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upgrade for golem

Author
Mikkir
SHINKETSU Inc.
#1 - 2015-08-18 22:03:15 UTC
I'm looking to see if there's something I could move into easily. I'm currently using this ship:

4x Cuise launcher II’s
1x bastion module
1x pith b-type medium shield booster
2x invulnerable field II’s
1x pith b-type EM resistance amp
1x cap recharger
2x meta 4 Target Painters
4x BCS II’s

The problem is that I’ve been stuck in this so long that I’ve lost my ability to really design decent PvE ships for level 4’s. I’m currently heading towards a paladin, but it’s a long ways off, so I’m wondering if anyone has a ship that will do better for me. I was looking at the barghest or CNR, but I’ve been having some trouble getting the tank to be as idiot proof as the golem.
Caleidascope
Republic Military School
Minmatar Republic
#2 - 2015-08-18 23:34:25 UTC
Mikkir wrote:

4x BCS II’s

If cn bcs still king of the hill, then upgrade your t2 bcs to cn bcs.

Life is short and dinner time is chancy

Eat dessert first!

Arthur Aihaken
CODE.d
#3 - 2015-08-19 01:10:00 UTC  |  Edited by: Arthur Aihaken
Mikkir wrote:
The problem is that I’ve been stuck in this so long that I’ve lost my ability to really design decent PvE ships for level 4’s. I’m currently heading towards a paladin, but it’s a long ways off, so I’m wondering if anyone has a ship that will do better for me. I was looking at the barghest or CNR, but I’ve been having some trouble getting the tank to be as idiot proof as the golem.

Welcome to the PvE missile wall... Honestly, you're in the best missile PvE ship right now. Anything you move into is only going to give you marginal gains for less tank, maneuverability, higher mission costs and less ability to salvage as you go.

Here are a few suggestions for your fit:
• Upgrade your BCUs to Faction and use a T2 Warhead Calefaction Catalyst in one of your rig slots (use a T1 rigor in the second slot). This will take your base damage from 7505-volley/888-DPS to 8275-volley/979-DPS. The T2 Catalyst rig actually adds +3.5% raw damage.
• If you're not doing so already, run a set of +5 or +6 missile implants. A set of +5 implants takes you to 8689-volley/1083-DPS. You may also want to consider upgrading to Faction target painters for a +6.7% increase per target painter (Republic fleet versions are fairly reasonable).
• If you switch to a single Gistum C-Type adaptive invulnerability you will have enough for a 3rd target painter or stasis web which will allow you to single-volley any frigate or cruiser with Precision or Fury ammunition.

What these changes net you:
• A 15.8% increase in raw damage and a 22% increase in overall DPS!
• A 25-30% increase in damage application with the addition of the third target painter

I am currently away, traveling through time and will be returning last week.

Chainsaw Plankton
FaDoyToy
#4 - 2015-08-19 04:29:22 UTC
I run a similar fit on my golem but without the cap recharger and another target painter. Also Not sure you need the resistance amp (or even the second invlun) more room for prop mod/painters. Oh right, after I think the third (might be second) painter you want a missile guidance computer.

Also what rigs? I think 2x rigors t2 is best, but it might be 1x rigor 1x flare now. I've never bothered to learn the missile formula well enough to know. The old answer was rigors, but they supposedly have a stacking penalty now so a flare might be better.

@ChainsawPlankto on twitter

Mikkir
SHINKETSU Inc.
#5 - 2015-08-19 05:14:13 UTC
Thanks for the replies.

Right now I have 2xT2 rigors fit for rigs.

There are some pretty good ideas going on, I just need to figure out what is the best fit for what I'm doing. I run a lot of missions in amarr space, so I feel I need I need to fit the EM resistance amp unless I'm going to MJD out.

At least this gives me something to think about. Thanks again.
Arthur Aihaken
CODE.d
#6 - 2015-08-19 05:36:43 UTC  |  Edited by: Arthur Aihaken
Chainsaw Plankton wrote:
I think 2x rigors t2 is best, but it might be 1x rigor 1x flare now. I've never bothered to learn the missile formula well enough to know. The old answer was rigors, but they supposedly have a stacking penalty now so a flare might be better.

For the Golem the answer is still rigor-rigor (unless you opt for a variation on my fit). I find that a pair of Faction target painters is usually sufficient, but beyond three target painters I'm not sure there's enough negligible benefit to trade for an EM shield resistance plug or cap stability.

Mikkir wrote:
Thanks for the replies.
Right now I have 2xT2 rigors fit for rigs.

There are some pretty good ideas going on, I just need to figure out what is the best fit for what I'm doing. I run a lot of missions in amarr space, so I feel I need I need to fit the EM resistance amp unless I'm going to MJD out.

At least this gives me something to think about. Thanks again.

A pair of T2 rigors is probably the ideal rig fit for damage application. Before dropping either of those (they're a tad pricey), I'd try upgrading to Faction target painters and at least two Faction ballistic controls. I'd definitely stick with the EM resistance amp in Amarr space.

You can look at a Rattlesnake, but you won't have the same damage application (no straight EM or explosive damage), and your mission costs are going to be at least 50% higher. The missions that are worth looting you'll have to come back for, which kind of defeats the purpose of having more DPS at your disposal. The Rattlesnake is impressive on paper - less so in reality (you spend a lot of time waiting for missile volleys and drones to apply damage, in addition to the longer travel times and slow boating). Geckos are fine, but I spend almost as much time rescuing them as I do applying damage!

I am currently away, traveling through time and will be returning last week.

Anize Oramara
WarpTooZero
#7 - 2015-08-19 07:26:49 UTC
A sentry rattler might be something to look at since you'll have better dps (paper at least) and potentially better applied but it's a bit of a change in how you fly it, maybe a bit more micro and no salvage/looting on field.

[Rattlesnake, EFT Fun]
Federation Navy Drone Damage Amplifier
Federation Navy Drone Damage Amplifier
Federation Navy Drone Damage Amplifier
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System

Pith C-Type X-Large Shield Booster
Omnidirectional Tracking Link II, Optimal Range Script
EM Ward Field II
Thermic Dissipation Field II
100MN Afterburner II
Republic Fleet Target Painter
Missile Guidance Computer II, Missile Precision Script

Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Drone Link Augmentor II

Large Warhead Flare Catalyst II
Large Warhead Rigor Catalyst II
Large Hyperspatial Velocity Optimizer II

Garde II x2
Curator II x2
Gecko x1
Hobgoblin II x5


Also you'll only use scourge or inferno but with the damage bonus you should be fine as it's either the primary or secondary resist hole on most(all?) rats. Missiles used for BS and BCs so using Fury's are not a prob and don't have to dedicate as much to application while drones are used for Cruisers/frigs/dessies then BS and BCs. Prop mod to taste (AB, MWD, MJD) but the CPU is a bit tight. You're gonna need a 3% implant for a MWD/MJD. Does 1524dps without implants with Garde IIs and 1614 with the Gecko.

If you want to completely change ships then the paladin in sansha/blood space works great (Pulse with Scorch or Tachs with MF) especially for something like Blockade/Recon(if you dont blitz it)/Vengeance/Mining Miss/etc. Although I would keep a second ship on hand for doing angel extrav or Dread Pirate scarlet (Again if you dont blitz) or gone bezerk or any other non blood/sansha/serp/merc/drone missions.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3