These forums have been archived and are now read-only.

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

Ships & Modules

 
  • Topic is locked indefinitely.
123Next page
 

Vindicator

Author
Jake93
RISE OF THE PHOEENIX
#1 - 2012-02-12 00:19:54 UTC
hey guy could someone give me a good fit for a vindicator. im looking to use it for lvl 4 missions but i have never used the ship and could use some advise.
Belthazor4011
Battle BV Redux
#2 - 2012-02-12 01:05:10 UTC
Well its mainly designed for PVP combat, a lot of ships will do better for lvl 4 missions.

I presume you currently have a Mega or Navy Mega, fit wise it would not be much different it will just do a little more DPS.
Sprite Can
#3 - 2012-02-12 01:54:30 UTC
I've been trying to come up with a reasonable Vindi fit for missions myself lately, and while the DPS is juicy it's really lacking in the tank department. I would feel better in a Kronos tbh.

Refreshing Lemon-Lime~

Kolya Medz
Kolya Inc.
#4 - 2012-02-12 05:20:50 UTC
If you want to shield tank:

Lows:
4 Navy Magstabs
1 TE
1 coproccessor II
1 signal amp thingy (boosts targeting range to 81km)
Meds:
Large shield booster II
Shield boost amp II (Can be dropped for a TC or AB if you have crystals.)
3 mission specific hardners

Highs:
8 425mm Railgun IIs

Rigs:
2 CCC I
1 CCC II
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#5 - 2012-02-12 11:44:32 UTC
Oh my....someone uses missiles...using 4x damage mods is almost always useless on gun ships.


Give this a shot. The idea of the fit is to use the cap booster to power everything while you kill any initial aggro and move away from any nearby spawns, then murder everything as it approaches you. It use s a cap booster + semiconductors because burst tank/speed is more important than sustained, in this case.

The faction stuff is needed to fit everything, unfortunately, as well as AWU IV, but a pirate faction pve battleship with just T2 stuff on it is a bit ridiculous anyway.

thhief ghabmoef

Mike712
Tenth Plague of Egypt
#6 - 2012-02-12 17:44:22 UTC
Fronkfurter McSheebleton wrote:
Oh my....someone uses missiles...using 4x damage mods is almost always useless on gun ships. stuff on it is a bit ridiculous anyway.


No not always, ships that do allot of raw DPS generally benefit from a 4th damage mod, nightmare, vindi, mach...

Regards, Mike712 The BattleClinic Team

Sprite Can
#7 - 2012-02-12 17:54:25 UTC
Fronkfurter McSheebleton wrote:
Oh my....someone uses missiles...using 4x damage mods is almost always useless on gun ships.


Give this a shot. The idea of the fit is to use the cap booster to power everything while you kill any initial aggro and move away from any nearby spawns, then murder everything as it approaches you. It use s a cap booster + semiconductors because burst tank/speed is more important than sustained, in this case.

The faction stuff is needed to fit everything, unfortunately, as well as AWU IV, but a pirate faction pve battleship with just T2 stuff on it is a bit ridiculous anyway.


Er... I think you forgot the fit. Roll

Refreshing Lemon-Lime~

Aamrr
#8 - 2012-02-12 18:03:30 UTC  |  Edited by: Aamrr
Mike712 wrote:
Fronkfurter McSheebleton wrote:
Oh my....someone uses missiles...using 4x damage mods is almost always useless on gun ships. stuff on it is a bit ridiculous anyway.


No not always, ships that do allot of raw DPS generally benefit from a 4th damage mod, nightmare, vindi, mach...


That's absolutely correct, but I think you might not quite follow what he's getting at. While turret ships all benefit from that 4th damage module the same way missile ships would, they ALSO benefit from tracking modules -- so where a missile ship has literally nothing to put there, a turret ship might get more mileage out of something like a tracking enhancer.

This is a moot point on something like a Nightmare or a Machariel, where shield tanking and an abundance of low slots lets you have your cake and eat it too -- the Machariel getting a full 7 lows to play with, and the Nightmare making up the slack with a pair of tracking computers.

The Vindicator isn't quite so lucky, though. While it has the same slot configuration as the Machariel, its guns use capacitor. Moreover, it has a much larger mass, so when it does use a propulsion module to get somewhere, it's going to burn a lot more capacitor getting there in the first place. And while the Vindicator's peak regen does generate 22.8 GJ/s to the Machariel's 20.9, it will hardly make up for the kind of capacitor you'll be burning through to fire those turrets.

All those factors tend to push the Vindicator toward armor tanking, which is less capacitor intensive -- but leaves you fewer lowslots to put on damage and tracking/range. You CAN shield tank it, but between the higher incoming damage (blasters force you in closer where incoming DPS is higher, your speed tank is much worse) and the capacitor draw from the turrets (comparable to a Tachyon-fitted Nightmare!), it will be fragile.

You could fit rails, but then...seriously, what's the point? A Machariel would use the same ship skills and would do the job almost as well against kinetic-weak enemies, with damage selection on everything else. Even with antimatter, Rail DPS is anemic and the range is overkill.
Brightwells
Perkone
Caldari State
#9 - 2012-02-12 18:11:05 UTC
funnily enough i was thinking about getting a vindi for pve. i can up with this earlier on eft:


[Vindicator, New Setup 1]
1600mm Reinforced Rolled Tungsten Plates I
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Large Armor Repairer II
Large Armor Repairer II
Capacitor Power Relay II

Prototype 100MN MicroWarpdrive I
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L

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


Hammerhead II x5

obviously, switch the mwd for an ab if you are doing missions. can change hardners for specifics. and cap stable without mwd running.i dunoo if its any good but from what i can see, reasonable omnitank, 428dps tank and 800/900dps. stick it in eft and see what you think
Sprite Can
#10 - 2012-02-12 18:19:41 UTC
Why the plate? Why Blasters?

Refreshing Lemon-Lime~

Aamrr
#11 - 2012-02-12 18:26:33 UTC  |  Edited by: Aamrr
No damage or tracking modules!? A 50 million isk dominix would do better than that would! SadSadSad
Brightwells
Perkone
Caldari State
#12 - 2012-02-12 18:56:35 UTC
like i say, i was just playing around. by all means take the plate off (plated because im old school and out of date) and use rails if you want. i dont run missions due to the isk/hour, so i dunno. sheidl may be better tbh. 1700dps with a tank. blasters because i rat angels.
Mike712
Tenth Plague of Egypt
#13 - 2012-02-12 19:20:41 UTC  |  Edited by: Mike712
Aamrr wrote:
Mike712 wrote:
Fronkfurter McSheebleton wrote:
Oh my....someone uses missiles...using 4x damage mods is almost always useless on gun ships. stuff on it is a bit ridiculous anyway.


No not always, ships that do allot of raw DPS generally benefit from a 4th damage mod, nightmare, vindi, mach...


That's absolutely correct, but I think you might not quite follow what he's getting at. While turret ships all benefit from that 4th damage module the same way missile ships would, they ALSO benefit from tracking modules -- so where a missile ship has literally nothing to put there, a turret ship might get more mileage out of something like a tracking enhancer.

This is a moot point on something like a Nightmare or a Machariel, where shield tanking and an abundance of low slots lets you have your cake and eat it too -- the Machariel getting a full 7 lows to play with, and the Nightmare making up the slack with a pair of tracking computers.

The Vindicator isn't quite so lucky, though. While it has the same slot configuration as the Machariel, its guns use capacitor. Moreover, it has a much larger mass, so when it does use a propulsion module to get somewhere, it's going to burn a lot more capacitor getting there in the first place. And while the Vindicator's peak regen does generate 22.8 GJ/s to the Machariel's 20.9, it will hardly make up for the kind of capacitor you'll be burning through to fire those turrets.

All those factors tend to push the Vindicator toward armor tanking, which is less capacitor intensive -- but leaves you fewer lowslots to put on damage and tracking/range. You CAN shield tank it, but between the higher incoming damage (blasters force you in closer where incoming DPS is higher, your speed tank is much worse) and the capacitor draw from the turrets (comparable to a Tachyon-fitted Nightmare!), it will be fragile.

You could fit rails, but then...seriously, what's the point? A Machariel would use the same ship skills and would do the job almost as well against kinetic-weak enemies, with damage selection on everything else. Even with antimatter, Rail DPS is anemic and the range is overkill.


It is possible to get the ideal 4 damage mods and 3 tracking mods on a vindi, just requires a fair amount of pimping in the tank department to make it work(then again it is a vindi so it deserves some nice mods in my opinion).

[Vindicator, Lv4 Vinidcator]
Core A-Type Armor Kinetic Hardener
Core A-Type Armor Thermic Hardener
Core X-Type Large Armor Repairer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer

Tracking Computer II, Optimal Range
Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed
Cap Recharger II
Cap Recharger II

425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L

Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Capacitor Control Circuit II


Garde II x4
Hobgoblin II x5


I'd hardly call the DPS anemic, this thing pushes over 1000 DPS with implants(before drones) out to ~50km, which out DPS's a mach at that sort of range.

Rail vindi's are properly good now! Lol

Regards, Mike712 The BattleClinic Team

Arrigo Glokta
#14 - 2012-02-12 19:52:43 UTC
Mike712 wrote:
Aamrr wrote:
Mike712 wrote:
Fronkfurter McSheebleton wrote:
Oh my....someone uses missiles...using 4x damage mods is almost always useless on gun ships. stuff on it is a bit ridiculous anyway.


No not always, ships that do allot of raw DPS generally benefit from a 4th damage mod, nightmare, vindi, mach...


That's absolutely correct, but I think you might not quite follow what he's getting at. While turret ships all benefit from that 4th damage module the same way missile ships would, they ALSO benefit from tracking modules -- so where a missile ship has literally nothing to put there, a turret ship might get more mileage out of something like a tracking enhancer.

This is a moot point on something like a Nightmare or a Machariel, where shield tanking and an abundance of low slots lets you have your cake and eat it too -- the Machariel getting a full 7 lows to play with, and the Nightmare making up the slack with a pair of tracking computers.

The Vindicator isn't quite so lucky, though. While it has the same slot configuration as the Machariel, its guns use capacitor. Moreover, it has a much larger mass, so when it does use a propulsion module to get somewhere, it's going to burn a lot more capacitor getting there in the first place. And while the Vindicator's peak regen does generate 22.8 GJ/s to the Machariel's 20.9, it will hardly make up for the kind of capacitor you'll be burning through to fire those turrets.

All those factors tend to push the Vindicator toward armor tanking, which is less capacitor intensive -- but leaves you fewer lowslots to put on damage and tracking/range. You CAN shield tank it, but between the higher incoming damage (blasters force you in closer where incoming DPS is higher, your speed tank is much worse) and the capacitor draw from the turrets (comparable to a Tachyon-fitted Nightmare!), it will be fragile.

You could fit rails, but then...seriously, what's the point? A Machariel would use the same ship skills and would do the job almost as well against kinetic-weak enemies, with damage selection on everything else. Even with antimatter, Rail DPS is anemic and the range is overkill.


It is possible to get the ideal 4 damage mods and 3 tracking mods on a vindi, just requires a fair amount of pimping in the tank department to make it work(then again it is a vindi so it deserves some nice mods in my opinion).

[Vindicator, Lv4 Vinidcator]
Core A-Type Armor Kinetic Hardener
Core A-Type Armor Thermic Hardener
Core X-Type Large Armor Repairer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer

Tracking Computer II, Optimal Range
Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed
Cap Recharger II
Cap Recharger II

425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L

Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Capacitor Control Circuit II


Garde II x4
Hobgoblin II x5


I'd hardly call the DPS anemic, this thing pushes over 1000 DPS with implants(before drones) out to ~50km, which out DPS's a mach at that sort of range.

Rail vindi's are properly good now! Lol



What ship class can you effectively track with this fit - and to what ranges?
Aamrr
#15 - 2012-02-12 19:56:54 UTC  |  Edited by: Aamrr
*nods* And that's certainly nice, but my Nightmare's going to do comparable DPS with better tracking and a much cheaper fitting.

It's definitely viable, but the amount of isk you have to pour into it is a little unreasonable -- and you're still giving up the mobility that a Machariel would offer you.

Edit: On the other hand, you can get some truly spectacular performance in any mission where range isn't a requirement. If you've got hybrid skills, you can shelve that golem...
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#16 - 2012-02-12 20:59:59 UTC  |  Edited by: Fronkfurter McSheebleton
Sprite Can wrote:
Fronkfurter McSheebleton wrote:
Oh my....someone uses missiles...using 4x damage mods is almost always useless on gun ships.


Give this a shot. The idea of the fit is to use the cap booster to power everything while you kill any initial aggro and move away from any nearby spawns, then murder everything as it approaches you. It use s a cap booster + semiconductors because burst tank/speed is more important than sustained, in this case.

The faction stuff is needed to fit everything, unfortunately, as well as AWU IV, but a pirate faction pve battleship with just T2 stuff on it is a bit ridiculous anyway.


Er... I think you forgot the fit. Roll

Eh...I'd pasted in a link, that apparently didn't make it into the post. >_<

Not home right now, but as far as I remember;

8x 425mm railgun II

100mn AB II
Heavy cap booster II (maybe meta 4?)
3x tracking computer II

3x fednav mag stab
LAR II (faction would be better ofc)
2x specific hardened
1x deadspace resist plate, adaptive or specific

3x semiconductor memory cell

thhief ghabmoef

hmskrecik
TransMine Group
Gluten Free Cartel
#17 - 2012-02-12 21:16:47 UTC
Mike712 wrote:

It is possible to get the ideal 4 damage mods and 3 tracking mods on a vindi, just requires a fair amount of pimping in the tank department to make it work(then again it is a vindi so it deserves some nice mods in my opinion).

[Vindicator, Lv4 Vinidcator]
[....]

I'd hardly call the DPS anemic, this thing pushes over 1000 DPS with implants(before drones) out to ~50km, which out DPS's a mach at that sort of range.

Rail vindi's are properly good now! Lol

I use similar setup to what Mike posted and it churns through missions like it was no tomorrow. The difference being in that instead of cap rechargers I fitted heavy cap booster (caps injected for tank, not very often; guns are self sustained) and sebo, also instead of third TC is web or Omni Track or ECCM. If one doesn't mind juggling tracking scripts 2 TCs are enough, just remember to keep pack of Javelins in your cargo.
Mike712
Tenth Plague of Egypt
#18 - 2012-02-12 21:33:38 UTC  |  Edited by: Mike712
Gah forums ate my post....

Regards, Mike712 The BattleClinic Team

Tore Smith
Science and Trade Institute
Caldari State
#19 - 2012-02-12 21:58:28 UTC
thats my current fit:

[Vindicator, Mission Vindicator]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpum C-Type Energized Thermic Membrane
Corpum C-Type Energized Magnetic Membrane
Dark Blood Large Armor Repairer

Heavy Capacitor Booster II, Cap Booster 800
Sensor Booster II
Federation Navy Stasis Webifier
Tracking Computer II, Tracking Speed
Tracking Computer II, Optimal Range

425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L

Large Capacitor Control Circuit II
Large Anti-Explosive Pump I
Large Hybrid Locus Coordinator II


Hobgoblin II x5
Warden II x4



some info:
- you need a sensor booster because base range is low
- CCC is needed to run guns and meds stable
- repper runs with cap charges
- web is only a bonus for when you run merc missions. you wont hit frigs, even webbed! change it for another TC for other missions or an AB but than you have to downgrade the booster
- base sensor strenght is better than with the kronos, so guristas arent such a problem
- this setup wont tank a few of the harder missions easily, so be prepared

i only use it for kin/therm weak rats and there it really shines. it will have problems with angels and sansha, but if you spend as much on a mission running ship, i suppose you use mission specific ships anyhow.

all in all i like this ship. i looks great and is very capable if used right. i can definately recommend it.
Tenga Halaris
Galactic Traders Union
#20 - 2012-02-13 00:05:30 UTC  |  Edited by: Tenga Halaris
[Vindicator, New Setup 1]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Republic Fleet Tracking Enhancer
Republic Fleet Tracking Enhancer
Republic Fleet Tracking Enhancer
Nanofiber Internal Structure II

Gist X-Type X-Large Shield Booster
Pithum C-Type Invulnerability Field
Pith C-Type Photon Scattering Field
Heavy Capacitor Booster II, Cap Booster 800
Gist C-Type 100MN MicroWarpdrive

Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L

Large Hybrid Burst Aerator II
Large Anti-EM Screen Reinforcer I
[empty rig slot]


1600 DPS With 4 Ogre + Imps
550 Tank
1200 m/s
18 + 34 km range with Null L

Same as Machariel fit, same fun. Needs good skills and knowlege of the Missions you run and good cap management.

Go try it!
123Next page