Should add a list of implants to the thread aswell, would give new players the perfect setup to train for.
I am currently fitting Standard +4 attribute implants for slots 1-5, nothing special, I just do this to skill up faster.
Slot 6: CM-603 3% boost to Cruise Missile Damage
Slot 7: HM-701 1% to Heavy Missiles, because I have a Tengu as back up; this has proven to be totally pointless. Tengu is not a good choice for L4, due to inadequate DPS. Tank is excellent, but what does that matter if you canāt kill mission rats fast enough. Having a back up ship is a good idea overall, or having some other activity you can use to earn ISK.
Slot 8: GP-803 3% to Missile Precision Application cannot be overdone nor over emphasized
Slot 9: TN-903 3% to Target Navigation Application, Application, Application!!!
Slot 10: RL-1003 3% to Rapid Launch
I use the 3% implants due to affordability. Spending more did not seem worth it at the time.
Get the application implants first.
I started flying a Raven, sold it under contract with rigs, moved up to the RNI.
Totally worth it IMHO.
[RNI best fit]
Lows:
Caldari Navy Ballistic Control System x3
Missile Guidance Enhancer II
Damage Control II
Mids:
Gistum C-Type Medium Shield Booster
Adaptive Invulnerability Field II x2
EM Ward Amplifier II ( use mission appropriate resistance mod )
Missile Guidance Computer II with Missile Precision Script x2
Domination 100MN Afterburner
Highs:
Cruise Missile Launcher II x8
Rigs:
Large Warhead Flare Catalyst II
Large Warhead Rigor Catalyst II
Large Hydraulic Bay Thrusters II
Drone Bay:
Acolyte II x5
Hobgoblin II x5
Hornet II x5
Warrior II x5
Notes:
A fourth BCS does not do as much for actual damage as the Guidance Enhancer.
The Medium Booster is for topping up the shield on longer missions, not usually used on short or easy missions.
I use the resistance Amplifiers instead of the Fields, works well for me and I have ok skills for these.
The Guidance Computers are lazy mode, they work well, and I turn them on with the invulns every time I undock or jump a gate. Target Painters work well, but I do not want to skill up for them, as I do not really fly Minmatar ships. The Painters would be a better choice for a Rattlesnake, as they would benefit both the missiles and drones, for Raven/RNI, it makes little difference.
Use AB for missions, you can just leave it on and tool around faster than any mission rat. MWD is a bit of a waste imho, too fast, only good for scooting around. There is a special case for the Angel Extravaganza Bonus Room, use Micro Jump Drive.
The Hydraulic Bay Thrusters extend the effective range of the missiles, by allowing the missiles to reach the target before the Launcher cycles, thus saving ammo, ISK, and time.
You can fit a Raven just the same as the RNI, I would use a drone range rig in the spare high slot, and an MTU for salvage and looting.
Enjoy!
PS: A special thanks to Chainsaw Plankton for starting this wonderful thread on the best ( humor me ok? ) Missing running boat ever!
slots 1-5: Iād suggest ascendancy implants for mission running, warp speed is a drag.
slot 6: either a warp speed implant to complement the ascendancy implants in 1-5, or a cruise missile damage implant.
slot 7: I used a MP-70x implant for extra missile speed
slots 8-10 agree with Ket, the two application and rate of fire implants canāt be beat if you are using a missile ship.
as for what level to buy I have 5% implants. honestly probably wouldnāt notice the difference if I had 3%s. Never really bothered to do any sort of in depth analysis on that. If anyone has it would be interesting to hear. Shouldnāt lose mission clones often (if at all), so going a bit shiny doesnāt seem to hurt.
if you are just starting out you can make a clone with +4s and 3% implants, and then jump clone and set the new clone up with ascendancy or +5s and 5% implants. I usually have one clone near jita and one near amarr so I can easily jump to where I want to be. Additionally hubs like lanngisi or apanake are pretty out of the way so having a specific clone to jump to is a lot faster than flying over.
And lastly my navy raven fit is very similar. Mine has a pithum c-type medium booster, and a boost amp instead of the gistum booster and EM amp. Swaps the damage control for another BCU, uses 1 MGC 1 Painter, and has 2x rigor 1x flare rig. If Iām afking missions Iāll swap something for a cap mod so it is stable. If you just orbit at range and fling missiles pretty much nothing can hit back.
The fit always worked well enough I never bothered trying to min/max the damage application any more. Someone had a great spreadsheet for that, looked at npc sig/speed and ehp and calculated how many volleys to kill everything.
Used the target painter skills with the golem for a long time, also they are useful for a few burner missions.
Pity this thread has devolved into a proper discussion about proper fittings and suchā¦
Sorry to revive an old topic that might be boring to most, but Iām curious how much of the 2017 guidance given here still holds.
The RNI looks to be a great match for my skills, and I like missile boats, so Iām looking at it as the next boat up after my DNI.
Ket offered up this fit, which at the time he thought was the bestāIād be glad of any additional advice:
[RNI best fit]
Lows:
Caldari Navy Ballistic Control System x3
Missile Guidance Enhancer II
Damage Control II
Mids:
Gistum C-Type Medium Shield Booster
Adaptive Invulnerability Field II x2
EM Ward Amplifier II ( use mission appropriate resistance mod )
Missile Guidance Computer II with Missile Precision Script x2
Domination 100MN Afterburner
Highs:
Cruise Missile Launcher II x8
Rigs:
Large Warhead Flare Catalyst II
Large Warhead Rigor Catalyst II
Large Hydraulic Bay Thrusters II
Drone Bay:
Acolyte II x5
Hobgoblin II x5
Hornet II x5
Warrior II x5
Best,
I.
The guidance enhancer in the lowis completely useless.
you donāt have the targeting range for the increase of missile range, and the increase in application is too low because rigs+2 guidance mid.
Instead, you could use a sig amp.
Same for hydraulic rig, too much stacking. Go for cap instead.
Then, the second guidance computer is also not that useful, because ā¦ well, same. go for MJD for range control.
finally, I think the gistum shield is too weak. Instead, a pith will give much better hp/s - or a gist large, depends on your money and fit.
Just browsing the PVE section of the forumsā¦ had to stop by and re-visit my fave PVE post of all time re-created for the new forums. ;D
January 2019 and STILL no faction missile guidance computers/enhancers! And when the new Frostline/Permafrost event was announced last month, I really thought mebbe we were about to get 'em when I read the stuff about ānew modulesā in the event drops. I was likeā¦ āooo, Frostline mining modules and Morduās Legion MGCs/MGEs, oh boy oh boy oh boy!ā
Instead we got the new BCSes with a bit of explosion velocity but no explosion radius help and lower damage/ROF increases than t2 and certainly than Cal Navy. I was a sad. ;_;
:::adds twin Golems to the list of ships Iāve mished with above:::
Two Golems is fun, but mannnnnn all that excess missile range (even with furies, but especially with t1/faction/FOFs). Wish you could funnel it by choice into higher damage or higher ROF or higher velocity with a module or somethingā¦ no, I donāt want to refit to torps, and yes, Iām aware Barghests existā¦ and now that I have t2 cruises, I will be considering trying them out. Also need to get back in my old Rattlesnakes and slap dem t2 cruise launchers in place. Mmmmmax damage.
Or, if he needs cap, since you were saying his MGE in the lows was pretty pointless, could slap in a t2 (or better yet, faction) CPR (Capacitor Power Relay). Thatās what I use in my lowslots if I donāt have room for a cap battery in the mids. Both are better options than a cap recharger for -1 slot, especially if you donāt wanna/canāt spare the room to CCC it up in the rigs.
itās 2019 nowā¦ sad
They still havenāt finished module tiericide either.
Was just talking about that with my WH corpies on comms last night.
I think they were saving the turrets and the missile launchers for last, was talking about how theyāll probably preserve the āarbalestā name for meta 4 but itāll beā¦ scoped (best range), probably. restrained/enduring (lower cap use for hybrids/lasersā¦ not sure what theyāll do for 0 cap missiles and projectiles) for the meta 3s, and maybe turn all the meta 1s+2s into compact (more fitting room).
But yeah, they didnāt even finish doing all the non-weapon module groups yet. Hm. Hm hm hm.
Theyāre too busy working on $25 ship SKINs for hulls that no one flies.
was so looking forward to that when they announced it and just the overall execution is disappointing, has made most meta modules worth no more than their refine value, and the storyline mods are for the most part pretty boring. At least a few of the compact mods are nifty and enable some new fits I guess.
you sure? canāt be more than like 2008 right!?