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New player looking for Algos fit help.

First post
Author
Sindrisai Myr
The Scope
Gallente Federation
#1 - 2013-12-02 02:07:45 UTC
Like the title says, I'm looking to get my Algos optimized for...what I've been using it for I guess. Being new I fully intend on keeping this ship for a while, running L1 missions and hopefully being able to solo L2's. But I'm more than a little overwhelmed by the amount of options I have, so I figured I'd try and get some help.

My setup so far has been 125/150mm small railguns, rudimentary armor tank mods, and scout drones. Most of my fighting has just been keeping enemies at between 10-15km and hammering them with the guns, and having drones focus fire smaller enemies so I can focus on big ones. I'd like to keep this kind of style, since it's been working pretty well, so if anyone has suggestions on how to best fit this ship to work with that style, please share. If there's a different setup but follows similar fit lines, drop it here too, I'm totally open.
GM Spider
Game Masters
C C P Alliance
#2 - 2013-12-02 07:08:20 UTC
Perhaps my two ISK on the matter may help.

Generally the Algos is considered a drone ship and you want to utilize this as much as you can. Training the Gallente Destroyer skill will give you two very handy bonuses:

Quote:
10% bonus to drone damage and hitpoints per level
10% bonus to small hybrid turret tracking per level


As such training this skill to a level you feel comfortable with will deliver results. In addition to this, you will want to train the skill called Drones as it allows you to control one extra drone per level. That is a whopping 20% damage increase for your drones per level! It is worth noting that this skill will be useful in the future as well on nearly all the ships you fly.

You may want to consider using 125mm railguns as they will deliver decent damage output as well as being capable of comfortably tracking the pesky pirates you encounter.

Now the one downside to destroyers is that they are quite fragile, as such it would not be a bad idea to dedicate your low slots to some beefy tanking modules. Small armor repairer, damage control and a hardener of some variation.

Mobility is yet another thing to consider and afterburners are generally a solid choice. They do not consume too much capacitor to be a hassle but still give you enough of a speed boost to maneuver around the mission area more rapidly.

Hope this helps you a bit!

Dato Koppla
Spaghetti Militia
#3 - 2013-12-02 07:42:34 UTC
Generally you seem like you have the right idea, here's a cheap, low-skill Algos fit you can aim for:

[Algos, Missions low skill]

Small Armor Repairer II
Adaptive Nano Plating I
Drone Damage Amplifier I

Experimental 1MN Afterburner I
Eutectic Capacitor Charge Array
Eutectic Capacitor Charge Array

125mm Prototype Gauss Gun, Antimatter Charge S
125mm Prototype Gauss Gun, Antimatter Charge S
125mm Prototype Gauss Gun, Antimatter Charge S
125mm Prototype Gauss Gun, Antimatter Charge S
125mm Prototype Gauss Gun, Antimatter Charge S
[Empty High slot]

Small Capacitor Control Circuit I
Small Capacitor Control Circuit I
Small Auxiliary Nano Pump I


Hobgoblin I x5
Hrett
The Scope
Gallente Federation
#4 - 2013-12-02 07:50:02 UTC  |  Edited by: Hrett
You just received the perfect answer - and from a GM no less!

I would add that with an AB + SAR (small armor repairer) you are going to be using cap. If you haven't already, train the base rigging skill that allows you to fit two capacitor control circuits and a semiconductor memory cell, to help with capacitor.

In your mid slots, you will need an AB of course. After that it's kinda open. A capacitor battery, target painter, web or tracking computer are all options.

It's literally been years since I ran a mission, but. I am pretty sure drones get targeted a lot now by NPC. The Algos has a spare high slot where you can put a small remote repairer. I'd use a salvager first though to help with money, and fit the remote rep only if you are having trouble.

Once you are handy with the Algos, you can move up to the Vexor. That is a good thing, because the Vexor is literally one of the most awesome ships in the game. ;)

EDIT: The one posted above me looks pretty good. Put on a damage control if your tank suffers.

spaceship, Spaceship, SPACESHIP!

Sindrisai Myr
The Scope
Gallente Federation
#5 - 2013-12-02 08:17:26 UTC  |  Edited by: Sindrisai Myr
Thanks Dato, that looks good! I actually have a lot of relevant skills to the point where I can use the upgraded versions of those modules, so I can upgrade them even further. I'll probably be using my Hammerheads though, since I have them trained and as far as I can tell they're better.

EDIT: Quick side note, is resistance armor tanking than straight HP armor tanking, or is that more of a small ship thing because of space limitation?
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#6 - 2013-12-02 08:40:28 UTC
You will do better with the smaller hobgoblins instead of hammerheads in the lower level missions. They are faster, and have better tracking to hit the smaller ships you will be fighting.

The resistance plate helps the repper be more efficient

No Worries

Jacob Holland
Weyland-Vulcan Industries
#7 - 2013-12-02 09:33:37 UTC
The low skill comments already made are very valid and I have very little to add to them at that level, but as you're looking for relatively long term usage I can look a little further forward.

As has already been suggested, the Algos' drones are its greatest strength, they are vulnerable but they will repay investment you might make in them (in terms of time rather than, necessarily, ISK). The Drones skill is a very good place to start of course but the level five skill training may look quite daunting and difficult to justify - especially in a world where so much else demands your skill training time and you could easily get three or four skills to level four in the same timeframe. I would therefore also recommend that you look at the skill Drone Interfacing, the damage and hitpoint bonus on this skill is another 20%, each level being the equivalent of another drone. The key factor is that while getting the Drones skill to level five is something of a hump to get over it can be followed, almost immediately, by a level one skill which is measured in minutes, a level two which is measured in hours... which are effectively levels six and seven of the same skill.

I would recommend getting comfortable with the ship for a while, strengthening you tank, your capacitor and so forth bit by bit, but there will come a time when you can feel that there are slots which you could use more effectively - if your capacitor is never running at less than 50% for example then perhaps you could get more use out of one of the slots you're using for cap rechargers.
At this point you might consider adding a Target Painter.
Target Painters are an Electronic Warfare module which, when activated on a target, increases the target's signature and, because of the way signature figures into the tracking formulae, makes them easier to hit. This has two significant benefits from your perspective. Firstly, you will most likely be surprised at the effect it will have on your drones' effectiveness, activate it on a frigate and watch your mechanical attack-dogs tear chuncks out of it...
Secondly, it will (I believe) have two effects on the way the rats will agro. Firstly it increases your priority in the rats' agro list simply because it is an Electronic Warfare module. You may also find that Frigates, particularly Angel frigates, will prefer to shoot at your drones than you - and some of them can lay waste to them very quickly - because they are programmed to focus on targets of their own size and your destroyer is a larger target. By increasing the frigate's signature you may (I can't be certain I'm afraid) be able to force it to recalculate based on its own, increased signature.