These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

How do you balance gank and tank on a battleship?

Author
Jonathan Wolf
Doomheim
#1 - 2016-09-10 13:57:20 UTC
I'm getting to the point where my SP is pretty good in cruisers, and I'm thinking about starting my foray into battleships, but as I'm playing around with Pyfa to see what types of things are available and what they can do, it feels like there's no real point to them. Even when using the All V's option, it seems like I'm either doing better damage with a cruiser, or getting better tank simply because they can move faster.

The only exceptions seem to be the drone and missile ships, which I'm actually trying to avoid because they're so boring (it all feels like "sit here and orbit while you wait for something else to do the work"). Waiting on drones and missiles feels like waiting for things to build in some "free but with expensive speed upgrade options" mobile game.

I want to do something more active, that takes a bit more micromanaging of speed, or transversal, or range, or stuff like that, but all the turret ships seem like they're either all gank or all tank, and trying to balance that ends up with the stats of a slow cruiser.

Is there something that I'm missing with this? Or are there any guides that talk about fitting battleships so they don't feel anemic? I want to try opening a new size and class of ships, but it just feels like it would be a waste of Sp and ISK.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#2 - 2016-09-10 14:10:04 UTC
I'm going to take a wild guess and say that you're attempting cap stability

Most fits are horribly gimped when going for this really unrealistic goal and only certain fits even make sense to have it.

If this isn't the case, post a fit you've been working on and I'll see if i can't spot any glaring errors
Jonathan Wolf
Doomheim
#3 - 2016-09-10 14:25:27 UTC
Tsukino Stareine wrote:
I'm going to take a wild guess and say that you're attempting cap stability

Most fits are horribly gimped when going for this really unrealistic goal and only certain fits even make sense to have it.

I know that being cap-stable isn't so useful in PVP, but in a PVE situation, when the missions and sites take 15 minutes or more to clear, isn't being cap-stable important since you would otherwise have to warp out and dock up a bunch of times otherwise?
Iria Ahrens
Space Perverts and Forum Pirates
#4 - 2016-09-10 14:27:39 UTC
Jonathan Wolf wrote:


I want to do something more active, that takes a bit more micromanaging of speed, or transversal, or range, or stuff like that, but all the turret ships seem like they're either all gank or all tank, and trying to balance that ends up with the stats of a slow cruiser.

Is there something that I'm missing with this? Or are there any guides that talk about fitting battleships so they don't feel anemic? I want to try opening a new size and class of ships, but it just feels like it would be a waste of Sp and ISK.



Yea. Battleships aren't more active. They are blow up cruisers while the cruiser is still trying to close range. So even if you do end up with the same paper DPS the BS will outgun the Cruiser. A frigate is like a trained falcon, a cruiser like a wardog, and a BS is like an Elephant. A BS neut would suck most frigates dry in one pass and a cruiser won't last a whole lot longer.

The thing here is a BS is not a bigger cruiser it is a change in role. If you are fighting battleships, the battleship is going to be better. If you are fighting within the BS role, then the BS will be better. Such as playing a sniping BS. BS suck at tackle though, where a cruiser can do a decent job as a secondary tackle, so a BS is not generally a solo ship (pvp)

Also, it sounds like you're not including drone damage. Drones are an essential part of all BS. They are not an optional weapon system, they are necessary for taking out those frigates and cruisers that get too close.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#5 - 2016-09-10 14:36:44 UTC
Jonathan Wolf wrote:
Tsukino Stareine wrote:
I'm going to take a wild guess and say that you're attempting cap stability

Most fits are horribly gimped when going for this really unrealistic goal and only certain fits even make sense to have it.

I know that being cap-stable isn't so useful in PVP, but in a PVE situation, when the missions and sites take 15 minutes or more to clear, isn't being cap-stable important since you would otherwise have to warp out and dock up a bunch of times otherwise?


The thing is with a cap stable tank, unless you tailor your tank to one specific circumstance you're either overtanking or not tanking enough.

So you get the situation where you're perma running your repper and your hp never decreases which means you've got wasted stats into tank which could be used for gank for even more efficiency OR you're perma running your tank and it's still failing which means you need more tank anyway.

Many mission running battleships using an active tank don't have more than a few minutes of cap while running repairs. They explode the high threat targets first and are only pressured until those are removed off field.

Other examples are sniper fits, they only have to tank that little period where they are spooling their mjd and then repair the odd missile or grazing shot when far out of range.

Cap stability in pve is only relevant when there's neuting pressure imo and that only really happens in wormhole space and some blood raider missions (though most missions are easily done even under neut pressure).
ergherhdfgh
Imperial Academy
Amarr Empire
#6 - 2016-09-10 15:15:43 UTC
There are certain fits that I think being cap stable is ok in. But if you are going for maximum tank and being cap stable then yes your BS DPS will suck. Also lazor boats should never be cap stable.

The BS has a lot more slots than the cruiser and therefore can fit more damage and tracking mods. Well actually just more configurable for everything.

When I first started Eve I came here from WoW and was trying to go up in "level" and "gear" as fast as I could as if I were still playing WoW. I got into a drake and was running level 4's as soon as I could. It would sometimes take me 4 hours to run one mission because I had to fit for all tank on the Drake which had **** poor dps to begin with. I probably would have been better off sticking with level 3's for a while and maybe teching up rather than going up in ship size but more to the point there is no end game in eve and there is no level cap etc...

BSs are big, fat, slow ships. They have large tanks and make level 4 mission running and most anoms in null sec easy mode. However if you are looking for fun and agility then the BS is not the ship for you. You could play this game for years and never go large than medium hulls and miss out on nothing.

Want to talk? Join Cara's channel in game: House Forelli

Donnachadh
United Allegiance of Undesirables
#7 - 2016-09-10 15:28:24 UTC
Tsukino Stareine wrote:
I'm going to take a wild guess and say that you're attempting cap stability

Most fits are horribly gimped when going for this really unrealistic goal and only certain fits even make sense to have it.

If this isn't the case, post a fit you've been working on and I'll see if i can't spot any glaring errors

I am going to start off by disagreeing with this. Cap stability is neither good or bad it is simply another of the many choices we each make when fitting our ships. I have a very unstable internet connection and often find myself being disconnected while scrambled or with bastion active in a mission. Because of this my ship sits in the mission pocket locked in place for the 5 minutes or so it can take for the internet to clear and log back on. So for me cap stability is not an option or a luxury it is a simple required part of my fits based on real life things I cannot change. A friend of mine prefers to be cap stable simply because he prefers to turn on his tank as he warps into the mission and then forget about it. Both of these are valid reasons to have a cap stable fit.

With those out of the way I agree with the basic premise that chasing cap stability is not something you should worry about. All you need to have for successful mission running is to be functionally stable. To do this turn on any and all mods that consume cap except your armor rep or your shield booster, if you are cap stable in that configuration the you are functionally stable for missions because you pulse your rep / booster to heal damage then turn it off to allow the cap recharge a bit. With this process you can run missions easily with as little as two minutes of cap as listed in a fitting tool or fit window in game.

You do have a fit tool, if not choose one of these it will help you and save a lot of frustration and ISK.
EvE HQ
PYFA - Python Fitting Assistant
EFT - EvE Fitting Tool

Now to the original question for balancing tank versus gank for missions. A caution and a reminder the rest of what follows are my personal thoughts on this, they are based on many years of helping new players in the first ever level 3 to level 4 transition. In all ways these ideas error on the side of safety and reducing the risk of ship loss and if you follow them I guarantee that you will not be killing as fast as you might using other peoples ideas. But that gets back to the basic thought that getting the player though these early level 4 missions with ship intact is the most important part, it is easier and less expensive to refit for more gank than it is to replace a ship lost because to little tank, cap or both. And yes to achieve what I suggest below will require the use of some T2 mods so be aware of that as well. With the cautions out of the way here we go.

Tank plus gank equal to or above 1200 dps with at least 2 minutes cap with everything on your ship running, and cap stable with everything but your armor rep or shield booster running, minimum of 500 dps gank. If you cannot reach these because character skills I suggest you continue to run level 3's and train your character skills a little higher.

Character skills is an important part of this as well. Even in level 3's you can get by without a well balanced set of primary and support skills but that is not true in level 4's. When you look at your fit pay attention to all of the skills that can affect the mods and rigs you are using and make sure that all of those skills are all trained to level 3 minimum and level 4 is even better. A note since I have had others confused by this in the past, I do not mean the useless mastery thingy in game, if you use that you will be wasting a lot of training time on things you may never use. EvE HQ and PYFA both provide you with a listing of the skills that affect each module or rig, EFT may do this as well but I have not used EFT in years and I do not remember.

Final thoughts.
All of this is based on you trying level 4's solo if you have friends or corp mates that will be going with you then fit for more gank and less tank.

Yes you can run level 4 mission successfully with less than 1200 dps combined tank and gank, especially at first doing so just increases your risk of ship loss. And yes that extra 200 dps can make the difference between coming home in your ship versus coming home in your pd.

Again the warning these are my thoughts on this and based on my experiences and they are no more or no less valid than any other persons ideas.
Paranoid Loyd
#8 - 2016-09-10 15:35:25 UTC
From a stand point of efficiency you are pigeonholing yourself if you fit for cap stability.
Fitting your ship based on internet connection is silly. If you lose a ship, you lose a ship.
You really shouldn't be playing this game if you are going to ragequit from losing a ship.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Jonathan Wolf
Doomheim
#9 - 2016-09-10 15:41:24 UTC
Paranoid Loyd wrote:
From a stand point of efficiency you are pigeonholing yourself if you fit for cap stability.
Fitting your ship based on internet connection is silly. If you lose a ship, you lose a ship.
You really shouldn't be playing this game if you are going to ragequit from losing a ship.

Are you trolling? I never mentioned anything about an Internet connection, and I never mentioned anything about losing. The only thing I've said is that I can't seem to find a point where the balance between gank and tank feels "right," while with cruisers, it's really easy to find that balancing point.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#10 - 2016-09-10 15:41:46 UTC  |  Edited by: Tsukino Stareine
I tend not to assume the person asking the question has dodgy internet or is lazy :)

There's a very easy way to make yourself safe when attempting your first level 4s and that's the micro jump drive. No mission rats scram so if you ever feel it's getting too hot in the kitchen you have an easy out to dock up and rethink your strategy.

One other thing also to think about is range, that Hyperion with 1200 dps may look awesome but those blasters are short range and burning from rat to rat is going to seriously nerf your completion times.

These are lessons best learnt by doing so go wild and just slap a mjd on the thing and bail if it's not going well

PS I think Lloyd was talking to the other guy
Iria Ahrens
Space Perverts and Forum Pirates
#11 - 2016-09-10 17:00:39 UTC
Jonathan Wolf wrote:
Paranoid Loyd wrote:
From a stand point of efficiency you are pigeonholing yourself if you fit for cap stability.
Fitting your ship based on internet connection is silly. If you lose a ship, you lose a ship.
You really shouldn't be playing this game if you are going to ragequit from losing a ship.

Are you trolling? I never mentioned anything about an Internet connection, and I never mentioned anything about losing. The only thing I've said is that I can't seem to find a point where the balance between gank and tank feels "right," while with cruisers, it's really easy to find that balancing point.


He posted directly after Donnachadh who complained about being disconnected and needing his ship to survive the 5 minute or so it takes to log back in.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Christopher Mabata
Northern Accounts and Systems
#12 - 2016-09-10 17:37:30 UTC
I would recommend fitting a burst tank battleship with good DPS, i used to do it in a Raven and a Dominix before i upgraded to a Kronos and ive found that even on challenging lengthy missions i was fine with at most 2 minutes of cap because i could clear most of the DPS in that window and let my cap recharge while i was cleaning up the rest and going to the next acceleration gate.

Also look into using a kite fit with a MJD it helps dictate range and mitigate DPS or you could run cap boosters for when you need that extra shot of energy to keep going

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Do Little
Bluenose Trading
#13 - 2016-09-10 17:37:42 UTC  |  Edited by: Do Little
Learn from a master. Now retired from blogging but still active in the game. This information is a few years old and predates MJD but the advice is still valid. The rule of thumb that you need gank+tank >= 1000 to run level 4 missions quickly and comfortably is based on EFT Defense + EFT Firepower.

http://jestertrek.blogspot.ca/2011/03/guide-solo-l4-missioning-part-1.html
http://jestertrek.blogspot.ca/2011/04/guide-solo-l4-missioning-part-2.html
Paranoid Loyd
#14 - 2016-09-10 19:20:44 UTC  |  Edited by: Paranoid Loyd
Iria Ahrens wrote:
Jonathan Wolf wrote:
Paranoid Loyd wrote:
From a stand point of efficiency you are pigeonholing yourself if you fit for cap stability.
Fitting your ship based on internet connection is silly. If you lose a ship, you lose a ship.
You really shouldn't be playing this game if you are going to ragequit from losing a ship.

Are you trolling? I never mentioned anything about an Internet connection, and I never mentioned anything about losing. The only thing I've said is that I can't seem to find a point where the balance between gank and tank feels "right," while with cruisers, it's really easy to find that balancing point.


He posted directly after Donnachadh who complained about being disconnected and needing his ship to survive the 5 minute or so it takes to log back in.

This.

My apologies, was on a tablet which makes properly quoting much more cumbersome, I was being lazy.

Not gonna claim I never troll, but what I definitely don't do is troll in NCQA

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Iria Ahrens
Space Perverts and Forum Pirates
#15 - 2016-09-10 23:17:13 UTC
Do Little wrote:
Learn from a master. Now retired from blogging but still active in the game. This information is a few years old and predates MJD but the advice is still valid. The rule of thumb that you need gank+tank >= 1000 to run level 4 missions quickly and comfortably is based on EFT Defense + EFT Firepower.

http://jestertrek.blogspot.ca/2011/03/guide-solo-l4-missioning-part-1.html
http://jestertrek.blogspot.ca/2011/04/guide-solo-l4-missioning-part-2.html


You reminded me, about time to double check that Fey'd guide hasen't gotten archived.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Shallanna Yassavi
qwertz corp
#16 - 2016-09-11 02:35:47 UTC
There are battleship "mission fits" without a prop mod.
A lot of the missions involve flying 20km or more to a gate. You don't want to be doing that at 100 m/s. You *really* don't want to be that slow if suicide gankers decide they want to kill you.

You have to have enough cap for as long as the mission lasts. You won't be running everything at once the whole time, so cap stable is overkill. Mix and match and see what actually works.

A signature :o

Winter Archipelago
Autumn Industrial Enterprises
#17 - 2016-09-11 03:48:33 UTC
You aren't trying to use the medium-sized weapons on your battleship, are you? For hybrids, it would be Dual 250mm Railguns, Energy weapons would be Dual Heavy Beam Laser, Autocannons would be Dual 425mm and Dual 650mm.

The damage for the Dual weapons isn't as good as the normal large-sized weapons (still better than regular cruiser weapons, though). As well, there are stacking penalties for mods that affect the same elements of a ship. If you load yourself up with a lot of damage mods, you aren't going to see a huge increase in all of them (3 is normal, 4 is generally considered the upper limited except in very specific cases, and even then, having a fourth damage mod may only add 10-15 DPS with lower skills).

Damage mod rigs are also affected by the stacking penalties, so if you're trying to fit several damage mods along with damage rigs, you'll run into issues pretty quick.

Another thing to note is that, if a part of your issue is running short on fitting resources, ranged weapons tend to require much higher resources than short-range weapons. If the fits you're trying to do require Co-Processors or Reactor Control Units, you may run into issues balancing tank and gank, as well.

Of course, you could always run a gank tank, and work to essentially turn yourself into a glass cannon. If you can kill the rats before they can do much damage to you, though, then what does it matter? Just a thought.
Wombat65Au Egdald
R I S E
#18 - 2016-09-11 09:05:55 UTC
Jonathan Wolf wrote:
Tsukino Stareine wrote:
I'm going to take a wild guess and say that you're attempting cap stability

Most fits are horribly gimped when going for this really unrealistic goal and only certain fits even make sense to have it.

I know that being cap-stable isn't so useful in PVP, but in a PVE situation, when the missions and sites take 15 minutes or more to clear, isn't being cap-stable important since you would otherwise have to warp out and dock up a bunch of times otherwise?


That depends. Cap stability is calculated on the assumption that every module which uses cap is running at the same time.
What if you only run modules that use cap when you actually need them, and turn them off when you don't? Your cap lasts longer than the cap stability indication says it will. How much longer? That depends on what modules you use and how often you use them.

For the purpose of what I'm saying, I'm ignoring Hull/Structure hp, I'm only discussing shield and armor hp, and I'm thinking from a PvE perspective.

If you are using a shield tank, then getting to 0 hp on your shield is not good, your armour and hull/structure are merely hp buffers before your ship goes boom. There are some low slot modules that increase the recharge rate of your shield, at the expense of reducing the recharge rate of your cap. There is also a type of shield repairer that uses consumable charges instead of energy from your cap, but you have to keep yourself supplied with charges for this type of module.

If you are using an armor tank, your shield is a buffer that gives you some breathing space before your main layer of defence, your armor, starts taking any damage. If you are using active armor hardeners and you turn them on as soon as something shoots your shield, you're burning cap before you need to. Turning on an armor hardener does not help your shield, but it does drain your cap. If your shield is still healthy, turning on your armor hardeners uses up cap but does not make your shield last any longer. Similar to the shield repairer that uses consumable charges, there is an armor repairer that also uses consumable charges (nanite paste), but you have to keep yourself supplied with nanite paste for this module to work.

When I fly an armor tanked ship with active hardeners, I watch my shield and don't turn the armor hardeners on until my shield is below 20%. This way I reduce my cap use until just before my shield is gone and my armor starts taking damage.

I only use afterburners or micro warp drives when I need to, I don't keep them running all the time.

I also don't try to keep my armor at 100% all the time. I'm quite happy to pulse an armor repper (turn it on for just one or two cycles) and keep my armor around 50% or so. As long as my main layer of defence stays above 0%, it's doing it's job.

You do not need to keep your main layer of defence at 100% all the time, you just need to be able to keep it above 0%. If you are taking a lot of incoming damage and you are able to keep your main layer of defence at 100% the entire time, you actually have too much tank. In a situation like that, you should look for modules that will improve your dps as replacements for some of your tank modules.

You only need enough tank to keep your ship in one piece until the shooting is over. You only need enough cap to keep your ship working until the shooting is over. When you learn how to manage your cap and not use it when you don't need to, you can do a lot more with only 3 minutes of cap than you currently realise. The key is knowing when you don't need to use a particular module, and turning it off when it's not needed, to reduce the load on your cap.

Jonathan Wolf
Doomheim
#19 - 2016-09-11 12:19:11 UTC
Thank you for the advice, everyone! I'll keep poking around with it and see what I can or can't come up with. As soon as SISI mirrors again, I'll probably play around on there a bit, as well, so I can actually see if what I'm coming up with works, or if it's only good on paper.
Vortexo VonBrenner
Doomheim
#20 - 2016-09-11 15:57:01 UTC
Well, OP...drone boats have always been my favourite, followed by missile-using ships...so we see things differently. I like sending my "minions" out and managing them like my own little flock of flying monkeys, but each to their own. Frying things with lasers is kind of fun, I admit, but the projectiles and such are personally my least favored weapon-type. Then there is the battleship I use most, which has both drones and missiles so I suppose that would be right out in your view.

Battleships certainly have a (large) place in EvE and are far from useless and without point to them.

Please keep in mind that EvE is not a progression-based game where bigger is usually better.. Rather, ship types in EvE are more like tools for different jobs.

There are EvE players of many years who prefer to almost always fly frigates just as some prefer to fly dreadnoughts, carriers, frieghters, repair (logistics) ships, or other.

There is no problem if you want to use a cruiser depending on what you want to do with it - but do try battleships, you might like them.

Oh, and do train your drone skills up. Even if they are not the main weapons for your ship, many ships can carry a few light drones to take out those pesky fast frigates that "get under your guns".
12Next page