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Theorycraft: depot refit in PVE

Author
The Spod
Center for Advanced Studies
Gallente Federation
#1 - 2013-12-01 19:40:07 UTC
Depot refitting could have interesting applications. Let's think of potential ones!

• refit RHML's to bypass long reload - probably won't work?
• use gankboats with short range weapons for close spawns, refit for range, interesting potential, best on low gun fast refitters (torp/cruise golem, neutron/425 kronos)
• carry another set of guns on a t3 to perma overheat, refit after damage, probably too impractical for any profit but could be fun on a legion

stoicfaux
#2 - 2013-12-01 19:48:30 UTC
When swapping weapons or modules, you have to wait on reloads, cycles, timers, etc.. Lasers are the only weapons that you can "insta-swap".


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

StahlWaffe
Doomheim
#3 - 2013-12-01 20:50:24 UTC
Here's some depot-stuff:

Deployment takes 60 seconds. Thus, the depot is useful if you plan to not move at all, or only marginally, and/or stay more than 60 seconds in a spot. This makes the depot incredibly powerful for the new Marauders, especially with their vast cargohold.

That's for PvE.

For PvP, the task is difficult since it can be shot. It only has 5k shield and no resistances, so after 3750 raw damage applied (375 dps = 10 seconds, and that's some cruiserish dps) it enteres a reinforced mode and you cannot use it for refits then. You'd have to scoop it and redeploy it.

Starting from this point, here is how to use the Depot for PvP:

If you are often roaming a certain area, create a safespot in each area. Drop a depot in every system. A Covops hauler works probably best for this. Feed the Depot with Ammo and Charges you often use. Make sure you roam this space at least every 48 hours, daily would be best.
Decide what ships you will mostly use. Aim for ships that have a potentially wide spectrum of fits for different situations. Seed all your depots with spare fittings, key modules and so.
Put into each of your depots some small, if you want deadspace, remote shield boosters. In case you warp to one of your depots and find it reinforced, you scoop it, creating a container with all the stuff that was in the depot in space, redeploy the depot, edit your bookmark, and, once onlined, refit for the shieldboosters and rep it above 50% shield so it can be reinforced again. This should take roughly 2 minutes in total. Open the depot and the container, put all the stuff back into the depot.

Next up:

Your personal depot for emergencies.
This one is in the cargohold of the ship you use, together with a bunch of emergency fitting mods. For example if you're an arty-cane, you carry a bunch of autocannons, just in case someone gets under your guns. You carry additional webs, scrams, neuts, nos, whatever you feel you might need that could give you an edge. Hell, you can even carry some effing ECM drones in your hold and put them in your bay if you need them!

But.... you remember the dilemma with the 3750 EHP it takes to reinforce it, yeah?

Here's the solution.

Drop the depot.
Lock it.
Shoot it.
Reinforce it.
Scoop it.


Congratulations! Whenever you drop your depot now, and you will in each fight that you start, immediately after you land tackle or you're setup (inside a FW plex for example), it will have less than 25% shield and will not be able to get reinforced unless repaired back over 50% shields.
Why is that?
Because in your cargohold, it doesn't recharge shields. You can jump, dock, undock, go afk for hours, in your cargohold it doesn't recharge.*

This means, it will have 5k armor + 12,5k hull + a bit of shields your enemy has to chew through within 60 seconds, or live with the fact that you can refit.
That is 17.5k EHP, and that's 17.5k less damage you take if he decides to go for the depot. On an average ship, that is roughly 40 seconds of focused dps. Your enemy has to make a choice. Either he totally ignores you for 40 seconds. Or you can refit on the fly into whatever you need. Fighting a Brutix? Well, swap those 2 EANM for a Kin and a Therm hardener!


~Also remember: If you have your depots set up in several systems with fitting mods spare, .... you're prepared for any fight. No need to dock, no need to avoid some targets. Warp to depot, refit, warp to target and engage.


hf guys.



* Tested this a week ago roughly. Not sure if they 'fixed' it already.
Master PewPew
Corporation 98735482
#4 - 2013-12-02 06:08:27 UTC
every pve and pvp ship should have one of these in the cargo...PVE....carry MJD/100mn MWD. Blink away and fire away...after the rats die ect ect.

PVP ever want a prober but don't have an alt? Refit one on the spot.
countless others....armor rep cloak ect ect
Tharin Malkyre
Knights of the Ouroboros
#5 - 2013-12-02 16:09:33 UTC
Works well for miners too. I've been keeping a depot, full flights of drones and mining crystals in my cargohold, plus tank mods and MLUs. Get to the belt, setup the depot. Fit for max yield if the system is quiet, max tank and drones if there are gankers/rats about. Swap freely between mining drones, salvage drones, and combat drones. Plus, 3K m3 secure extra storage you can come back for later.

It's an amazing little shack, and I've seen no one else in my belts using them. Silly rabbits.
The Spod
Center for Advanced Studies
Gallente Federation
#6 - 2013-12-02 21:08:33 UTC
stoicfaux wrote:
When swapping weapons or modules, you have to wait on reloads, cycles, timers, etc.. Lasers are the only weapons that you can "insta-swap".



Swapping lasers sadly has very little use that I can think of, as the difference between pulse and beams hardly warrants it even on a paladin (IN Gamma pulse > IN multi tach for pretty much all purposes below 50km).

Ah, now I figured one out. You can carry 2 sentries with MD refit :)

This could make sense with a sniper paladin using tachyons and 2 curators. The curators would add almost 200 dps to 90km with IN MF, if you go with a 1 slot tank. Sweet.

PALADIN
• 4x IN HS
• 3x DDA II
• 1x omnidir
• 3x TC II
• 2x DLA

Tank plus pvp mods inside mobile depot, warp to anom at 70 and blap.
The Spod
Center for Advanced Studies
Gallente Federation
#7 - 2013-12-02 21:14:38 UTC  |  Edited by: The Spod
Actually mobile depot makes some hilarious range-gank fits viable with dual weapon system ships:
• typhoon with all damage mods, tank on swap
• armageddon gank issue
• vindicator with rails and sentries
• dominixes

Fit all damage mods, swap to tank as necessary. Tank that you had to carry earlier even if only marginally used.
Samuel Wess
Doomheim
#8 - 2013-12-11 03:12:44 UTC  |  Edited by: Samuel Wess
I love the mobile depots they really enhanced the small gang pvp providing amazing challenges
like catching solo battleships that have 7 stabs, MJD and 8 smartbombs.

Now we need 8 point scrams, I just dont feel like multiboxing 3-4 interceptors just to tackle something.

Walk into the club like "What up? I got a big cockpit!"

Jacob Holland
Weyland-Vulcan Industries
#9 - 2013-12-11 11:31:38 UTC
The only instance I can think of where it could be reasonably valuable is in Worlds Collide...
The Serpentis and the Guristas versions of the mission are easy to deal with, one might consider warping in with a sniper fit to kill the gate room and refitting brawlish with a prop mod of course but that's not necessarily worth the time to deploy, although given the ranges you could probably deploy it before you started shooting with minimal risk of it suffering rat damage.

Far more importantly however the Depot could be used to switch fittings (hardeners in particular) for the Angel/Sansha (or is it Blood Raider) version of the mission - meaning that fewer modules are required to maintain sufficient tank and therefore that more can be used for damage or application.