I used a incursus, cheap fit, only about 800k ISK. the fit is like this:
[Incursus, cheap rat fit]
Magnetic Field Stabilizer I
Magnetic Field Stabilizer I
Magnetic Field Stabilizer I
Small ACM Compact Armor Repairer
1MN Y-S8 Compact Afterburner
Small Compact Pb-Acid Cap Battery
Cap Recharger I
Light Neutron Blaster I
Light Neutron Blaster I
Light Neutron Blaster I
Antimatter Charge S x720
oh no, so you should carry about a full antimatter, plutonium ad uranium?
I also trained mimatar frigates and projectile weapons, but never tried them I real combat. in the simulated rifter, the stats are overall inferior(maybe just because of my bad skills) to gallente and amarr ships I simulated.
Cheap is fine, but thereâs definitely room for improvement there. First of all, donât stack damage mods three-deep (except for very specialized setups, like for sniping). Two is fine, or one with a damage rig. You want to get a resistance mod in there. Maybe an energized multifrequency armor hardener (is that what theyâre called these days?), or a reactive armor hardener (get its skill to at least level 4 ASAP). The middle and high slots seem fine. You definitely need to add rigs though, even if theyâre cheap ones, like damage/RoF rigs (freeing up more lows for armor resist mods), although armor rigs are generally preferred.
Train for T2 guns ASAP, as thatâs a massive payoff for a relatively small investment. Until then, upgrade the guns (and the rest of your gear) with named modules instead of pure T1. The cost is marginal, but the difference is tangible.
Generally speaking, no. Outside of railgun PvP setups where you might get kited at specific ranges and need to switch to the most optimal ammo at that range, with a blasterboat, you should be hugging the enemy. The only major consideration is tracking, so when youâre able to use Void S, which will be your primary ammo, also carry some regular (or navy) antimatter with you. I also carry Null (for PvP), although itâs rarely used.
(Weapon Type) Collision Accelerator for damage and Burst Aerator for RoF. Donât stack any single stat more than two-deep due to stacking penalties, except, as mentioned before, for very specific circumstances.
You can train for T2 small and even medium weapons as an Alpha.
Just to be clear, when I say stat, I actually mean âstatâ, and not merely âmodule.â It doesnât matter where the boost comes from; it will still be penalized (as long as itâs coming from a module of some sort - skills and implants donât get penalized). So if you have two armor explosive hardeners, and add an armor explosive rig, you will be stacking three-deep. This even applies to command link leadership boosts. The weakest modules will receive the biggest penalties.
1 - 100% efficiency
2 - 87% efficiency
3 - 57% efficiency
4 - 28% efficiency
5 or more - donât even bother
There are some very special caveats, however. Damage control and the reactive hardener donât stack with all other resistance modules, but do stack with each other, so a particularly viable combination (at least for PvP) is 1x multifrequency energized membrane, 1x reactive hardener, and 1x damage control.
My throw-ins, in no particular order:
(Iâve been away this weekend and this is an interesting thread)
Stacking Penalties:
(in all the gory detail)
Hybrid Weapons: the ammunition type varies the range/damage much the same way that Frequency Crystals do in Energy turrets.
Projectile Weapons: the ammunition type varies the range/damage but can also change the damage type. The downside is the longer reloads which means there is an emphasis on the risk/cost/reward of getting the choice right for the target - changing ammunition mid-fight is costly.
The Incursus is better compared to the Punisher rather than the Executioner - the former are combat damage dealing ships with good defences, the Executioner is a tacking ship, the Gallente equivalent is the Atron.
To improve damage look through the Gunnery Skills, all those 3% and 5% per levels add up to âquite a lotâ.
thanks! but what skills should I train other than small hybrid turrets? I am training surgical strike, rapid firing and the tracking skill now. I think that would help?
so its only half as efficient if I stack 3 heat sink/magnetif field stab, I will look at ways to improve it other than rigs. I had a few bad times where I accidentally put the wrong rig on my ship and had to destroy it.
edit: am I right to think that having a small active tank is better than a higher resistance buffer tank because it lasts longer?
The âGunneryâ skill itself also gives RoF. âSmall ___ Specializationâ gives damage to the applicable small T2 weapons, same for medium and large.
Just get all the gunnery support skills to 4 within the first 2 months of training or so. You should also remap your attributes, I would say 8 Perception/6 Intelligence for your first year (unless you want to do training maximization with the bonus remaps, which will get you to the end goal faster, but will require you to wait for certain things to finish before moving on to others, instead of being able to change your training path on the fly). Also get some +1/+2 implants ASAP.
So get used to not doing that. Filling in your slots isnât âoptional,â youâre literally using incomplete setups if you do.
Never use a buffer tank for PvE (with the exception of some shield setups).
For mission running (and generally for active tanks) you want high resistances - this reduces the amount of armour or shield head hit removes. As the booster/repairer replaces a fixed amount on each cycle it means it can keep up with more incoming fire, or you need to use it less often.
High resistances also help with buffer tanks, both in an absolute sense and if supported by logistics (effectively logistics is âactive tank supported by someone else for youâ). Generally: high resistances are a good thing. But be aware of stacking penalties when picking the modules to do this.
Armour tanks have a greater range of modules to choose from - the options often are personal preference in the speed/tank/firepower triangle.
Like I said, I run T2 Projectile weapons with both types of T2 Ammo, Hail is short range with high DPS and Barrage is long range with low DPS. I use Republic Fleet Phased Plasma because when compared to the T2 ammo, itâs range and DPS is in-between those two, thus it becomes medium range with medium DPS.
This is what I get in my Stiletto with 2x T2 125mm ACâs along with ship fit, skills, implants, etc.
Hail S = 120.1 DPS (Explosive) with 5,541 m Falloff range
Republic Fleet Phased Plasma S = 93.7 DPS (Thermal) with 7,167 m Falloff range
Barrage S = 74.4 DPS (half Kinetic / Explosive) with 11 km Falloff range
Another reason I use RF Phased Plasma is itâs damage type is mostly Thermal which is on average a universal damage type to use.