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Looking for Vexor Navy SOLO fits

Author
Ginger Barbarella
#21 - 2013-11-28 16:38:58 UTC
Joan Greywind wrote:
Hrett wrote:

Other times, cost is a factor. Ishtar was over 200M last I checked. VNI is about 90M on the market. VNI for a Gallente FW member (like me) is approximately 9M. ;)


Wait 9m without LP?? or is 9m the isk cost and you have to pay LP?

Even if you are not counting the LP cost you need a hard lesson in opportunity cost, exactly like the miner that builds ships "for free" because he mined the minerals himself.


*sigh* There's one in every crowd.

Who cares how he calculated it? You opportunity cost types ONLY account for YOUR skills, for YOUR understanding of market, or YOUR understanding of production costs. Guess what? Sometimes it ain't that cut and dry. Some of us aren't willing to fly 50 jumps to make 100 isk over a local market. Some of us don't factor in a ratio of monthly subscription cost against every f*ing minute we are seated in front of the computer.

Some of us can fire up a Mackinaw on one screen for afk mining, while charging $150 US$ per hour on a second screen to do web of software development. What does that do to your freakin' "opportunity cost" argument, given that I "make" 8x PLEX per hour?

"Blow it all on Quafe and strippers." --- Sorlac

ShahFluffers
Ice Fire Warriors
#22 - 2013-11-28 20:25:19 UTC  |  Edited by: ShahFluffers
S4nn4 wrote:
ShahFluffers wrote:

- Berserker II tracking is ~0.7 (better than the base tracking of Small Electron Blasters)

Don't compare heavy drone tracking to small gun tracking like that, it's not right. The listed tracking value of guns and drones can only be compared within each size class. Heavy drones counts as large weapons (BS weapons) and small guns are of course small.

I never quite understood why people are anal retentive about the class of a weapon system and comparing them only to weapons of the same class.

I feel that it is perfectly fine to compare across size classes if you are simply trying to illustrate certain common aspects (in this case, tracking). Granted... there are other factors that come into play... but I was merely pointing out the the absurdly high tracking Bererker II drones have with the VNI.

S4nn4 wrote:
The listed tracking value for the Berserker doesn't take the size of the guns into account. The Turret Resolution for Heavies are 400m (same as large guns) and for small weapons 40m. So there is a ratio of x10 differance from the size here. This means that even with identical listed tracking values, the small weapons will still track 10 times better.

Actually... the signature resolution of Heavy Drones is 125m... the same for a medium turret (I'm looking at the in-game info window right now).

You are right in that a Heavy Drones will never apply their full DPS against a Frigate (I never said they would), but combined with the very high tracking they have and the relatively small amount of HP a frigate generally has a well-skilled and bonused heavy drone WILL hurt.

Grace Olivia wrote:
if without stasis, can heavy drones catch and hit high-speed precisely?

Depends on what the target is.

As was mentioned above, you will have problems applying full DPS against frigates... but unless they are kiting you at high speeds (in which case, use Warrior IIs) they won't want to stick around at close range for too long.

When dealing with destroyers and larger ships the Heavy Drones will apply most of their damage... provided they can keep up (which Berserker IIs usually can against ships moving slower than 1900 m/sec).
Grace Olivia
The Scope
Gallente Federation
#23 - 2013-11-29 14:03:13 UTC
Varrinox wrote:
@ OP

In small gang VNI is a fantastic ship as it not longer has to interdict targets itself, I would advise a fit completely different to the Solo buffer tank neut I posted. the Vexor Navy Issues role becomes one of pure DPS

[Vexor Navy Issue, PvP - Small Gang import 1]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Large Shield Extender II
Experimental 10MN Microwarpdrive I

Medium Energy Neutralizer II
Medium Energy Neutralizer II
Drone Link Augmentor I
Drone Link Augmentor I

Medium Ionic Field Projector I
Medium Processor Overclocking Unit I
Medium Processor Overclocking Unit I

Bouncer II x5


The above fit is solid for a small gang but must be flown carefully as it has only 20k EHP. It is quite fast and can use sentry drones out to 90km. Lock range of 80k - Assign drones to close range gang member if you end up further away.

I would advise carrying ec-600's and warrior IIs in the rest of the dronebay 5 of each. One of VNI major weakness is lack of spare sets of drones so be very careful with them, you CAN and SHOULD carry spares in your cargohold so you can dockup and refill dronebay, enough for 2 full spare sets of bouncers + mediums + lights of your choice in cargo.

Simple to fly, drop drones at desired location - for example on a stargate maybe 20-30km off the gate then burn away. Use MWD to achieve this, the x2 energy neuts are ONLY for defence against ships that get in close and hard tackle you, neut them out and warp away.

Once again this ship and every way to fit it is eclipsed by the Ishtar so I would advise you train towards that. But for small gang that fit should work well just be aware you are a long range ship who does not in any way want to brawl.


Much obliged again. Another question with no relevance of vexors. What is the main reason to choose sentry drones instead of heavy ones? If without a stasis,is it scarce to hit cruisers using heavy drones? And the same question to sentry drones. (Because now i am using medium and small ones so not very clear about them) XD
Grace Olivia
The Scope
Gallente Federation
#24 - 2013-11-29 14:05:23 UTC
Mizhir wrote:
Why did noone suggest the dualrep one?

[Vexor Navy Issue, Dualrep]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Medium Armor Repairer II
Drone Damage Amplifier II

Experimental 10MN Microwarpdrive I
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Medium YF-12a Smartbomb
Small Diminishing Power System Drain I

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I

Ogre II x5
Warrior II x5
Ogre II x1
Hornet EC-300 x5

Its like a myrm, but less tanky and more dmg, more speed and smaller sig.

If you prefer plated:

[Vexor Navy Issue, Plated]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II
Drone Damage Amplifier II
Drone Damage Amplifier II

Experimental 10MN Microwarpdrive I
Small Capacitor Booster II, Navy Cap Booster 400
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Small Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Anti-Explosive Pump I

Ogre II x5
Warrior II x5
Ogre II x1
Hornet EC-300 x5





So what is the advantage to use dual reps?
Grace Olivia
The Scope
Gallente Federation
#25 - 2013-11-29 14:12:48 UTC
Mizhir wrote:
Grace Olivia wrote:
So how about it in a very small gang?(no more than 5 pilots)


If you are doing lowsec pvp (or nullsec in areas you know very well) there is 1 point where the VNI really shines: RR

[Vexor Navy Issue, RR]
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Drone Damage Amplifier II

10MN Afterburner II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Warp Scrambler II
Stasis Webifier II

Medium Remote Armor Repair System II
Medium Remote Armor Repair System II
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S

Medium Anti-EM Pump I
Medium Anti-Explosive Pump I
Medium Trimark Armor Pump I


Ogre II x5
Warrior II x5
Ogre II x1

5 of these will be hard to break while still dealing high dps against anything that gets close. The AB allows you to sigtank any cruiser weapons or larger, making it even harder to kill your gang. But it does also mean that you lack a MWD which makes them suppar for nullsec pvp and you will have problems killing longrange ships.

If your teammates can't afford VNI, then the standard t1 vexor is fine aswell. You can also mix in a RR celestis to counter enemy ewar, logi and snipers, or an exequror to furthere increase your tank.

I have made a video where VoC ~15 man RR vexor gang is up against a 70man RvB gang: http://www.youtube.com/watch?v=7Czve4YwtYQ&feature=youtu.be


cool man. I will check that XD~
an inferior question...
How did you post the fits on the forum? just type down or using some softwares?
can pyfa or EFT do that?
Mizhir
Devara Biotech
#26 - 2013-11-29 14:20:34 UTC  |  Edited by: Mizhir
Dualrep allows you to keep fighting. All buffer fits will eventually reach 0, but if you use an active tank and can tank the incomming damage then you can go on as long as you got cap boosters for it. So in a solo situation you can manage to kill multiple ships.

I use EFT for that. Once you have made a fit in EFT you click the little triangle next to the "create new setup button" and chose "Copy to clipboard" then you just paste it whereever you want it. EFT can also import text based fits as well. Just select a fit that has been put out in the same format (like one of the ones I have posted) and then copy it. Then tab to EFT and it will come with a popup asking if you want to import that fit.

And regarding heavies and sentries. Sentries are great for longrange combat and skirmishing since there will be no travel time for them to apply their damage. So you can kite the enemy while still hammering them with sentries. And if you are a closerange ship and got the dronebay to spare (which a VNI doesn't) you can have a set of sentries to counter kiters. However sentries are not that good for closerange combat as tracking starts to become an issue. And the fact that they are stationary can sometimes be a huge PITA and you will often have to abandon a set of sentries because you have to reposition, which makes it vital to carry more than 1 full set.

Heavies deal more damage and doesn't have any problem applying it in a brawl as long as you got web and scram on your target. With the speed and tracking bonus of the VNI, the heavies become quite strong against any targets and they can even hit frigs once you got them tackled. However if you are against fast targets and you can't hardtackle them, then it is possible for them to kite your drones making you unable to apply damage.

So as a rule of thumb: Heavies for brawling and Sentries for longrange. The VNI is great for brawling with heavies, but the lack of range bonus and the small dronebay makes it a bad sentry boat. On the other hand, the Ishtar can do both pretty well, but the VNI's slotlayout slightly favours it as a brawler compared to the ishtar.

❤️️💛💚💙💜

Grace Olivia
The Scope
Gallente Federation
#27 - 2013-11-29 14:21:24 UTC
[/quote]

The main reason why heavy drones can still hit small targets like frigates is not because they track well. But rather, because they tend to be so slow that they fall behind and start tailing the target, this reduces the transversal speed and allows them to hit anyway.
[/quote]


i am a little confused. actually i am not sure about this, but i heard that drones can not shoot while MWDing(can only fire while orbiting), so how could heavies hit frigates when their speed exceeds insanity?
Grace Olivia
The Scope
Gallente Federation
#28 - 2013-11-29 14:25:25 UTC
Mizhir wrote:
Dualrep allows you to keep fighting. All buffer fits will eventually reach 0, but if you use an active tank and can tank the incomming damage then you can go on as long as you got cap boosters for it. So in a solo situation you can manage to kill multiple ships.

I use EFT for that. Once you have made a fit in EFT you click the little triangle next to the "create new setup button" and chose "Copy to clipboard" then you just paste it whereever you want it. EFT can also import text based fits as well. Just select a fit that has been put out in the same format (like one of the ones I have posted) and then copy it. Then tab to EFT and it will come with a popup asking if you want to import that fit.



If so, it seems all buffer fits should not be a first chose in any situation when we solo except that your enemy tends to destroy your cap?
Mizhir
Devara Biotech
#29 - 2013-11-29 14:37:23 UTC
Grace Olivia wrote:
Mizhir wrote:
Dualrep allows you to keep fighting. All buffer fits will eventually reach 0, but if you use an active tank and can tank the incomming damage then you can go on as long as you got cap boosters for it. So in a solo situation you can manage to kill multiple ships.

I use EFT for that. Once you have made a fit in EFT you click the little triangle next to the "create new setup button" and chose "Copy to clipboard" then you just paste it whereever you want it. EFT can also import text based fits as well. Just select a fit that has been put out in the same format (like one of the ones I have posted) and then copy it. Then tab to EFT and it will come with a popup asking if you want to import that fit.



If so, it seems all buffer fits should not be a first chose in any situation when we solo except that your enemy tends to destroy your cap?


Buffer fits are usually easier to fit since they require less modules to work. In order for a cruiser to tank probably with an active armour tank you need: 1 medium cap booster, 2 reppers, atleast 2 resist mods, 2-3 rigs. So it often eats up alot of slots. On the other hand, a buffer fit generally requires less to work.

Active tanking has some drawbacks. As you pointed out, then neuts are one of the main counters. A heavy volley can also punch through your reps so in some situations it can be better to have a buffertank. Active tanking is also harder to manage.

So it depends alot on what kind of ship you want to fly and how you want to fight. I am a huge fan of active tanking and it generally gives me the best fights. One of the main strength of the VNI is that it's main dps is from drones, so you dont have to sacrifice so much in order to fit a good active tank.

You seem to be rather new to solo pvp and I think it is awesome that you want to do it. Check out the link in my sig. You might get to win a few billions for doing some solo pvp :)

❤️️💛💚💙💜

Grace Olivia
The Scope
Gallente Federation
#30 - 2013-11-30 01:22:30 UTC
Mizhir wrote:


You seem to be rather new to solo pvp and I think it is awesome that you want to do it. Check out the link in my sig. You might get to win a few billions for doing some solo pvp :)


yes actully i am really new to all pvp part of EVE. And I think I find most interest in solo and small gang pvp, not in large fleet fight.
Varrinox
Shadows of the Empire
Curatores Veritatis Alliance
#31 - 2013-11-30 04:02:01 UTC
@ OP

So the reason I, and a lot of people prefer sentries in gangs for drone boats with 125 bandwidth is that heavy drones are very weak applied damage, if you for example are far away when an engagement starts they have to travel to the target, loosing DPS, if you kill or target switch, they loose DPS, they are generally easier for hostiles to target and kill because they are always close to target. Only reason time they are viable in my opinion is if you are near the hostile ship [less than 10km] yourself as then travel time is low. With Heavy Drones having generally an upper MWD speed limit of about 1.5km [ish] targets that go faster can just kite all your DPS. The advantage of them is being able to recall them to you without having to be near them, a minor one really.

Sentries on the other hand usually have very high range [more so with omnidirectional tracking links and/or range bonused ships] so whilst being immobile there damage is applied instantly when you order them, as long as target is in range, and due to the fact they are usually far away from their target they will track well, especially if the target is webbed + scrammed by a person in your gang.

All in all sentries are far more versatile than heavies due to a number of factors, heavies have their place but most of the time sentries are superior due to damage projection, speed of application of damage and less tracking issues. Heavies are for the most part in my experience seldom used. 9 times out of 10 sentries will be superior to heavies.

There is more to it than I have mentioned above but that should give you a decent idea and I wanted to avoid wall o text as I often end up doing when explaining things.

Lloyd Roses
Artificial Memories
#32 - 2013-11-30 14:13:01 UTC  |  Edited by: Lloyd Roses
Varrinox wrote:
@ OP

[...]9 times out of 10 sentries will be superior to heavies. [...]


Sentries are quite good if you manage to deploy them and then keep the fight some 20-40km away from those, brawling heavily scrammed/webbed targets. Garde's might be even more flexible, but curators surely aren't THAT good at tracking. (sentries act like large guns aswell)

But given they manage to force you away from your deployed sentries, you're looking quite bad in that fight. It's no issue for an ishtar, cause you can deploy garde's over here, curators over there, and just abandon+reconnect to closest if you're zooming around from one spot to another. VNI doesn't quite have the bay to support that, so wrongly deploying sentries and then not getting a fight right there you could handle, still being forced to leave grid - such a thing could ruin your evening.


That aside, my vote for solo goes to the before posted MAR+AAR-active VNI. Navy Cruisers are fast, active tanking doesn't slow you down, compared to a plate. All the reason needed! (edit: fit was double-MAR, this is obviously *to taste* :P)
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