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Ship advice

Author
Ethino
Ministry of War
Amarr Empire
#1 - 2012-01-08 11:15:45 UTC
With the recent changes made to anomalies what ship do you guys recommand for doing angel anomalies? I know that marauders will be the first pick but i`m looking more to the t1 version of bs
Biced
Viziam
Amarr Empire
#2 - 2012-01-08 11:27:01 UTC
any ship that does exp damage.

drake
Ishtar
domi
raven
maelstrom
Ethino
Ministry of War
Amarr Empire
#3 - 2012-01-08 11:30:22 UTC
I have a maelstorm but the damage in forsaken hubs is insane at least for the first spawn... was looking for something that can make isk fast from angel anomalies
Biced
Viziam
Amarr Empire
#4 - 2012-01-08 11:55:52 UTC
Ethino wrote:
I have a maelstorm but the damage in forsaken hubs is insane at least for the first spawn... was looking for something that can make isk fast from angel anomalies


think you got the perfect ship for it buddy just need some help with the fittings.
go ahead and post what you run and i am sure some mael pilots would love to help you out.
Ethino
Ministry of War
Amarr Empire
#5 - 2012-01-08 12:15:17 UTC
1400 scout artilery x7
2x tracking computers
1x explosion dampening field II
1x Invuln field II
1x X-large shield booster
1x shield boost amplifier II
4x gyro's
1xtracking enh II
2x CCC rig

and that setup makes like what 8-10mil/per tick in a forsaken hub...
Mfume Apocal
Brutor Tribe
Minmatar Republic
#6 - 2012-01-08 12:59:21 UTC
Ethino wrote:
1400 scout artilery x7
2x tracking computers
1x explosion dampening field II
1x Invuln field II

1x X-large shield booster
1x shield boost amplifier II
4x gyro's
1xtracking enh II
2x CCC rig

and that setup makes like what 8-10mil/per tick in a forsaken hub...


8-10m per tick is pretty decent, but if you're having trouble tanking, consider dropping a TC for a 2nd invuln? And fit 8 guns.
Biced
Viziam
Amarr Empire
#7 - 2012-01-08 13:18:15 UTC  |  Edited by: Biced
I am not a maelstrom pilot and have never used one in pve so my advice might not be good.
but here is my 2 cents anyway...

800 'scouts' x8

DG xl shield booster (only 150mil)
2 amps
2 invuls
1 exp hardener?

2 TE
3 gyro

3 CCC

I think you will tank better and kill stuff faster with this.
Dr Nefarius
Syndicate Society
#8 - 2012-01-08 17:03:50 UTC
Regardless if you go for autocannons or arties, be sure to drop one gyrostab and add another tracking enhancer. Drop one or both of the tracking computers and add hardener(s). Should add to your tank, and if you go for autocannons you will kill stuff a lot faster as long as rats are in reasonable range.
Ethino
Ministry of War
Amarr Empire
#9 - 2012-01-08 22:54:32 UTC
Yeah the only problem with maelstorm is the lack of range on that ship and the only way that you could hit the current rats if you use barrage since they orbit you at 40-45km anyway
Flakey Foont
#10 - 2012-01-09 02:32:52 UTC
If you must use artillery, use 1200s. Much better tracking.

But, I always liked eight 800s, even with the expense of Barrage.
nandodean
The Scope
Gallente Federation
#11 - 2012-01-10 14:34:26 UTC
Tengu
Robert Lefcourt
BigPoppaMonkeys
E.B.O.L.A.
#12 - 2012-01-10 14:56:29 UTC
Ethino wrote:
Yeah the only problem with maelstorm is the lack of range on that ship and the only way that you could hit the current rats if you use barrage since they orbit you at 40-45km anyway


With 800 ACs you'll get a hell of a lot more damage when and where it is needed. You'll melt the frigs and cruisers before they're in their optimal. The hard hitting BSs that make almost hull contact won't last long either. With a optimized fitting you'll do 400dps out to 47km, over 800 if in point blank range - and that's with ordinary Fusion L. Don't bother with Arti. 3 Gyros, 2 TEs, have fun.
Orakkus
Southern Cross Monopoly
Flying Dangerous
#13 - 2012-01-10 17:27:31 UTC
Robert Lefcourt wrote:

With 800 ACs you'll get a hell of a lot more damage when and where it is needed. You'll melt the frigs and cruisers before they're in their optimal. The hard hitting BSs that make almost hull contact won't last long either. With a optimized fitting you'll do 400dps out to 47km, over 800 if in point blank range - and that's with ordinary Fusion L. Don't bother with Arti. 3 Gyros, 2 TEs, have fun.


I concur with this, especially since you are going up against Angel rats. Angel NPCs move in close.. in fact, I can't recall if there are any Angel rats that actually go outside of 50km range.

As far as your fit goes:

1400 scout artilery x7 - Yeah, fit at least 8 guns. If you fit less than 8, your DPS goes below what you can get in a compariable Tempest with six guns. But, since you are going against Angels, drop the Arties for the 800mm ACs.

2x tracking computers - No need for these with ACs, so use those spaces for either more tank for things like Cap Booster or Cap Batteries - Depending on skill (Cap Boosters w/800 charges are reasonably cheap, and are a common loot item). Ideally, one of these midslots should be a Passive Kinetic hardener, since Angels also do kinetic damage.

1x explosion dampening field II - Good, but if your shield Compensation skills are up to IV, then I would pull this out for a Passive Explosive shield hardener. Active shield hardners are a drain on your cap, so if you can fit the passive ones (which can be almost as good), then you'll have more cap available when you need it.
1x Invuln field II - Good
1x X-large shield booster - Good
1x shield boost amplifier II - Good

4x gyro's - After 3 Gyros the value of additional Gyros is negliable.. and even 3 Gyros is a bit iffy in my book. Pull one off and replace it with a Damage Control II. Another option is to replace another Gyro with a Power Diagnostic Unit, which will give you a better cap recharge rate as well as increase your shield HP, along with give you a small boost to your powergrid to help fit weapons.

1xtracking enh II - Good, but with ACs it isn't critical.

2x CCC rig - Maelstroms have three rigs slots.. and since you know you will be tanking Angels exclusively, my suggestion would be that you increase your resists to both Kinetic and Explosive instead.. that way you'll use less power in the beginning and can manage you cap a little easier because the damage you take in from the outset will be less.

This was a fit I used before I scaled up to the Vargur, but mine was for use against all types of rats, not just Angels:

[Maelstrom, PVE Mission Runner]
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Overdrive Injector System II

Shield Boost Amplifier II
X-Large Shield Booster II
Heat Dissipation Amplifier II - Change these out for specific rats
Kinetic Deflection Amplifier II - Change these out for specific rats
Invulnerability Field II
Heavy Capacitor Booster II, Cap Booster 800

1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L

Large Anti-EM Screen Reinforcer I
Large Core Defence Capacitor Safeguard I
Large Core Defence Operational Solidifier I

He's not just famous, he's "IN" famous. - Ned Nederlander

Ethino
Ministry of War
Amarr Empire
#14 - 2012-01-24 16:51:40 UTC
[Maelstrom, WSmith's Maelstrom-111]
Gyrostabilizer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Tracking Computer II
Invulnerability Field II
Explosion Dampening Field II
Tracking Computer II
Shield Boost Amplifier II
X-Large Shield Booster II

1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
1400mm 'Scout' Artillery I, EMP L
[empty high slot]

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I



This is the current setup that i have on the mael and it can make around 8mil per 20min not to mention the 25%corp tax so it really really sucks... any advices on what ship i get to do the anomalies FAST