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Amarr and Sansha Battleship fit

Author
Iyokus Patrouette
University of Caille
Gallente Federation
#1 - 2014-01-17 00:15:25 UTC
Hello all o/

Looking to get some thoughts on fitting up an Amarr Battleship to take on Sansha anoms. My alt is still kind of a toddler learning to walk. core skills are done and tech 2 large guns are still a good week or two away.

With that in mind I don't mind seeing Tech 2 lasers and what not. I am however not real sure what type of Battleship would offer the best for the anoms. (a decent clear time is probably the most important part.)

So i am looking forward to getting some possibly fresh thoughts on the situation.

PS: Drone skills are fairly subpar at the moment so the Geddon is probably off the list. but i'd be interested in seeing a fitting or two for it. if it's the best choice.

Cheers
Iyokus.

---- Advocate for the initiation of purple coloured wormholes----

Riot Girl
You'll Cowards Don't Even Smoke Crack
#2 - 2014-01-17 01:14:07 UTC
Nightmare Paladin.
Bertrand Butler
Cras es Noster
#3 - 2014-01-17 03:38:38 UTC  |  Edited by: Bertrand Butler
This is for null anomalies, right? I think a good starting point for a sansha BS would be the Apocalypse hull. It can be fitted with mega beams, it will cost you about 290mil isk rigged and can provide a good DPS/isk ratio.

[Apocalypse, dear Sansha]

Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
True Sansha Armor EM Hardener
True Sansha Armor Thermic Hardener
Large Armor Repairer II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L

Large Ancillary Current Router I
Large Auxiliary Nano Pump I
Large Energy Locus Coordinator II



hope that helps, cheers...C:
Iyokus Patrouette
University of Caille
Gallente Federation
#4 - 2014-01-17 04:00:56 UTC
Yeah it's for Null anoms, It's very similar to what he is currently using, I'm finding the clear time is lacking with the fitting, though that might just be because he is still stuck with meta turrets as opposed to the tech 2's.

Looks like i'll just keep slugging away until i can upgrade the turrets. The training for a Paladin is still a long ways. and not sure i want to drop that kind of isk for a hull. But we'll see.

Thanks for the comments.

---- Advocate for the initiation of purple coloured wormholes----

Jacob Holland
Weyland-Vulcan Industries
#5 - 2014-01-17 13:32:07 UTC
I'll second the Apoc.

While beams are viable, if you're only a week or two from T2 then I would suggest you also consider the potential value of a long ranged Mega Pulse fit - I haven't flown an Apoc since tiericide so I'm afraid my data may be a little out of date but I used to fly that hull extensively in Null anoms. And to good effect.
Marc Callan
Center for Advanced Studies
Gallente Federation
#6 - 2014-01-17 14:59:48 UTC
Another option might be to build an Apoc around tachyon lasers (meta tachyons give good performance) and MJD - that should let you hammer Sanshas in anoms from outside their TD range. The only problem is that tachyons are notoriously powergrid-hungry, which means forcing them on may be near-impossible unless you've got high Advanced Weapon Upgrades skill, high Energy Weapon Upgrade skill, an Ancillary Current Router, a T2 Reactor Control, and you're willing to settle for a rather flimsy tank...

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Darvanile
Access--Denied
#7 - 2014-01-17 15:14:29 UTC
The apocalypse is an incredibly sturdy and nooby friendly hull. Even veterans still utilized the apocalypse. It offers a lot of flexibility and will grow with you as you grow with it. It works fine with both lasers and pulses, performs well with only t1 fittings and has a decent slot layout that allows you to play with fittings a little.
It really is the epitome of the stereotypical amarr ship. Lasers, heavy heavy armor tank, and a capacitor that will force you into training the necessary skills for pretty much every other amarr ship out there. With the exception of your isk, you really have nothing to lose by jumping into one. Just keep in mind that low sp players will struggle in any battleship... on the plus side, that struggle will force you onto the right path.
Ralph King-Griffin
New Eden Tech Support
#8 - 2014-01-17 22:25:55 UTC
^^/thread


Marc Callan wrote:
Another option might be to build an Apoc around tachyon lasers (meta tachyons give good performance) and MJD - that should let you hammer Sanshas in anoms from outside their TD range. The only problem is that tachyons are notoriously powergrid-hungry, which means forcing them on may be near-impossible unless you've got high Advanced Weapon Upgrades skill, high Energy Weapon Upgrade skill, an Ancillary Current Router, a T2 Reactor Control, and you're willing to settle for a rather flimsy tank...

You have to use a cap injector to run tycoons without gimping the fit on the t1 hull in my experience.
IIshira
School of Applied Knowledge
Caldari State
#9 - 2014-01-17 23:18:46 UTC
Marc Callan wrote:
Another option might be to build an Apoc around tachyon lasers (meta tachyons give good performance) and MJD - that should let you hammer Sanshas in anoms from outside their TD range. The only problem is that tachyons are notoriously powergrid-hungry, which means forcing them on may be near-impossible unless you've got high Advanced Weapon Upgrades skill, high Energy Weapon Upgrade skill, an Ancillary Current Router, a T2 Reactor Control, and you're willing to settle for a rather flimsy tank...


If you go for a Navy Apoc you can fit meta 4 guns without any power grid mod or T2 with a ACR rig. You shouldn't have any issues with tank either. Pulse lasers require T2. Compared to tachs you'll get a little less long range DPS with scorch but very nice up close damage.

Nightmare is awesome but it's a juicy gank target that a BLOPS fleet will smell from the other side of New Eden.
Iyokus Patrouette
University of Caille
Gallente Federation
#10 - 2014-01-18 00:34:11 UTC
Yeah it all sounds good, core skills are trained, and the apoc sounds like the right path. just sounds like I need to tinker with the fitting slightly to get the most out of it.

Cheers for the help guys.

---- Advocate for the initiation of purple coloured wormholes----