and Distribution
#3 - 2013-11-27 18:37:58 UTC  |  Edited by: Nicholas Lafisques
Batelle wrote:
dont put frigate weapons on a cruiser if that's your primary damage source. Use rapid light launchers.

the last lowslot should be damage control or power diagnostic system for defense, nanofiber for agility, a signal amplifier for better targeting, or a fittings mod if needed.

Target painter starts to be needed when shooting heavy missiles or hams at frigs. As missile damage is not random, you can toggle the painter off and on to see how much you're getting out of it on various targets. The missile formula is pretty unintuitive, but its based on a ratio of explosion velocity to the targets velocity and the explosion radius to the targets sig radius.

If you're going to focus on missiles, getting your missile support skills, particularly target navigation prediction and guided missile precision up to 4 and then 5 should be a high priority, allowing you to use cruiser and battleship sized missile weapon systems with higher efficiency.



reason i ditched the rapid light missiles was due to a couple other posts. I guess they gave it (or extended) a reload timer. In all honesty though i had thought the rapid light and light missile launchers were the same size and the rapid one just fired them faster. ill be looking into that.

wil give the painter a go, gotta be worth trying

ill keep that in mind for the skills to train. figured it couldnt be too bad of an idea to boost my missile skills once i get everything caught up

Thank you!

e/ checked up on the launchers and im still unsure as to which would be better...

doesnt have any reload time for the regular light missile launchers while the rapid ones have a 40s reload time.
The rapid launcers do shoot about 3 missiles for 2 of the light missile launchers.
though i may be missing something it doesnt seem to make sense why the light missile launcers seem to be about the same as the rapid light launchers. The rapid light launchers certainly seem to make sense with all the power grid i have free, but that still doesnt change the fact that they seem to be ultimiately very similar
Batelle
Federal Navy Academy
#4 - 2013-11-27 18:46:33 UTC
Nicholas Lafisques wrote:
reason i ditched the rapid light missiles was due to a couple other posts. I guess they gave it (or extended) a reload timer.


They did, and many people are sad. I won't get into how big or small of a nerf it was, but in any case the cruiser versions will do more dps than fitting the actual frigate versions

Quote:

In all honesty though i had thought the rapid light and light missile launchers were the same size and the rapid one just fired them faster. ill be looking into that.


The missiles are the same, but the RLML launchers are for cruisers. This means that for damage application purposes, its good at hitting frigates, but the RLMLs have cruiser-sized fittings and in exchange, a way higher RoF than frigate-sized launchers.

Because RLML are good at hitting frigates, a target painter is less necessary than it would be if you were shooting heavy assault missiles or heavy missiles.

"**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.

Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#5 - 2013-11-27 18:59:03 UTC  |  Edited by: Jeanne-Luise Argenau
Nicholas Lafisques wrote:
Batelle wrote:
dont put frigate weapons on a cruiser if that's your primary damage source. Use rapid light launchers.

the last lowslot should be damage control or power diagnostic system for defense, nanofiber for agility, a signal amplifier for better targeting, or a fittings mod if needed.

Target painter starts to be needed when shooting heavy missiles or hams at frigs. As missile damage is not random, you can toggle the painter off and on to see how much you're getting out of it on various targets. The missile formula is pretty unintuitive, but its based on a ratio of explosion velocity to the targets velocity and the explosion radius to the targets sig radius.

If you're going to focus on missiles, getting your missile support skills, particularly target navigation prediction and guided missile precision up to 4 and then 5 should be a high priority, allowing you to use cruiser and battleship sized missile weapon systems with higher efficiency.



reason i ditched the rapid light missiles was due to a couple other posts. I guess they gave it (or extended) a reload timer. In all honesty though i had thought the rapid light and light missile launchers were the same size and the rapid one just fired them faster. ill be looking into that.

wil give the painter a go, gotta be worth trying

ill keep that in mind for the skills to train. figured it couldnt be too bad of an idea to boost my missile skills once i get everything caught up

Thank you!

e/ checked up on the launchers and im still unsure as to which would be better...

doesnt have any reload time for the regular light missile launchers while the rapid ones have a 40s reload time.
The rapid launcers do shoot about 3 missiles for 2 of the light missile launchers.
though i may be missing something it doesnt seem to make sense why the light missile launcers seem to be about the same as the rapid light launchers. The rapid light launchers certainly seem to make sense with all the power grid i have free, but that still doesnt change the fact that they seem to be ultimiately very similar


easiest thing rlml are bonused on a caracal, lml not

EDIT: makes in my eft setup i did on the fly 60dps over time difference
Nicholas Lafisques
Dark Matters Retail and Distribution
#6 - 2013-11-27 19:04:34 UTC
Batelle wrote:
Nicholas Lafisques wrote:
reason i ditched the rapid light missiles was due to a couple other posts. I guess they gave it (or extended) a reload timer.


They did, and many people are sad. I won't get into how big or small of a nerf it was, but in any case the cruiser versions will do more dps than fitting the actual frigate versions

Quote:

In all honesty though i had thought the rapid light and light missile launchers were the same size and the rapid one just fired them faster. ill be looking into that.


The missiles are the same, but the RLML launchers are for cruisers. This means that for damage application purposes, its good at hitting frigates, but the RLMLs have cruiser-sized fittings and in exchange, a way higher RoF than frigate-sized launchers.

Because RLML are good at hitting frigates, a target painter is less necessary than it would be if you were shooting heavy assault missiles or heavy missiles.


I believe i get it now... and at any rate I have something to start with. Gonna switch to the RLMLs and try without the target painter first.

And thanks jeanna... didnt notice it only said rapid light launcherson the caracal bonus.

all in all its a much easier decision to go with the RLMLs. thanks guys