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The Hyperion

Author
oOReikaOo Michiko
The Scope
Gallente Federation
#21 - 2013-09-24 05:59:51 UTC
Cage Man wrote:
oOReikaOo Michiko wrote:
Keep em coming! Im learning so much about hyperion builds its awesome, im already in the process of sticking my ship together!


Only minmatar ships are "stuck" together with tape and wingy bits.. the other are all solidly built to precision engineering.
So I think what you meant to say is that you were building you ship Blink

What can I say.. I watched clear skies again this weekend. Completely off topic.... me bad Evil


I ACTUALLY JUST SAW THAT! Watched it just yesterday! I was like "WTF MIND BLOWN SO GOOD"

http://www.youtube.com/watch?v=AfSDNPFCPfY

Ned Plantagenet
Science and Trade Institute
Caldari State
#22 - 2013-09-24 11:40:27 UTC
Damn top Wingy bit fell off again lol.

David Kir
Errantry Armaments
#23 - 2013-09-24 13:03:29 UTC
Ned Plantagenet wrote:
Damn top Wingy bit fell off again lol.



Top wingy bit?
They've got a proper name, you know?!

Friends are like cows: if you eat them, they die.

oOReikaOo Michiko
The Scope
Gallente Federation
#24 - 2013-09-24 15:38:20 UTC  |  Edited by: oOReikaOo Michiko
Can someone explain why all these fits have MWD on them? You cant use them warp locked and everyone and their pvping mother fits a warp scrambler ... so whats the point?

I was thinking of pulling that out and sticking a afterburner instead.

http://www.youtube.com/watch?v=AfSDNPFCPfY

Andrea Okazon
Laurentson INC
#25 - 2013-09-24 16:31:37 UTC
Relative noob here so others may have a better explanation. But afterburners' unscrammability is more important for small ships that need to sig/speed tank. You're never going to be going fast enough in a battleship for it to affect how often you get hit, so the primary task of a prop mod is to get you to the correct kill range as quickly as possible. Anything fast enough to close and scram you if you don't want it to is going to outpace you at AB speed anyway.
Ranger 1
Ranger Corp
Vae. Victis.
#26 - 2013-09-24 20:51:23 UTC
With a blaster boat your first and most important challenge is getting in range to do damage.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Dato Koppla
Spaghetti Militia
#27 - 2013-09-24 23:07:42 UTC
oOReikaOo Michiko wrote:
Can someone explain why all these fits have MWD on them? You cant use them warp locked and everyone and their pvping mother fits a warp scrambler ... so whats the point?

I was thinking of pulling that out and sticking a afterburner instead.


If something scrams you while you're flying the Hyperion, they just saved you some work to get into range, between the heavy neut, large drone bay, full tackle and excellent tracking on blasters, you're likely to murder anything that comes into scram range.
Goldensaver
Maraque Enterprises
Just let it happen
#28 - 2013-09-24 23:20:59 UTC
Dato Koppla wrote:
oOReikaOo Michiko wrote:
Can someone explain why all these fits have MWD on them? You cant use them warp locked and everyone and their pvping mother fits a warp scrambler ... so whats the point?

I was thinking of pulling that out and sticking a afterburner instead.


If something scrams you while you're flying the Hyperion, they just saved you some work to get into range, between the heavy neut, large drone bay, full tackle and excellent tracking on blasters, you're likely to murder anything that comes into scram range.

What he said. Also remember that it's using large blasters, which have more than enough range to apply damage in scram range. Really the only trouble you'll have is actually getting in range first.
Liam Inkuras
Furnace
#29 - 2013-09-25 03:04:37 UTC  |  Edited by: Liam Inkuras
While MWDs are great for getting closer to a target and all, it doesn't help you if a long point Intie holds you at 24km while his fleet burns from a few jumps away. In my humble opinion, almost every solo BS needs a MJD. This module jumps you 100km in the direction you are facing at your maximum velocity, and is not stopped by long. Points, only scrams. If you happen to be scrammed, simply kill the one impeding your escape, then chuckle merrily as you safely jump 100km, then warp away.

Here is a fairly basic Hype fit I've semi-theory crafted.

Hyperion: MJD/Triple Rep

Highs:
Electron Blaster Cannon II (x6)
Large YF-12a Smartbomb I

Mids:
Large Micro Jump Drive
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Heavy Electrochemical Capacitor Booster I (x2)

Lows:
Damage Control II
Large Armor Repairer II (x3)
Energized Adaptive Nano Membrane II (x2)
Magnetic Field Stabilizer II

Rigs:
Large Auxiliary Nano Pump I (x2)
Large Nanobot Accelerator I

Drones:
Ogre II (x5)
Valkyrie II (x5)

Now this looks fairly standard, and to be completely honest it is. I dropped the neut for a Smartbomb to deal with ECM drones, which will ruin your day when there's 50 of them swarming you. Now you have a way to deal with them. The MJD, as explained above, can hop you to safety if sh!t goes south. Simply blap whatever's in scram range (apply web and Valkyries to frigates), align to celestial, MJD, then warp. I stuck with 3 LAR II's over 2 T2 and 1 Ancillary because in long, drawn out fights the T2 repers outperform the AAR. And I promise, any fight you get into with this will be long. If you've got a little extra isk, you can make the reppers Shadow Serpentis, which slows you to squeeze on a few Ions instead of Electrons.

Edit: regarding the "issue" of getting in range to kill some targets, if you cannot catch them propless, then so be it. Simply leave and find another fight. You can't take everything's as it comes.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Darling Hassasin
Parental Control
Didn't want that Sov anyway.
#30 - 2013-09-25 07:38:29 UTC
Liam Inkuras wrote:
While MWDs are great for getting closer to a target and all, it doesn't help you if a long point Intie holds you at 24km while his fleet burns from a few jumps away. In my humble opinion, almost every solo BS needs a MJD. This module jumps you 100km in the direction you are facing at your maximum velocity, and is not stopped by long. Points, only scrams. If you happen to be scrammed, simply kill the one impeding your escape, then chuckle merrily as you safely jump 100km, then warp away.

Here is a fairly basic Hype fit I've semi-theory crafted.

Hyperion: MJD/Triple Rep

Highs:
Electron Blaster Cannon II (x6)
Large YF-12a Smartbomb I

Mids:
Large Micro Jump Drive
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Heavy Electrochemical Capacitor Booster I (x2)

Lows:
Damage Control II
Large Armor Repairer II (x3)
Energized Adaptive Nano Membrane II (x2)
Magnetic Field Stabilizer II

Rigs:
Large Auxiliary Nano Pump I (x2)
Large Nanobot Accelerator I

Drones:
Ogre II (x5)
Valkyrie II (x5)

Now this looks fairly standard, and to be completely honest it is. I dropped the neut for a Smartbomb to deal with ECM drones, which will ruin your day when there's 50 of them swarming you. Now you have a way to deal with them. The MJD, as explained above, can hop you to safety if sh!t goes south. Simply blap whatever's in scram range (apply web and Valkyries to frigates), align to celestial, MJD, then warp. I stuck with 3 LAR II's over 2 T2 and 1 Ancillary because in long, drawn out fights the T2 repers outperform the AAR. And I promise, any fight you get into with this will be long. If you've got a little extra isk, you can make the reppers Shadow Serpentis, which slows you to squeeze on a few Ions instead of Electrons.

Edit: regarding the "issue" of getting in range to kill some targets, if you cannot catch them propless, then so be it. Simply leave and find another fight. You can't take everything's as it comes.


A few observations that may or may not assist you:

(a) triple med-rep is enough to fight multiple BCs/cruisers and therefore dual LAR (or LAR - LAAR) is enough. Multiple BSs no amount of repping will save you touche. Use that extra lowslot for another dmg mod or an explo hardener/membrane + profit.

(b) Mwd is essential -especially since you fit electrons! Now if you can fit better guns by eliminating the 3rd rep and downgrading the sb to medium...then you might have better luck propless. Even AB might be viable if you have the intended target webed and scramed but I am not overly confident...
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#31 - 2013-09-25 16:00:22 UTC  |  Edited by: Antillie Sa'Kan
Liam Inkuras wrote:
While MWDs are great for getting closer to a target and all, it doesn't help you if a long point Intie holds you at 24km while his fleet burns from a few jumps away. In my humble opinion, almost every solo BS needs a MJD. This module jumps you 100km in the direction you are facing at your maximum velocity, and is not stopped by long. Points, only scrams. If you happen to be scrammed, simply kill the one impeding your escape, then chuckle merrily as you safely jump 100km, then warp away.

A good fleet inty with fleet boosts may be able to cover enough distance while your MJD is spooling up that he will be able to point you when you land. Although to be fair not all inty pilots are that good. (or that fast)

Also it is not unheard of for an Arazu or Lachesis to be able to point things over 100km away with faction points, fleet boosts, and overheating. Since the MJD doesn't break locks you may find yourself still pointed when you land.
Liam Inkuras
Furnace
#32 - 2013-09-25 16:36:25 UTC
This is true, but if you align to your desired celestial, after you MJD you'll land at full speed, so you can instawarp out.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

oOReikaOo Michiko
The Scope
Gallente Federation
#33 - 2013-09-27 17:28:21 UTC
Ok all ive learned so far is that there is no one glove fits all sort of deal.

So why dont I explain what I'd like in specific situations and u can tell me which of these variations I need.

1.I want to crash into gate camps, and not even worry. I want to be so ridiculously hard to kill that they just get pissed. (like this guy http://www.youtube.com/watch?v=DpQDoOJLlHM)

Actually thats pretty much it, im not really interested in being that damn person that jumps in and wrecks ur day, I like being the anti pirate.

http://www.youtube.com/watch?v=AfSDNPFCPfY

Desivo Delta Visseroff
The Scope
Gallente Federation
#34 - 2013-09-27 17:37:39 UTC
oOReikaOo Michiko wrote:
Ok all ive learned so far is that there is no one glove fits all sort of deal.

So why dont I explain what I'd like in specific situations and u can tell me which of these variations I need.

1.I want to crash into gate camps, and not even worry. I want to be so ridiculously hard to kill that they just get pissed. (like this guy http://www.youtube.com/watch?v=DpQDoOJLlHM)

Actually thats pretty much it, im not really interested in being that damn person that jumps in and wrecks ur day, I like being the anti pirate.



I laugh every time I see that vidBig smile But be careful, the Hyperion, just like every other active tank is susceptible to neuts. If they brought in a jammer & a neut or two, that video would have gone a lot differently.

That aside, the Hyperion is a beast! Fit properly, it'll chew through everything in a sustained close-range brawl.

I was hunting for sick loot, but all I could get my hands on were 50 corpses[:|]..............[:=d]

oOReikaOo Michiko
The Scope
Gallente Federation
#35 - 2013-09-27 18:35:56 UTC
Im already running into power issues...

is it possible to fit a completely T2 / T2 equivalent ship if all ur power and cpu skills are maxed?

http://www.youtube.com/watch?v=AfSDNPFCPfY

Desivo Delta Visseroff
The Scope
Gallente Federation
#36 - 2013-09-27 19:27:00 UTC  |  Edited by: Desivo Delta Visseroff
oOReikaOo Michiko wrote:
Im already running into power issues...

is it possible to fit a completely T2 / T2 equivalent ship if all ur power and cpu skills are maxed?



It is, you just need to have your skills high enough. Also, implants help. The Genolution Core CA-1 & CA-2 on their own should help with fitting. They will increase CPU, PG and Cap recharge. Also, make sure your CPU, PG and Capacitor skills are maxed to five and all other associated BS/Armor/Large Turret skills to at least 4.

Edit: Also Drones to 5 and associated drones to at least 4.... And don't forget propulsion & maneuverability to at least 4 for your fit....... While it may be easy to just get into a BS. To actually be able to use it to its potential takes some time investment.

I was hunting for sick loot, but all I could get my hands on were 50 corpses[:|]..............[:=d]

oOReikaOo Michiko
The Scope
Gallente Federation
#37 - 2013-09-27 19:55:16 UTC
.... I realize....

http://www.youtube.com/watch?v=AfSDNPFCPfY

Cpt Smasher
Rafzakael Enterprises
#38 - 2013-09-27 21:24:24 UTC
David Kir wrote:
Ned Plantagenet wrote:
Damn top Wingy bit fell off again lol.



Top wingy bit?
They've got a proper name, you know?!


Hey! Proper names and technical terms often are different!!! Big smile
We are recruiting! PvP in NPC 0.0, and Gallente low sec! https://forums.eveonline.com/default.aspx?g=posts&t=281323
Josilin du Guesclin
Aliastra
Gallente Federation
#39 - 2013-09-28 09:22:37 UTC
Desivo Delta Visseroff wrote:

I laugh every time I see that vidBig smile But be careful, the Hyperion, just like every other active tank is susceptible to neuts. If they brought in a jammer & a neut or two, that video would have gone a lot differently.

That aside, the Hyperion is a beast! Fit properly, it'll chew through everything in a sustained close-range brawl.

You can fit a fairly beastly passive armour (buffer) tank, though. It won't let you live forever, but it might let you live long enough to waddle into jump range of a gate/wormhole, even under massive webbing and neuting.

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