Difference between revisions of "Gallente"
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− | + | [https://gate.eveonline.com/Corporation/Roden%20Shipyards Roden Shipyards] likes pink ships. | |
− | + | Except for the Enyo. | |
− | + | It's not pink. | |
− | + | The Ares is, though. | |
|} | |} | ||
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====Enyo==== | ====Enyo==== | ||
''It may not be terribly fast, but it's tough as nails, fast enough to frustrate the big ships, and throws punches way above its weight class. And it's Roden Pink.'' | ''It may not be terribly fast, but it's tough as nails, fast enough to frustrate the big ships, and throws punches way above its weight class. And it's Roden Pink.'' | ||
− | + | ||
− | + | ||
− | + | ;Jai's Ratting Enyo | |
− | + | {{Text table}} width=100% | |
+ | |- | ||
+ | !width=20%|High slots | ||
+ | !width=20%|Mid slots | ||
+ | !width=20%|Low slots | ||
+ | !width=20%|Rigs | ||
+ | !width=20%|Drones | ||
+ | |-valign=top | ||
+ | | | ||
* Light Neutron Blaster II | * Light Neutron Blaster II | ||
* Light Neutron Blaster II | * Light Neutron Blaster II | ||
* Light Neutron Blaster II | * Light Neutron Blaster II | ||
* Light Neutron Blaster II | * Light Neutron Blaster II | ||
− | + | | | |
− | |||
* 1MN Afterburner II | * 1MN Afterburner II | ||
* 'Langour' Drive Disruptor | * 'Langour' Drive Disruptor | ||
− | + | | | |
− | |||
* Small Armor Repairer II | * Small Armor Repairer II | ||
− | * Radioisotope * Membrane (Plug | + | * Radioisotope * Membrane<br>(Plug any resistance hole) |
* Magnetic Field Stabilizer II | * Magnetic Field Stabilizer II | ||
* Magnetic Field Stabilizer II | * Magnetic Field Stabilizer II | ||
− | + | | | |
− | |||
* Hybrid Burst Aerator I | * Hybrid Burst Aerator I | ||
− | * Hybrid Collision Accelerator I (requires Hybrid Weapon Rigging IV | + | * Hybrid Collision Accelerator I<br>(fitting requires Hybrid Weapon Rigging IV) |
− | + | | | |
− | |||
* Warrior I | * Warrior I | ||
+ | |} | ||
− | The Ratting Enyo is designed to take on the biggest of the big: 0.0 NPC battleships, as long as they're not missile-lobbing cheaters. With the AB and proper piloting, you can get into a tight orbit around one of the behemoths, immune to fire from anything larger than a cruiser, while the | + | The Ratting Enyo is designed to take on the biggest of the big: 0.0 NPC battleships, as long as they're not missile-lobbing cheaters. With the AB and proper piloting, you can get into a tight orbit around one of the behemoths, immune to fire from anything larger than a cruiser, while the 4 Neut 2s chew through the enemy ship with frightening speed. With decent skills and ammo, the damage output of this little red devil is absolutely terrifying. |
Your drone is there to harass frigates. Or to be completely ignored. Really, it's not that big of a factor, until they release a small webber drone. | Your drone is there to harass frigates. Or to be completely ignored. Really, it's not that big of a factor, until they release a small webber drone. | ||
− | Now for the downside: You're going to have a hell of a time fitting everything because of the Enyo's computer | + | Now for the downside: You're going to have a hell of a time fitting everything because of the Enyo's computer; sorry, it's a Mac. You'll need Weapons Upgrades V to be able to run 4 Neuts and 2 MagStabs. Once you're there, however, slapping on a 'Langour' webber (which you can typically get on the cheap, since it's not the "top" webber) and a Microcell energized plating (which you can also get on the cheap) will get you to the promised fitting. |
Keen-eyed observers will note that, in some cases, a full rack of Light Ion Blaster IIs and dual MagStabs will actually out-DPS 4 Neuts with one, but it's typically not worth the hassle and the loss of the spike damage that 4 Neuts can cause. Seriously, Neuts aren't that much more expensive, and when they get wrecking hits, they're unbelievable. | Keen-eyed observers will note that, in some cases, a full rack of Light Ion Blaster IIs and dual MagStabs will actually out-DPS 4 Neuts with one, but it's typically not worth the hassle and the loss of the spike damage that 4 Neuts can cause. Seriously, Neuts aren't that much more expensive, and when they get wrecking hits, they're unbelievable. | ||
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For rigs, if you can afford it, drop an Aerator and a Collision Accelerator on the ship to boost the DPS to maximum levels. You'll probably have to train Hybrid Weapon Rigging to Level 4 to tame the drawbacks and not overextend the Power Grid, but if you're planning on rigging bigger ships, you'll be glad you did. | For rigs, if you can afford it, drop an Aerator and a Collision Accelerator on the ship to boost the DPS to maximum levels. You'll probably have to train Hybrid Weapon Rigging to Level 4 to tame the drawbacks and not overextend the Power Grid, but if you're planning on rigging bigger ships, you'll be glad you did. | ||
− | Also | + | Also keep in mind that, if you're working in a segment of 0.0 that's not secured by someone friendly, you're pretty much dead if you get jumped. You're akin to the ol' [[Diablo II]] Glass Cannon: awesome damage output, no tank. The energized plating and the Armor Repairer are there to fix the scratches you're bound to take while popping the frigates and cruisers of the spawn, and any lucky shots from battleships. It'll fold like a poker player holding 3-8 off-suit when exposed to any respectable PvP set-up. |
− | + | ||
− | |||
− | |||
− | ;High | + | ;Level 2 Mission Pwnage |
+ | {{Text table}} width=100% | ||
+ | |- | ||
+ | !width=20%|High slots | ||
+ | !width=20%|Mid slots | ||
+ | !width=20%|Low slots | ||
+ | !width=20%|Rigs | ||
+ | !width=20%|Drones | ||
+ | |-valign=top | ||
+ | | | ||
* 125mm Railgun II | * 125mm Railgun II | ||
* 125mm Railgun II | * 125mm Railgun II | ||
* 125mm Railgun II | * 125mm Railgun II | ||
* 125mm Railgun II | * 125mm Railgun II | ||
− | * Small Nosferatu | + | * Any Small Nosferatu |
− | + | ;or | |
− | + | *Rocket Launcher II (more DPS) | |
+ | ;or | ||
+ | *'Arbalest' Standard Missile Launcher (better range) | ||
+ | | | ||
* 1MN Afterburner II | * 1MN Afterburner II | ||
* 'Langour' Drive Disruptor I | * 'Langour' Drive Disruptor I | ||
− | + | | | |
− | |||
* Small Armor Repairer II | * Small Armor Repairer II | ||
* Radioisotope * Membrane I | * Radioisotope * Membrane I | ||
* Radioisotope * Membrane I | * Radioisotope * Membrane I | ||
* Damage Control II | * Damage Control II | ||
− | + | | | |
− | |||
* See below | * See below | ||
+ | | | ||
+ | * Whatever | ||
+ | |} | ||
− | |||
− | |||
+ | Really, it's not usually worth the trouble to wrangle a single drone. Unless they release a DD drone. | ||
− | This | + | This set-up absolutely destroys L2 missions. I'm talking a silly-fast sweep rate through them. L1s are better handled (usually) by a MWD Destroyer, and there are some L3s that will take way too long, but L2s bow down before this Enyo set-up. It doesn't output the raw damage that the ratting Enyo does, but let's face it: in missions, you're just asking to get killed by using Blasters on a slow ship. |
− | If you don't have at least | + | If you don't have at least Advanced Weapon Upgrades I, this won't fit: you'll be short by about a half-point of grid. Replacing the Damage Control with a Capacitor Power Relay remedies that problem, though you really should have AWU; it's handy, trust me. And the bazillion-day training on Weapon Upgrades V gives you a chance to get outside for a while. |
− | Flying the Mission Enyo is simple: | + | Flying the Mission Enyo is simple: control your aggro, kill any webbers (they are death), and pound away with your railguns. I typically carry Antimatter and Tungsten for short- and long-range, respectively. The webber and afterburner are there to alleviate the Enyo's lack of speed. The Damage Control plus two rat-specific membranes will keep you relatively safe, while the repper and NOS work to fix any gashes you do get. If you're fighting those missions that do omni damage, fit an Energized Adaptive Nano Membrane (for omni resist) and an Energized Reactive Nano Membrane (to plug the explosive hole). |
Rigs are a choice based on the roles of the ship. If this is going to be a dedicated PvE ship, you really can't go wrong with fitting a Capacitor Control Circuit or two. More capacitor means better staying power, and brings a lot of L3 missions into the realm of possibility. If you're also going to use this as a ratter or PvP ship, you might want to consider other rigs. My thought is that it's better to be stuck with a PvP rig in a PvE ship than the reverse. | Rigs are a choice based on the roles of the ship. If this is going to be a dedicated PvE ship, you really can't go wrong with fitting a Capacitor Control Circuit or two. More capacitor means better staying power, and brings a lot of L3 missions into the realm of possibility. If you're also going to use this as a ratter or PvP ship, you might want to consider other rigs. My thought is that it's better to be stuck with a PvP rig in a PvE ship than the reverse. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ;Mid | + | ;That's Not a Harpy |
+ | {{Text table}} width=100% | ||
+ | |- | ||
+ | !width=20%|High slots | ||
+ | !width=20%|Mid slots | ||
+ | !width=20%|Low slots | ||
+ | !width=20%|Rigs | ||
+ | !width=20%|Drones | ||
+ | |-valign=top | ||
+ | | | ||
+ | * 150mm Railgun II | ||
+ | * 150mm Railgun II | ||
+ | * 150mm Railgun II | ||
+ | * 150mm Railgun II | ||
+ | | | ||
* 1MN Afterburner II | * 1MN Afterburner II | ||
* Sensor Booster II | * Sensor Booster II | ||
− | + | | | |
− | |||
* Small Armor Repairer II | * Small Armor Repairer II | ||
* 50mm Reinforced Steel Plates II | * 50mm Reinforced Steel Plates II | ||
* Magnetic Field Stabilizer II | * Magnetic Field Stabilizer II | ||
* Magnetic Field Stabilizer II | * Magnetic Field Stabilizer II | ||
− | + | | | |
− | |||
* Anti-Explosive Pump I | * Anti-Explosive Pump I | ||
* Targeting System Subcontroller I | * Targeting System Subcontroller I | ||
+ | | | ||
+ | * Warrior I | ||
+ | |} | ||
− | |||
− | |||
+ | 150mm Railgun II are all Spike and Antimatter. | ||
− | The Enyo suffers from being a lousy PvP ship in many ways. It's not fast enough to survive at the fringes of an engagement, and the two | + | The Enyo suffers from being a lousy PvP ship in many ways. It's not fast enough to survive at the fringes of an engagement, and the two mid-slots, one of which is always occupied with an afterburner or better, leaves little flexibility in electronic warfare and tackling. |
− | It does, however, have an optimal range bonus to its guns, and can fit a full rack of 150mm Railguns | + | It does, however, have an optimal range bonus to its guns, and can fit a full rack of 150mm Railguns which, when loaded with Spike, can be the Gallente answer to the Harpy: a long-range, small sniping platform. It's not a very versatile set-up: it'll die horribly once something gets close to it and bothers to target it, but it'll deal some damage from a decent range, especially considering the small size of the hull. It can out-tank, but not out-damage, a Harpy at high skill levels. The value of tanking in large fleet fights is left as an exercise to the reader. |
− | Think of it as a | + | Think of it as a warm-up for your Sniping [[Gallente#Megathron|Megathron]]. |
<br> | <br> | ||
<br> | <br> | ||
====Ishkur==== | ====Ishkur==== | ||
''A vicious tiny combatant, capable of popping out a cloud of death in the form of drones. You'll pay for the privilege, but this Assault Frigate can bite back.'' | ''A vicious tiny combatant, capable of popping out a cloud of death in the form of drones. You'll pay for the privilege, but this Assault Frigate can bite back.'' | ||
− | + | ||
− | + | ||
− | ===== | + | ;Vampikur |
− | + | {{Text table}} width=100% | |
+ | |- | ||
+ | !width=20%|High slots | ||
+ | !width=20%|Mid slots | ||
+ | !width=20%|Low slots | ||
+ | !width=20%|Rigs | ||
+ | !width=20%|Drones | ||
+ | |-valign=top | ||
+ | | | ||
* Light Neutron Blaster II | * Light Neutron Blaster II | ||
* Light Neutron Blaster II | * Light Neutron Blaster II | ||
* Small Diminishing Power System Drain | * Small Diminishing Power System Drain | ||
* Small Diminishing Power System Drain | * Small Diminishing Power System Drain | ||
− | + | | | |
− | |||
* 1MN MicroWarp Drive II | * 1MN MicroWarp Drive II | ||
* Fleeting Propulsion Inhibitor I | * Fleeting Propulsion Inhibitor I | ||
* Warp Scrambler II | * Warp Scrambler II | ||
− | + | | | |
− | |||
* Small Armor Repairer II | * Small Armor Repairer II | ||
* Damage Control II | * Damage Control II | ||
* Micro Auxiliary Power Core I | * Micro Auxiliary Power Core I | ||
− | + | | | |
− | + | * Anti-Explosive Pump I<br>(Slows you down, explosive hole needs plugging) | |
− | * Anti-Explosive Pump I (Slows you down, | ||
* Hybrid Burst Aerator I | * Hybrid Burst Aerator I | ||
+ | | | ||
− | + | * Tech II (as many as you can carry; 2 Mediums and 3 Lights are popular) | |
− | * Tech II | + | |} |
You're slower than some of your counterparts, but you can get to range with a MWD and go to town. Get a point, drain with NOS, stop them with a web, and let your drones and Neutron Blasters do their dirty work. | You're slower than some of your counterparts, but you can get to range with a MWD and go to town. Get a point, drain with NOS, stop them with a web, and let your drones and Neutron Blasters do their dirty work. | ||
− | There's a lot of room for modification / cheapification on this | + | There's a lot of room for modification / cheapification on this set-up. Lower-grade gear tends to nicely replace the T2 gear, depending on your school of thought. One school of thought is that since the Ishkur hull is already expensive for an Assault Frigate, you might as well pack it with as much value as possible. The other says cheap out on the equipment so that you can go through more hulls. |
− | The drones are obviously key, and if you're not a good drone wrangler, you have no business flying an Ishkur. Good skills will turn your drones from mere annoyances into killing machines. If you stay near them | + | The drones are obviously key, and if you're not a good drone wrangler, you have no business flying an Ishkur. Good skills will turn your drones from mere annoyances into killing machines. If you stay near them as well, you can scoop them when they take damage, recharging their shields and getting them right back into the fight. Kind of an exploit, but hey, everyone does it, right? |
− | If there is one massive, gaping hole in this | + | If there is one massive, gaping hole in this set-up, it's the fact that the Ishkur ends up one mid-slot short of fitting the holy grail of drone set-ups: a ship scanner. Just like pirates and ninjas are natural enemies, smart bombs and drones are natural enemies. A ship scanner would allow you to note a ship carrying a smart bomb, at which point you'd have to log to take care of some "real life" stuff that "just happened" to come up. |
But if you take care of your drones, they'll take care of you. It might be weird getting a massage from something that has nothing but plasma cannons and robotic pinchers for arms, but once you get used to it... nah, you never get used to it. | But if you take care of your drones, they'll take care of you. It might be weird getting a massage from something that has nothing but plasma cannons and robotic pinchers for arms, but once you get used to it... nah, you never get used to it. | ||
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====Ares==== | ====Ares==== | ||
''It's fast, it's a hell of a tackler, and it's painted a lovely shade of Roden Pink. The Ares may not have the raw fright factor of the other Interceptors, but won't blow a hole in your budget, either.'' | ''It's fast, it's a hell of a tackler, and it's painted a lovely shade of Roden Pink. The Ares may not have the raw fright factor of the other Interceptors, but won't blow a hole in your budget, either.'' | ||
− | + | ||
− | + | ||
− | + | ;Gank-O-Rama | |
− | + | {{Text table}} width=100% | |
+ | |- | ||
+ | !width=25%|High slots | ||
+ | !width=25%|Mid slots | ||
+ | !width=25%|Low slots | ||
+ | !width=25%|Rigs | ||
+ | |-valign=top | ||
+ | | | ||
* Light Ion Blaster II | * Light Ion Blaster II | ||
* Light Ion Blaster II | * Light Ion Blaster II | ||
* Rocket Launcher II | * Rocket Launcher II | ||
* Rocket Launcher II | * Rocket Launcher II | ||
− | + | | | |
− | |||
* 1MN Microwarp Drive II | * 1MN Microwarp Drive II | ||
* Warp Scrambler II | * Warp Scrambler II | ||
− | + | | | |
− | |||
* Small Armor Repairer II | * Small Armor Repairer II | ||
* Micro Auxiliary Power Core I | * Micro Auxiliary Power Core I | ||
* Magnetic Field Stabilizer II | * Magnetic Field Stabilizer II | ||
* Magnetic Field Stabilizer II | * Magnetic Field Stabilizer II | ||
+ | | | ||
+ | * Whatever floats your boat | ||
+ | |} | ||
− | |||
− | |||
+ | There's a fundamental problem with the Ares: you typically have to choose between sitting outside of web range, plinking away with a 20km Warp Disruptor and Railguns, doing little to no DPS, or getting into web range to do some DPS, but not as much as you would with, say, a [[Gallente#Taranis|Taranis]]. This set-up chooses the second option, closing the range down and tearing away with blasters and rockets in an effort to maximize DPS. | ||
+ | |||
+ | The speed of the Ares makes this an interesting prospect, and not one totally without merit. Burn in, slide into an orbit, and start shooting. If you're webbed, you have a shot at getting clear by burning out, though that'll also take you out of scram range. It's not the most effective set-up, since it's doing something that Taranis can do better, but has the advantage of being fairly inexpensive. In many cases, this could be viewed as a set of training wheels for a Taranis. | ||
− | + | Where the ship really tears, however, is ganks. Hostile haulers and shuttles and pods and frigates will bow down before this set-up. It's fast enough to get into range and get the scram on-line within seconds, and the weapons make quick work of your target. For a set-up that's cheap and easy, you couldn't ask for a better outcome. | |
− | |||
− | + | ;Fleet Tackler | |
− | + | {{Text table}} width=100% | |
− | + | |- | |
− | ===== | + | !width=25%|High slots |
− | + | !width=25%|Mid slots | |
+ | !width=25%|Low slots | ||
+ | !width=25%|Rigs | ||
+ | |-valign=top | ||
+ | | | ||
* 125mm Railgun II (Iridium) | * 125mm Railgun II (Iridium) | ||
* 125mm Railgun II (Iridium) | * 125mm Railgun II (Iridium) | ||
* Standard Missile Launcher II (Flameburst) | * Standard Missile Launcher II (Flameburst) | ||
* Standard Missile Launcher II (Flameburst) | * Standard Missile Launcher II (Flameburst) | ||
− | + | | | |
− | |||
* 1MN Microwarp Drive II | * 1MN Microwarp Drive II | ||
* Warp Disruptor II | * Warp Disruptor II | ||
− | + | | | |
− | |||
* Micro Auxiliary Power Core I | * Micro Auxiliary Power Core I | ||
* Capacitor Power Relay II | * Capacitor Power Relay II | ||
* Overdrive Injector System II | * Overdrive Injector System II | ||
* Overdrive Injector System II | * Overdrive Injector System II | ||
− | + | | | |
− | |||
* Whatever floats your boat | * Whatever floats your boat | ||
+ | |} | ||
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<br> | <br> | ||
====Taranis==== | ====Taranis==== | ||
− | + | ;Railranis | |
− | ===== | + | {{Text table}} width=100% |
− | + | |- | |
+ | !width=20%|High slots | ||
+ | !width=20%|Mid slots | ||
+ | !width=20%|Low slots | ||
+ | !width=20%|Rigs | ||
+ | !width=20%|Drones | ||
+ | |-valign=top | ||
+ | | | ||
* 125mm Railgun II (Iridium and Faction Antimatter) | * 125mm Railgun II (Iridium and Faction Antimatter) | ||
* 125mm Railgun II | * 125mm Railgun II | ||
* 125mm Railgun II | * 125mm Railgun II | ||
* Small Nosferatu I | * Small Nosferatu I | ||
− | + | | | |
− | |||
* 1MN Microwarp Drive II | * 1MN Microwarp Drive II | ||
* Warp Disruptor II | * Warp Disruptor II | ||
* Cap Recharger II | * Cap Recharger II | ||
− | + | | | |
− | |||
* Small Armor Repairer II | * Small Armor Repairer II | ||
* Micro Auxiliary Power Core I | * Micro Auxiliary Power Core I | ||
* Damage Control II | * Damage Control II | ||
− | + | | | |
− | + | * Speed rigs aren't a bad choice | |
− | + | | | |
− | + | * 2 Warrior II | |
− | + | |} | |
− | * | ||
− | Though it seems to go against all logic, given that the Taranis is typically a blaster ship, the Railranis has the advantage of being able to put out a fair amount of damage while staying out of web range. Hang out at about 15km with a point on the target, and pour the damage | + | Though it seems to go against all logic, given that the Taranis is typically a blaster ship, the Railranis has the advantage of being able to put out a fair amount of damage while staying out of web range. Hang out at about 15km with a point on the target, and pour in the damage. The Taranis isn't as fast or agile as the Ares, but it sure deals much better damage. |
− | The Nosferatu is there for if you do get trapped | + | The Nosferatu is there for if you do get trapped in web range. If you have the time (or are the one deciding to go to close range), swap in the Antimatter charges, and go to town. It won't deal the massive damage that a blaster rig would, but the damage is certainly not inconsequential. |
<br> | <br> | ||
<br> | <br> | ||
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====Helios==== | ====Helios==== | ||
− | The Helios is a covert ops ship, designed for forward | + | The Helios is a covert ops ship, designed for forward reconnaissance and scouting duties. As you can see, this ship has no weapons. This set-up also assumes that you know what you're doing with scan probes. Pure scouting will not require probing. More advanced recon duty will require probing. For that you'll want Astrometrics, Astrometric Pinpointing, Astrometric Triangulation, and Signal Aquisition, preferably all to rank 5, although 4 will certainly suffice. A few probe types will require Astrometrics 5 and Survey 5. |
− | This | + | This set-up fits with Electronics 5, Engineering 5, Covert Ops 5, according to [http://wiki.eveonline.com/en/wiki/QuickFit QuickFit]. This is a pretty solid set-up, but (obviously) has a lot of time requirements. The scan probe launcher is the biggest part of the set-up. |
− | + | {{Text table}} width=100% | |
+ | |- | ||
+ | !width=33%|High slots | ||
+ | !width=34%|Mid slots | ||
+ | !width=33%|Low slots | ||
+ | |-valign=top | ||
+ | | | ||
* Covert Ops Cloaking Device II | * Covert Ops Cloaking Device II | ||
* Scan Probe Launcher I | * Scan Probe Launcher I | ||
− | + | | | |
− | |||
* 1MN Microwarp Drive I | * 1MN Microwarp Drive I | ||
* ECM - Multispectral Jammer I (or Hypnos) | * ECM - Multispectral Jammer I (or Hypnos) | ||
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* Cap Recharger I (or II) | * Cap Recharger I (or II) | ||
* Cap Recharger I | * Cap Recharger I | ||
− | + | | | |
− | |||
* Nanofiber Internal Structure I (or Local) | * Nanofiber Internal Structure I (or Local) | ||
* Nanofiber Internal Structure I | * Nanofiber Internal Structure I | ||
* Nanofiber Internal Structure I | * Nanofiber Internal Structure I | ||
+ | |} | ||
− | If you only have Covert Ops 4, that cloaking device is going to cost you 50 CPU. You have a few options | + | If you only have Covert Ops 4, that cloaking device is going to cost you 50 CPU. You have a few options: |
* Drop one ECM. | * Drop one ECM. | ||
− | * Drop MWD, add Co-Processor I | + | * Drop MWD, add Co-Processor I |
+ | I'm sure there are thousands of others available. The whole point is to NEVER decloak: decloaking = bad things. | ||
− | + | ||
+ | {{Text table}} width=100% | ||
+ | |- | ||
+ | !width=33%|High slots | ||
+ | !width=34%|Mid slots | ||
+ | !width=33%|Low slots | ||
+ | |-valign=top | ||
+ | | | ||
* Covert Ops Cloaking Device II | * Covert Ops Cloaking Device II | ||
* Scan Probe Launcher I | * Scan Probe Launcher I | ||
− | + | | | |
− | |||
* 1MN Microwarp Drive I | * 1MN Microwarp Drive I | ||
* ECM - Multispectral Jammer I | * ECM - Multispectral Jammer I | ||
* Cap Recharger I | * Cap Recharger I | ||
* Cap Recharger I | * Cap Recharger I | ||
− | * | + | * ''Free'' |
− | + | | | |
− | |||
* Nanofiber Internal Structure I | * Nanofiber Internal Structure I | ||
* Nanofiber Internal Structure I | * Nanofiber Internal Structure I | ||
* Nanofiber Internal Structure I | * Nanofiber Internal Structure I | ||
+ | |} | ||
<br> | <br> | ||
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====Catalyst==== | ====Catalyst==== | ||
''The flying wing of doom, the Catalyst could be the greatest offensive and defensive platform ever introduced to EVE. When fitted with a combination of railguns, autocannons, lasers, smartbombs, and drones, it's capable of dishing out sever pain, while tanking pretty much anything short of a Freighter. I'm not going to post that uber setup, but a few things mere mortals like yourself could possibly fly without looking completely foolish.'' | ''The flying wing of doom, the Catalyst could be the greatest offensive and defensive platform ever introduced to EVE. When fitted with a combination of railguns, autocannons, lasers, smartbombs, and drones, it's capable of dishing out sever pain, while tanking pretty much anything short of a Freighter. I'm not going to post that uber setup, but a few things mere mortals like yourself could possibly fly without looking completely foolish.'' | ||
− | + | ||
− | + | ||
− | + | ;Salvager | |
;High Slots | ;High Slots | ||
* Salvager I | * Salvager I | ||
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The lows are your capacitor control: Fit as many Expanded Cargoholds as you can without capping yourself out during Salvage operations. The three salvage rigs in the ship will make first-pass salvaging incredibly easy, but it will still take some experimentation in order to find the balance between Cargoholds and CPRs. Once you find the balance, though, you'll be able to salvage like a pro. | The lows are your capacitor control: Fit as many Expanded Cargoholds as you can without capping yourself out during Salvage operations. The three salvage rigs in the ship will make first-pass salvaging incredibly easy, but it will still take some experimentation in order to find the balance between Cargoholds and CPRs. Once you find the balance, though, you'll be able to salvage like a pro. | ||
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− | + | ;Glass Cannon | |
;High Slots | ;High Slots | ||
* 125mm Railgun II (Spike and Antimatter) | * 125mm Railgun II (Spike and Antimatter) | ||
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Please note that, throughout this article, and EVE Online, as a matter of fact, the words '''damper''' and '''dampener''' are used interchangeably. Somewhere, an English teacher is having a screaming fit because of it. | Please note that, throughout this article, and EVE Online, as a matter of fact, the words '''damper''' and '''dampener''' are used interchangeably. Somewhere, an English teacher is having a screaming fit because of it. | ||
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− | + | ;Damper Celestis | |
;High Slots | ;High Slots | ||
* 150mm Railgun II | * 150mm Railgun II | ||
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As for rigs? Resistance rigs are popular, since you have no resistance lows. 3C rigs might help you get out. But let's face it: If you've got the materials and bank to put together a top-end version of this jalopy, you might as well slap in your personal combination of Inverted Signal Field Projectors (increases Damper effectiveness) and Ionic Field Projectors (improves targeting speed... though you should be pretty fast already... but it *could* free up the booster mid for another damper...). I'd stick with Inverteds. | As for rigs? Resistance rigs are popular, since you have no resistance lows. 3C rigs might help you get out. But let's face it: If you've got the materials and bank to put together a top-end version of this jalopy, you might as well slap in your personal combination of Inverted Signal Field Projectors (increases Damper effectiveness) and Ionic Field Projectors (improves targeting speed... though you should be pretty fast already... but it *could* free up the booster mid for another damper...). I'd stick with Inverteds. | ||
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− | + | ;El Cheapo Setup | |
EW ships are universally loved. They're never called primary by enemy Fleet Commanders. They're never at risk. And so using a bazillion ISK-worth of equipment on a 3M ISK hull is fine. | EW ships are universally loved. They're never called primary by enemy Fleet Commanders. They're never at risk. And so using a bazillion ISK-worth of equipment on a 3M ISK hull is fine. | ||
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====Thorax==== | ====Thorax==== | ||
''Sleek, sexy (pun intended), and tough. The Thorax can be an effective killing machine, and will look great doing it. '' | ''Sleek, sexy (pun intended), and tough. The Thorax can be an effective killing machine, and will look great doing it. '' | ||
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− | + | ;Frozenmax's Thorax | |
A thorax in cruiser-pvp is the epitome of ganking. It's not usual to fit a very good tank on it, and try outlasting the opponent. Nope, mostly it's a passive armor tank, with as much damage as possible, to make the other guy die before you do. | A thorax in cruiser-pvp is the epitome of ganking. It's not usual to fit a very good tank on it, and try outlasting the opponent. Nope, mostly it's a passive armor tank, with as much damage as possible, to make the other guy die before you do. | ||
To do that, you want to get as much damage. This means using the ship damage bonus for medium hybrid turrets. | To do that, you want to get as much damage. This means using the ship damage bonus for medium hybrid turrets. | ||
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* 1600mm Reinforced Rolled Tungsten Plates | * 1600mm Reinforced Rolled Tungsten Plates | ||
* Magnetic Field Stabilizer | * Magnetic Field Stabilizer | ||
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+ | ;Surprise! You're Dead! | ||
;High Slots | ;High Slots | ||
* Heavy Ion Blaster II | * Heavy Ion Blaster II | ||
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The Medium Armor Repairer isn't really there for tanking, but to patch up scratches. This isn't a ship in the Dominix mold, where it can hang out, persist in combat, kill scores of ships, and casually leave whenever it wants. Rather, it's a ship designed to target one thing, and make it vanish from local. | The Medium Armor Repairer isn't really there for tanking, but to patch up scratches. This isn't a ship in the Dominix mold, where it can hang out, persist in combat, kill scores of ships, and casually leave whenever it wants. Rather, it's a ship designed to target one thing, and make it vanish from local. | ||
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− | + | ;Anti-Frigate Thorax | |
;High Slots | ;High Slots | ||
* 150mm Railgun II | * 150mm Railgun II | ||
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====Dominix==== | ====Dominix==== | ||
''The "old warhorse" of the Gallente fleet has a few redeeming qualities: It's the best non-carrier drone ship in the game. It can fit a stupid-strong armor tank. It looks like a shoe. You're never going to look sexy in a Dominix, but sexy doesn't matter when you're the last one standing.'' | ''The "old warhorse" of the Gallente fleet has a few redeeming qualities: It's the best non-carrier drone ship in the game. It can fit a stupid-strong armor tank. It looks like a shoe. You're never going to look sexy in a Dominix, but sexy doesn't matter when you're the last one standing.'' | ||
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− | + | ;PvE Brick O' Armor | |
;High Slots | ;High Slots | ||
* Heavy Nosferatu I | * Heavy Nosferatu I | ||
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The best part about the setup? It's not totally DOA for PvP, though I certainly wouldn't recommend it for everyday use. But if some jerk jumps you at a gate, you have the ability to tank up for a while (the DC2 alone gives you an impressive quantity of effective stucture hitpoints), launch a few drones, and wait for the calvary to come in. If there's no calvary, you're probably dead because you don't have an injector fitted. At this point, I'll note that a Medium Capacitor Booster II also fits as a replacement for a Cap Recharger in the mids, and leave conclusions up to the reader. | The best part about the setup? It's not totally DOA for PvP, though I certainly wouldn't recommend it for everyday use. But if some jerk jumps you at a gate, you have the ability to tank up for a while (the DC2 alone gives you an impressive quantity of effective stucture hitpoints), launch a few drones, and wait for the calvary to come in. If there's no calvary, you're probably dead because you don't have an injector fitted. At this point, I'll note that a Medium Capacitor Booster II also fits as a replacement for a Cap Recharger in the mids, and leave conclusions up to the reader. | ||
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− | + | ;PvE Boulder | |
;High Slots | ;High Slots | ||
* Dual 250mm Railgun | * Dual 250mm Railgun | ||
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There are a few missions that make you travel to acceleration gates, and slowboating there at 130m/s will make you cry. 300m/s will mean you won't be crying as long. With Energy System Operations V and Energy Management IV the dual reps will run forever, or one rep+SB+guns or rep+AB+guns. If you fly away from enemy groups, they tend to form a nice straight line for your heavy drones and reduces their travel time from target to target. The railguns in the highs will let you add a little DPS. Many missions include a group of frigates that orbit closely. A smartbomb will make quick work of them. If they orbit outside smartbomb range they fly in enough of a straight line that my T2 heavies don't have tracking problems. | There are a few missions that make you travel to acceleration gates, and slowboating there at 130m/s will make you cry. 300m/s will mean you won't be crying as long. With Energy System Operations V and Energy Management IV the dual reps will run forever, or one rep+SB+guns or rep+AB+guns. If you fly away from enemy groups, they tend to form a nice straight line for your heavy drones and reduces their travel time from target to target. The railguns in the highs will let you add a little DPS. Many missions include a group of frigates that orbit closely. A smartbomb will make quick work of them. If they orbit outside smartbomb range they fly in enough of a straight line that my T2 heavies don't have tracking problems. | ||
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− | + | ;PvP Passive Armor Tank | |
;High Slots | ;High Slots | ||
* 3x Heavy Nosferatu | * 3x Heavy Nosferatu | ||
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====Megathron==== | ====Megathron==== | ||
''The mainstay of the Gallente fleet, the Megathron is a surprisingly-versatile PvP ship. It's one of the premier sniping platforms in the game. It can be fit with a vicious short-range gank setup. And it looks really sexy.'' | ''The mainstay of the Gallente fleet, the Megathron is a surprisingly-versatile PvP ship. It's one of the premier sniping platforms in the game. It can be fit with a vicious short-range gank setup. And it looks really sexy.'' | ||
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− | + | ;OMG He Shot Me From There Sniperthron | |
;High Slots | ;High Slots | ||
* 425mm Railgun II (Spike and Antimatter) | * 425mm Railgun II (Spike and Antimatter) | ||
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What's there to say? Sit at 175 km or more, aligned, and blaze away. You don't really have a tank, so if you come under fire, you either die or your warp out (and back in, maybe) depending on the orders of your Fleet Commander. Use your drones to take care of things that are smaller than you, while you pour damage in on the primary targets. If things get close, swap out the Spike for Antimatter and up your damage. | What's there to say? Sit at 175 km or more, aligned, and blaze away. You don't really have a tank, so if you come under fire, you either die or your warp out (and back in, maybe) depending on the orders of your Fleet Commander. Use your drones to take care of things that are smaller than you, while you pour damage in on the primary targets. If things get close, swap out the Spike for Antimatter and up your damage. | ||
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− | + | ;Blasterthron Pain Train | |
;High Slots | ;High Slots | ||
* Neutron Blaster Cannon II | * Neutron Blaster Cannon II |
Revision as of 10:31, 15 September 2012
FrigateAssault ShipEnyoIt may not be terribly fast, but it's tough as nails, fast enough to frustrate the big ships, and throws punches way above its weight class. And it's Roden Pink.
Your drone is there to harass frigates. Or to be completely ignored. Really, it's not that big of a factor, until they release a small webber drone. Now for the downside: You're going to have a hell of a time fitting everything because of the Enyo's computer; sorry, it's a Mac. You'll need Weapons Upgrades V to be able to run 4 Neuts and 2 MagStabs. Once you're there, however, slapping on a 'Langour' webber (which you can typically get on the cheap, since it's not the "top" webber) and a Microcell energized plating (which you can also get on the cheap) will get you to the promised fitting. Keen-eyed observers will note that, in some cases, a full rack of Light Ion Blaster IIs and dual MagStabs will actually out-DPS 4 Neuts with one, but it's typically not worth the hassle and the loss of the spike damage that 4 Neuts can cause. Seriously, Neuts aren't that much more expensive, and when they get wrecking hits, they're unbelievable. For rigs, if you can afford it, drop an Aerator and a Collision Accelerator on the ship to boost the DPS to maximum levels. You'll probably have to train Hybrid Weapon Rigging to Level 4 to tame the drawbacks and not overextend the Power Grid, but if you're planning on rigging bigger ships, you'll be glad you did. Also keep in mind that, if you're working in a segment of 0.0 that's not secured by someone friendly, you're pretty much dead if you get jumped. You're akin to the ol' Diablo II Glass Cannon: awesome damage output, no tank. The energized plating and the Armor Repairer are there to fix the scratches you're bound to take while popping the frigates and cruisers of the spawn, and any lucky shots from battleships. It'll fold like a poker player holding 3-8 off-suit when exposed to any respectable PvP set-up.
This set-up absolutely destroys L2 missions. I'm talking a silly-fast sweep rate through them. L1s are better handled (usually) by a MWD Destroyer, and there are some L3s that will take way too long, but L2s bow down before this Enyo set-up. It doesn't output the raw damage that the ratting Enyo does, but let's face it: in missions, you're just asking to get killed by using Blasters on a slow ship. If you don't have at least Advanced Weapon Upgrades I, this won't fit: you'll be short by about a half-point of grid. Replacing the Damage Control with a Capacitor Power Relay remedies that problem, though you really should have AWU; it's handy, trust me. And the bazillion-day training on Weapon Upgrades V gives you a chance to get outside for a while. Flying the Mission Enyo is simple: control your aggro, kill any webbers (they are death), and pound away with your railguns. I typically carry Antimatter and Tungsten for short- and long-range, respectively. The webber and afterburner are there to alleviate the Enyo's lack of speed. The Damage Control plus two rat-specific membranes will keep you relatively safe, while the repper and NOS work to fix any gashes you do get. If you're fighting those missions that do omni damage, fit an Energized Adaptive Nano Membrane (for omni resist) and an Energized Reactive Nano Membrane (to plug the explosive hole). Rigs are a choice based on the roles of the ship. If this is going to be a dedicated PvE ship, you really can't go wrong with fitting a Capacitor Control Circuit or two. More capacitor means better staying power, and brings a lot of L3 missions into the realm of possibility. If you're also going to use this as a ratter or PvP ship, you might want to consider other rigs. My thought is that it's better to be stuck with a PvP rig in a PvE ship than the reverse.
The Enyo suffers from being a lousy PvP ship in many ways. It's not fast enough to survive at the fringes of an engagement, and the two mid-slots, one of which is always occupied with an afterburner or better, leaves little flexibility in electronic warfare and tackling. It does, however, have an optimal range bonus to its guns, and can fit a full rack of 150mm Railguns which, when loaded with Spike, can be the Gallente answer to the Harpy: a long-range, small sniping platform. It's not a very versatile set-up: it'll die horribly once something gets close to it and bothers to target it, but it'll deal some damage from a decent range, especially considering the small size of the hull. It can out-tank, but not out-damage, a Harpy at high skill levels. The value of tanking in large fleet fights is left as an exercise to the reader. Think of it as a warm-up for your Sniping Megathron.
IshkurA vicious tiny combatant, capable of popping out a cloud of death in the form of drones. You'll pay for the privilege, but this Assault Frigate can bite back.
There's a lot of room for modification / cheapification on this set-up. Lower-grade gear tends to nicely replace the T2 gear, depending on your school of thought. One school of thought is that since the Ishkur hull is already expensive for an Assault Frigate, you might as well pack it with as much value as possible. The other says cheap out on the equipment so that you can go through more hulls. The drones are obviously key, and if you're not a good drone wrangler, you have no business flying an Ishkur. Good skills will turn your drones from mere annoyances into killing machines. If you stay near them as well, you can scoop them when they take damage, recharging their shields and getting them right back into the fight. Kind of an exploit, but hey, everyone does it, right? If there is one massive, gaping hole in this set-up, it's the fact that the Ishkur ends up one mid-slot short of fitting the holy grail of drone set-ups: a ship scanner. Just like pirates and ninjas are natural enemies, smart bombs and drones are natural enemies. A ship scanner would allow you to note a ship carrying a smart bomb, at which point you'd have to log to take care of some "real life" stuff that "just happened" to come up. But if you take care of your drones, they'll take care of you. It might be weird getting a massage from something that has nothing but plasma cannons and robotic pinchers for arms, but once you get used to it... nah, you never get used to it.
InterceptorAresIt's fast, it's a hell of a tackler, and it's painted a lovely shade of Roden Pink. The Ares may not have the raw fright factor of the other Interceptors, but won't blow a hole in your budget, either.
The speed of the Ares makes this an interesting prospect, and not one totally without merit. Burn in, slide into an orbit, and start shooting. If you're webbed, you have a shot at getting clear by burning out, though that'll also take you out of scram range. It's not the most effective set-up, since it's doing something that Taranis can do better, but has the advantage of being fairly inexpensive. In many cases, this could be viewed as a set of training wheels for a Taranis. Where the ship really tears, however, is ganks. Hostile haulers and shuttles and pods and frigates will bow down before this set-up. It's fast enough to get into range and get the scram on-line within seconds, and the weapons make quick work of your target. For a set-up that's cheap and easy, you couldn't ask for a better outcome.
The weapons are there to plink away (and sneak onto killmails), not to really do substantial DPS. Hang out at 15km with a point on the target, doing a little damage, and waiting for the real DPS to show up. Because of the speed, the Ares also functions really well as a fleet scout. It's fast enough and small enough to get out of any scrapes, and the fast warp speed allows it to stay ahead of most other ships, friendly or otherwise.
Taranis
The Nosferatu is there for if you do get trapped in web range. If you have the time (or are the one deciding to go to close range), swap in the Antimatter charges, and go to town. It won't deal the massive damage that a blaster rig would, but the damage is certainly not inconsequential.
Covert OpsHeliosThe Helios is a covert ops ship, designed for forward reconnaissance and scouting duties. As you can see, this ship has no weapons. This set-up also assumes that you know what you're doing with scan probes. Pure scouting will not require probing. More advanced recon duty will require probing. For that you'll want Astrometrics, Astrometric Pinpointing, Astrometric Triangulation, and Signal Aquisition, preferably all to rank 5, although 4 will certainly suffice. A few probe types will require Astrometrics 5 and Survey 5. This set-up fits with Electronics 5, Engineering 5, Covert Ops 5, according to QuickFit. This is a pretty solid set-up, but (obviously) has a lot of time requirements. The scan probe launcher is the biggest part of the set-up.
I'm sure there are thousands of others available. The whole point is to NEVER decloak: decloaking = bad things.
DestroyerCatalystThe flying wing of doom, the Catalyst could be the greatest offensive and defensive platform ever introduced to EVE. When fitted with a combination of railguns, autocannons, lasers, smartbombs, and drones, it's capable of dishing out sever pain, while tanking pretty much anything short of a Freighter. I'm not going to post that uber setup, but a few things mere mortals like yourself could possibly fly without looking completely foolish.
The lows are your capacitor control: Fit as many Expanded Cargoholds as you can without capping yourself out during Salvage operations. The three salvage rigs in the ship will make first-pass salvaging incredibly easy, but it will still take some experimentation in order to find the balance between Cargoholds and CPRs. Once you find the balance, though, you'll be able to salvage like a pro.
You have no tank, and destroyers have a signature radius the size of Albany, so when you get targeted, you're probably going to die pretty quickly. But popping a few enemy frigates and possibly interceptors (before they get to range on you and tear you up) will be your final contribution to this world. Heck, you might even get some podkills. The upside? This fitting is, even with the T2 gear, fairly inexpensive, and quick to get into. If you've graduated from tackling stuff, but not quite ready for bigger ships, this little sniper can add damage from afar. Just don't expect to come home in it.
CruiserCelestisIt'll put a damper on your party. And your battleships. And maybe a few cruisers. And then you'll be dead. Which means more party for us. Please note that, throughout this article, and EVE Online, as a matter of fact, the words damper and dampener are used interchangeably. Somewhere, an English teacher is having a screaming fit because of it.
Your guns aren't going to be doing much aside from scratching someone's paint and killing anyone who is stupid in a T1 frigate. You can plink away all you like, just don't expect massive damage. The general idea is to use long-range ammo to stay away from the heavy hitters, not plugging in Antimatter and go into a slugfest. The "utility slot" has a few uses. You can fit an Assault Missile launcher with light missiles to raise your anti-frigate DPS from "worthless" to "pitiful." You can plug into a Cyno to raise your fleet DPS from "good" to "better." Or slap in a Salvager to clean up the place. Or, a drone aug to give your drones more range. Or a cheap cloaking device if you're compelled to throw ISK away. Drones are totally optional, and tie into the utility of the build. Light drones can raise your anti-frigate DPS to something that might resemble useful, especially if you shell out for T2 lights. Armor rep drones might be a better choice to make friends. And while they may not be all that useful, Damper drones would add to the comedy, if nothing else. There's also a bit of GTFO built into the ship: The MWD gives it mobility to keep things bigger than a frigate and not named "Vagabond" at the desired engagement range. The plate, MAR2, and DC2 give it the ability to not be insta-popped. But the important thing to remember is that if you have to pulse the MAR, you should also be warping out. You can NOT sustain it for longer than a few cycles... the MAR is there to get you out alive, not to tank. As for rigs? Resistance rigs are popular, since you have no resistance lows. 3C rigs might help you get out. But let's face it: If you've got the materials and bank to put together a top-end version of this jalopy, you might as well slap in your personal combination of Inverted Signal Field Projectors (increases Damper effectiveness) and Ionic Field Projectors (improves targeting speed... though you should be pretty fast already... but it *could* free up the booster mid for another damper...). I'd stick with Inverteds.
EW ships are universally loved. They're never called primary by enemy Fleet Commanders. They're never at risk. And so using a bazillion ISK-worth of equipment on a 3M ISK hull is fine. And all of that is a lie. You're going to die, and die horribly. In a fleet battle, your ship will melt as if under the fire of a thousand suns. By "thousand suns," I mean "20 battleships." Thus, the alternative to the (horrifically) expensive setup above is here. All the discussion still holds constant... it's just incrementally less effective and astronomically less expensive.
ThoraxSleek, sexy (pun intended), and tough. The Thorax can be an effective killing machine, and will look great doing it.
A thorax in cruiser-pvp is the epitome of ganking. It's not usual to fit a very good tank on it, and try outlasting the opponent. Nope, mostly it's a passive armor tank, with as much damage as possible, to make the other guy die before you do. To do that, you want to get as much damage. This means using the ship damage bonus for medium hybrid turrets. Now, let's look at the hybrid turrets. Two types, blasters and railguns. It's pretty obvious blasters do more dps than rails. You'll also see blasters don't have a very long range. That's where the second ship bonus comes in, the boost to microwarpdrives. It gets you in range fast, so you can shoot at people faster. Then, you want to prevent him from getting away. That's two-fold. You don't want him to outrun you, so he escapes your blaster range, nor do you want him to warp off. That means a stasis webifier and a warp scrambler are in order. That rounds off the midslots. Now, on to the lowslots. Here, we need to strike a careful balance between survival and damage, between getting killed and killing. That means maximizing your effective hitpoints, while trying to squeeze in a few damage mods as well. That concludes to this proposed setup:
Getting into range is accomplished with the MWD, which should push the ship well north of 1 km/s. Your alignment and travel speed will play into your choice of disruptor. You want to make sure they're not getting away. Once you're burning toward them, slap out the web, and go to work. The blasters and drones will pour out the damage while you laugh. Just make sure you turn the MWD off; there are a lot of cap-hungry modules running, and you're definitely on a clock. Counter-webbing can cause problems to any blaster boat, but if you're aligned and burning, you should eat up some distance before grinding to a halt. Slightly longer range ammos (when compared to Antimatter/Void/Faction Ammo) such as Null or Iridium can also help your Medium Blasters reach out and touch whoever dared web you. Jamming and tracking disruption can also cause the normal issues for any direct-fire vessel. The Medium Armor Repairer isn't really there for tanking, but to patch up scratches. This isn't a ship in the Dominix mold, where it can hang out, persist in combat, kill scores of ships, and casually leave whenever it wants. Rather, it's a ship designed to target one thing, and make it vanish from local.
Because of the massive amount of powergrid not used by this setup, it behooves you to mount three Hybrid Weapon Rigs to help your guns out. The Hybrid Burst Aerator has to go in to boost damage, and then you're free to pick your other two favorite rigs (except the Collision Accelerator, which takes 200 calibration). I'm a big fan of the optimal and falloff rigs, since they make the railguns hit at silly-long-for-small-gun ranges. Also, be aware that the MWD isn't going to work in deadspace PvE missions, but an afterburner fits nicely in that slot as needed.
BattleshipDominixThe "old warhorse" of the Gallente fleet has a few redeeming qualities: It's the best non-carrier drone ship in the game. It can fit a stupid-strong armor tank. It looks like a shoe. You're never going to look sexy in a Dominix, but sexy doesn't matter when you're the last one standing.
Your drone training and selection will make the biggest impact on how you fly. Even with lousy skills, a full Warden salvo can start insta-popping frigates at 65 km. With decent skills, they'll track fairly well up until about 20km. At that point, you can reel them in and let the Heavies out to play. They'll finish off anything that got through your halo of doom. The stable of Lights are there to shred frigates, especially webbers and scrammers, which sometime give Heavies trouble. The one thing you should NEVER do with drones, however, is web your targets. Bug or not, it screws with their tracking. Armor hardeners should be chosen according to the mission, which should be a no-brainer. Beware of the Level 4 "omni" damage missions that aren't really omni damage. Case in point: Covering Your Tracks is, nominally, omni damage, but there is so much thermal damage that if you tank omni, you're going to die a horrible, horrible death. Other than that, you're also still stuck with the fact that some missions bug out and go total aggro when drones are used, so instead of actually completing them, you get to lose a ship to massive incoming DPS, and be annoyed that you're not flying a Raven. You can also make some modifications to the setup. Dropping a Nosferatu and replacing it with a gun or second Drone Aug allows you to fit an Afterburner... and NOS2's if that's your bag, baby. An Omnidirectional Tracking Link I perfectly replaces one of the Cap Recharger IIs. Heck, you might even put a salvager and tractor beam in a few of the high slots to get an early start on garbage collection. Just be cognizent of your capacitor recharge rate and how long you can sustain a dual-LAR tank. Without that, you're in a pod. If you're underskilled or cheap like me, the setup also works just fine (though I'd advise against high-grade L4 missions) with T1 gear. The best part about the setup? It's not totally DOA for PvP, though I certainly wouldn't recommend it for everyday use. But if some jerk jumps you at a gate, you have the ability to tank up for a while (the DC2 alone gives you an impressive quantity of effective stucture hitpoints), launch a few drones, and wait for the calvary to come in. If there's no calvary, you're probably dead because you don't have an injector fitted. At this point, I'll note that a Medium Capacitor Booster II also fits as a replacement for a Cap Recharger in the mids, and leave conclusions up to the reader.
It should be noted that the most expensive risk with this loss is your drone bay. It's your primary damage source.
MegathronThe mainstay of the Gallente fleet, the Megathron is a surprisingly-versatile PvP ship. It's one of the premier sniping platforms in the game. It can be fit with a vicious short-range gank setup. And it looks really sexy.
Also note that, if you don't have Advanced Weapon Upgrades V, you'll need to fit an Ancillary Current Router to make everything fit. |