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Rail Diemost?

Author
Adel Muriell
Stahl Arms
#1 - 2014-11-21 23:02:08 UTC
Hey guys! Big smile

So i was thinking about fitting rail daimos and flying with it. But i have absolutly no experience with Deimos, so i thought i will post my fit and ask you for some advice. Roll


[Deimos, railz?]

Damage Control II
Nanofiber Internal Structure II
Tracking Enhancer II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Large Shield Extender II
Large Shield Extender II

200mm Railgun II, Federation Navy Antimatter Charge M
200mm Railgun II, Federation Navy Antimatter Charge M
200mm Railgun II, Federation Navy Antimatter Charge M
200mm Railgun II, Federation Navy Antimatter Charge M
200mm Railgun II, Federation Navy Antimatter Charge M

Medium Anti-EM Screen Reinforcer II
Medium Core Defense Field Extender I


My stats / lvl 5

EHP:
37k / 38k

DPS:
Javelin 8+23km 491 / 567
FN Antimatter 16+26 484 / 559
Spike 58+23km 281 / 324

Cap stable 64% w/o MWD
1m50s with MWD

Range 102km
Speed 300m/s
MWD +2000m/s
Align time 4,3s w/o MWD

Total cost 200M

As i will be flying in 0.0 with some friends (mostly fitted for range) i want to ask for some help and ideas about tactics and how to fly it properly. For example what ammo at what range, how many km from the target i should orbit and so on...
Thank you for all the anwsers. Blink
Liam Inkuras
Furnace
#2 - 2014-11-22 01:07:53 UTC
Pls use 250mm Rails and your armor rep bonus.

[Deimos, Railmos]

Internal Force Field Array I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Armor Explosive Hardener II
Nanofiber Internal Structure II

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Federation Navy Stasis Webifier
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800

250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M

Medium Ancillary Current Router I
Medium Hybrid Locus Coordinator II

Just as fast as yours, more dps, stronger anti-tackle capabilities, and strong tank.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Alexa Coates
Center for Advanced Studies
Gallente Federation
#3 - 2014-11-22 03:04:38 UTC
Liam Inkuras wrote:
Pls use 250mm Rails and your armor rep bonus.

[Deimos, Railmos]

Internal Force Field Array I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Armor Explosive Hardener II
Nanofiber Internal Structure II

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Federation Navy Stasis Webifier
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800

250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M

Medium Ancillary Current Router I
Medium Hybrid Locus Coordinator II

Just as fast as yours, more dps, stronger anti-tackle capabilities, and strong tank.

yeah pretty much this.

That's a Templar, an Amarr fighter used by carriers.

elitatwo
Zansha Expansion
#4 - 2014-11-22 06:26:58 UTC
Ask away

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Adel Muriell
Stahl Arms
#5 - 2014-11-22 08:56:59 UTC
Liam Inkuras wrote:
Pls use 250mm Rails and your armor rep bonus.

[Deimos, Railmos]

Internal Force Field Array I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Armor Explosive Hardener II
Nanofiber Internal Structure II

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Federation Navy Stasis Webifier
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800

250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M

Medium Ancillary Current Router I
Medium Hybrid Locus Coordinator II

Just as fast as yours, more dps, stronger anti-tackle capabilities, and strong tank.



Thank you Liam, that's a nice fit.
@Liam Inkuras and @elitatwo can you give me some useful tips how to play this ships? Some ideas, advices what to do and what not to do with it?
Liam Inkuras
Furnace
#6 - 2014-11-22 16:40:52 UTC
Kite around at the edge of point range and try to minimize as much transversal as possible. Have your gang mates in anti-support stick fairly close so they can deal with inties that you can't.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Arronicus
State War Academy
Caldari State
#7 - 2014-11-22 19:51:20 UTC  |  Edited by: Arronicus
Active armor tank deimos is just TOO good to consider shield tanking them now imo. The rep fit that was linked def looks solid.

Only thing I'd mention is, the fed navy web is going to kick up the price tag by 60mil. Very handy and helpful, but by no means critical if you are trying to keep the price down.
elitatwo
Zansha Expansion
#8 - 2014-11-22 23:50:33 UTC
What Liam and Arronicus said.

Liam is a great pilot and he has lots of experience. Arronicus, don't be mad but I haven't met you in space yet so I don't want to make claims that I have to take back later, so for now I just assume you are as competent as Liam Smile

Now as for railgun kiting, in your first post was the thing that get's you killed and upset very quickly:

Adel Muriell wrote:
For example what ammo at what range, how many km from the target i should orbit and so on...


Oh god no..
Railguns are for long(er) range kiting and everything that gets below 10km of your ship, will slowly murder you!

So what you need to do is get away from anything as fast as you possibly can, heat your mwd carefully (!!!!!), and start shooting from as far away as you can.

Spike M ammo is your friend here. But be advised, everything that is smaller than you are, will be faster than you and close range quickly. Your fitting screen wil tell you, how far you can shoot with spike M ammo, be that in a station or in space by hovering your cursor over your turrets.

If you shoot at smaller ships, be sure you have close(r) range ammo loaded as soon as they start burning. You may not be able to see that right away but frigates can be closer that your overview is showing and you should at this point have javelin M or antimatter M loaded and hope for the best or if they are too many, you need to bail.

As far as kiting goes, just delete "orbiting" from your vocabular permanently. Long range guns are not suited for orbiting, ever.

What you need to do is accelerate, align to the next gate, start killing, warp. Never stay too long in one place.

10 regions before you come close to nullsec, you will have been reported to nullsec "intel channels", so they know what you bring and prepare for it.

If you see that "innocent" Loki, Proteus, Legion or Tengu, they will never the that innocent. Even when they start shooting your buddies or you at a gate, they can just take all the time in world, tank you until next week, ask their buddies to bring 19283389173475732929 carriers to rep them, just the gate and leave you whenever they want.

Don't be too upset if you don't get a fight that you want right away or at all. Sometimes it is the better choice to make a tactical withdrawl (which I mess up most of the time..).

Happy hunting and fly dangerous!

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Arronicus
State War Academy
Caldari State
#9 - 2014-11-23 12:35:33 UTC
elitatwo wrote:
What Liam and Arronicus said.

Liam is a great pilot and he has lots of experience. Arronicus, don't be mad but I haven't met you in space yet so I don't want to make claims that I have to take back later, so for now I just assume you are as competent as Liam Smile

Now as for railgun kiting, in your first post was the thing that get's you killed and upset very quickly:

Adel Muriell wrote:
For example what ammo at what range, how many km from the target i should orbit and so on...


Oh god no..
Railguns are for long(er) range kiting and everything that gets below 10km of your ship, will slowly murder you!

So what you need to do is get away from anything as fast as you possibly can, heat your mwd carefully (!!!!!), and start shooting from as far away as you can.

Spike M ammo is your friend here. But be advised, everything that is smaller than you are, will be faster than you and close range quickly. Your fitting screen wil tell you, how far you can shoot with spike M ammo, be that in a station or in space by hovering your cursor over your turrets.

If you shoot at smaller ships, be sure you have close(r) range ammo loaded as soon as they start burning. You may not be able to see that right away but frigates can be closer that your overview is showing and you should at this point have javelin M or antimatter M loaded and hope for the best or if they are too many, you need to bail.

As far as kiting goes, just delete "orbiting" from your vocabular permanently. Long range guns are not suited for orbiting, ever.

What you need to do is accelerate, align to the next gate, start killing, warp. Never stay too long in one place.

10 regions before you come close to nullsec, you will have been reported to nullsec "intel channels", so they know what you bring and prepare for it.

If you see that "innocent" Loki, Proteus, Legion or Tengu, they will never the that innocent. Even when they start shooting your buddies or you at a gate, they can just take all the time in world, tank you until next week, ask their buddies to bring 19283389173475732929 carriers to rep them, just the gate and leave you whenever they want.

Don't be too upset if you don't get a fight that you want right away or at all. Sometimes it is the better choice to make a tactical withdrawl (which I mess up most of the time..).

Happy hunting and fly dangerous!


Spike has TERRIBLE tracking. Deimos with antimatter and a web is a murderboat. If you're using spike, youre a) fighting outside your disruptor range and b) doing terrible damage inside your disruptor range, meaning you have to sacrifice 10 seconds+ to swap to antimatter.
Liam Inkuras
Furnace
#10 - 2014-11-23 17:39:55 UTC
Uranium is quite nice actually, I prefer it over Antimatter for kiting. Gives ~10km more range with a small drop in damage.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Fenris Orion
Strata Victoria
Of Essence
#11 - 2014-11-23 18:44:44 UTC
I've given some serious thought to using Rails on a Diemost, and would side with Liam's fit if it were the only option. Seeing as the whole idea is to not get caught at all, if you have to use the rep, you're probably already in deep trouble.

For the money, however, you do have two alternatives: Vigilant and Brutix Navy. Since you've already said that you're providing support dps for a gang, you could forego the disruptor in favor of the Fed Navy Web on the Vigilant (as a defensive mechanism) or an adaptive invuln on a rail/shield N. Brutix which has the added utility of a medium neutralizer for defense.

I havent messed with the Vigilant yet, but here's the Navy Brutix I've been toying with:
https://o.smium.org/loadout/15597