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hecate for pve, question about speed and tank.

Author
Forum Toon
Doomheim
#1 - 2016-03-05 20:36:27 UTC
I just got into an Hecate and oh boy that is tight fitting on that ship.

At any rate wanted to tested it bit in pve to get the feel of it and how it is controlled, first thought blasters but range is way too short for pve. so I went rails.

this is what I got right now:

Quote:

[Hecate, pve]
Small Armor Repairer II
Damage Control II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II

5MN Microwarpdrive II
Optical Tracking Computer I
Fleeting Propulsion Inhibitor I
Cap Recharger II

150mm Railgun II
150mm Railgun II
150mm Railgun II
150mm Railgun II
150mm Railgun II

Small Ancillary Current Router II
Small Processor Overclocking Unit I
Small Hybrid Metastasis Adjuster I



Javelin S x9945
Spike S x9720
Nanite Repair Paste x100
Optimal Range Script x1



With Javelin ammo I get around 15-20 km.
With Spike ammo I get to 60 km +- but rather lower damage so it's more practical around 30-40 km.

thing is that my ship right now fully cap stable without the Armor rep running.

Using the MWD without prop mode I get almost 1500 M\s
Using MWD with the prop mode it's around 2300-2400 M\s

The tracking computer scripts allows me to get more tracking speed if rats are in range or get bit more range if they are farther away.

The web is for those pesky spider drones and got 10km range on it.
With overheating the web is 13 km.
But it's not relevant as spider drones goes to 1-2 km orbit range.

Resists wise in defense mode I got almost 080% on all damage types only explosive is bit less then 70%.
____________________________________________

What I noticed was that due to the superb speed of the ship nothing actually manage to hit it. I can comfortably orbit mid field some object and nuke everything or run all over the field and shoot while I'm at it.

So,
my question is maybe I will be better to get rid of the DCUII and get another mag stab II.
OTOH as well if nothing actually hit do I really need that Armor rep down there and instead I could just use another third mag stab II.

Need to test vs spider drones first to fully decide but I would like your input as many of you probably piloted this ship many times and you got good idea on how to fit it.
Ralph King-Griffin
New Eden Tech Support
#2 - 2016-03-05 20:54:11 UTC
this might sound mad but have you considered hull tanking it?

yeah yeah yeah i know , hear me out though.

with a dcu II and 3 bulkhead Riggs itl hit around 10k ehp and you still have a mid for a repper.P,
though i'm dubious about how effective the rep would be.
Mysa
EVIL PLANKTON
#3 - 2016-03-05 21:10:28 UTC
tried a basic bonused hull setup?

Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

1MN Afterburner II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Tracking Computer II, Tracking Speed Script

150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
[empty high slot]

Small Transverse Bulkhead II
Small Transverse Bulkhead II
Small Transverse Bulkhead II

Forum Toon
Doomheim
#4 - 2016-03-05 21:16:58 UTC  |  Edited by: Forum Toon
I didn't consider hull tanking it but it looks rater weird is the bulkheads will take the damage mods place.

Update,
tried this mission: http://eve-survival.org/wikka.php?wakka=MordusHeadhunters3

Overall splendid test for this ship as we got guns, missiles and interceptors in this mission.
Also very interesting as you get aggro'd by 60% of the pocket after one shot is fired.

I had decent experience mixing the tracking computer and the ship modes in order to switch ranges \ tank and speed.

The caveat was that in order to avoid the frigate damage I had to stay above 40km or orbit in 30-20 km.
To avoid the Cruiser I had to fly under their radar around 5km orbit range.

Also frigs getting pop'd easily and once I get to the shorter javelin range cruisers are shredded without a problem.

Due to the mix of ranges and fact it was first test of fire to this fit on the last pocket when 4 cruisers left I warped out with 10 % cap and 20 % armor.
Note that the cap recharging is pretty good so once you shut down the repper and the MWD it will be in 60% cap again in few moments only.

Overall fun ship to fly, requires a lot of fancy flying and micromanagement.

But,
when considering what you get for 70 mill +-....
For sniping you can get almost same optimal of sharpshooter mode using the catalyst in same size hull.
speed, maneuverability and damage I felt more comfortable in assault frigate, at 1000 M\s using AB and (Ishkur btw) mix of drones (selectable damage and can kite at long range).

For PVE I guess using a cruiser hull will be overall much cheaper and will take less time to complete the missions themselves, also will have much more tank buffer then this ship.

But,
I'm quite in love with constant 1500-2200 M/s speed all the time. the selection of ranges is superb and allows to dish damage all the time. Also side note the Web is very useful, Once I've applied it to anything the guns damage went up in noticeable amount.

overall,
Had fancy ishkur, Had some fun with Hecate now the next stop is Ishtar or proteus.


EDIT:
Ninja'd.

That fit does look interesting but ain't the bulkheads cause your ship to move slower?
also I guess using AB instead of MWD render prop mode of hecate obsolete and then it's only sharpshooter or defense modes?

Also how does one play with fit like that? you kite at longer range or move in to use the two webs?
Ralph King-Griffin
New Eden Tech Support
#5 - 2016-03-05 21:25:17 UTC  |  Edited by: Ralph King-Griffin
Forum Toon wrote:
I didn't consider hull tanking it but it looks rater weird is the bulkheads will take the damage mods place.


no no , more like this.
[Hecate, blkast]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

5MN Microwarpdrive II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I

Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II

Small Transverse Bulkhead II
Small Transverse Bulkhead II
Small Transverse Bulkhead II

Void S x400

i straight up nicked that fit from viking dufo and its outrageously good fun
iv been using a variation of it for pvp and been having extreme success with it
i.e. 120 - 1 loss, obviously swap the guns for something more apropriate for pve


Forum Toon wrote:

That fit does look interesting but ain't the bulkheads cause your ship to move slower?

"This ship modification is designed to increase a ship's total hull hit points at the expense of cargo capacity."Blink
Forum Toon
Doomheim
#6 - 2016-03-05 21:32:05 UTC
ok now that's look sexy.
but I'm testing it in pve not pvp so I think we can switch the scram with something else. maybe tracking computer?

Also what do you do once you are into hull?
you warp out for repairs?

just wondering about that point.

________________________________________________

Meanwhile thought it was some fun run around I think I'll move into brutix for some L3 action while I get into battleship.

Quick question there,
If I aim for the kronos (that ship is by far my fav looking one)
is it better to start with hyperion or megatron?
I was thinking mega then Nmega then kronos, though the Hyperion beside the repper bonus and superior fitting abilities can fancy full flight of sentry drones.
that seems like very fancy potential for dps.
Ralph King-Griffin
New Eden Tech Support
#7 - 2016-03-05 21:41:15 UTC
Forum Toon wrote:
ok now that's look sexy.
but I'm testing it in pve not pvp so I think we can switch the scram with something else. maybe tracking computer?

yeah clearly you want to play about with it and see, the mids arent going to be any use on a rail fit to play about with the notion
Quote:

Also what do you do once you are into hull?
you warp out for repairs?

just wondering about that point.

well in pvp either i will explode or the other guy will so i generally dont think about that, maby try a hull repper? duno im dubious about those so i havent tried it yet
Blackfeathers
Unholy Knights of Cthulhu
Test Alliance Please Ignore
#8 - 2016-03-06 01:21:29 UTC
Ralph King-Griffin wrote:
Forum Toon wrote:
ok now that's look sexy.
but I'm testing it in pve not pvp so I think we can switch the scram with something else. maybe tracking computer?

yeah clearly you want to play about with it and see, the mids arent going to be any use on a rail fit to play about with the notion
Quote:

Also what do you do once you are into hull?
you warp out for repairs?

just wondering about that point.

well in pvp either i will explode or the other guy will so i generally dont think about that, maby try a hull repper? duno im dubious about those so i havent tried it yet


Hull reps are practically useless. 24sec cycle time, 30hp repaired, not effected by any ship bonuses, 30cap to activate (T2 version). Armour repairer = 6sec cycle, 92hp repaired, 40 cap activate. Having said that, nothing stops you running an armour repper with a hull buffer tank.