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Thread: Reaffirmation of faith. Solo BSs in Eve, in 2012

  1. #1

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    Reaffirmation of faith. Solo BSs in Eve, in 2012

    Battleships

    TL: DR; They must have some merit, I wish to rediscover it in the current megagame. Specifically tech1 hulls (with an eye to the cheaper faction ones too). Trying not to depend on links/pirate implants but by god they're potent even when not max skilled/best hulls/HGs.

    Cost:
    + Insurance may have been nerfed, but at least prices are updated for this quarter now, you can get 75%? of hull cost back via platinum.
    - Large guns and the number of T2 modules usually fitted makes the fit itself another 50-100mil. Also ~10mil per armour rig vs <1mil shield ones. Also absolute isk value of ship makes minor 10-20mil modules justifiable as being <10% of the cost. Yes, sunk cost fallacy but fit value creep happens.
    - Initial outlay: Ships are 80-240mil for the hull alone. WTB tiericide this 12month period, realistically that isn't on the announced plans.

    DPS:
    + 800-1200dps from only 1 or 2 damage mods, aka while not gimping the fit, the most from sub-caps. Options to get to 1400+ before implants from gank fits. Enough to kill T1 ships under 1 logi unless resist fit, but probably not T2 or 2 logi. Sentry guns still adds 25-30% to what you can do which is significant.
    + Damage also covers at least all tackle range(ignoring tracking up close), and optionally out to ~50km/unlinked unpimped recon tackle ranges with short range guns + T2 ammo, except blasters.
    - Tier 3s, unchanged for over half a year now, are better for dps. Almost always packing at least one more TE for the same other damage stats.

    Slots:
    + The most, with generally good coverage of all racks and expectations that highs/lows can be used for utility/tank without sacrificing core dps. Nothing amazing though.
    + 3 rig slots and full 400 calibration too. Navy ships being 50 less but still 3 slots. Standard tech1 then.
    + Drone bay, always at least room for a flight of lights, usually mediums too/2 sets of lights. Some ships manage 4-5 heavies/sentries which is when they first become reasonable to field and a couple have far beyond this. Rivaled only by the Gal sub BSs, and carriers.
    - Not many more slots than some tier2 BCs, tiericide is years away. Especially minimal improvement if you need a slot or rig for fitting.

    Unique modules/general raw fitting stats permit the following considerations:
    + Heavy neuts/any neuts that go beyond 13km without pimpage. Of any ships ingame, only the Curse can also do this. Said neuts may not be great but they do cover all unheated unbonused unlinked tackle range and volley cap at the start of cycle, usually enough to shake 1 frig's tackle in 1 or 2 cycles, and similarly prevent classic nano ships from mwding if they stick around for that long.
    + Large smartbombs. EM ones will volley light ECM drones. Cap intensive and a bad situation if bombing DPS drone swarms is going to be worth the cap vs mwding/repping/shooting.
    + Heavy cap injectors. T2 ones fitting 5 regular or 6 navy 800 charges. Surely at least 4x the power of medium injectors after factoring in reloads. 1 injector being enough to perma-run any buffer fit with any reasonable prop mod/utility high usage.
    + 1600mm plates. Piece of piss to fit, usually downgrading 1 gun by 1 tier will do it, or a cap injector to meta4.
    ± That stupid new target breaker ecm burst thing. Useless on a pvp fit afaik.
    - No shield equiv of 1600mm, stuck with just Large SEs. A point emphasised by the existance of Slaves but only Crystals. Shield BSs can't buffer easily.

    Basic stats:
    - Speed & agility: Shit. Worse than anything subcap. Macharials still need nerfing nbs. With an even start, the rest of them won't warp off before being run down & tackled by anything sub-BS with an mwd & long point. You actually have to consider a frig can now jump past you (say you aggro it when stationary or it decloaks on the gate), get back to gate & wait out the 10s session timer, jump back, and still tackle you if you didn't start aligning when it landed.
    - Scan res: Shit. Beyond insta-locking arty fits, you cannot even just longpoint frigs, cruisers, HACs/T3s before they can warp/close range. BCs you have a hope, more so if they're shield-tanked. But a sebo/targetting rig is not worth fitting. Edit: to expand, this is because it'd only bring you to BC levels, and a BC can out-maneuver you to evade tackle/close in if it's going to. Really you're depending on them spawning/landing nicely.
    - Weapon tracking AND SIG value. Tracking formula hates you, well flown BCs can get under your guns while webbed with no AB/snakes. I did this to a Nightmare in an armour Harbinger ffs. More generally you'll be lucky to get a shot on a frig between locking it and it being constantly missed even with it using lol Eve AP orbit. Thankfully if they don't do something, you can still blap them but usually when they're not tackled. Only the 90% web hulls get around this, and then very well at that, but they aren't cheap.
    + Sensor strength: not bad. Still ECCM is generally not worth it, terrible mechanic, use a smarty and/or DIAF when jammed. Unless you know you're going against ECM, then a tier3+heated ECCM can work, I believe.
    + HP: Raw buffer+DC2 is at fitted tier2 BC levels. Fitted EHP is 2-4 buffer BCs' worth depending on fit. Armour far more so due to 1600mm plates. So even active tanked fits are hard/impossible for 1 set of large guns to alpha, probably 2 in the case of armour.
    + Active tanks: >2k with T2 modules + links/implants, before being in hulls bonused for it. T2/sub30mil faction fits on bonused ships can push 4k with heat and drugs. The only things BSs are good for now?
    + Raw capacitor quantity (& thus regen too). 5-8k GJ with an MWD fitted, several minutes to be capped out by 1-4 t1 regular fit sub-BSs neuting you when not moving. Additionally due to the near-mandatory nature of mwd, historic prevalence of neuts & cap-intensive utility highs, at least 1 cap injector is very justifiable to fit.
    ± Cargo hold. Only ~25% more than BCs, again with some variation. Basically I expect 12+10 regular 800 charges + ammo/drugs/paste, using a medium can and making work for yourself fighting the new inventory UI. Navy charges take this to 16+12+more ammo space iirc. Still only a couple of minutes at full use.
    - Nominally Fat/BS class. Can't go in smaller gated PvE sites (to gank or to set up the engagement), can't go through C1 wormholes and require consideration going through half the other classes. Can't be moved via Orca (I think, but can via carriers?).

    What does all this leave us with as a strong combo?
    * You can put at least 2 nanos on kiting BS fits and have a slower, fatter BC that has ~3 times the tier3 EHP (or 1x ~tier2 BC EHP) and can probably cap inject to prolong kiting if you're not tackled, a heavy neut to shake 1 tackler, OR a smartbomb to deal with x ECM drone swarms. You won't do any more dps than a tier3 though, and they can manage range & transversal far better (Fuck Machariels again). Basically requires a desire to kite, a frigate/HAC-light environment, and a stream of non-Drakes to kill. Similar to a BC you don't have all that much buffer. An active tank element would remove the cap injector advantage (or not buy you any extra time with just 1 ASB), and resists are poor so absolute tank values are 1 tier2 BC at most.

    * A utility-orientated brawler ship fit. Non-tier-3 BC levels of DPS along with 2-3 heavy neuts/large smartbombs. Trusting in perhaps 1 ECCM or just base sensor strength + drone auto aggro to deal with a single ECM ship. Enough to crack locally tanked (active or buffer) sub-BSs while being hard to shake/jam if you can catch them. A buffer or bleeder fit is best here, cap is scarce to perma run any tank while also driving the highs, as well as mids being given over to sufficient tackle & perhaps ewar. The tank only buys you time to gank 1 and then deaggro, or try gank 2-3 smaller ships at most, or neut off a couple of uninjected/no-nos points at most. More than a couple of regular BCs/1 other BS left on grid/in range when you try the gank could burn you down before you kill even 1 BC, the split buffer+rep tank being very weak outside of a small window, though the situation really depends on who has links/implants & their fits. Had some lowsec success with this approach but depended upon plenty of intel via killboards as to what the targets had fitted & logged on nearby. Not something to roam freely with IMHO, though in theory it's the strongest focus on the best BS-specific advantages.
    Perhaps this needs to be explored more, giving over more slots to ewar like TDs, but multiple tackle mods are needed to compensate for BS speed+agility+lock time. TDing something on the edge of scram isn't a convincing argument to have it not slide out of tackle. SDs won't convince anyone to come closer. Painters aren't good enough solo. Fuck ECM.

    Edit: *pure buffer + dps gank brawler. Tackle mods don't scale, people are derps/unlucky.So get on their face, melt them, repeat until one side's dead/manages to run. Somewhat more likely to kill something before dying unlike the active tank choice. Also far more likely to die rather than manage to deaggro/leave as an end to every fight.

    * Active tank. The most direct & simple application of the numbers. Your EHP and cap are very hard to alpha, your dps is likely to be 90-70% of any single enemy BS, with links the absolute numbers come out that you can tank 2-4 BSs or ~6 BCs until you run out of charges/burn mods out. Tackle reverts back to a 1 or 2 slot compromise, sometimes with the easily-run medium neut/risky-to-use heavy neut, and mwd, to assist with this. Dealing with ECM also reverts to trusting in hull/drones. Utility highs likely to be only 1 module, and you'll always wish you'd picked the other option from neut/smarty/more dps. Also links/implants heavily favours lowsec for 'solo' flying. Also you DIAF if you commit and they have even slightly too much dps, or can hold you so you can't deaggro before out of cap charges. Totally min-maxed a cloaky cap booster drop-off alt that perhaps also gives you a bump can solve the deaggro problem, but you still need sufficient tank. Also a minor consideration with drugs and traversing highsec to go to different areas of viable activity.

    * Something I'm missing. What other solo/very small gang PvP opportunities are there for BSs? RR is the only other that spring to mind and that's certainly not solo and only useful with a handful of companion ships such that a couple of large RR would be sufficient to interfere with the enemy. I've not tried finding packs of cruisers (join FW/RvB?) but perhaps they're still fat enough to be tracked up close with some fitting consideration while squishy & short-ranged enough to draw out so as to last long enough against to kill in numbers?

    IMHO Tier3s do the previously-BS-only range and quantity of dps equally, along with the superior tank of speed & agility vs raw EHP/rep amount, obsoleting BSs from the heavy hitter role. BSs can't tackle well enough to fight outnumbered vs them because tackle mods don't scale with hull size.
    T2 cruisers/CSs/T3s can tank at least as well as BSs once factoring in sig and easier maneuvering, especially with DPS more-commonly coming from tier3's large guns.
    ASBs make a mockery of armour tanks, the buffer advantage is weak compared to the efficient use of slots by a cheap, capless module of Pith X-type strength, ensuring that if any comparable active tank would be enough to survive, the dual ASB setup will achieve the equiv EHP with less risk & micromanagement. And as ever, shield fits have ~25% more damage + tracking + range.
    Large RR just isn't strong enough because all the RR modules scale appallingly with size, aka all unbonused RR suffers from the range issue even after fitting & micromangement sacrifice. Sensor strength/ECCM also doesn't scale well enough. Heavy neuts are now actually less effective against FTOM active shield tankers because they're only using their entire cap buffer to MWD. And 'buffer' shield tankers are wanting to be outside 25km while laying down fire. Smartbombs aren't effective from a single ship in reasonable situations (yes there's that fool roaming around lowsec in a cloaky smarty mach collecting mails, nbs). Raw cargohold + dps isn't enough to gamble on full-tank active fits as mechanics allow reinforcements to get to the fight in relatively short timeframes, with hard counters.

    Edit: I would put sniper fits in as a BS role, but I think they're completely dead vs tier3s, the extra slots & cost don't win out vs tier3 maneuverability, because EHP doesnt mean much and resists won't be that great. Also it's not solo, except pirate alpha-ing weak shit.

    Please point out the mistakes/lack of insight, or I'll keep derping BSs of varying active tank element until stocks are empty, if that's the best use of the hulls.
    Last edited by Daneel Trevize; July 12 2012 at 08:28:57 PM.

  2. #2
    Donor Lorkin Desal's Avatar
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    x-large asb mael. tengu and loki links. win.
    Quote Originally Posted by Virtuozzo
    The evolution of the meme. From shipspinning to meatspinning.

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    Couple of weeks to finish getting shit like T2 shield boost amps on my main, maxed tengu link alt, 2nd link alt, etc. Would probably rather unsub than invest in decent crystal set for this. Also everyone expect Maelstroms to do that, it's all their apparently good for. And I can't quite scout lowsec like the best.

    Also I need to jew for a Vindi or something.

  4. #4
    Ophichius's Avatar
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    To be honest, Tier 2 and 3 BCs encroached too far on BS territory. Tier 2 were bad enough, obsoleting most BS by virtue of doing 80-90% of the DPS, having 75% of the EHP, better agility and speed, in a ship 1/3 the price. Tier 3 were stupid because they added the missing range component that was the last bastion of reasons to take a BS out.

    That said, single-injected web+neut+electrons mega with drop. Swats more stuff than would be expected. Hell of a compromise though, as you eventually cap yourself out running dual reps. May be better off going straight buffer with double webs and a heavy nos.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

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    I actually really like the Megathron for its ability to get 1400-1500 heated dps with 2 damage mods.

    That and the dual-ECCM buffer domi to tear into small gangs that rely on falcons to win. Obviously it can't handle anywhere close to the same numbers as a dual-ASB, linked, cystal set, maelstrom but there is something satisfying about being able to laugh off ECM and destroy a small gang without implants in a ship worth < 200 million.

  6. #6
    Ophichius's Avatar
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    Domi is a bit of an odd duck as well, due to being an ugly drone-spewing pain factory.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  7. #7
    W0lf Crendraven's Avatar
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    From this i gathered that the battleship to fly is machariel (or vindicator)!

    Also a preteus is a better plated mega with more ehp/dps/tacklerange!

  8. #8
    Varcaus's Avatar
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    Quote Originally Posted by W0lf Crendraven View Post
    From this i gathered that the battleship to fly is machariel (or vindicator)!

    Also a preteus is a better plated mega with more ehp/dps/tacklerange!
    At 3x the cost massive kill me sticker and less range.

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    Well W0lf, of course they are, please tell me where I'm exaggerating/wrong. The Vindi has the missing mid that the Mega lacks in all other incarnations (except lol Fed Mega, remember that thing exists?). Never mind that 90% web bonus or dat dps, those all combined its just left with the flaws of (active) armour tanking & blasters. The Mach being too much damage from something that's basically a BC, aka too fast for something that's a BS, there's no trade off at all. It can kite when it needs to, and benefit from brawling if it wants to. Compare it to the Rattlesnake (lol, poor thing), or Nightmare with similar cost fit. The Bhaalgorn's only used for cap killing these days anyway, and that's all of the cream of the crop.

    IDK that the proteus is a better mega, it's better for initial tackling & for tanking but there's a real trade-off to go 4 mids to best run full tackle, to close range & keep applying the paper dps. Not too difficult for a second hostile ship with web or scram to help keep it in falloff if it's only got 3 mids and gone with a cap injector over a web. Then you'll wish you have a loki/legion. It's a better Mega in w-space, but elsewhere a 2km optimal really shows.

    Yes first the T3s took the direct tanking territory, then the tier3s took the reliable dps platform lot. Now all BSs have is buffer + insurance + utility highs unless I need my eyes opening.

    Ophi, I was in 2 minds about undocking the 1 injector, 2 rep Mega even with a nos. I ended up tweaking the fit repeatedly then derping it. Might try it again, but basically I can't see who'd go near/get caught by it that wouldn't strain the tank enough to cause huge cap problems. And when you minus the nos for a smarty you're looking at nasty things like hardeners & tackle & guns going off even easier. At this point the pure buffer + dps fit looks as temping, if less unpredictable for the enemy. Though I was thinking injected with neut/smarty, a nos cycles too slowly to be your only cap source, no?
    Also I'm probably somewhat scarred by my dual web bleeder Hype getting super-hard-countered by Curse + Scimi, which was my fault. Pure buffer & more dps Mega should be better than injected 1xLAR Hype that effectively lost 1/2 its EHP when neuted out.

    At least the tier3s means less neuts about right, an opening for cap-vulnerable BSs given they can last a few mins without sufficient injection? But at the same time requiring far more tank which means doing less dps. This is also why I considered AB BSs, more raw cap and a prop mod that won't go off when you need it, doubles as a sort of web equiv. In my mind it's the other BS-class issues that make catching something far more than being slightly slower should you have an mwd fitted so that's not a giant loss.

    When people say the tier2 BCs are too good vs BSs, are they really thinking of the Myrm and Harb, or just the buffer + range of the Drake or the dps of the Cane? The Harb is such a slow brick when plated and tied to EM damage within point range + notable drones dps. Yes the Myrm can tank and somewhat deal with ECM, big whoop, but I'm not sold on the shield gank version vs just bringing a cane (at least, not factoring in the new DDAs). So I don't rate them at quite the same level as the ubiquitous duo. Would you feel as threatened with 3 Myrms/Harbs on grid as vs 3 drakes/canes?

    Also, previously a tackled unlinked/implanted Cyclone/Ferox would always be crushed in <1min by a BS, now I think they can deaggro thanks to ASB.


    Oh, and why is the Hype's sig so fucking huge? Mach's damn near only half as easy to hit via mechanics yet look at the two.
    Last edited by Daneel Trevize; July 12 2012 at 10:51:33 PM.

  10. #10
    Ophichius's Avatar
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    I haven't EFTed it so I don't know if it works, but maybe try Kil2 pattern fits? Buffer + single rep + full tackle. I know he really only made it work due to no prop mod, but damn if it wasn't effective.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  11. #11

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    Well that's another reason for this topic, and I don't want to just rant but try progress things. Seems I missed that golden age of BSs, and if you listen to Kil2/Kovorix/Endless/Prom/anyone who did that sort of bleeder fit and has even thought of trying it again these says, they just DAIF very quickly. 'regular' BCs do more DPS from their pilots now compared to years past, there's tier 3s so more people with BC5 for teh deeps (also encouraged by CCP's bad description of their tiericide skill requirements change plans), and then those stepping-stone uses of large guns (a good thing in theory) means more BSs encountered will be doing proper BS4+t2 guns dps too rather than meta4 guns. Failing that, dreaks & canes spam is official 0.0 doctrine. People are generally wiser to BSs and now even noobs quickly appreciate large gun dps but also know to gank them down quickly + fuck with their tracking, or pull range.

    Pulling range will still work very well vs BSs, people trying to gank them(overwhelm tank) is only countered by trading dps slots for tank ones, and then I think we're just left with BSs going for neuts & drones, which... maybe works to run down tier3s and exert some sort of 25km area of control which is either death to 1 at a time, or pushes the tier3s away and hopefully reduces their applied dps? Still, very cap intensive/unrealistic to be neuting & pouncing and also tanking much large gun fire. And assuming the BCs aren't with tackling support that's difficult to deal with.
    Plus decent buffer makes you even slower, and 'utility' highs reduces dps even more. You're looking at a plated thing with 5-6guns & minimal dps mods being made short work of from the edge of heated long point range, and/or one that's gasping for cap while at risk of being unable to rep & move & catch stuff to achieve anything, and unlinked would die to cane or 2.
    Remember tier3 BCs are cruiser-fast, not just 'BC' fast. Shit feels broken, yo.

    Oh yeah, lol Marauders, not that they're cheap anyway.
    Last edited by Daneel Trevize; July 12 2012 at 11:14:09 PM.

  12. #12
    Ophichius's Avatar
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    My way of thinking about solo BS combat has always been to look at your escape plan first. There are four ways to get out in Eve. Neut your way out, kite your way out, jam your way out, and tank your way out. Mach aside, kiting is a no-go. So you've got to look at your other escape plans.

    Neuts are good, but only the Domi, Phoon, and Tempest are setup to field more than one. (And Raven I guess. But...then you'd be flying a Raven.).
    Jamming pretty much means running dishonour drones.
    Tanking is where most BS can shine, but requires that you not get crossjumped and/or have a station to dock at.

    Personally my choice in the past has been a dual-neuting nano tempest, since it actually can sacrifice the two utility highs for neuts, is reasonably agile-ish (Roughly BC-like with LFNJs or polys.), and spits good damage at range. You're going to be able to neut out a lot of what's fast enough to catch you. You'll still DIAF to quite a bit of stuff. Big blobs, long tackle recons/T3s, alpha. But it's not godawful horrible.

    Also, came up with this for a possible hype fit in the kil2 format:

    [Hyperion, Hyperion - Stalliongrad]
    Large Armor Repairer II
    1600mm Reinforced Rolled Tungsten Plates I
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II
    Damage Control II
    Magnetic Field Stabilizer II

    Prototype 100MN MicroWarpdrive I
    Faint Epsilon Warp Scrambler I
    Fleeting Propulsion Inhibitor I
    Fleeting Propulsion Inhibitor I
    Heavy Capacitor Booster II, Navy Cap Booster 800

    Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
    Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
    Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
    Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
    Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
    Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
    Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
    Ion Blaster Cannon II, Caldari Navy Antimatter Charge L

    Large Nanobot Accelerator I
    Large Nanobot Accelerator I
    Large Nanobot Accelerator I


    Warrior II x5
    Hammerhead II x5
    Hornet EC-300 x5

    ----

    Your escape is the dishonour drones + tank. Dualwebs + scram + drop (if really needed) mean you should be able to control transversal of small stuff well enough to get a volley off on it. Tanks 473 perma before drugs/heat/etc. Typical engagement profile would be splat the tacklers, then work your way down the target list starting with whatever has the highest DPS:EHP ratio, until either everyone's dead, run off, or you need to disengage.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  13. #13
    W0lf Crendraven's Avatar
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    How bout the tempest, that still works as a kiting ship (thanks to largesmartbomb/heavy neut). Also battleships itself have (at least as im aware off) no place solo exept the gatecamp busting stuff, but they still are viable in bigger fleets, arty maels,scorch abaddons and co! Has there ever been an era where solo roaming battleships were the norm? Seeing as nearly all the weakpoints dissapear once you are in a fleet!

  14. #14
    Ophichius's Avatar
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    Quote Originally Posted by W0lf Crendraven View Post
    Has there ever been an era where solo roaming battleships were the norm? Seeing as nearly all the weakpoints dissapear once you are in a fleet!
    They were much more viable back in '06-'07. Basically pre-web nerf. I'd say their heyday was pre-invention, when T2 was rare and stupidly expensive. (250M for a Vaga is 'expensive' these days. Hah! Back in my day you paid 550M for the hull and 10-15M per gun! For T2! Uphill both ways in the space snow!)

    Tempest can actually do an almost straight up version of the above Hype fit. Trades away quite a bit of tank and DPS for flexible damage types, higher tracking (with tracking ammo), and twin heavy neuts.

    [Tempest, Tempest - Stalliongrad]
    Large Armor Repairer II
    1600mm Reinforced Rolled Tungsten Plates I
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II
    Damage Control II
    Gyrostabilizer II

    Prototype 100MN MicroWarpdrive I
    Faint Epsilon Warp Scrambler I
    Fleeting Propulsion Inhibitor I
    Fleeting Propulsion Inhibitor I
    Heavy Capacitor Booster II, Navy Cap Booster 800

    Dual 650mm Repeating Artillery II, Republic Fleet Fusion L
    Dual 650mm Repeating Artillery II, Republic Fleet Fusion L
    Dual 650mm Repeating Artillery II, Republic Fleet Fusion L
    Dual 650mm Repeating Artillery II, Republic Fleet Fusion L
    Dual 650mm Repeating Artillery II, Republic Fleet Fusion L
    Dual 650mm Repeating Artillery II, Republic Fleet Fusion L
    Heavy Unstable Power Fluctuator I
    Heavy Unstable Power Fluctuator I

    Large Auxiliary Nano Pump I
    Large Auxiliary Nano Pump I
    Large Auxiliary Nano Pump I


    Warrior II x5
    Hobgoblin II x5
    Hornet EC-300 x5

    ----

    Pretty much the same deal as above, but less EHP, less DPS tanked, less DPS dealt. More agile, faster, and cheaper though. Also has twin neuts. Same general engagement profile, but you want to pick stuff with high DPS:cap capacity ratios and and cap-using guns, then stick the neuts on them. (Zealot, Deimos, Vigilant, I'm looking at you.)

    Edit: And a Typhoon as well, lacks the dualwebs though.

    [Typhoon, Typhoon - Stalliongrad]
    Large 'Accommodation' Vestment Reconstructer I
    1600mm Reinforced Rolled Tungsten Plates I
    1600mm Reinforced Rolled Tungsten Plates I
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II
    Damage Control II
    Gyrostabilizer II

    Prototype 100MN MicroWarpdrive I
    Faint Epsilon Warp Scrambler I
    Fleeting Propulsion Inhibitor I
    Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800

    Dual 425mm AutoCannon II, Republic Fleet Fusion L
    Dual 425mm AutoCannon II, Republic Fleet Fusion L
    Dual 425mm AutoCannon II, Republic Fleet Fusion L
    Dual 425mm AutoCannon II, Republic Fleet Fusion L
    Dual 425mm AutoCannon II, Republic Fleet Fusion L
    Heavy Unstable Power Fluctuator I
    Heavy Unstable Power Fluctuator I
    Large 'Vehemence' Shockwave Charge

    Large Ancillary Current Router I
    Large Auxiliary Nano Pump I
    Large Auxiliary Nano Pump I


    Ogre II x5
    Warrior II x5
    Hornet EC-300 x5

    ----

    Smartbomb is for extremely stupid frigate pilots and taking care of drones, twin neuts for the usual, other than that yadda, yadda, yadda, once more from the top.

    -O
    Last edited by Ophichius; July 13 2012 at 12:01:53 AM.
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  15. #15

    Join Date
    April 10, 2011
    Posts
    7,155
    I'm against specific fits filling this thread, because I like to think there's a style that quite a few BSs can move into which would swamp the thread, and because I have a repository of my own I could cram it with while seaching for the perfect variations.

    As for that style Hype, I tried http://eve-kill.net/?a=kill_detail&kll_id=13651406
    Mod differences for the following reasons: longer point + webs lets me catch more and let them mwd to be hit easier & cap themselves out. Scram's just going to leave me with much less tackle range for the gain of 1pt strength which no one ever considers.*
    Smarty because ec-drones won't die to sentry guns/micromanaged drones fast enough, could jam first cycle, and I'd rather trade a gun & have the 2nd web for this strong tackle combo than work an ECCM in. When I took this against a known falcon-using camp I put the ECCM on, ...and the falcon didn't show.
    Explosive hardener because it's a Hype, of course it's armour-tanked, and you can tell the second it's not running a shield invuln/loses shield and turns on the hardener or repper effect. An explo rig still doesn't pull the resist up to the kin/ther plateau.

    Actually, (BS/armour) fitting question, would you want strongest EM and Explo resist, or Ther/Kin? In theory canes should be using PP by default, else Barrage is reduced dps anyway, and drakes are 99% doing kinetic. Also T2 laser and projectile damage is shifted more to those 2 hardeners should someone be trying to go max dps/range ammo, and counter-brawling hybrids hit these hard too. But at the same time, at average range, the 2 highest common appliable damage types would be EM lasers and Explosive projectiles (because lol drakes dps and rails in general/blasters range), so is one better with 2xEANMs and 1 hardener vs 3 specific mods?
    Similarly, Minmatar hulls have the option of leaving kinetic weakest, rigging for it, or putting a hardener so it's strongest and then considering a large themic hole/resist mod/hardener-ing that. Damned whack-a-mole/counter-counter-bluffs.

    Traditionally one omni-tanks, but BSs have the slots to get specific/creative without being tied by T2 profiles, and I know Garmon's Zealot had a kinetic hardener on top of that being 2nd best after the t2 resist profile, rather than plug the huge thermal hole, justified with a description of the expected applied damage at the range the ship should be at (downside being if it's at the wrong range, the gamble falls apart even faster).

    * How about stabbed BS? Could they give up a low and have even more terrible whatever the penalty is in exchange for leaving from under 1 long point? Could be worth it in combination with the neuts, at least for a shield tanker?
    Last edited by Daneel Trevize; July 13 2012 at 12:05:42 AM.

  16. #16
    Ophichius's Avatar
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    50% penalty to lock range and lock speed. Stabs will severely gimp you. You could get up and make a cup of tea before you lock anything. To be quite honest I'd rather have a nano.

    The thing about BS fighting is that you really always want to have at least one and preferably more ways to get out. Your biggest threat is not DPS. You've got plenty of tank no matter which way you fit. It's tackle. Figure out how to stop the tackle and you can play with a fleet forever. Hence the focus on popping fast tacklers, neuting medium/heavy tacklers, and flinging dishonour drones at anything that you can't reach via the other means.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  17. #17
    W0lf Crendraven's Avatar
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    January 26, 2012
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    1,201
    I think the battleship vs gang only works against bad pilots and shadow cartel really are not bad! Go find camps run by bads and try again (best would be at a highsec gate so that you can deaggro and be safe). (For example most of the garmonation video series ,when he rapes huge gangs in battleships. only works cause hes a genius at finding bads). And (but im not 100% sure) that you really only want to use the hyp if you plan on pimping it and linking it for pure active tanking, otherwise the megas tracking and price and general capabilitys are better (and it doent look like a huge flying butplug)! And i really think that you need the scram to hold stuff where you want it, you cant kills tuff thats 20km away anyways and its far more important that other (close) stuff doesnt escape.

    On the topic of afterburning bs, i think xbopohx1 (the crazy tengu russian) has a video portraing a ab only (armor) mach (which still does more than 1000m/s) called arsenal.

    (he aso uses an epic kiting vargur)

    Edit. also what with the ammo on the hyp?

  18. #18

    Join Date
    April 10, 2011
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    7,155
    Yes that was but one Hype, I'm working my way through all the various gank & dual rep fits for the Gal & Minmatar lines as well some more shiny things as lowsec experience & SPs leapfrog. Also SC later derped several things on my more tradiditional active Mega which then died as intended. I'm also feeling fully aware as to why to go for situations like pirates on highsec gates, just not perfected scouting them at a decent pace & without spooking them yet, when I get the itch to try. I recall a convo with some Matari Exodus peoples describing engagable gate camps as a precious, coveted resource, and the need to hide any presence of a linkship getting set up.
    As for Garmon, that was back in the day, and were RnK ever bad?
    And the NMega is a king of bait-tanking, the raw armour buffer is double the Hype/Mega even after links & implants. I even toyed with a 1600+dual LAR Hype fit just to recreate the bait tank potential without the cost, but while the Hype has that wonderful 5th mid, it's tight on lows/dps. And tanking doesn't get/win fights, right?

    Ophi, I don't think I've been as concerned with an out, mainly the issue is finding someone initially engageable and then tank them to death (*cough* God's Coldblood style *cough*). I suppose I should mention I think there's still legs to the cap-booster drop-off alt, but that's really not solo and a PITA to pull off. That said, having a cheap, more dynamic exit option would make more/different gang's engagable.
    TBH atm I just need to log in more and get a better feel for what's even about. Perhaps also roam null.

    Yeah stabs sounds terrible then. Almost as bad as those old school nullsec gate-counter-camping cloak-on-a-kronos people, locktime really has to be a minute with those so even if someone aggros your right back when you try go for them as their mates warp off, they're at no risk if not stupid. Then again, vids show that worked once, and 90% of people/ships seem to die due to being massive retards.

    Snaked dual-link-T3'd 1bil BSs isn't quite what I'm aiming for, I hope it hasn't come to that for BSs.
    Last edited by Daneel Trevize; July 13 2012 at 12:40:56 AM.

  19. #19
    Donor Rudolf Miller's Avatar
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    April 9, 2011
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    USA
    Posts
    3,610
    I'm aware of your preference to not use uber pimped faction BS w/links, but if you want to see an example of a grossly unbalanced setup with all of the above, check this.

      Spoiler:
    [Machariel, nano peeveepeeeee]
    Domination Gyrostabilizer
    Domination Gyrostabilizer
    Domination Tracking Enhancer
    Domination Tracking Enhancer
    Damage Control II
    Domination Nanofiber Structure
    Domination Nanofiber Structure

    Gist X-Type 100MN MicroWarpdrive
    Domination Warp Disruptor
    X-Large Ancillary Shield Booster, Navy Cap Booster 400
    Pithum A-Type Adaptive Invulnerability Field
    Vizan's Modified Heavy Capacitor Booster, Navy Cap Booster 400

    800mm Repeating Artillery II, Republic Fleet Phased Plasma L
    800mm Repeating Artillery II, Republic Fleet Phased Plasma L
    800mm Repeating Artillery II, Republic Fleet Phased Plasma L
    800mm Repeating Artillery II, Republic Fleet Phased Plasma L
    800mm Repeating Artillery II, Republic Fleet Phased Plasma L
    800mm Repeating Artillery II, Republic Fleet Phased Plasma L
    800mm Repeating Artillery II, Republic Fleet Phased Plasma L
    Dark Blood Large EMP Smartbomb

    Large Anti-EM Screen Reinforcer II
    Large Anti-EM Screen Reinforcer II
    Large Anti-Thermal Screen Reinforcer II


    Hammerhead II x5
    Warrior II x5
    Hornet EC-300 x10

    1-6 Snakes
    7 TA706
    8 Zors
    9 Surgical Strike 906
    10 Large Projectile 1006
    Quafe Zero (or Blue pill)
    Drop
    Loki Link w/shield harmonizing. Tengu would be better to squeeze more resist in. In my numbers I used a loki and tengu.

    Smarty can be swapped for NOS but I think Smarty offers more defense against little fuckers.

    Tanks 1029
    Deeps 1209
    Speed: 3180m/s (4614m/s OH)
    Align: 4.6 (mwd off) 7 (mwd on)
    Sig: 248 m (mwd off) 1226 m (mwd on)

    Ultimate weakness is scrams and reloading the XLASB (or running out of charges, but you can pack 73 charges into the ship without containers. More with them) Really you'll only die if you're scrammed and reloading. Because if you are about to reload and not scrammed you can pull range on everything but inty's which you'll volley when the transversal starts rolling to 0.


    It's wet dream PVP that will basically never pay itself back in kills. Still, a man can dream.

  20. #20
    Movember 2012 I Legionnaire's Avatar
    Join Date
    April 9, 2011
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    1,678
    Tbh a med smartie is more than enough for killing drones.
    Sam I am, and I love green eggs and ham.

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