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How do you balance gank and tank on a battleship?

Author
Blade Darth
Room for Improvement
Good Sax
#21 - 2016-09-11 16:03:15 UTC
https://s22.postimg.org/7h2o35xgx/Untitledddddx42_eve1.jpgAs seen on this professionally drawn graph everything is hyperbolic, including the sweetspot curve. But, throwing enough isk at the problem can allow you to go max possible dps with little tank loss.

There is also
dps tanking- kill enemies fast enough to reduce incoming dps before they break your tank
range tanking- sit so far out you can "tank" them with no tank at all
speed tanking- outtrack enemy weapon systems by keeping high angular velocity
signature tanking- use a "small" ship to take reduced damage from battleships etc.

With all those combined it's possible to go glass cannon and have a lot of fun flying.
Donnachadh
United Allegiance of Undesirables
#22 - 2016-09-11 16:26:54 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.

Never have and never will rage quit because of a ship loss, what caused you to post such silly nonsense?
On the other hand spending all my time running missions, trading and the list goes on simply to have the ISK to replace the multiple ships I used to lose every month because internet drop outs got tiresome and frustrating. So I did what others have always told people to do I adapted to my circumstances and figured out how to solve the problem. I have never claimed that my way of fitting ships is the best for anything other than surviving MY internet dropouts and the only time I mention it is when I choose to counter this asinine notion that cap stable missions fits are worthless.

All mission fits are valid as long as the player who is actually flying the ship is having fun, because in the end this game is not about making ISK, or accumulating LP or ships, it is about having fun so fly what ever you want to fly. And yes that means doing the min max thing as well if that is what you call fun.

Tsukino Stareine wrote:
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.

Actually there are mission rats in level 4's that scram, because you have not encountered them does not mean they do not exist.
But I do agree with you the MJD is an excellent fit option for anyone to consider.
Christopher Mabata
Northern Accounts and Systems
#23 - 2016-09-11 16:33:05 UTC  |  Edited by: Christopher Mabata
The only mission rat i ever ran into that had a legitimate scrambler that shut down my MWD was in a burner mission, and i used to spend Bob-knows-how-many hours grinding Level 4's years ago and even a few to make a quick buck and get a feel for a new ship since i came back. Must be a new thing if theyre prevalent now.

♣ 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

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#24 - 2016-09-11 16:40:45 UTC
99.9% sure non burner missions have no scramming rats in them.
Nikea Tiber
Backwater Enterprises RD
#25 - 2016-09-11 20:26:03 UTC
There has been a lot of good discussion on balancing a battleships dps output and survivability for completing level 4 missions. To begin with, the incoming damage from any given pack of rats is going to be much higher than it is in a level 3, so you need to be prepared to begin mitigation through piloting, armor repping/shield boosting, and threat removal.
As you progress to larger ship classes you need to keep in mind that your engagement envelope changes with your ship size. As the ship size increases, you trade mobility and signature radius for projection, raw damage to larger targets, and increased tanking ability.
Because of the loss of mobility, you will take more damage from all sources. This makes it critical that you identify threats before they can move into their optimal and apply thier full dps to you. Don't trust a missioning fit that doesn't have a prop mod. If you decide to use an MJD, think really hard if you plan on making it the only prop mod on your ship, 100 m/s and change is really slow.

With the exception of gurristas, most mission rats can't hit past 50km, this includes rat BSs.

You want to aim for at least 550 dps to the rat once resists are factored. You can get away with less, but the time spent overcoming rat BS repping can get excessive. I wouldn't fly a pve BS with less than 3 tech 2 damage mods, armor ships included.

Overtanking is fine at first, but once you have ran most missions a few times and have your kiting down you won't take much damage, so you can gain a lot of efficiency by fitting tracking computers/enhancers, sensor boosters, a stasis grappler, webber, or target painter in spots you would otherwise fill with tanking or cap mods.


TL:DR
Always fit a propulsion module. Pilot manually to not bite off more than you can chew. Kite. Never fit less than 3 damage mods. Once you are comfortable and feel like you barely need to pulse your repper, start fitting to maximize your dps output and application. Don't neglect implants.

my other nano is a polycarb

Donnachadh
United Allegiance of Undesirables
#26 - 2016-09-12 13:14:05 UTC
Tsukino Stareine wrote:
99.9% sure non burner missions have no scramming rats in them.

A Case of Kidnapping
Angel Extravaganza
Dread Pirate Scarlet
Gone Berserk
Recon 1 - angels version
Are just five of the missions where I have run into scrambling frigates over the past year or so. In fact virtually all mission that you run against the Angel cartel as well as many against EoM and Serpentis all have a chance to spawn frigs with scram. So we get back to this because they are rare, and because you have never seen one does not mean they do not spawn for some players or in some missions.

Nikea Tiber wrote:
Always fit a propulsion module. Pilot manually to not bite off more than you can chew. Kite. Never fit less than 3 damage mods. Once you are comfortable and feel like you barely need to pulse your repper, start fitting to maximize your dps output and application. Don't neglect implants.

Your opionion and valid as such but none of this is true as statements for all people to follow.

Prop mods - I full clear because more than 90% the missions I run a new character is looting and salvaging after me and that makes them more ISK or they perceive that it makes them more ISK. Used to run prop mods until I started timing missions with a stop watch. With a few exceptions I no longer run prop mods they simply are not needed, land in pocket, point ship to next gate and kill while I move usually get to the gate about the same time the rats are dead.

Pilot manually - the one place in EvE where it really makes very little difference in manual piloting or auto orbit is in missions. What is important is picking the proper target to orbit and when to break that orbit for the next target.

Kite - Kiting is a valid tactic but it is not ALWAYS better. In a brawler fit Kronos for example kiting is worthless, wade in close and punch them in the face is a far better tactic.

Never fit less than 3 damage mods - again that depends, especially for new to level 4 mission pilots by time potential tank, cpu, pg and cap needs are accounted for they may not have room for any damage mods let alone have room for 3 or more. Even if they do have the room how many damage mods to fit is a purely personal choice, some prefer more damage, others may want more tank, and still others would may want / need cap, cpu or pg mods

Implants - for a min max player implants are required, for others they are nice to have but hardly required. And for new to level 4 low SP pilots they may be needed to help with PG or CPU issues.
Iria Ahrens
Space Perverts and Forum Pirates
#27 - 2016-09-12 14:45:17 UTC
Nikea Tiber wrote:
Never fit less than 3 damage mods.


Don't you mean never fit MORE than 3 damage mods?

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

Memphis Baas
#28 - 2016-09-12 14:53:34 UTC
If you expect battleship firepower and tank to scale proportionally with its size (size is orders of magnitude bigger than cruisers), that won't happen. Maybe in 2003 it was like that, but currently battleships just offer more fitting slots than cruisers, while the ability to oversize certain modules that you may be used to oversizing is no longer available, because said bigger size modules don't exist.

So, basically, more slots = more versatility: more resists, and the ability to put in a tank AND some dps modules AND some utility, so that overall you can prevent damage (webify, neut, jam) and apply damage with more versatility than cruisers. But not really dramatically more damage or dramatically more tank.

And if you compare T1 battleships with T2 HAC within their area of specialization, then yeah, of course the smaller higher tech ships are better. Go off the specialization, ask yourself if a Megathron is better at PVE than a HIC or even Recon cruiser, and you'll see that the problem is in what you're trying to compare.

Battleships used to be much better than cruisers (T2 ships didn't exist, stacking penalties didn't exist, so the many slots on a battleship were a real advantage, etc.). So everyone flew them, making for very boring and very slow combat.

Deck Cadelanne
CAStabouts
#29 - 2016-09-12 15:00:01 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?


Are you trying to design for PVE or PVP?

For PVE, consider the following:

1. You can "tank" damage with shields, with armor, with hull...or you can avoid it with transversal or range
2. You can reduce damage received by increasing damage delivered

A lot of folks like to fly sentry-fit Dominix for PVE. Properly fit you can lock and shoot stuff at @140km with Warden II drones. If you manage your range properly (MJD makes this especially easy) you will take very little, if any, damage from most common combat sites/anomaly types.

In my case it's a Dominix fitted all gank, no tank. Range is my tank.

A popular alternative I have seen lately is a Vexor Navy Issue with a strong active tank, afterburner and heavy drones. Get right in amongst the rats, orbit, tank and let the drones tear them up. Seems to work for the folks I see doing it.

"When the going gets weird, the weird turn professional."

- Hunter S. Thompson

Kaybella Hakaari
State War Academy
Caldari State
#30 - 2016-09-12 19:03:38 UTC
It also depends on your flying style.

I rarely drone things. I usually let my guns do the talking, even with big guns against frigates. That has a lot to do with how dumb the rats are. They pretty much click "orbit at optimal", which is easy to compensate for. That even works on spider drones if you can lock them before they get close.
A player trying to kill you would hit MWD and burn at 90 degrees from the vector to you, then reduce that angle and start spiraling in. If the rats did that, they would be either hard or impossible to hit with a battleship.

It also depends on what you want out of the mission. If you manually pilot and line up shots on small things in missions, you will be a lot more dangerous when you have to use guns against players. With practice, you will have an intuitive feel for how to line up shots.
Or you could just farm and farm and farm. And farm some more.
Nikea Tiber
Backwater Enterprises RD
#31 - 2016-09-12 21:31:31 UTC  |  Edited by: Nikea Tiber
Iria Ahrens wrote:
Nikea Tiber wrote:
Never fit less than 3 damage mods.


Don't you mean never fit MORE than 3 damage mods?



Nope. Less than 3. Every BS has enough low spots to fit 3 damage mods and a tank easily; there is no reason to have less dps when you can have more. Fitting a fourth damage mod is debatable on how much dps you add because of stacking penalties. If you are using faction damage mods a fourth can still add a non-trivial amount of dps.


Regarding fitting a prop mod and full clearing missions. There are two factors for your mission completion time; travel time for gate activation, and the time it takes you to kill everything in the pocket. If not fitting a prop mod has no negative impact on your mission completion time, it suggests to me that you aren't doing or applying enough dps to mission rats. Unless you are flying a missile boat, a prop mod assists your damage projection and application as well.

Kiting. Sure you don't have to kite, but it will drastically reduce the amount of incoming dps you have to tank. Long range turret systems with short range ammo outdamage short range turrets with long range ammo, and for most cases still has enough range at optimal to prevent npc ships from shooting back effectively.

There are lots of ways to safely complete L4 missions, this is in NC Q&A, so my comments here are tailored towards a pilot that has less SP. Outright tanking + spanking with a brawling BS successfully requires more sp and isk investment than a new character is probably capable of.

my other nano is a polycarb

Deck Cadelanne
CAStabouts
#32 - 2016-09-12 22:26:53 UTC
Nikea Tiber wrote:
Iria Ahrens wrote:
Nikea Tiber wrote:
Never fit less than 3 damage mods.


Don't you mean never fit MORE than 3 damage mods?



Nope. Less than 3. Every BS has enough low spots to fit 3 damage mods and a tank easily; there is no reason to have less dps when you can have more. Fitting a fourth damage mod is debatable on how much dps you add because of stacking penalties. If you are using faction damage mods a fourth can still add a non-trivial amount of dps.


Regarding fitting a prop mod and full clearing missions. There are two factors for your mission completion time; travel time for gate activation, and the time it takes you to kill everything in the pocket. If not fitting a prop mod has no negative impact on your mission completion time, it suggests to me that you aren't doing or applying enough dps to mission rats. Unless you are flying a missile boat, a prop mod assists your damage projection and application as well.

Kiting. Sure you don't have to kite, but it will drastically reduce the amount of incoming dps you have to tank. Long range turret systems with short range ammo outdamage short range turrets with long range ammo, and for most cases still has enough range at optimal to prevent npc ships from shooting back effectively.

There are lots of ways to safely complete L4 missions, this is in NC Q&A, so my comments here are tailored towards a pilot that has less SP. Outright tanking + spanking with a brawling BS successfully requires more sp and isk investment than a new character is probably capable of.


Just remember that damage actually applied is worth more than a theoretical "damage per second" number.

Tracking and optimum range, and the mods to enhance them, matter.

"When the going gets weird, the weird turn professional."

- Hunter S. Thompson

Pandora Carrollon
Provi Rapid Response
#33 - 2016-09-12 22:48:12 UTC  |  Edited by: Pandora Carrollon
I was just like you. I didn't get battleships. I tried BCs and BBs seemed worse. It's okay to stay with Cruisers if they are your fun. There's always a place for them. They have their limits though.

Don't stress yourself out. Play cruiser jock until you hit the limits. Then push up to the next ship.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#34 - 2016-09-13 09:49:22 UTC  |  Edited by: Kitty Bear
I've always given the generic advice

1 repair module + 2-3 active resistance modules is usually enough tank for 'most' circumstances

this leaves more slots for "gank"
3 +dps modules are usually more than enough
imo a 4th is a waste due to stacking penalties

use the remaining space for application modules
+tracking, +locking speed
I rarely find +range useful


application, I believe, should always have more weighting when you're putting a fit together
if you're getting +50000% moar dps from the fit

50000% of 0 is still zero damage when all your shots are missing
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#35 - 2016-09-13 10:05:28 UTC
There comes a point when you're 'patching' so many flaws in your battleship you in fact want a Sleipnir or a navy brutix...

Battleships are nice when shooting other battleships (like level 4 missions) but as solo mobiles you won't be juggling gank/tank as much as you're focusing on mobility/application.

One interesting thing to note, is that damage mods are heavily stacking penalized whereas tank usually works better if you just keep piling it on. You may need ALL those slots to make a passive regen fit, a brutal hulltank, or a reps-all-night heavy tackle fit. But you can't build a 'shoot all the things' fit and come away with more than 50k (battlecruiser level) tank.

Before proceeding, we might want to know what you intend to use Your battleship for ...
Blade Darth
Room for Improvement
Good Sax
#36 - 2016-09-15 16:12:35 UTC
3-4 dmg mods for a pve ship, the 5'th will give little bonus due to stacking penalties, so it's better to go for a bit extra tank/ application/ prop module instead of the extra 28 dps (or whatever the number might be)
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