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Active armour tank fitting: PvE

Author
Shereza
Center for Advanced Studies
Gallente Federation
#21 - 2012-09-03 01:08:28 UTC
Kasutra wrote:
Caleidascope wrote:
Kasutra wrote:
IMO, this attitude results in a whole lot of underused Domis. Yes, it has great drone bonuses. It also happens to have a gun bonus, six gun hardpoints, and no good reason not to take advantage of them.

OP brought up issue of fitting armor tank and rail guns. Do you propose to the OP that he should concentrate on rail guns and sacrifice his tank , or concentrate on tank and sacrifice the rail guns?

I suggested that he not massively overtank (which dual LAR setups do), and keep the rails. That's what I wrote, right? What?


I'd just like to take the part of Devil's Advocate and point out that while most dual-LAR settups might be over-tanked the concept in and of itself isn't a recipe for it. Using two LAR2s and two T2 hardeners you can generally get a higher maximum tank than with a single LAR2 and four T2 hardeners. Likewise it leaves more low slots free for damage modules. The flip side, however, is that if you want it to be cap-stable (I recommend the tank, not the whole build but the tank, be stable for players who are new, just beginning to cross-train, and/or have low armor tank SP) you'll need to use enough cap mods that you have one total slot less than with a single LAR2 tank. It comes out to something like +1 mid-slot usage plus the extra grid usage for roughly 5% more maximum tank and a bit more raw damage. Oh, yes, and a bit more resistance to NPC vampires, but a smart mission runner should be eliminating those ships before they're a threat, so... Roll

It's not over-tanked, but neither will it be worth it for most people unless they are over-tanking for AFK the mission.

______

All that aside. OP, the dominix is one of several ships that is traditionally armor-tanked but can easily be shield-tanked. Please don't feel compelled to armor tank it just because it's Gallente or "tradition." Regarding blasters versus railguns gallente ships are traditionally blaster ships so trying to set them up as armor/rails will run into issues. This holds even more true if you try to fit an injector instead of augmenting the ship's natural cap. regeneration.

Personally though, the way I see it there are two possible builds here if you want to armor tank. You can pack a lighter tank and fit 3 damage mods, 2 drone nav. CPUs, and use an afterburner and the range railguns afford you to range/speed/armor tank while your mobile drones deal with things, or you could pack a slightly heavier tank, only 2 damage augments, and a pair of omni links and rely on sentries/railguns to take out rats at range while using heavies, and maybe mediums (I still don't like them for anything post-nerf), to take care of the stuff too close in for sentries.

Between the lower raw damage on the sentry option and the drone travel time for heavies, even with two nav CPUs augmenting their speed, kill times are potentially comparable so it's more a matter of preference than practicality. I could go either way myself given that there are advantages for being able to be completely mobile and make use of an AB for more than moving from point A to point B as well as being able to just sit there, soak up punishment, and kill targets without having to worry about range versus speed.
General Isk
Doomheim
#22 - 2012-09-03 15:23:54 UTC
1x Lrg repper + 2x thermic 2x kinetic 1x aux nano 1x nanobot is a stronger tank than 2 repper + 2 hardeners+ eamn and a billion cap mods +rigs taking up whole ship, all you need is 1 cap booster to do this, so lots of free room for other more usefull stuff.Big smile
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