Caracal NI for L3, feedback appreciated

[Caracal Navy Issue, CARACAL NI L3]
Ballistic Control System II
Missile Guidance Enhancer II
Damage Control II

50MN Cold-Gas Enduring Microwarpdrive
Missile Guidance Computer II
Sensor Booster II
Medium Cap Battery II (without it the capacitor isn’t stable and will deplete in 3 to 5 minutes depending on the MWD type)
Medium Shield Extender II
Medium Shield Extender II

Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II

Medium Rocket Fuel Cache Partition II
Medium Hydraulic Bay Thrusters II
Medium Warhead Rigor Catalyst I

Scourge Heavy Missile x240
Targeting Range Script x1

EHP 21,490 (6,500 shield, 2437 armor, 2,812 hull)

Targeting range 93 km without scripts, 115 km with targeting range scripts

Standard Heavy Missiles range 107 km, total offense 261 dps.

Stable capacitor, speed 1965 m/s with MWD constantly on.

Total estimated price 102m. Honestly I’m just not sure if the ehp are too many or not enough, given that the strategy would be to kite at 100 km. If i remove the shield modules and/or damage control t2 I become really paper thin but then again this ship really isn’t for brawling.

Thanks in advance for any input.

I’d run a pair of T2 hydraulic thrusters and drop the ballistic guidance enhancer for another ballistic control instead. You probably want to run Faction, Fury and Precision ammunition to increase your DPS or application.

You could drop the sensor booster or one of the shield extenders for a shield booster and the damage control for a signal amplifier.

It’s been a while since I’ve run a lot of L3s, but I think you probably have more than enough kiting distance for most missions.

You may find that an active fit HAM variant allows you to complete them faster. Alternate hulls: Tengu, Drake or Barghest.

I could use faction missiles, but they re kind of expensive. Fury and precision missiles have a much shorter range and I believe I would expose myself too much in that case. The main purpose is to stay outside of enemy’s range but I’ll admit I dunno what the average range of NPC ships in L3 is. I figured 100 km was a safe bet.

If I put 2 hydraulic thrusters t2 rigs I would actually decrease the range of missiles from 107 km to 103 km because of the drawback.

This is actually great. If I leave the rigs the way they are now and dump the damage control for a t2 signal booster, my targeting range (without scripts) would equal the missile range at 117 km which would surely put me out of range of any enemy ship.

I’m not a big fan of shield booster but I guess if poop hits the fan then it’s a good thing to have one.

You lose less DPS if your missiles are faster. Faction missiles are relatively cheap; you can use mission LP to upgrade standard munitions. Fury are what you want for structures or battleships; Precision for frigates or drones.

Missiles have interesting dynamics because there’s a delayed time to target. Explosion radius always trumps explosion velocity (it’s in the formula), and missile speed always trumps flight time (even at the expense of some range).

The ultimate L3 missile blitzer is a Barghest, which also works well into L4s (though I’d still ultimately recommend a Golem).

With the right skillset and fit, standard L4s can pull in upwards of 200m ISK/hour. It’s relatively safe, reliable and consistent - just not terribly exciting.

If you operate in Caldari space drop me a line in-game; happy to help out.

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You shouldn’t worry about being cap stable until you run an active tanking. You won’t be able to kite at 100km and actively hit the targets all the time cause they move kind of fast. To eliminate this factor you need target painter. Second BCS is a must, shield extender swap for multispectrum hardener.