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Good Ares fit for Crucible?

Author
Question Time
University of Caille
Gallente Federation
#1 - 2012-03-10 03:22:55 UTC
This is what I have right now for small gang tackles in null:

[Ares, small gang tackle]
Overdrive Injector System II
Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II

1MN MicroWarpdrive II
Cap Recharger II
Warp Disruptor II

75mm Gatling Rail II, Spike S
75mm Gatling Rail II, Spike S
Rocket Launcher II, Caldari Navy Trauma Rocket

Small Auxiliary Thrusters I
Small Ionic Field Projector I

Is this a good tackle fit? Please critique it! :)
FT Diomedes
The Graduates
#2 - 2012-03-10 04:37:06 UTC
Personally, I prefer something like this. I like being a little bit less squishy. I'm not saying mine is a perfect fit - and others may well laugh at it - but it has done well for my frigate-flying alt.


[Ares, Ares]
Micro Auxiliary Power Core I
Signal Amplifier II
Overdrive Injector System II
Damage Control II

Limited 1MN MicroWarpdrive I
Medium Shield Extender II
Warp Disruptor II

75mm Gatling Rail II, Caldari Navy Antimatter Charge S
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
Rocket Launcher II, Caldari Navy Inferno Rocket

Small Polycarbon Engine Housing I
Small Polycarbon Engine Housing I

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

RougeOperator
Sebiestor Tribe
Minmatar Republic
#3 - 2012-03-10 04:59:11 UTC
You want one DCU on gallente frig ships.

They structure tank.

**Space wizards are real, they can make 10058 votes vanish. "and for a moment i hurd 10k goons cry out, then silence" **

Mehashi 'Kho
New Eden Motion Pictures
#4 - 2012-03-10 05:19:44 UTC
The main issue with the ares is the lock range, your bonused point is longer than the range you can lock at. For this reason i'd drop your cap recharger in the mids and stick the equivalent cap mod in a low slot. This allows you to put in a sebo with the range script and voila, you can now lock at an appropriate range to actually make full use of your long range point.

Lows:
Cap power relay II (or whatever its called, not in game atm, (not the flux one))
Nano II
Overdrive II
Damage control II (is just enough that you can usually survive a first lucky volley as your transversal picks up)

Mids:
Mwd II
Sebo II (range script)
Point II

Highs:
Don't matter, its laughable dps whatever you put there. A pair of 125s should fit, salvager can be useful too for grabbing those wrecks that are 100km off gate to reimburse any losses.

Rigs:
2 of the t1 lock range rigs

Stable if you arent salvaging, pointing, shooting and mwding at the same time Lol
Batelle
Federal Navy Academy
#5 - 2012-03-10 07:15:06 UTC  |  Edited by: Batelle
okay, why does an ares need a cap mod? Unless you have your cap skills at lvl 2-3 or something

signal amplifier ii
overdrive injector system ii
nanofiber internal structure ii
damage control ii OR nano OR overdrive

limited 1mn mwd
warp scram ii OR sensor booster OR web
warp disruptor ii

light ion blaster ii
meta/t2 rocket launcher ii
light ion blaster ii

polycarb
polycarb

You can fit 75mm rails and a light missile launcher and apply dps to something you're pointing at max range, but the only use for this is if you're trying to slowly wear down a buffer ship from 24km when its not on a gate/station, or kill a frigate at long range. Against a target I'm tackling for my gang, I much prefer the short range guns if the target isn't a threat, and to better defend myself from drones if the target is a threat to me. I like the DC because it increases my EHP by about two-thirds, and the ares is sufficiently fast anyway.

Prefer scram to web

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Mehashi 'Kho
New Eden Motion Pictures
#6 - 2012-03-10 15:40:07 UTC
Batelle wrote:
Prefer scram to web

Seems to me you fly your ares like a taranis. Ares is great for 45km pointing, if you are that close use a ranis, its better in every way except that of a long range pointer, and especially better at brawler tackling (with scram and web).

Also the ares is not cap stable at level 4 cap and level 5 cap regen, with point and mwd skills at 4 also as I can testify from my inty flying alt. The fact that the OP included a cap mod suggested he isnt an all 5s player and so a cap mod is important to keep him pointing and whizzing around to his content if he expects extended engagements.
Liang Nuren
No Salvation
Divine Damnation
#7 - 2012-03-10 17:21:02 UTC
[Ares, Tomin Highborn's Ares]
Signal Amplifier II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Overdrive Injector System II

Limited 1MN MicroWarpdrive I
Warp Disruptor II
Warp Scrambler II

250mm Light Artillery Cannon II,Tremor S
250mm Light Artillery Cannon II,Tremor S
Salvager I

Small Auxiliary Thrusters I
Small Polycarbon Engine Housing I


He occasionally switches the Scram out for a TD.

-Liang

I'm an idiot, don't mind me.

Batelle
Federal Navy Academy
#8 - 2012-03-10 22:08:50 UTC
Mehashi 'Kho wrote:
Batelle wrote:
Prefer scram to web

Seems to me you fly your ares like a taranis.


Lol-no. I love flying my taranis but its not exactly a superb tackler when you're covering a gate. If 1500 scan resolution is enough, the scrambler adds more utility than anything else. Have a scrambler doesn't mean you can't stay at range and be untouchable if the situation calls for it. Although if you're dedicated to this idea, a tracking disruptor is probably adds some nice utility as well.

The guns and damage control are defensive, giving you more options vs drones. The damage control is up to player choice. I like the damage control because its easy to make mistakes in a ceptor, and the damage control gives you a few seconds of leeway.

Quote:
Also the ares is not cap stable at level 4 cap and level 5 cap regen, with point and mwd skills at 4 also as I can testify from my inty flying alt.


Its virtually cap stable with a point and a mwd (and truely cap stable with lvl 5 energy management). New players need to be steered away from thinking that cap stability is particularly important. If you can't find a few seconds in a 5 minute long engagement to let your mwd or point lapse, something is wrong.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Liam Mirren
#9 - 2012-03-11 04:12:29 UTC  |  Edited by: Liam Mirren
I'm not a fan of paper thin tacklers, they generally don't last very long so it's great to get that first point on something cool but if you're in a fleet you end up dead pretty quickly meaning you're useless the rest of the time. Because of that I like the MSE fits as they're still nicely fast, if ppl want stuff webbed they can bring a rapier. Also, a tackler like this that doesn't have a targeting range mod/rig is useless as fck.

Choosing scram/web can make full sense depending on gang setup and what/where you hunt but in general you'll want a point and stay the fck out of scram/web/neut range.

[Ares, Tackle]
Damage Control II
Micro Auxiliary Power Core I
Signal Amplifier II
Nanofiber Internal Structure II

Limited 1MN MicroWarpdrive I
Medium Shield Extender II
Warp Disruptor II

75mm Gatling Rail II, Antimatter Charge S
75mm Gatling Rail II, Antimatter Charge S
[empty high slot]

Small Polycarbon Engine Housing I
Small Core Defence Field Extender I

Excellence is not a skill, it's an attitude.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2012-03-12 19:09:13 UTC
Liam Mirren wrote:
I'm not a fan of paper thin tacklers, they generally don't last very long so it's great to get that first point on something cool but if you're in a fleet you end up dead pretty quickly meaning you're useless the rest of the time. Because of that I like the MSE fits as they're still nicely fast, if ppl want stuff webbed they can bring a rapier. Also, a tackler like this that doesn't have a targeting range mod/rig is useless as fck.

Choosing scram/web can make full sense depending on gang setup and what/where you hunt but in general you'll want a point and stay the fck out of scram/web/neut range.

[Ares, Tackle]
Damage Control II
Micro Auxiliary Power Core I
Signal Amplifier II
Nanofiber Internal Structure II

Limited 1MN MicroWarpdrive I
Medium Shield Extender II
Warp Disruptor II

75mm Gatling Rail II, Antimatter Charge S
75mm Gatling Rail II, Antimatter Charge S
[empty high slot]

Small Polycarbon Engine Housing I
Small Core Defence Field Extender I


I would suggested adding a markuth Rocket launcer in the empty high slot. It will fit without changing any other fittings.

The rocket launcher, when loaded with defender missiles, will greatly increase your "staying power" against missile boats like drakes and tengus!!!
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2012-03-12 20:58:08 UTC
Mehashi 'Kho wrote:
Batelle wrote:
Prefer scram to web

Seems to me you fly your ares like a taranis. Ares is great for 45km pointing, if you are that close use a ranis, its better in every way except that of a long range pointer, and especially better at brawler tackling (with scram and web).

Also the ares is not cap stable at level 4 cap and level 5 cap regen, with point and mwd skills at 4 also as I can testify from my inty flying alt. The fact that the OP included a cap mod suggested he isnt an all 5s player and so a cap mod is important to keep him pointing and whizzing around to his content if he expects extended engagements.


While this fit isn't a tackler fit.... it's a lot of fun to take out and gank other inties with... Ships like the taranis and combat frigates like the rifter look at the Ares as a tasty hors d'oeuvre. With this fit, you can keep at range between around 9 km's while they frantically try to get in range. Don't be afraid to OH your tackle mods and pulll out to 12 km's if they can still hit well; that extra few km's can significantly reduce the dps of enemy turrets.

Often a Raptor, Claw, Taranis, Stilleto, Rifter, Merlin, Tristans, Punisher, or even an enyo make excellent prey for this fit, but be weary as the fight will not be fast (unless you lose).

[Ares, Solo]
Damage Control II
Small Armor Repairer II
Tracking Enhancer II
Micro Auxiliary Power Core I

1MN Afterburner II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

150mm Railgun II, Caldari Navy Antimatter Charge S
150mm Railgun II, Caldari Navy Antimatter Charge S
Rocket Launcher II, Caldari Navy Mjolnir Rocket

Small Hybrid Collision Accelerator I
Small Hybrid Burst Aerator I

Petrus Blackshell
Rifterlings
#12 - 2012-03-12 21:23:35 UTC  |  Edited by: Petrus Blackshell
I actually wrote a blog post a little while ago about why an Ares fit almost exactly like yours makes me want to tear my retinae out. Have a look.

There's a lot of good advice in this thread. Keep in mind the following:


  • Speed isn't everything. Once you hit about 4-4.5 km/s, it stops being all-important. Overheat if you really need more.
  • Tank is important. Even going so fast you will take minimal amounts of damage, and with no tank you will just explode.
  • Cap stability is for PvEers and for those who don't realize that most small PvP fights last under 1-2 minutes.
  • Railguns (or beam lasers, or artillery) will never hit anything ever when they are on a ship going so fast.
  • You get a point range bonus. Use it.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Lyron-Baktos
The Scope
Gallente Federation
#13 - 2012-03-13 15:42:32 UTC
here is my scouting fit I use for gangs

Quote:
[Ares, Ares]
Micro Auxiliary Power Core I
Damage Control II
Nanofiber Internal Structure II
Type-D Attenuation Signal Augmentation

Warp Disruptor II
Medium F-S9 Regolith Shield Induction
Limited 1MN MicroWarpdrive I

75mm Prototype Gauss Gun, Antimatter Charge S
75mm Prototype Gauss Gun, Antimatter Charge S
Salvager I

Small Core Defence Field Extender I
Small Polycarbon Engine Housing I