L4 Security Minmatar Battleship

I am looking for some fits for Minmitar ships to try some L4s. I know most are going to tell me to go Raven or Rattlesnake but for now I want to use my favs which are Minmitar. If it doesn’t work out, I can always cross train into one of the others. Whatcha got??? :grinning:

The Maelstrom is probably the best Minmatar mission battleship - shield tanked exploiting the bonus to boosters with an Artillery fit. Eve University has a reasonable fitting.

I’ve flown it - though I’ve moved to a HAC (Vagabond) for Level 4 missions. The problem I had with the Maelstrom was the rate of fire and tracking on the Large Artillery - servicing multiple targets was a headache. You can alpha small stuff off the field at range, but the fire rate (shots per minute) is very slow compares to the energy turrets I’m used to.

Shield boosters are a horribly inefficient way of converting capacitor to tank. The shield boost amplifier is important even though it has a horrible skill need. T1 it if you have to. And Minmatar Battleship IV.

Having a preference and sticking with it is a good approach - learning one race well and having that hardwired knowledge and feel for it is good. Minmatar ships have their own style. I moved to using them from flying Amarrian hulls and it was a strange experience. It also cost me a ship - to used to armour tanks so reacted badly when the shield tank failed (I should already have hit warp!).

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I’ve used the Maelstrom, and it can be good once you know what you are doing. The reason I’m not using one now is that I finally got sick of moving like a sleepy snail in missions.

So I picked a Typhoon instead and started using cruise missiles with armor (really helps to have a lot of skills) and insanely enough crammed a MWD on it for short bursts of speed. My fit could probably be better but I’ve become used to it - with my skills and implants it has enough cap and damage to comfortably do most L4s as long as I don’t leave everything running. You have to be careful with that MWD and Large repper (might bling it later), but it’s usually easy to open some range and kill things.

[Typhoon, Typhoon]
Damage Control II
Limited Armor Thermal Hardener I
Reactive Armor Hardener
Ballistic Control System II
Ballistic Control System II
Large Armor Repairer II
Limited Armor Kinetic Hardener I

Large Cap Battery II
Missile Guidance Computer II
Missile Guidance Computer II
Cap Recharger II
500MN Quad LiF Restrained Microwarpdrive

Drone Link Augmentor I
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II

Large Auxiliary Nano Pump I
Large Warhead Calefaction Catalyst I
Large Capacitor Control Circuit I

Hornet I x20
Salvage Drone I x5

Scourge Cruise Missile x1090

Used to use this for any lvl 4’s, swapped to MWD on travel missions no worries with cap if MWD was used cautiously. Used meta4 guns until skilled for T2. Had no problem tanking in mission if i payed attention to triggers:

[Maelstrom, Maelstrom Any Lvl4]
Damage Control II
Gyrostabilizer II x2
Tracking Enhancer II x2

Pithi B-Type Small Shield Booster
Pithi B-Type Small Shield Booster
Dread Guristas Shield Boost Amplifier
Large Micro Jump Drive/MWD
Mission Specific Shield Hardeners

1200mm Artillery Cannon II,Fusion L
1200mm Artillery Cannon II,Fusion L
1200mm Artillery Cannon II,Fusion L
1200mm Artillery Cannon II,Fusion L
1200mm Artillery Cannon II,Fusion L
1200mm Artillery Cannon II,Fusion L
1200mm Artillery Cannon II,Fusion L
1200mm Artillery Cannon II,Fusion L

Large Core Defense Capacitor Safeguard I
Large Projectile Metastasis Adjuster I
Large Projectile Metastasis Adjuster I

Hobgoblin II x5
Valkyrie II x5

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@Eru_GoEller - now, that’s interesting. I’d’ve not considered using a pair of small boosters to effectively replicate a constant recharging shield. That’s worth playing with as an idea.

The downside is that I’m not really comfortable with a pair of 200m ISK boosters on ship worth much less than that. But that’s me being cheap. I’d muck around with it and play with the idea of a pair of medium boosters.
Also - as I recall - tracking bonuses stack. The second tracking rig may not be as effective as hoped, a collision accelerator (or a capacitor rig) may be an alternative.

But that’s an intriguing fit with - I like the idea.

  • 2 pithum B-type MSB have 129.14 HP/s base with 3.23 HP/GJ
  • 1 gist C-type XLS +T2 shield boost amp has 178 HP/s and 4 HP/GJ. worth 450M though.

also you can replace the T2 SBA by a gixt x-type for +130M. If you still are within your cap usage, you may replace a rig with a solidifier (to increase the raw HP/s limit)

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Look, I’m allowed a little curiosity and the chance to find out how good Amarrian ships really are.

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Tell it to the Inquisitor.

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For good or bad, I am currently using this mishmash fit. I am still low on skills and using meta parts and as long as I can stay at range, I am doing well. I currently pick a station or gate and align to it (away from rats) and shoot as I move. If things get too rough, I insta-warp away and come back after repairs.

[Typhoon, L4 Drama]
Large ‘Accommodation’ Vestment Reconstructer I
Prototype Armor Thermal Hardener I
Prototype Armor Kinetic Hardener I
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Drone Damage Amplifier II

50MN Cold-Gas Enduring Microwarpdrive
F-90 Compact Sensor Booster
Phased Scoped Target Painter
Missile Guidance Computer II
Cap Recharger II

‘Arbalest’ Cruise Launcher I
‘Arbalest’ Cruise Launcher I
‘Arbalest’ Cruise Launcher I
‘Arbalest’ Cruise Launcher I
‘Arbalest’ Cruise Launcher I
‘Arbalest’ Cruise Launcher I
Drone Link Augmentor I

Large Warhead Rigor Catalyst I
Large Warhead Rigor Catalyst I
Large Warhead Flare Catalyst I

Hobgoblin II x5
Warrior II x5
Hornet II x5
Wasp I x2

Targeting Range Script x1
Mjolnir Cruise Missile x4100
Scourge Cruise Missile x1660
Inferno Cruise Missile x1952
Nova Cruise Missile x4565
Prototype Armor Explosive Hardener I x1
Limited Armor Explosive Hardener I x1
Prototype Armor EM Hardener I x1

since you got typical minmatar suggestions already I’m going to say the machariel. works great with AC or Arty and can shield or armor tank it.

I mostly use an AC fit thing hits hard and is fast, works great for most missions.

arty fit is useful for bltizing a few missions where you have to hit a few targets at range and don’t mind the dps loss so much. Dread Pirate Scarlet blitz is probably the best use.

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I am afraid I am still fairly new and not sure AC and Arty. Going out on a limb and say AC = auto cannon and Arty=artillery?

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yep, that’s it.

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Digressing for a moment - but it’s vaguely relevent.

One real achievement CCP has made is making the different racial ships feel and fly differently - the projectile weapons, auto-cannons and artillery have a totally different feel to their logical opposites, energy turrets, and the ships feel different to fly.

You fly a Minmatar ship by being much more aware of your motion - picking your targets, holding range, managing damage to shields since boosting isn’t completely sustainable, and you have the speed to manoeuvre.
The Amarrian hulls teach you different reflexes, and a different way of flying. You are much more aware of weapon range - fighting just within optimum swapping crystals rather than moving to a new range. You are more a bludgeon than a dancer. Shields don’t matter - you’ll live by mass of armour. And you’ll worry about capacitor.

Swapping from one to another is interesting - you grow racial reflexes that are appropriate for what you fly. I find Minmatar ships interesting to fly but I find Amarrian ships satisfying because I’ve more experience with them.

So, bringing it back to relevance, @Zlim_Naskingar, I completely agree with your preference for flying Minmatar ships and applaud you for doing so. The “you must fly a Gila/Rattlesnake/Pumpkin for missions” advice irritates me because it implicitly denies the opportunity for difference in this game. It’s not about brutal joyless optimisation, but about enjoying the world’s created in this wonderful sandbox.

But there’s still nothing as inspiring as seeing the suns of Domain glinting on the polished gold of the Empire’s most glorious creations. It stirs the soul in a way nothing else does.

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I have been having some issues with my Typhoon which may be skill related or pilot error or both. I am getting lit up if I land to close (on missions with acceleration gates). I am not using any shield mid slot stuff since it is an armor tank ship but my shields aren’t lasting at all. I run my armor rep but I eat through my cap fairly quick and I can’t keep up with the damage if there are quite a few ships.

Should I switch to the Maelstrom? My gun skills aren’t quite as good as my missile skills but I am thinking that the Mael may be more tanky. I am not ready to move on from Minmatar ships just yet so please don’t suggest rattles, ravens, or even the mach.

I am also wondering about training into a command battle cruiser. I really enjoyed the Hurricane so I can move into the Sleipnir or go with heavy missiles and move into the Claymore. The shield boost might give me the close up protection that I need. Thoughts?

There are missions that drop you into the middle of it. The trick there is to have a Micro Jump Drive fitted. Basically, after s few seconds spool up it throws you 100km forwards. Unless you are a tanky brawler then you need to get range

In an armour ship them the shields are irrelevant. You are used to shields lasting - take it from an old Amarrian pilot: if you armour tank the only purpose of shields is to give you a second or so to power up your armour tank.

Make sure you have a reasonable buffer of armour - it gives you a chance to for the repairer to bite: an armour rep. adds armour at the END of the cycle not the start like a booster does. That five or six second cycle on a large repairer can feel a long time.
You don’t need it if you can sustain a tank, but a 1600mm plate is really nice

And make sure you can fit a T2 tank. The aim is to have a 1000 battleship for level 4 missions (thats the sum of DPS and active EHP/s tank. It’s not easy, and 750 isn’t unreasonable. And make sure you’ve got good capacitor skills - faster charging, bigger capacitor, less usage by weapons (not an issue for you) and prop. mods and tank.

Command Battlecruisers. Nice, but not a mission ship. They are specialised for burst modules rather than tank and firepower. Great for fleet support - they are a huge force multiplier. Imagine a fleet suddenly getting a 50 heavier tank…
But they are very expensive. Three or four times the cost of a T1 Battleship. And that specialisation is at the cost of general ability - T2 ships are specialists, the specialist mission runners are Marauders such as the Vargur.

Check your skills - if they are fine then have a look at the Minmatar Navy Battleships rather than the Pirate ships. They are tougher more capable versions of the T1 ships; at a price.

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I am not sure what you mean because the EHP is listed as 31k total so I am most likely looking at the wrong thing. I am attaching a screenshot of my fitting page so let me know. I am also thinking of changing to membranes instead of hardeners. I will lost a small amount of protection but it won’t take from the cap when I am running my armor rep.

This could get quite long and I can’t really tell from the screenshot what the modules (and rigs) are in the fitting, so I may be running a little blind. If I miss something and make an error or mis-judgement, the ignorance is mine and I apologise in advance.

That’s a battleship - the typical defensive tank on a battleship should be something over 80k EHP. A lot of the problem is that you’ve got almost nothing contributing to the tank. A T2 tank is one that uses T2 modules - for example a Large Armour Repairer II. Or a Damage Control II (really, fit a DC. Please!). A major reason you’ve got such a low EHP is you have very, very poor resistances - 60 against EM is OK, but the rest should be up there as well. Resistance reduces the impact of enemy fire, that makes life for the repairer a lot easier.
I’ve a Rapid Heavy fitted Typhoon, I get 48k EHP and I view that as rather low. I then run a Large Repairer. I suspect that Minmatar ships are just generally a little thinner than Amarrian ships. Still, what do you expect…

Is that really four Ballistic Control Systems (and I really hope they are T2 as well)??? You need to understand stacking - for some modules, and damage module are one of them - there is a penalty to fitting more of them: one is fine, two is OK, three is about the limit, the fourth is a waste of time, and if those are Calefaction rigs or loading accelerators then they are a completely pointless. Fit something useful - armour rigs for example to fill the resist holes and add a little more base armour.
Again, the Typhoon I fly does about 700dps (compared to your 455dps) at 70km. That’s enough that I can MJD out and engage at range as they close on me. The Heavies give me better application against small targets, but I still have a pair of guidance computers to help with that (if you run two, then script them both - never run them without scripts. Even one precision and one range is better than two unscripted - stacking again!)
I don’t need a sensor booster to increase the sensor range - there are skills for that!

And I’m going to hammer it home. TRAIN THE BASIC SKILLS. Then look at what can be advantageous to you.
I have no additional capacitor modules on my Typhoon, you have a cap recharger on, so I’ll add one to mine for a straight comparison:
My Capacitor is 6480GJ and recharges in 598 seconds.
Yours Cap is 4860GJ and recharges in 704 seconds.
That’s a huge difference, and solely down to the skill difference I recharge about 60% faster than you. That’s a lot - though a fair bit of that might be down to the MicroWarp Drive - that has a penalty to the capacitor size - normally 20-25% and that also affects the recharge rate (so maybe the difference is only about 30% in capacitor performance). Be really aware of the downsides of MWDs. I use a combination of a Large Micro Jump Drive and an Afterburner. Which also means I don’t have to find the juice to run a MWD as well if I need to reposition.

Have a look at the University page on the Typhoon - they have a reasonable Level 4 mission fitting. You could do a lot worse than start there. Their fit does really lay on the capacitor sizing - that’s a battery and three capacitor rigs fitted Typhoon. They are planning on living with the Repairer running hard!

Make contact in game - if we are online at the same time it’s a lot easier to share modules and answer questions in a chat window. I split my time between Amarr and Minmatar space (for “reasons”) - so we can run a mission together to try fits out.

Sorry if that sounded like a rant - you asked a fair question and I may have wandered off the deep end a little bit. You’ve got the right ideas, but Eve is a very, very deeply complex set of interactions - and that takes time to learn and you are wanting to run fast very early on.

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Oh, and the in-game simulator doesn’t give the repair rate in EHP per second - it only deals with the absolute repair rate not allowing for resistances. It’s a right bugger.
Have a look at PYFA or something similar.

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I have always been a jump in and test the water as opposed to someone who checks it with their feet and then slowly wades in. I appreciate your time and patience, I am fairly new and don’t know a lot about fittings.

I had the 4th ballistic control system was just put on when I was experimenting with the dps. I completely forgot that 4 of the same thing can counteract each other. I had a drone damage amplifier in there originally and swapped to see the difference but forgot to remove it. I can try putting in some armor plating. I will add you to my contact list in game and see if I can get in touch with you there as well.