This time up on the Forge, I will put up proposed fits for existing and upcoming ships that I am aiming to do just one thing with them: Maximize Damage! I think they would suffer greatly in other areas, but put them together in a group and they will add a healthy amount of DPS on the enemy.
5. Sookie, Megathron-class Gallente Tech 1 Battleship
High Slot:
7x Neutron Blaster Cannon II (7x Anode Mega Neutron Particle Cannon I -lower end)
1x Large 'Solace' I Remote Bulwark Reconstruction
Mid Slot:
1x 100MN Microwarpdrive II
1x Faint Epsilon Warp Scrambler I
1x Langour Drive Disruptor I
1x Cap Recharger II
Low Slot:
3x 1600mm Reinforced Rolled Tungsten Plates I
1x Damage Control II
1x Energized Adaptive Nano Membrane II
2x Magnetic Field stabilizer II
Rigs:
3x Trimark Armor Pump I
Drones:
5x Ogre II (Ogre I - lower end)
Notes: Sookie brings the meaning to the term gank. With potential of over 1000DPS using tech 1 Anti Matter ammo, the initial concept relies largely as a solo gank ship, designed for quick duels. However pressed into fleets requiring Remote repping, we get the above fit. The issue is largely about cap and fitting, the added Remote armor rep quite a strain that cap would not last as long unless using very strict cap usage management. A more enduring fit could perhaps lessen the DPS in favour of a better endurance fit by reducing the calibre of guns.
6. Unnamed Deimos-class Gallente Tech 2 Heavy Assault Cruiser
High Slot:
5x Heavy Neutron Blaster II
1x Small Nosferatu II
Mid Slot:
1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive
1x X5 Protoype I Engine Enervator
1x Faint Epsilon Warp Scrambler I
Low Slot:
1x Magnetic Stabilizer II
1x Power Diagnostic System II
1x Medium Armor Repair II
1x Armor Explosive Hardener II
2x Energized Adaptive Nano Membrane
Rigs:
2x Capacitor Control Circuit I
Drones:
5x Hammerhead II
Note: A more adaptible vessel, being cruiser class, I stil eschew tank in favor of DPS, though again lowering gun calibre could perhaps gain enough to fit a better tank. But as far as going solo, I at least can be satisifed with being relatively cap stable with this fit without the MWD on. DPS goes can over 500 easily, which is good for cruiser class vessels I suppose. The lighter weight for firepower could perhaps make it feasible for wormhole exploration.
7. Unnamed Astarte-class Gallente Tech 2 Command Ship
High Slot:
7x Heavy Neutron Blaster II
Mid Slot:
1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive
1x Stasis Webifier II
1x Warp Scrambler II
1x Medium Capacitor Booster II (CapBooster 400 Charges)
Low Slot:
1x Amarr Navy Medium Armor Repair
1x Armor Explosive Hardener II
2x Energized Adaptive Nano Membrane
2x Magnetic Stabilizer II
Rigs:
1x Auxuliary Nano Pump I
1x Capacitor Control Circuit I
Drones:
5x Hammerhead II
Note: Essentially this is an enlarged Deimos, with relatively better cap balance and slightly higher tank with a whopping 800+ DPS, which is as high as some battleships would go for close combat. As with almost every ship of this section, this is about gank gank gank and gank and I suffer a bit on the tank, though still I opted for faction repper out of lack in powergrid and to boost the defense a little. Also lighter than battleships so I guess we can wormhole it, but this is quite specialized for being point and others repping it. The biggest problem here is even with that, it's hard to fit any good buffer due to its limited powergrid, even lowering gun calibre to Heavy Ion Blasters would only allow it to fit 800mm plates.
8. Cossette, Maelstrom-class Minmatar Tech I Battleship
High Slot:
8x Repeating Artillery II
Mid Slot:
1x X-Large Shield Booster II
2x Invulnerability Field II
1x 100MN Microwarprive II
1x Warp Scrambler II
1x Heavy Capacitor Booster II (Cap Booster 800 charges)
Low Slot:
4x Gyrostabilizer II
1x Co Processor II
Rigs:
2x Capacitor Control Circuit I
1x Projectile Metastasis Adjuster I
Drones:
3x Hammerhead II
2x Berserker SW-900
Note:
Yes, Cossette was feature last time as a mission runner, and even this will not be the last time she will be featured. She is so versatile after all. This is largely based on battleclinic fit, but modified slightly for Cossette's existing fit, and its about the only shield tanked gank I can get. Cap is not stable, so it will run dry eventually, though while it lasts, it offers the best tank of any ship in this section. Autocannons can't match Blasters I guess, and with these guns we get just about 800+ DPS with EMP L, but we can bolster that with faction rounds, or T2 rounds (Hail L can get us that lovely 1000+DPS). No room for remote rep so it is either solo or absolute point. But I do like this fit more than others :P
Monday, July 27, 2009
Thursday, July 23, 2009
EVE Online: My Procyon Foundry #1: Mission Runners
Deep in some obscure sector of space, there lies the Procyon Foundry, where the Great Raccoon labors to build his awesome ships!
(Translation: I just need to dump my EVE Online mission runner fits and maybe a few other combat ships I am working on the builds at the moment, here for easier access to those who keep asking even after I logged off from the game)
Note that right now I have Engineering, Electronics, Weapons upgrade, Advanced weapons upgrade all at level 5, and will eventually pump up Shield Upgrades to 5 as well. For today, I will list my top mission runner vessels plus a bonus of a proposed auxiliary L4 mission runner that I have in mind to eventually get.
1. Mirabelle, Hurricane class Minmatar Tech 1 Battlecruiser
High Slot:
6x 650mm Artillery Cannon II
2x Advanced 'Limos' Heavy Missile Bay
Mid Slot:
1x Y-S8 Hydrocarbon I Afterburners
1x Invulnerability Field II
2x Large Shield Extender II
Low Slot:
2x Gyrostabilizer II
4x Shield Power Relay II
Rigs:
3x Core Defence Field Purger II
Drones:
3x Medium Scout Drones (any)
Notes: Mirabelle is my first truly successful fit. A passive tanking ship, it has great balance of defense, firepower and speed. Thus far, all I lack is Shield Upgrades V which lowers powergrid use for the Shield Extenders, which in turn allows T2 Afterburners and faster speed. The basis of this passive tank is in the recharge rate, the primary difference of this style of tanking from the more popular Drake-passive tank fit. That aside, I'm considering stocking up and using T2 ammos for this ship to see how viable it can be in comparison to my other ships. Fully fitted to my optimum specs, she can fly as fast as 500+m/s and with Quake rounds, achieve a max possible DPS of 500+.
2. Cossette, Maelstrom-class Minmatar Tech I Battleship
High Slot:
8x 1200mm Artillery Cannon II
Mid Slot:
1x X-Large Shield Booster II
1x Shield Boost Amplifier II
2x Invulnerability Field II
2x Cap Recharger II
Low Slot:
3x Gyrostabilizer II
1x Capacitor Flux Coil II
1x Beta Reactor Control: Capacitor Power Relay I
Rigs:
3x Capacitor Control Circuit I
Drones:
4x Heavy Combat Drones
Note: Shortly after an aborted (but still in possession) purchase of a Rokh Battleship, I bought and fitted this ship for the sole purpose of mission running. I can't see why shield tanking nay-sayers still complain about shield tank; this ship boasts an excellent active shield tank, along with its awesome 8 guns (the only Minmatar ship that has such). Whilst technically complete, I will bring to attention that a deadspace shield booster can reduce cap usage AND powergrid, even to the point of enabling it to up-gun the ship to the bigger 1400mm guns. But with the advent of Sonja replacing her as the prime mission runner, she could be relegated to other tasks.
3. Sonja, Machariel-class Angel Cartel Tech I Battleship
High Slot:
6x 1200mm Artillery Cannon II
2x Caldari Navy Cruise Missile Launcher
Mid Slot:
2x Invulnerability Field II
3x Large Shield Extender II
Low Slot:
2x Republic Fleet Gyrostabilizer
5x Shield Power Relay II
Rigs:
3x Core Defence Field Purger I
Drones:
5x Medium Scout drones
5x Light Scout drones
Note: Based on earlier Mirabelle-style fit, this seemed to me as just about the most viable ship for a passive tank in the battleship class, though I'm sure other people can come up with other interesting ideas. A 900 million+ ISK faction battleship thus deserves faction modules, and here I have fitted the more affordable faction mods for phase I. In Phase II, the rigs will be upgraded to Tech II, and the Invulnerability Fields to Caldary Navy faction mods. This allows either the defense rating to soar as high as 898 (from 600+) or to remove a shield power relay and replace with a 3rd faction gyrostabilizer, increases both dps and defense still (though will remain still in the 600 defense rating margin)
4. Unnamed Apocalypse-class, Amarr Navy Issue Battleship
High Slot:
8x Mega Pulse Laser II
Mid Slot:
4x Cap Recharger II
Low Slot:
2x Amarr Navy Heatsink
2x Amarr Navy Large Armor Repair
3x Amarr Navy Energized Adaptive Nano Membrane
1x Beta Reactor Control: Capacitor Power Relay I
Rigs:
2x Capacitor Control Circuit I
1x Auxiliary Nano Pump I
Drones:
5x Medium Scout drones
5x Light Scout drones
Notes: I always had a thing for the Apoc. To me, the Apoc conveys one of the best hulls for a majestic laser weapon platform. That said, this is quite a heck of an expensive fit; 100mil + for each of those reppers, 80 mil+ for those heatsinks. But should anything render Sonja unavailable (God forbid) this is a solid, balanced ship. It has a balanced 5oo+defense (598 at max skill, a bit less than Sonja's impressive tank though) and a 500+ DPS turrets only, using T1 Multifrequency L(higher than Sonja, but perhaps somewhat restricted by its limited damage type). Add T2 Hammerheads, we can boost that to above 700. And it is DEFINITELY cap stable. The added bonus of no ammo (T1 crystal) means that its an excellent fallback ship should we ever need to run missions to earn extra cash and all. And YES, it uses pulse which even using multifrequency crystals will give it a weapon range of some 20+km.
(Translation: I just need to dump my EVE Online mission runner fits and maybe a few other combat ships I am working on the builds at the moment, here for easier access to those who keep asking even after I logged off from the game)
Note that right now I have Engineering, Electronics, Weapons upgrade, Advanced weapons upgrade all at level 5, and will eventually pump up Shield Upgrades to 5 as well. For today, I will list my top mission runner vessels plus a bonus of a proposed auxiliary L4 mission runner that I have in mind to eventually get.
1. Mirabelle, Hurricane class Minmatar Tech 1 Battlecruiser
High Slot:
6x 650mm Artillery Cannon II
2x Advanced 'Limos' Heavy Missile Bay
Mid Slot:
1x Y-S8 Hydrocarbon I Afterburners
1x Invulnerability Field II
2x Large Shield Extender II
Low Slot:
2x Gyrostabilizer II
4x Shield Power Relay II
Rigs:
3x Core Defence Field Purger II
Drones:
3x Medium Scout Drones (any)
Notes: Mirabelle is my first truly successful fit. A passive tanking ship, it has great balance of defense, firepower and speed. Thus far, all I lack is Shield Upgrades V which lowers powergrid use for the Shield Extenders, which in turn allows T2 Afterburners and faster speed. The basis of this passive tank is in the recharge rate, the primary difference of this style of tanking from the more popular Drake-passive tank fit. That aside, I'm considering stocking up and using T2 ammos for this ship to see how viable it can be in comparison to my other ships. Fully fitted to my optimum specs, she can fly as fast as 500+m/s and with Quake rounds, achieve a max possible DPS of 500+.
2. Cossette, Maelstrom-class Minmatar Tech I Battleship
High Slot:
8x 1200mm Artillery Cannon II
Mid Slot:
1x X-Large Shield Booster II
1x Shield Boost Amplifier II
2x Invulnerability Field II
2x Cap Recharger II
Low Slot:
3x Gyrostabilizer II
1x Capacitor Flux Coil II
1x Beta Reactor Control: Capacitor Power Relay I
Rigs:
3x Capacitor Control Circuit I
Drones:
4x Heavy Combat Drones
Note: Shortly after an aborted (but still in possession) purchase of a Rokh Battleship, I bought and fitted this ship for the sole purpose of mission running. I can't see why shield tanking nay-sayers still complain about shield tank; this ship boasts an excellent active shield tank, along with its awesome 8 guns (the only Minmatar ship that has such). Whilst technically complete, I will bring to attention that a deadspace shield booster can reduce cap usage AND powergrid, even to the point of enabling it to up-gun the ship to the bigger 1400mm guns. But with the advent of Sonja replacing her as the prime mission runner, she could be relegated to other tasks.
3. Sonja, Machariel-class Angel Cartel Tech I Battleship
High Slot:
6x 1200mm Artillery Cannon II
2x Caldari Navy Cruise Missile Launcher
Mid Slot:
2x Invulnerability Field II
3x Large Shield Extender II
Low Slot:
2x Republic Fleet Gyrostabilizer
5x Shield Power Relay II
Rigs:
3x Core Defence Field Purger I
Drones:
5x Medium Scout drones
5x Light Scout drones
Note: Based on earlier Mirabelle-style fit, this seemed to me as just about the most viable ship for a passive tank in the battleship class, though I'm sure other people can come up with other interesting ideas. A 900 million+ ISK faction battleship thus deserves faction modules, and here I have fitted the more affordable faction mods for phase I. In Phase II, the rigs will be upgraded to Tech II, and the Invulnerability Fields to Caldary Navy faction mods. This allows either the defense rating to soar as high as 898 (from 600+) or to remove a shield power relay and replace with a 3rd faction gyrostabilizer, increases both dps and defense still (though will remain still in the 600 defense rating margin)
4. Unnamed Apocalypse-class, Amarr Navy Issue Battleship
High Slot:
8x Mega Pulse Laser II
Mid Slot:
4x Cap Recharger II
Low Slot:
2x Amarr Navy Heatsink
2x Amarr Navy Large Armor Repair
3x Amarr Navy Energized Adaptive Nano Membrane
1x Beta Reactor Control: Capacitor Power Relay I
Rigs:
2x Capacitor Control Circuit I
1x Auxiliary Nano Pump I
Drones:
5x Medium Scout drones
5x Light Scout drones
Notes: I always had a thing for the Apoc. To me, the Apoc conveys one of the best hulls for a majestic laser weapon platform. That said, this is quite a heck of an expensive fit; 100mil + for each of those reppers, 80 mil+ for those heatsinks. But should anything render Sonja unavailable (God forbid) this is a solid, balanced ship. It has a balanced 5oo+defense (598 at max skill, a bit less than Sonja's impressive tank though) and a 500+ DPS turrets only, using T1 Multifrequency L(higher than Sonja, but perhaps somewhat restricted by its limited damage type). Add T2 Hammerheads, we can boost that to above 700. And it is DEFINITELY cap stable. The added bonus of no ammo (T1 crystal) means that its an excellent fallback ship should we ever need to run missions to earn extra cash and all. And YES, it uses pulse which even using multifrequency crystals will give it a weapon range of some 20+km.
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