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Caracal fitting troubles.

Author
Magnarus Arctic
Deep Core Mining Inc.
Caldari State
#1 - 2011-12-23 21:54:03 UTC
Heya, made a post on here a little while ago about how I was a bit lost on what to do. You guys helped me a lot, but another problem I'm coming across is all the online Caracal fits I find are designed for people with 100 mil + isk, which I don't have. (Eg. All the builds propose Arbalast's, which are 20 mil a pop.) Anyways, rather than post here asking to be spoon fed, I thought I'd at least try to work it out on my own and at least "propose" a build of my own first. So here's what I've came up with.

High
4x Heavy Malukuth Missile Launcher I
1x Salvager
Med
1x Large Shield Extended II
2x Specific Damage Hardener
1x 10MN Afterburner I
1x Cap booster, med or heavy.
Low
2x Ballistic Control System II

This leaves me oh so slightly over power/cpu, but I believe I could fix that with upping my skills a bit.

I would be using this to run T2's.

So, thoughts, ideas? I expect I've made a scrub mistake, so don't be gentle. I GOTS TO LEARN YO.

(PS. I am using EFT)
mxzf
Shovel Bros
#2 - 2011-12-23 22:12:18 UTC
Why do you feel the need to use a cap booster? There's your problem. A Caracal with just an AB and hardeners running shouldn't have any cap issues at all.
Magnarus Arctic
Deep Core Mining Inc.
Caldari State
#3 - 2011-12-23 22:17:41 UTC
When I run that setup it says "cap running out in xx mins".
Iakop
Insanity Reigns
#4 - 2011-12-23 22:24:35 UTC
Maybe something like this ( i do not fly caldari myself tough)

[Caracal, Caracal Mission]
Ballistic Control System II
Ballistic Control System II

Y-S8 Hydrocarbon I Afterburners
Medium Azeotropic Ward Salubrity I
Medium Azeotropic Ward Salubrity I
V-M15 Braced Multispectral Shield Matrix
V-M15 Braced Multispectral Shield Matrix

'Malkuth' Heavy Missile Launcher I, Thunderbolt Heavy Missile
'Malkuth' Heavy Missile Launcher I, Thunderbolt Heavy Missile
'Malkuth' Heavy Missile Launcher I, Thunderbolt Heavy Missile
'Malkuth' Heavy Missile Launcher I, Thunderbolt Heavy Missile
Salvager I

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I

For shields going down to meta usually saves a good deal of grid and cpu.

Since you use an extender in your build i presume you want to use a recharge tank (based on strenghtening the natural recharge rate) a cap injector should not be necessary to give you enough cap life for a mission, a second extender would be better.

My friend used assault missiles (not heavy assault), they have lower fitting requirements and hit frigates better, the majority of ships you will fight in level 2 missions.

Hope that helps
Iakop
Insanity Reigns
#5 - 2011-12-23 22:25:14 UTC  |  Edited by: Iakop
How long is xx?

Edit: and switch of the salvager, you do not need to shoot and salvage at the same time.
Magnarus Arctic
Deep Core Mining Inc.
Caldari State
#6 - 2011-12-23 23:07:30 UTC
7 mins.
Iakop
Insanity Reigns
#7 - 2011-12-23 23:15:51 UTC
7 minutes should be good enough for lvl 2 missions from my memory.

Also from memory, when i was doing them with a destroyer, the damage you take drops at 30and at 40 km i cannot remember taking damage from rats ( i used that instead of tanking - it was before the destroyers were buffed), means you can keep the hardeners switched off when you do not take damage to regain cap - if the fight should take longer.
Xercodo
Cruor Angelicus
#8 - 2011-12-23 23:20:29 UTC  |  Edited by: Xercodo
Ya most of that is cause you have crap cap skills, not cause the fit has problems....or rather the fit has a problem cause it was made for someone with better cap skills.

Instead of heavy launchers I'd suggest assault launchers (not heavy assault). This is because assaults fire the same standard missiles frigates can use but at a faster rate so you do more damage over a frigate still let alone having 5 launchers. Also because assault launchers use standard missiles instead of heavy ones you'll do way more damage to frigates, which you will likely see small swarms of in level 2s with only a handful of cruisers. You might not do as much raw damage but more of it will be effective this way.

When you get to level 3s you can use HMs and HAMs as you have more cruiser sized targets to deal with and you use drones on the frigates.

as for your fitting it looks good except for the cap booster. Taking off the salvager should give you a bit of cap and if your as high as 7 minutes of cap instead of something as low as 1 minute then you just might be able to get it stable with a simple cap recharger (NOT BATTERY). If not then it should be something like 20 minutes before you run out... Even if a mission takes you that long you should easily be able to hold your cap up by turning the AB of and on as it's needed.

The Drake is a Lie

Magnarus Arctic
Deep Core Mining Inc.
Caldari State
#9 - 2011-12-23 23:42:20 UTC
Right, I've got a better idea of what to do now. Cheers for the help everyone. Now to just figure out what missions to run <3.
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2011-12-24 00:29:00 UTC  |  Edited by: Tau Cabalander
This fit shreds level 2 missions, and it can be upgraded to tech 2.

Use the shield booster only as needed. Typically you may only need a few pulses from it after you warp in and move to your max missile range with the afterburner, then keep your distance from everything with just the afterburner. Keep moving.


[Caracal, Level 2 Missions]
Ballistic Control System I
Ballistic Control System I

Large Shield Extender I
V-M15 Braced Multispectral Shield Matrix
V-M15 Braced Multispectral Shield Matrix
Medium Shield Booster I
Y-S8 Hydrocarbon I Afterburners

'Malkuth' Assault Missile Launcher I, Bloodclaw Light Missile
'Malkuth' Assault Missile Launcher I, Bloodclaw Light Missile
'Malkuth' Assault Missile Launcher I, Bloodclaw Light Missile
'Malkuth' Assault Missile Launcher I, Bloodclaw Light Missile
'Malkuth' Assault Missile Launcher I, Bloodclaw Light Missile

Medium Anti-EM Screen Reinforcer I
Medium Hydraulic Bay Thrusters I
Medium Bay Loading Accelerator I
Kessiaan
Sebiestor Tribe
Minmatar Republic
#11 - 2011-12-24 07:24:49 UTC
Also remember the in-game ship fitter calculates cap usage based on having all your mods running. You won't be permarunning a salvager or an afterburner.

Most people use Eve Fitting Tool, it's much better.
Mara Rinn
Cosmic Goo Convertor
#12 - 2011-12-24 10:13:45 UTC
Why have the salvager over a fifth missile launcher?

I would drop the salvager for another missile launcher. Drop the shield extender in favour of resistance mods or a target painter. Use speed as your tank: for the rigs, rigour, flare and auxiliary thrusters. Simply dropping the large shield extender will solve all your fitting problems.
Magnarus Arctic
Deep Core Mining Inc.
Caldari State
#13 - 2011-12-24 13:00:07 UTC
Salvager is for some extra money.
Liam Mirren
#14 - 2011-12-24 13:08:23 UTC  |  Edited by: Liam Mirren
Magnarus Arctic wrote:
Salvager is for some extra money.


That's the wrong way to look at it. By dropping a 5th launcher you lose 20% damage, meaning it takes 20% longer to complete a mission, salvage won't make up for that. What you want to do is rush to lvl 3s ASAP. It's like in other MMOs, you CAN put in effort at lvl 3 making a few copper but you're far better off lvling like mad to 20 because you'll make much more money by then, way more than by wasting your time at low lvl.

Also, if you want to do lvl 2s in a Caracal, have a look at this. Replace with named/T2 where you want (only heavy arbalests are very expensive, also it doesn't have to BE arbalests). Cheap, fully focussed on lvl 2s (don't use heavies for lvl 2 missions, you're far better off with assaults) and super easy to fit. And yes, this doesn't have a shield booster, you don't NEED that in a lvl 2, the extenders and resists are more than enough.


[Caracal, lvl 2 Caldari - newbie]
Ballistic Control System I
Ballistic Control System I

10MN Afterburner I
Large Shield Extender I
Large Shield Extender I
Heat Dissipation Field I
Ballistic Deflection Field I

Assault Missile Launcher I, Bloodclaw Light Missile
Assault Missile Launcher I, Bloodclaw Light Missile
Assault Missile Launcher I, Bloodclaw Light Missile
Assault Missile Launcher I, Bloodclaw Light Missile
Assault Missile Launcher I, Bloodclaw Light Missile



Hobgoblin I x2

Excellence is not a skill, it's an attitude.

Velicitia
XS Tech
#15 - 2011-12-24 13:31:20 UTC  |  Edited by: Velicitia
Magnarus Arctic wrote:
Salvager is for some extra money.


Go for the fifth missile launcher -- you'll finish missions faster that way. Then, after completing a mission (before flying away), bookmark a wreck, dock up, swap over to a Cormorant to salvage, fly back to mission site. Have 2-3 tractor beams, and 5-6 salvagers in the hi-slots, and optionally cargo expanders in the lows, and salvage tackles rigs.

Use the Cormorant until you can afford a Noctis.

edit -- and dammit, you beat me to it Liam Smile

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

mxzf
Shovel Bros
#16 - 2011-12-24 13:44:08 UTC
Velicitia wrote:
Magnarus Arctic wrote:
Salvager is for some extra money.


Go for the fifth missile launcher -- you'll finish missions faster that way. Then, after completing a mission (before flying away), bookmark a wreck, dock up, swap over to a Cormorant to salvage, fly back to mission site. Have 2-3 tractor beams, and 5-6 salvagers in the hi-slots, and optionally cargo expanders in the lows, and salvage tackles rigs.

Use the Cormorant until you can afford a Noctis.


Bah, I was just about to post this, you beat me to it.

But, yeah, if you want to salvage, grab a destroyer and load it up with salvaging gear and cargo room (the Catalyst is the best for salvaging IIRC, though all of them work well). Then BM a wreck in each room, complete the mission, and go back to each room in the destroyer to grab all the salvage at once.
Velicitia
XS Tech
#17 - 2011-12-24 13:46:47 UTC
mxzf wrote:
Velicitia wrote:
Magnarus Arctic wrote:
Salvager is for some extra money.


Go for the fifth missile launcher -- you'll finish missions faster that way. Then, after completing a mission (before flying away), bookmark a wreck, dock up, swap over to a Cormorant to salvage, fly back to mission site. Have 2-3 tractor beams, and 5-6 salvagers in the hi-slots, and optionally cargo expanders in the lows, and salvage tackles rigs.

Use the Cormorant until you can afford a Noctis.


Bah, I was just about to post this, you beat me to it.

But, yeah, if you want to salvage, grab a destroyer and load it up with salvaging gear and cargo room (the Catalyst is the best for salvaging IIRC, though all of them work well). Then BM a wreck in each room, complete the mission, and go back to each room in the destroyer to grab all the salvage at once.


And Liam beat us both to it. There needs to be a better way to call primaries on the forums Cool

CCP, MAKE IT SO!

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Magnarus Arctic
Deep Core Mining Inc.
Caldari State
#18 - 2011-12-24 16:12:04 UTC
All right, makes sense I suppose, thanks for the help guys. Pretty much every post here has helped me.
Toshiro GreyHawk
#19 - 2011-12-26 11:34:02 UTC


Yeah, any of the destroyers will do a decent job salvaging. The advantage of the Catalyst - is that it has a drone. With your High Slots full of slavagers and tractors - that gives you something to defend yourself with in case any belt rats come to visit.

What I've found works well if I'm just working off one agent - is to run a number of missions, bookmarking the wreck fields as I go, then get in the salvager destroyer and warp around to harvest them all.

Wrecks and Jet Cans last 2 hours.

In your people and places - do a sort by Date - that will bring your most recent ones to the top.

Start with the one you did first - then work your way up the list until you've got them all.


Fitting wise - you can start off with 4 tractors and 4 salvagers. As your salvaging skill improves you can change that to 5 tractors and 3 salvagers.

Fit a AB and a cap recharger in your mids (unless your in a Coercer ... (which only has one mid)).

Watch your cap. Turn things off if you don't need them.

Train your Engineering/Energy skills.

Train your Navigation skills - as these mostly save cap either directly by using less to do something - or - by getting ti done faster.

If you're in control of the engagement - by Kiting the Rats using your AB - then you can plan out the wreck field.

One method is to create a wreck ball by orbiting something and letting the rats come to you, then kill them within 20km of your orbit point. Just warp to that orbit point and you won't have to move but just sit there tractoring and salvaging. Your problem with wreck balls like this is that you can get swarmed if you can't kill the rats fast enough.

An alternative to the small wreck ball, is to heard the rats in a large circle, gradually changing course as you kite them along. This produces a larger wreck ball.

Another is the wreck stream. Kite the Rats along behind you, then bookmark a wreck at one end or the other - warp to that - then proceed down the wreck stream pulling wrecks to you as you move towards them. When your skills are good enough - you can do it all under AB.




As to Caracal fits, one not mentioned here is the passive shield tank fit. I can't log in now to find it as the game is down but the idea is that you fit a bunch of Large Shield Extenders. The way shield recharging works - is that the shields will all charge in the same amount of time - no mater how big they are. So - the bigger they are - the more the shield will recharge. It's like getting a free shield booster that doesn't occupy a slot and uses no cap. You can also fit shield recharger rigs to enhance this process. This works better with an AML ship as if you put the HML's on they use a lot of PG and it's harder to fit those LSE's.


Now another thing you can do - is to have two fits. One with the Heavy Launchers and one with the AML's. Save them both in the fitting tool. On occasion - I've gone out in the AML fit - killed all the frigates in a target rich mission - then come back and killed all the cruisers with the HML fit. It's a toss up whether the time it takes to change fits is worth it though - but those heavy missiles will kill bigger ships faster.

*shrug*

.
My Neutral Toon
Doomheim
#20 - 2011-12-28 16:19:10 UTC
Magnarus Arctic wrote:
When I run that setup it says "cap running out in xx mins".



I'd say 70%+ of PvP ships in the game are not cap-stable. the only ships I have that are cap-stable are industrial ships and PvE ships

Your cap may last 5 minutes.... but i can almost guarantee you that a cruiser fight won't last that long. What I mean is, you may not be cap stable, but it is enough cap to get you through the engagement. And you may not always have every module active, the timer on your cap is if you turn on every module and don't turn them off.

...Can't. Tell. If ...Troll? Or Serious....

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