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Cov Ops fit for survival

Author
Markata Lazair
Zephyr Corp
#1 - 2011-11-18 14:20:27 UTC
I have a kind of multi-part question regarding a Cov Ops setup (Cheetah, in my case, but not limited to).

The roles I use it for:
Primary: All purpose shuttle, but main job is scanning wormholes and sigs in our w-space system. As such, it essentially have to have 2xgrav rigs, a cov ops cloak, and a probe launcher.

Secondary: we occasionally are under 'siege' or just simply have wh campers at our exits. I use this ship for running bubbles, which is relatively low risk in a cov ops EXCEPT when someone is using bombs. So far, I have not been tagged, but I am looking for a fit that might at least survive a single bomb. I essentially have all my lows (3) and mids (4) available.

Bomb mechanics question. A bomb does 6,400 damage of a particular type (increased up to 8,000 by skill), but appears to have a 400m explosion radius. Since my cov ops has ~52m radius, I only take about 1/8th damage, I presume, meaning about 1040 per bomb. I can get my EHP up to right at 3,200 against the worst damage type (thermal). Does this mean I can survive 3 bombs? Am I missing something? To get that EHP I am giving up a bit of speed - I have a T1 MWD, three small extenders in the mids and an ODI and 2xT2 RCU in the lows.

Against the Hound and the Purifier, I have quite a bit more EHP, but not enough to quite take a 4th bomb.

Am I missing some mechanics here? I kind of always assumed the first bomb that came may way would obliterate me, but maybe not....?
mxzf
Shovel Bros
#2 - 2011-11-18 14:47:50 UTC
The biggest thing is that a bomb will pretty much instapop a frig with a MWD running, but it will barely scratch one without it running. Also, you're missing out on MAPCs. For frigates, they are many times better than RCUs.

All 5s Cheetah: 18.75 grid.
18.75*0.15 = 2.8 bonus grid from a T2 RCU.
T1 MAPC: 10 grid flat bonus (some of the named and faction ones and the T2 ones coming out in Dec are +12 grid).

Using a pair of those, instead of RCUs, you can fit a MSE instead of the SSEs. Here's the best tank I was able to fit just from a few min poking at it:

[Cheetah, highsec explorer]
Micro Auxiliary Power Core I
Micro Auxiliary Power Core I
Local Hull Conversion Nanofiber Structure I

Medium Shield Extender II
Cold-Gas I Arcjet Thrusters
Invulnerability Field II
Invulnerability Field II

Expanded Probe Launcher I, Core Scanner Probe I /OFFLINE
Covert Ops Cloaking Device II
[empty high slot]

Small Gravity Capacitor Upgrade I
Small Gravity Capacitor Upgrade I

You'll need to offline the second Invul Field to online the Probe Launcher (and vice versa). With both Invuls online it'll have 5898 omni EHP and 5746 against its weakest resist.
Markata Lazair
Zephyr Corp
#3 - 2011-11-18 16:42:54 UTC  |  Edited by: Markata Lazair
Thanks, I was totally forgetting the MAPCs, I rarely fit small ships for 'performance' anymore :).

I am probably going to go with a MSE and 2 resist amps (EM and Ex) since I see probably 90% Hounds and Purifiers. This saves me from trying to pulse three modules (2 invulns and an AB) then cloak. With my lack of coordination, I would probably just screw it up. And although it is rare that I would still be subject to bombs 10 seconds after cloaking, the Invulns would be off then and not help as much as the resists. Without a MWD, I am probably dead if they decloak me, so I am not too concerned about anything other than the initial pulse before I cloak. I am debating a DCU, which would give me a huge EHP (relatively speaking ofc - 7400 EM and 9400 exp, 4974 to weakest), but that is another mod to pulse, albeit one with a 30 sec duration.

As I understand it, when you jump through a gate or wh, the 'free' cloak that last until you move keeps you invincible, even to bombs, is that correct? Or are WHs different than gates?
BobFenner
Black Hole Runners
#4 - 2011-11-18 21:29:49 UTC
I know for a fact that the wh cloak makes you invulnerable until you move or deloak naturally. Been tested by my corp. :)
My missus thinks of EvE as 'the other woman'. :)
Salpad
Carebears with Attitude
#5 - 2011-11-19 11:22:02 UTC
OP, note that Shield Extender modules bloat your signature radius, by a flat number of meters per module. Not by much, but it's there. Damage Control Units, and Shield Hardeners, do not cause sig bloat.

And not that it applies to you, but shield rigs (purges and extenders) causes a percentage signature radius bloat.