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SNI PVE Fit Help

Author
Firestorm Delta
Science and Trade Institute
Caldari State
#21 - 2014-11-06 19:51:49 UTC
Chainsaw Plankton wrote:
Voxinian wrote:
Firestorm Delta wrote:
I'd say drop the omni tank and run specific hardeners for missions. This leaves the last rig slot open so you can fit a flare catalyst. Also trade the Damage control II for a fourth Ballistic Control.

I find the 4th balistic control quite ineffective tbh, to much penalty to make it worth it.... unless it's just to fill low slot space.


welcome to pve fits, where we have so many slots we don't even know what to do with them other than 4th and 5th stacking penalized modules.


To be fair its mostly missile ships that use four damage mods, turret ships are better off with three and then two for tracking. SNI literally has nothing that it needs in lows except damage mods, so might as well go all out.

I personally fly a Golem. I could just omni-tank it but between salvaging and the size of torps I need to hit the station anyway, might as well swap the fit out for a better one. I also only have one faction invuln, if I was going to stick to just two hardeners I'd want them to both be faction by this point to maximize the resists.

My current tank is: XL booster, Boost amp, three hardeners. Bonuses from the ship, implants, and the bastion module make it easy to not need a cap injector. Swapping out the three hardeners for two invulns might call for a cap injector, I'll have to do some testing at some point.

Also as to the comment about PvE fits, yeah it's really all about dps first, then enough tank to not die. PvP fits are much more fun to come up with. (Also again a 4th damage mod is still helpful, especially if you run good ones, a fifth is a complete waste of a slot and is better off with literally anything else)
Voxinian
#22 - 2014-11-07 20:57:39 UTC
Kamahl Daikun wrote:
Voxinian wrote:
Chainsaw Plankton wrote:

resist rigs, just no (well maybe if you are flying a pirate BS that is also used for incursions)


It's purely choice and personal prefference. I personally like to have almost full omni rsesist with the rigs, just needs 1 invul shield to set all resist to +70%, leaving me with 7 more mid slots to do whatever with... which is speed/travel mods, painters and active tank in my case. If you are heavy focussed on the DPS thing then you obviously want to use other rigs... though the difference is not huge when you also use painters.


Uhhhh....

The RNI can probably get away without using Rigors/Flares and still apply good DPS. The SNI has no inherent scaling, so you're only hurting yourself in that aspect.
Then again, if you're heavily focused on DPS, you're probably not using the SNI. For missioning, there's no real reason to use the SNI over the RNI. The SNI has tank that's really not necessary for Lvl 4's and no bonus to application.

Besides, let's say you're running Blockade, which would you rather do, MJD to safety or face-tank the next 8 waves?


With almost any setup you can 'get way' with it in an L3/L4 mission if you have decent invested SPs. It's not that PvE missions (high sec) are hard or anything if you know what to do and in what order. It's just that one fit might do the mission a bit faster then an other. And I agree, If you are really after DPS then you use a Golem, NRI or even a ratllesnake (when talking about caldari). I am staying with my fit example though as it is very chill to do missions with it and you can go afk with it when needed. And I don't do salvaging (only manually looting BSs and BCs) so I am quicker done then most players that loot all the T1 junk and scrap metal in any case Smile
Boudacca Sangrere
Caldari Provisions
Caldari State
#23 - 2014-11-09 09:09:00 UTC
I agree with most of the sage advice given by previous posters (get T2 cruise, rigor/rigor/flare, etc.). Just by the looks of it, your best bet is to accrue some more SP. Also, it may be a good idea to decide which should be your next ship (the end-all, be-all mission running ship). Here you have, in my humble opinion, two choices:

Golem: very decent damage, ROCK solid tank, can salvage on the fly, thus maximizing your profits. The damage will be in the area of the Navy Raven (unless you use Torps).

Rattlesnake: REALLY nice damage (1500 dps are not hard to attain), still VERY good tank, a personal favorite for both PvE and PVP (yes, PVP!) of mine.


You cannot go wrong with either. Check them out, see how long it would take you to fly either reasonably well and adjust your skillplan accordingly.

One more advise in regards to blinging your ship: It is ok to bling somewhat. It is not ok to bling excessively. I have made that mistake and tried to bridge my lack of SP with expensive mods. The thing is, it works, BUT you WILL lose your ship eventually. I have my own 2.5 bil lossmail to show for when I was young and stupid.... So, having a couple CN BCUs is ok (no more than 3). Having a Deadspace XL shieldbooster is ok (there are some for well below 100 mil), but I would very much try to avoid to have more than 300-400 mil of shiny stuff on my ship. Remember, you WILL lose it (something silly as being scrammed by mission frigs and having a power outage will do...).

Fly safe until you can taste to joys of flying dangerously!


B.
Ion Kirst
KIRSTONE ALLIANCE
#24 - 2014-11-09 16:20:39 UTC  |  Edited by: Ion Kirst
Just for the record, and many of you may already know this, but the CNR, Navy Scorp, Golem, and Raven, all put out the same dps if they are fitted similar, but their volleys vary.

8 T2 launchers for the CNR, 6 for the Scorp, 6 for the Raven, and 4 for the Golem. I always use 4 BCUs, that last gives about 6%, which is similar to an implant. And I use Fury cruise in each. (I also have a few implants.)

The results:

Raven-1021dps, with 6174 volley
Navy Scorp-1021dps, with 6174 volley
CNR-1021dps, with 8376 volley
Golem-1021dps, with 8376 volley

I've never really seen the use for any prop mods. Yeah, there are a couple of missions that you have to travel a distance to get to the next gate, but it's not worth it to me. I usually just fly into a mission, park it, dish it out, and leave. I've tried to see how fast I could do missions before, but that is actually tiring. I don't salvage much any more either. (it's not that I'm getting old, 'cause I'm already there!)

I personally tried, didn't like, and don't use RHML in a mission. They are "designed for frigates and cruisers." The dps could be high, and their volley sucks. They really suffer thru taking out BSs.

And one last thing, I rarely even use drones. By the time I deploy them and assign a target, I can lock on a painter and webber, and they're gone. I also don't have to worry and bring them back in if they start taking damage.

But to each his/her own, and each can fit their ships as to what they feel is the best for them at their sp level. (that doesn't mean that it will be the absolute best set up either, and that goes for me too.)

-Kirst

Always remember Tovil-Toba, and what was done there.

Voxinian
#25 - 2014-11-09 20:16:37 UTC
Ion Kirst wrote:

I personally tried, didn't like, and don't use RHML in a mission. They are "designed for frigates and cruisers." The dps could be high, and their volley sucks. They really suffer thru taking out BSs.


-Kirst


It depends on the mission (and level). There are enough L4 missions that don't have any BS or just a few. And someone like me I often combine L3 and L4 missions (from the same system with agents) cos I decline faction missions. In L3 missions a BS with RHML has it so easy that the mission rats actually should flee on sight :P
Jazmyn Stone
Perkone
Caldari State
#26 - 2014-11-09 22:45:54 UTC
Voxinian wrote:
Ion Kirst wrote:

I personally tried, didn't like, and don't use RHML in a mission. They are "designed for frigates and cruisers." The dps could be high, and their volley sucks. They really suffer thru taking out BSs.


-Kirst


It depends on the mission (and level). There are enough L4 missions that don't have any BS or just a few. And someone like me I often combine L3 and L4 missions (from the same system with agents) cos I decline faction missions. In L3 missions a BS with RHML has it so easy that the mission rats actually should flee on sight :P


I thought that's what I read before, BS in a L3? Sure why not.

I would bet that my Ferox actually goes thru L3s faster, and it puts out 607dps. I'm going to have to fit out my Navy Scorp with RHMLs just to see how that works.

In the mean time, I think I'm going to try my Ferox in some L2s.Blink

-Jaz

Always remember Tovil-Toba, and what was done there.

Firestorm Delta
Science and Trade Institute
Caldari State
#27 - 2014-11-11 21:52:07 UTC
Ion Kirst wrote:
Just for the record, and many of you may already know this, but the CNR, Navy Scorp, Golem, and Raven, all put out the same dps if they are fitted similar, but their volleys vary.

8 T2 launchers for the CNR, 6 for the Scorp, 6 for the Raven, and 4 for the Golem. I always use 4 BCUs, that last gives about 6%, which is similar to an implant. And I use Fury cruise in each. (I also have a few implants.)

The results:

Raven-1021dps, with 6174 volley
Navy Scorp-1021dps, with 6174 volley
CNR-1021dps, with 8376 volley
Golem-1021dps, with 8376 volley

I've never really seen the use for any prop mods. Yeah, there are a couple of missions that you have to travel a distance to get to the next gate, but it's not worth it to me. I usually just fly into a mission, park it, dish it out, and leave. I've tried to see how fast I could do missions before, but that is actually tiring. I don't salvage much any more either. (it's not that I'm getting old, 'cause I'm already there!)

I personally tried, didn't like, and don't use RHML in a mission. They are "designed for frigates and cruisers." The dps could be high, and their volley sucks. They really suffer thru taking out BSs.

And one last thing, I rarely even use drones. By the time I deploy them and assign a target, I can lock on a painter and webber, and they're gone. I also don't have to worry and bring them back in if they start taking damage.

But to each his/her own, and each can fit their ships as to what they feel is the best for them at their sp level. (that doesn't mean that it will be the absolute best set up either, and that goes for me too.)

-Kirst


I still run Torps on my Golem, much more exciting than Cruise missiles, plus unlike the cruise Golem you don't lose 25% of your volley when an NPC decides to shoot a defender missile. (Unless Fury missiles are tough enough to tank one) Interesting to see that the DPS is even though.

The thing to mention is of course, the difference in tank and application. They might put out the same DPS but a Golem has more tank than the rest, and better damage application. A Golem can get something like 55% out of a single Target Painter, while using half the ammo, and considerably more tank. This also leaves more slots open for other things that the Raven and RNI can have issues fitting with everything else. Of course implants and max skills can help fix the fitting issue the Golem will still be better.

Plus E-War immunity is fantastic. Just kill anything with a neut.
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