I’ll work on the fit, but I hate drones and missiles, so no, won’t really crosstrain into a Caldari or Gallente line, for now.
What about this one ?
[Apocalypse, Apocalypse fit]
Armor EM Hardener II
Armor Thermal Hardener II
Large Armor Repairer II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Micro Jump Drive
Tracking Computer II, Tracking Speed Script
Tracking Computer II
‘Thurifer’ Large Cap Battery
Mega Modulated Energy Beam I, True Sanshas Xray L
Mega Modulated Energy Beam I, True Sanshas Xray L
Mega Modulated Energy Beam I, True Sanshas Xray L
Mega Modulated Energy Beam I, True Sanshas Xray L
Mega Modulated Energy Beam I, True Sanshas Xray L
Mega Modulated Energy Beam I, True Sanshas Xray L
Mega Modulated Energy Beam I, True Sanshas Xray L
Mega Modulated Energy Beam I, True Sanshas Xray L
Large Semiconductor Memory Cell I
Large Energy Locus Coordinator II
Large Energy Metastasis Adjuster II
Have a look at Training Amarr Battleship to IV then a Large Pulse Laser fit. The engagement range will be a little closer, but the damage rate will go up significantly.
I see you got the Christmas Crystal set. Navy Crystals are still better.
The advantage of Energy Turrets is the crystals can be instantly swapped as targets close on you - a very efficient way of ramping up DPS.
The Tracking Computer can be used as needed to increase range (to allow a higher damage crystal set at longer reach) or tracking for the stuff that gets close.
Kill the frigates first.
Okaaay. I tried to do this, not too happy with the results…
[Apocalypse, Pulse]
Armor EM Hardener II
Armor Thermal Hardener II
Large Armor Repairer II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
100MN Monopropellant Enduring Afterburner
Tracking Computer II, Optimal Range Script
Large Cap Battery II
Large Cap Battery II
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Mega Modulated Pulse Energy Beam I, Imperial Navy Standard L
Large Capacitor Control Circuit II
Large Energy Locus Coordinator II
Large Energy Metastasis Adjuster I
With an All V character, I have 7 minutes of capacitor, 502DPS with Imperial Standard (753 with Multifrequency), repair rate of 158.2hp/s and eHP of 40.3k.
What do you guys think of it, please ?
Heat Sinks suffer from stacking penalties: the more you have, the less effective the additional ones are. There is the normal limit before adding another is a rather small improvement.
Replace one with a Damage Control Unit (DCU) - it gives a good resistance bonus to all damage types across hull, armour and shield.
Cap stability is over rated. Are you going to run all the modules all of the time? If you take out one of the capacitor batteries then you should be able to fit an armour plate - 1600mm or it’s not worth it. You should be able to get towards 80k eHP. It gives you some buffer and a chance to avoid being completely reliant on a cap hungry repairer.
If you’re got a tracking computer then a tracking speed rig as well is possibly overkill - if you need to track a close target then you can flip to a tracking script. You can then use the rig slot for, say, a Trimark pump (which pairs well with added plate).
In general the hassle with an Afterburner/Pulse fit Apocalypse is range and range control, And, as with all Amarrian ships, it’ll chew through capacitor.
A lot is about personal preferences.
And from an earlier post: the Abaddon is hard to make into an effective mission ship. Short on range and cap heavy - but it can do huge damage and mount massive armour tanks. Supported by Guardians in a fleet they are a great armoured fist, but solo they have “issues”.
Alright, thanks !
I’ll take a look at it once I’m home. If I resume everything well :
- Drop two Heat Sinks for a DCU and a 1600mm plates
- Leave Tracking Computer scripted with Range, but keep Tracking in cargo
- Drop the Tracking rig for a Trimark Pump
- Drop one of the cap battery
With the free mid slot, what do I use ? Or do I leave it empty ?
Thanks !
It comes down to preferences.
A cap recharger if your cap skills are poor.
A webifier to slow down small stuff that gets close to you.
A second tracking computer.
If you can get a MJD in there then that’s an option.
It depends on what will work for you.
Alright, but why would I use a MJD with a pulse fit ? That will put me way outside of my gun range, no ?
Because sometimes it’s nice to break for distance.
You get another pop and the small stuff as they fly towards you (Radio crystals are underrated).
You have a chance to let the armour repair.
A chance to allow the capacitor to recharge.
If you are still at low skills and just starting level 4 missions you may be surprised by the violence they do to you. I’ve lost a T2 fitted Apocalypse in these missions when the beacon dumps you into the middle of a swarm of ships.
So, after the MJD, I load Radio and slow boat with the Afterburner toward a pack of ship ?
Or let them come to you.
Not running the afterburner saves cap. I’d only use it when I need to get somewhere - such as the next gate or the target container.
Roger that, thanks mate
1600mm plates!? trimarks!? no no no non no!!! extra armor hp that does nothing but slow you down and waste slots, just no.
damage control, maybe, probably not. with missions you know what you are fighting might as well stick a specific hardener on, if you want to be lazy a reactive armor hardener is also a nice choice, it will shift to cover resists of what ever damage you are taking, either that or a navy EANM which will give more armor resists. Damage control gives a “big” ehp boost but some of that is in shields which won’t really matter in an armor ship, some is in armor, but a RAH or EANM will give far more armor EHP and boost repair rates, then the bulk of the gain from a DC is in hull. On an apoc with all lv4 skills that’s ~8k ehp. However the RAH give an extra ~12k ehp in armor compared to the DC, and extra EHP repaired each rep cycle. I pretty much never fit damage controls on pve ships.
heatsinks I’d prefer to keep at least 3, and if you are MJDing you are range tanking and might as well fit a 4th. The fit in post 19 looks good. Sitting at 100km blapping stuff is kinda boring but it works. I’d suggest staying close and using high damage ammo, and save the MJD for the big spawns, or to triangulate to the next gate, although I’m not 100% sure how well that works with the long CD, works great on a marauder but that’s with a 1m CD.
Pulse really works better if you can use t2 guns as scorch makes t2 pulse lasers. Your fit earlier (post 24) looks decent, I’d probably just swap the metastasis adjuster for another locus or cap rig. And then since you aren’t experienced with lv4s swap the 4th heat sink for a reactive armor hardener. With experience the 3 slot tank is fine but as a new comer probably better to go 4 slot.
Also that Thurifer cap battery is pretty expensive, you are probably better off with a thukker or republic fleet large battery.
I think the abaddon works with a megabeam fit, but the fitting is tight and the cap use is nuts, apoc is probably going to be the better ship.
Alright, I am starting the train for the long range Apocalypse, after some tries with a pulse and beam Omen Navy Issue, I feel more comfortable with beam weapons. I also added behind it the massive train toward a Paladin, which I should be more than able to afford before the training end.
I have something going through my mind : T2 large beams seems to get a good deal of power when using the Aurora advanced crystals, and the massive range bonus. With that, I can limit the amount of Tracking Computers dedicated to range, and more to tracking for better results against smaller targets. And since Marauders have those nice and handy Micro Jump Drive spooling arrays, reducing the cool down to one minute, it’s even more easy to set up a good range tank, while still keeping the bonuses of the Bastion module, notably to repair whatever damage taken before the jump.
Firstly: you did the right thing trying both beams and pulses and figuring out what works for you. Personal choices - there’s no right and wrong.
The Paladin is a long train. But a good objective. I can fly one, but never have.
Your thoughts about trading off range/damage/tracking by varying crystals and TC scripts are sound. However part of the trade off with Aurora is increased DPS at range, but a 75% reduction in tracking - so flipping to a tracking script is a wise move unless you are targeting a big slow target at range.
Damage application is as important as the raw damage figures. There are skills under gunnery that improve tracking (and thus application against smaller faster targets) and they are worth the investment.
The normal way to fly Paladins is as you describe. Bounce often and operate at long range.
Thanks Terak ! Always nice to have a little morale boost with your comments
Concerning the tracking computers and the support skills, I do plan to script te first for tracking, not to get awful results against frigates, even at long range. Concerning the skills, the Motion Prediction skill will perfect for that !
Aurora has awful tracking. The paladin gets so much range you probably won’t need to use anything longer ranged than standard which has higher dps than aurora. I carry MF, gamma, xray, ultraviolet, and standard.
this is pretty much my standard fitting, I do swap the mids around some depending on what I need for the mission, the sensor booster and tracking comp usually stay, but I’ll swap between mwd/mjd.
[Paladin, Tachys]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Heat Sink II
Imperial Navy Energized Adaptive Nano Membrane
Damage Control II
Corpus X-Type Large Armor Repairer
Large Micro Jump Drive
Republic Fleet Large Cap Battery
Tracking Computer II, Optimal Range Script
Sensor Booster II, Scan Resolution Script
Tachyon Beam Laser II, Imperial Navy Ultraviolet L
Tachyon Beam Laser II, Imperial Navy Ultraviolet L
Tachyon Beam Laser II, Imperial Navy Ultraviolet L
Tachyon Beam Laser II, Imperial Navy Ultraviolet L
Bastion Module I
Small Tractor Beam II
Small Tractor Beam II
Salvager II
Large Energy Burst Aerator II
Large Capacitor Control Circuit I
Acolyte II x15
@Sasha_Viderzei The Paladin fit above reminds me: the Tachyon Beam Lasers have a higher alpha (single volley damage) and longer range than Mega Beam Lasers. The down side is they are slower firing, slightly worse tracking and more demanding to fit.
Might be worth considering them if you can fit 'em.
[we’ve wandered off “Cruiser for Level 2” into “2bn ISK Marauder for Level 4”]
Other considerations:
I fly level 4 missions in a dual-rep HAM2 Sacrilege - a missile based Amarrian heavy assault cruiser. Most of the time you are speed tanking - you can leave the micro-warp drive on (1,500m/s) and one of the reps while remaining stable and only getting half the signature bloom from it.
For Level 3 missions the Harbinger is a good ship. The Navy Harbinger is noticeably better than the basic hull.
You can do Level 3 missions - with care - in Tactical Destroyers, a Confessor for the Amarr though I normally use a Hectare (a very pretty Gallente flying wing).
I got your in game mail - I’ve just been too busy to spend time in game for the last week. I will reply.
whats wrong with a maller
save some money on the harb and just go maller for level 3s its just as efficient
if you want the best bang for your buck then go moa
moa is probably the best l3 starter ship imo
its a great idea because bcs are big and slow and expensive for a new player
like i said in my previous post
a moa can wreck l3s with rails its tanky and a lot faster than a bc and costs like 10 bucks