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Extreme Ships

Author
Cara Forelli
State War Academy
Caldari State
#21 - 2015-10-18 15:49:35 UTC  |  Edited by: Cara Forelli
Chainsaw Plankton wrote:
bait ships still need some sort of tackle to hold the baited ships....

Great points. I agree with all of them. I suppose it depends on your definition of how "extreme" is "extreme". Big smile

That's what happens when you respond to trolls instead of actually answer the OPs questions...

Anyway...the main thing to consider when fitting a ship is what is it naturally good at and how can you exploit it further? For instance the oracle fit above is naturally fast (for a BC), and has good projection and DPS. So to really take advantage of the ship we further increase those qualities with the modules. Basically, abuse your strengths and be aware of your weaknesses (in the case of the oracle, poor tank and tracking).

Is it extreme? Maybe not...you aren't using every single slot to increase a single attribute (and stacking penalties make this a poor idea). However, it is above average in those categories. And if you a start with a ship that is naturally one of the best (ie I take a garmur which is very fast for a frigate and fit it to enhance speed) you'll get a ship that is "extreme" for it's class.

This concept is particularly important in solo pvp, where a lot of the time winning a fight comes down to the planning you did during the fitting stage. Taking a ship which is good at something and pushing it past the "normal" limits is a great way to throw people off guard and pull out an unexpected win. Flying cookie cutter well-rounded fits makes it too easy for your opponent to estimate your abilities. Pulling out something extreme that makes your opponent say "wow...they're tanky" or..."argh I can't keep them in range" or...."holy crap that dps" is how you win fights.

Edit:
Dabby Holder wrote:
I am trying to do station trade, but I cant wrap my mind around it. The infographs and the words (dorian channel) are intimatating. I just draw a blank.

I found this page helpful when starting out, and this explanation of the market graph in particular

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Dabby Holder
Imperial Academy
Amarr Empire
#22 - 2015-10-18 15:57:37 UTC  |  Edited by: Dabby Holder
Quote:
I suppose it depends on your definition of how "extreme" is "extreme".
Extreme is my vague word for something until I find something more specific to explain or use to express what I intend to conversate about.

As for the oracle, I am aware its a specialized ship. Its a bc that can fit battle ship (large) turrents on it. It can be used as a pure "all offense, no defense" sort of thing. The biggest issue I have found in asking questions is not knowing the correct "lingo" the experts use, thus killing communication. So the more accurate statement would be, what make a bad fitting bad? How would I make a LOLfitt. One made intentionaly bad on purpose?



I guess the better question is not what is extreme, but what are the virtues and weakness of each ship. Right now I am training for battle ships. I am using them because (due to the information I had at the time) they would make great tanks and help with high level missions. What are battle ships actually good for and actually weak at?


Quote:
If this is truly how you learn, go for it, but do like he did and do it in low-level pve content to get it out of your system. And you might want to buy a PLEX for yourself to soften the blow of all the ships and equipment you'll burn through.

Sounds remarkabley ineffecient. I would be better to start my own corp, recruit clueless new people, and then have them be my lab rats for the fittings I cook up.

Let them foot the bill.
ShahFluffers
Ice Fire Warriors
#23 - 2015-10-18 16:15:05 UTC  |  Edited by: ShahFluffers
(reserved for wall of text)

Okay so... I tend to break down the ship fitting paradigm into 4 "aspects." As a bonus... I'll even do a quick and dirty rundown of each one.


Tank - you have several forms of tanks;
-------- buffer tanking (high resistances AND raw HP)
-------- active tanking (high resistances and armor/shield repairer to regenerate damage)
-------- hybrid tanking (also called "bleeder tanks", they mix buffer and active tanking styles... not recommended)
-------- passive tanking (shields only, basically you are increasing the native regeneration of shields to a level where you can literally absorb damage... not recommended outside of niche PvE situations).
-------- "mixed tanking" (aka: "nubbin tank"... this is when you fit shield mods, armor mods, hull mods at the same time. Never. Ever. Do. This. What you are doing is expending precious ship fitting resources to split your defenses... making each one mediocre and none of them sufficiently "good." Pick shields OR armor OR hull and focus on that).

Example modules: Armor Plate, Energized Adaptive Nano Membrane, Trimark Armor Pump, Armor Repair, Shield Extender, Shield Hardener, Core Defense Field Extender, Shield Booster, etc.

Gank - comprises both volley damage and damage per second. You can have high volley damage, but low DPS and vice versa. Both are viable but require different tactics and target selection. This group also includes modules that enhance damage application too.
Example modules: guns, launchers, Magnetic Field Stabilizers, Heat Sinks, etc.

Speed - comprises both agility/acceleration and top speed (no, they are not the same thing in EVE). Agility and acceleration will get you into warp and/or hit top speed faster. Top speed means you can dictate range better in engagements.
Example modules: 5/50/500 MW MIcrowarpDrive, Inertial Stabilizers, Nanofiber Internal Structure, etc.

Utility/ Electronic Warfare (see: debuffs) - This pretty much encompasses all modules that help enhance ship aspects or even the aspects covered above. We are talking about things like Cap Boosters, Cap Rechargers, Target Painters, Warp Disruptors, Stasis Webifiers, Tracking Enhancers/Computers, etc.
These things will either be more or less necessary depending on what your role is on the field.


Now here is the big thing: you generally can't fit / focus on more than 2.5 of the above "aspects" without making DEEP tradeoffs to all the aspects (remember, you only have so much CPU and Powergrid you can use).

Moreover... you have to choose "aspects" that synergize well with each other (some don't because they possess inherent tradeoffs).

For example:
Speed tends to synergize well with gank and shields.
Armor tends to synergize well with Electronic Warfare and utility.
Gank tends to synergize well with speed.



Another thing to consider is that min/maxing one aspect, while viable in some situations, will not be in others. Take the "gank Catalyst" for example.

Fit up a Gallente Catalyst destroyer with the biggest frigate-sized guns, load up the low-slots with Magnetic Field Stabilizers, and add whatever else you desire.
This ship can pump out about 400 damage per second (that is around 6000 damage in about 15 seconds). However, the ship has limited mobility (you can't fit a Microwarpdrive or Afterburner because you do not have the CPU or PG... it all went into the guns) and no defenses (it has less HP than a tanked frigate).
This means anything that the destroyer can't kill in less than 15 seconds will be able to easily kill it.

The same applies for pretty much a super-tanked ship. You can fit it to tank "everything" (which is impossible because there are hard counters available to prevent this kind of thing)... but if you do not have the Speed, Electronic Warfare, or Gank to evade / fend off your attacker... well... the best you can hope for is that your attacker runs out of ammo (fat chance!).

Dabby Holder wrote:
The biggest problem using BSes (read non frigiated ships) is I cant run burner missions with my corp mates. Im afraid Im locked into the choice. Why the obsesion for just one ship class, just to make socializing more difficult, I will never know or understand.

Thanks for the articles.

Its nice to know Bses are versatile.

Level 4 missions have traditionally been the realm of battleships... with anything that can't tank or deal damage like a battleship being fairly pointless.
Burner Missions are there to "change things up" and offer more variety to people who don't want the same thing mission after mission.

By the way... do not limit your choices. Keep in mind that your battleship, while it has "sexy stats" and has a lot of fitting options, is a metaphorical "hammer."
If you are presented with a situation where a metaphorical "screwdriver" is needed... your "hammer" will not be sufficient (in fact, it might even be a liability).

I can't tell you the number of times I have seen a single frigate grind down a battleship. Pirate


(btw... in EVE, the bigger a ship is, the more reliant it is on other players to support it... this was a gameplay decision to enforce the need for more experienced players to rely on younger players (who typically fly smaller ships))
Azda Ja
Native Freshfood
Minmatar Republic
#24 - 2015-10-18 17:21:03 UTC  |  Edited by: Azda Ja
Dabby Holder wrote:

I guess the better question is not what is extreme, but what are the virtues and weakness of each ship. Right now I am training for battle ships. I am using them because (due to the information I had at the time) they would make great tanks and help with high level missions. What are battle ships actually good for and actually weak at?

Here are a few articles to take a look at. These should only be used as supplements though, the best way to learn these things is playing, experimentation, and pyfa/EFT warrioring. These are all written with PvP in mind.

http://www.evealtruist.com/p/know-your-enemy.html

A great blog I read a lot in my first few weeks, the know your enemy articles are a bit out of date when it comes to the details of ships, many of the bonuses have been changed, and other buffs/nerfs have happened since these were written. They do give you the gist of things though.


The following four are written by a well known and respected small gang PvPer. They are much more up to date stats wise, the Battlecruiser one is a little out of date with the recent buff BCs got across the board (damage projection mostly).

http://crossingzebras.com/small-gang-tier-list-part-1-frigates/
http://crossingzebras.com/small-gang-tier-list-part-2-cruisers/
http://crossingzebras.com/battlecruiser-tier-list/
http://crossingzebras.com/small-gang-tier-list-part-4-battleships/


When it comes to Battleships, I wouldn't really recommend it at your age. I'm perhaps biased but I haven't even sat in a battleship yet and I started a bit over a year ago. I've only recently begun tentatively training into BS for an Alliance doctrine. If you're deadset on mission running however, it may be worth it, but someone else will be able to give you a better run down on how to go about it. For PvP though? Start small.

In PvP Battleships can have many roles. Smartbombing on gates, High alpha fleet ships, small gang dps platform with good projection and added utility (heavy neuts and the like). Battleships do struggle when it comes to hitting smaller targets however. A properly flown and fit interceptor can be the harbinger of death to a battleship. To better understand what I mean, you'll need to learn how tracking and signature radius function. Missiles have their own mechanic that is different but follows the trend of "big weapons struggle to hit little targets".

Hope this helps some. Don't get too overwhelmed, and have fun.


o7

Grrr.

Dabby Holder
Imperial Academy
Amarr Empire
#25 - 2015-10-18 17:29:00 UTC  |  Edited by: Dabby Holder
The biggest problem using BSes (read non frigiated ships) is I cant run burner missions with my corp mates. Im afraid Im locked into the choice. Why the obsesion for just one ship class, just to make socializing more difficult, I will never know or understand.

Thanks for the articles.

Its nice to know Bses are versatile.
Chainsaw Plankton
FaDoyToy
#26 - 2015-10-18 20:02:15 UTC
burners (agent/team versions) are designed to be frigate level combat. in the burner bases the angel version spawns 4 frig level burners and that gets soloed in a cruiser, so if I can take that cruiser into frigate burner missions it would be too easy and thus uninteresting content.

if you can fly a bs you have frigate at least at lv3, and to use BS guns/launchers you have to have small turrets/launchers 3. taking it to 4/5 is better, but just having a little extra dps in a burner mission makes it go faster and safer. Also all your core/support skills carry over to all ships. In team burners you can fly a dedicated ECM ship, by disabling the logi your dps ships can quickly kill the burner and finish the mission.

I'm well versed the the burner mechanics solo, but I'm not sure about having a second ship in mission. I imagine you will lose a number of ships, but compared to burner rewards t1 frigs are super cheap. Just by adding 100 dps, an extra web, a target painter, or perhaps something I can't even think of you can help out.

BS are my go to for standard lv4 missions. I like them in pvp, but they are vulnerable to getting swarmed by smaller ships, and are pretty vulnerable vs caps. Their warp speed is also pretty awful, so they are boring to fly, spending more time in warp than in combat is just bleh, this also gives smaller ships another way to catch up to them. Also a disincentive to bring a bs on a roam. if you go out and don't get a fight and reroute to go 20 jump in a different direction that is a lot of time wasted. in missions where you only have to go one or two jumps it is somewhat bearable, but many mission fits maximize warp speed.

@ChainsawPlankto on twitter

Hasikan Miallok
Republic University
Minmatar Republic
#27 - 2015-10-18 23:21:22 UTC
Dabby Holder wrote:
The biggest problem using BSes (read non frigiated ships) is I cant run burner missions with my corp mates. Im afraid Im locked into the choice. Why the obsesion for just one ship class, just to make socializing more difficult, I will never know or understand.

Thanks for the articles.

Its nice to know Bses are versatile.


EVE has had an issue for some time with new players being obsessed with battleships. The logic seems to be "lowsec and null are scarey so I am limited to sub-caps and battleships are the biggest scariest sub-caps so I will train for them". This is partly driven by the fact hat level IV missions and Incursions are the traditional hisec ISK makers.

In some ways battleships are seen by newer players as the end game they need to achieve before they start "really playing" in EVE but this is totally untrue.

The introduction of Burners was a very good thing as they give people a reason to flesh out their frigate/fitting/ewar skills in PvE among other things making it easier later to move into PvP if they ever want to.

That said people have always run normal BS based level IVs in smaller ships. Taking on standard level IVs with a small gang of assault frigates can be quite a fun thing. If your wanting to help at team mates in BS level IVs a torpedo bomber or a logi comes to mind.
Dabby Holder
Imperial Academy
Amarr Empire
#28 - 2015-10-18 23:44:52 UTC
I think the only way to get newbies to cease being scared of low and null is speed up the skill training. Which I think is what they doing with the skills for sale thing.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#29 - 2015-10-19 01:56:56 UTC
Regardless of the actual speed at which skills train, people will continue to get stuck in the mental loop of not being "Ready for PVP". It's a problem partially derived from PVP in other MMORPGs being an end-game only activity when EVE has no end-game. It's also exacerbated by PVP in highsec being considered an abnormal occurrence by a lot of highsec inhabitants. The only way to actually resolve that would be to push for coincidental PVP to be a frequent occurrence that players see and deal with routinely as soon as they start playing the game.

Anyway that's very much a different subject.

Good examples of "extreme" ships are ships with a highly specialized purpose, such as good-old armor buffer bait ships fit for nothing but armor EHP and maybe a couple of scrams. Also gank catalysts for suicide ganking and polarized bombers/Attack Battlecruisers/Vindicators for structure bashing are examples of damage output focused "Extreme ships".
Dabby Holder
Imperial Academy
Amarr Empire
#30 - 2015-10-19 14:56:19 UTC  |  Edited by: Dabby Holder
Quote:
(btw... in EVE, the bigger a ship is, the more reliant it is on other players to support it... this was a gameplay decision to enforce the need for more experienced players to rely on younger players (who typically fly smaller ships))


Thats fine. From the sound of it, a BS (Like a domni) can be fitted for many roles. My goal is eventually support for my team mates and if possible, run missions beside security in them. If possible...
Tau Cabalander
Retirement Retreat
Working Stiffs
#31 - 2015-10-19 21:24:57 UTC  |  Edited by: Tau Cabalander
I don't know if it has been mentioned yet, but Polarized Weaponry comes to mind when "extreme" is mentioned.

https://community.eveonline.com/news/dev-blogs/new-exploration-sites-new-modules/

It is so extreme that is hard to find a usage case for it (aside from offline POS assaults).
Dabby Holder
Imperial Academy
Amarr Empire
#32 - 2015-10-19 22:36:05 UTC
When people said gank ships (for offense) and bait ships for tanking, that what I had in mind.

Hasikan Miallok
Republic University
Minmatar Republic
#33 - 2015-10-19 22:58:47 UTC
Tau Cabalander wrote:
I don't know if it has been mentioned yet, but Polarized Weaponry comes to mind when "extreme" is mentioned.

https://community.eveonline.com/news/dev-blogs/new-exploration-sites-new-modules/

It is so extreme that is hard to find a usage case for it (aside from offline POS assaults).


The accepted fit to blitz the team burners is a Garmur with Polarised Rockets.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#34 - 2015-10-20 14:25:06 UTC
EWAR ships are another example of extreme fitting. In most cases they are fit to be entirely reliant on their jamming, damping, tracking disrupting or energy neutralizing capabilities for their survivability. The general exception is the disruption battleships which combine extreme electronic and capacitor warfare capabilities with improved tanks.
Dabby Holder
Imperial Academy
Amarr Empire
#35 - 2015-10-20 14:55:54 UTC
I was thinking that for a long time. It is a form of support, yet not in a positive sense.
Velarra
#36 - 2015-10-20 15:15:30 UTC
Extreme ships, mmm?

The Rookie ship. No one expects them to be particularly dangerous.
Dabby Holder
Imperial Academy
Amarr Empire
#37 - 2015-10-20 16:13:46 UTC
Velarra wrote:
Extreme ships, mmm?

The Rookie ship. No one expects them to be particularly dangerous.

I have time to time, upped my gunnery and installed an over sized gun on such a hull. A glass cannon to be sure.

It is possible.
Velarra
#38 - 2015-10-20 21:35:12 UTC
Dabby Holder wrote:
Velarra wrote:
Extreme ships, mmm?

The Rookie ship. No one expects them to be particularly dangerous.

I have time to time, upped my gunnery and installed an over sized gun on such a hull. A glass cannon to be sure.

It is possible.


Sometimes they're good at bringing friends to a party, light years away.
Hasikan Miallok
Republic University
Minmatar Republic
#39 - 2015-10-21 00:52:26 UTC  |  Edited by: Hasikan Miallok
Dabby Holder wrote:
Velarra wrote:
Extreme ships, mmm?

The Rookie ship. No one expects them to be particularly dangerous.

I have time to time, upped my gunnery and installed an over sized gun on such a hull. A glass cannon to be sure.

It is possible.


Glass cannon means polarised.

With all V skills a T2 polarised Velator would look like this:

Tackle:
1 x Stasis Webifier II
1 x Warp Scambler II
Drones:
2 x Hobgoblin II
Turrets:
2 x Polarised 200mm Autocannon - Hail S ammo
Damage Mods:
2 x Gyrostabiliser II



EFT says that is 161 DPS which is in assault frigate territory. ( Alpha is 202 turret plus 190 drones)

Short range guns but in theory people ignore Velators so you can sneak up close. No tank cos polarised.



If you see 9 or 10 Velator hanging around a gate be wary that is 1600 DPS and 20 drones and 10 velator to take out :D
Dabby Holder
Imperial Academy
Amarr Empire
#40 - 2015-10-21 01:08:04 UTC
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