# Rebalanced T3s and Blitzing, anyone done some theory crafting?

**URL:** <https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927>\
**Category:** PvE Ships & Modules\
**Created:** [July 6, 2017, 12:45pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927 "2017-07-06T12:45:16Z")\
**Posts on this page:** 16\
**Page:** 2

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**Author:** ![Andrew\_Indy](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/andrew_indy/32/13108_2.png) [@Andrew\_Indy](https://forums.eveonline.com/u/Andrew_Indy)\
**Post date:** [July 13, 2017, 4:53am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/21 "2017-07-13T04:53:05Z")

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Hobs will only take agro from elite frigs , Hammers will take aggro from anything cruiser and smaller (elite or not). Drone aggro is pretty random though, but in general Mediums will take way more.

Both ships are fairly close for missions but same can’t be said about the other HACs/T3Cs and you lose the flexibility of the hull.

I agree that the SP loss is really the issue with T3Cs. Pretty much why I don’t fly them in WH space any more. HS, LS and NS are pretty safe in a T3.

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**Author:** ![Arcturus\_Ursidae](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arcturus_ursidae/32/163602_2.png) [@Arcturus\_Ursidae](https://forums.eveonline.com/u/Arcturus_Ursidae)\
**Post date:** [July 14, 2017, 9:29pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/22 "2017-07-14T21:29:20Z")

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Okay I am a bit rusty, not played for a while but ran gone berserk in this fit in 19min undock to dock, no real problems.

I was always a stubborn proteus mission runner but really would only run kin/therm missions in it.

Does feel a bit sluggish now, loads of cap though. Might try a drone version maybe.

[Proteus, Toodlehoo]  
Federation Navy Magnetic Field Stabilizer  
Federation Navy Magnetic Field Stabilizer  
Federation Navy Magnetic Field Stabilizer  
Corelum C-Type Medium Armor Repairer  
Centum A-Type Energized Thermal Membrane

Corelum C-Type 50MN Microwarpdrive  
Tracking Computer II  
Tracking Computer II  
Tracking Computer II  
Corelum C-Type 10MN Afterburner

Heavy Neutron Blaster II  
Heavy Neutron Blaster II  
Heavy Neutron Blaster II  
Auto Targeting System I  
Heavy Neutron Blaster II  
Heavy Neutron Blaster II  
Heavy Neutron Blaster II

Medium Capacitor Control Circuit II  
Medium Anti-Kinetic Pump II  
Medium Polycarbon Engine Housing II

Proteus Core - Augmented Fusion Reactor  
Proteus Defensive - Nanobot Injector  
Proteus Offensive - Hybrid Encoding Platform  
Proteus Propulsion - Localized Injectors

Hobgoblin II x5  
Hornet II x5

Federation Navy Antimatter Charge M x5246  
Optimal Range Script x3  
Null M x1720  
Void M x1262

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**Author:** ![Nolak\_Ataru](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nolak_ataru/32/258421_2.png) [@Nolak\_Ataru](https://forums.eveonline.com/u/Nolak_Ataru)\
**Post date:** [July 15, 2017, 2:14pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/23 "2017-07-15T14:14:49Z")

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I used to have a MWD HamGu that pumped out 1063 DPS and kept a respectable tank. After fiddling with the new fittings, I get 1066 DPS _and_ can fit a Tractor beam:

```
[Tengu, Tengu: 1063 DPS 1449m/s MWD L4 HamGu]

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System

Gist C-type 50mn Microwarp Drive
Gistum A-Type Medium Shield Booster
Kinetic Deflection Field II
Thermal Dissipation Field II
Missile Guidance Computer II, Missile Range Script
Missile Guidance Computer II, Missile Range Script

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Small Tractor Beam II

Medium Hydraulic Bay Thrusters II
Medium Warhead Rigor Catalyst I
Medium Warhead Rigor Catalyst II

Tengu Core - Augmented Graviton Reactor
Tengu Defensive - Amplification Node
Tengu Offensive - Accelerated Ejection Bay
Tengu Propulsion - Chassis Optimization

```

I haven’t checked my Proteus with the warp speed subsystem, but I don’t have high hopes for it after the beating it took.

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**Author:** ![Chainsaw\_Plankton](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/chainsaw_plankton/32/256180_2.png) [@Chainsaw\_Plankton](https://forums.eveonline.com/u/Chainsaw_Plankton)\
**Post date:** [July 15, 2017, 7:42pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/24 "2017-07-15T19:42:45Z")

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nice to see the tengu mostly stays the same. my 10mn version is cap stable with a pithum c-type med booster and the pg/cap sub. It was a warp speed version that I was going to play around with but never got around to doing it. Will be interesting to play around with some different rig setups though. Also not too hard to put a large cap battery and a large shield booster, but don’t really need that much tank for missions.

> [@Arcturus\_Ursidae](#):
>
> Okay I am a bit rusty, not played for a while but ran gone berserk in this fit in 19min undock to dock, no real problems.
> 
> I was always a stubborn proteus mission runner but really would only run kin/therm missions in it.
> 
> Does feel a bit sluggish now, loads of cap though. Might try a drone version maybe.

Gone berserk isn’t really the greatest for blitzing, I’d also be interested to see what that setup can do with rails. and might be worth swapping a mid or two for some extra lowslots. And resist rigs might make sense now that you can change the rigs.

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**Author:** ![Nikea\_Tiber](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nikea_tiber/32/134445_2.png) [@Nikea\_Tiber](https://forums.eveonline.com/u/Nikea_Tiber)\
**Post date:** [July 16, 2017, 5:03pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/25 "2017-07-16T17:03:18Z")

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Re: deimos vs proteus

The deimos has greater on grid mobility as well as a sig radius that is quite a bit smaller than the proteus. Flown correctly, a deimos barely gets hit in a L4.

I’ll be converting my loki into a HAC configuration for testing once more of the subsystems I need get cooked.

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**Author:** ![Koopman\_van\_Luxe](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/koopman_van_luxe/32/5947_2.png) [@Koopman\_van\_Luxe](https://forums.eveonline.com/u/Koopman_van_Luxe)\
**Post date:** [July 16, 2017, 8:20pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/26 "2017-07-16T20:20:58Z")

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> [@Kelshall](#):
>
> coming back to the game after a reasonably long absence. Why is it important to max warp speed?

depending on how long you’ve been gone, [in about 2013 CCP redid the warp speed/acceleration mechanics](https://community.eveonline.com/news/dev-blogs/warp-drive-active).

[details=tl;dr summary click heer]Before this, the ships warp speed was basically meaningless outside of extremely long distance warps (100+ AU) all ships would take roughly the same long amount of time complete an average distance warp. The warp speed subsystems on the tengu and proteus were pretty much a joke.

After the change, 3 au/s on a cruiser became the baseline with time to reach destination identical to the old system, but faster warp drives significantly increase the acceleration/deceleration speed saving significant amounts of time. (and bigger, slower battlecruiser and beyond warp drives make it worse)

For example, a T3C with a 3au/s warp speed will do a pretty typical 20 AU warp in 37 seconds, one with an interdiction nullifier doing 4.5 au/s will do it in 25s.

Slap on 3 Hyperspatial Velocity Optimizer II rigs if you wanna get crazy and your warp speed will be nearly as fast as an interceptor, 20 AU warp from start to finish in 17 seconds, cutting your travel time in half-ish.

Even short warps like acceleration gates are faster, because your warp acceleration/deceleration is much better.[/details]

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**Author:** ![Chainsaw\_Plankton](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/chainsaw_plankton/32/256180_2.png) [@Chainsaw\_Plankton](https://forums.eveonline.com/u/Chainsaw_Plankton)\
**Post date:** [July 16, 2017, 10:15pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/27 "2017-07-16T22:15:23Z")

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the chart from that dev blog is great and since we can post images now:

![image](https://global.discourse-cdn.com/eveonline/original/2X/a/a4002a50282c1b806f9145b000fc5639ec52e53c.png)

lets assume each warp gate is a 100km warp, going from 3au/s to 8au/s you save 12sec for each gate and each general warp is 20au where you save 20 seconds.

so you save at least 40s each mission just by warping there and back, add 40s for each jump you have to go, and 12s for each warp in the mission. over an hour that’s an extra mission, maybe even a few extra. And that’s just 8au/s, my prot does over 12au/s with the warp speed sub, hyperspatials and ascendancy implants.

tl;dr: warp speed is where it’s at for blitzing.

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**Author:** ![Lil\_Brudder\_Too](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/lil_brudder_too/32/236071_2.png) [@Lil\_Brudder\_Too](https://forums.eveonline.com/u/Lil_Brudder_Too)\
**Post date:** [July 16, 2017, 11:35pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/28 "2017-07-16T23:35:42Z")

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I’m just not excited that essentially, they relegated ALL armor pve fits to use a single defensive sub…because pve armor ships do not need bonuses to overheating hardners or extra armor HP. The HP’s will be helpful with shield tanks, but useless for armor. Plus the loss of useful slots my pve proteus lost two mids but gained one low…at the cost of the resist bonus…so i have to fit a hardner into that low, but still lose the effectiveness of the two mids i no longer have. Awesome.

So now armor T3C’s used for pve must fit the Nanobot injectors to be effective. Nice job at ballance CCP. Also the drone legion that used to be lasers…is now a missile ship with drones. Nice bait and switch.

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**Author:** ![Chainsaw\_Plankton](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/chainsaw_plankton/32/256180_2.png) [@Chainsaw\_Plankton](https://forums.eveonline.com/u/Chainsaw_Plankton)\
**Post date:** [July 17, 2017, 1:03am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/29 "2017-07-17T01:03:03Z")

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> [@Lil\_Brudder\_Too](#):
>
> I’m just not excited that essentially, they relegated ALL armor pve fits to use a single defensive sub…because pve armor ships do not need bonuses to overheating hardners or extra armor HP. The HP’s will be helpful with shield tanks, but useless for armor

meh? Every pve fit I saw already had the local rep sub, the only time I ever used anything that wasn’t the Local rep sub was for extra EHP to survive a gank as tornado ganking mission running t3cs was pretty popular for a while.

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**Author:** ![Andrew\_Indy](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/andrew_indy/32/13108_2.png) [@Andrew\_Indy](https://forums.eveonline.com/u/Andrew_Indy)\
**Post date:** [July 17, 2017, 8:58am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/30 "2017-07-17T08:58:04Z")

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+1, if you where not using the Active Rep Sub on any T3 that had one you where doing it wrong, then or now.

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**Author:** ![Anize\_Oramara](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/anize_oramara/32/206986_2.png) [@Anize\_Oramara](https://forums.eveonline.com/u/Anize_Oramara)\
**Post date:** [July 17, 2017, 9:25am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/31 "2017-07-17T09:25:15Z")

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Yea had a quick look last night and the HP sub is primarily for PvP or maybe wormhole stuffs(is that still a thing?). Basically wherever you have dedicated logi.

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**Author:** ![Koopman\_van\_Luxe](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/koopman_van_luxe/32/5947_2.png) [@Koopman\_van\_Luxe](https://forums.eveonline.com/u/Koopman_van_Luxe)\
**Post date:** [July 17, 2017, 5:55pm UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/32 "2017-07-17T17:55:25Z")

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> [@Lil\_Brudder\_Too](#):
>
> Also the drone legion that used to be lasers…is now a missile ship with drones. Nice bait and switch.

You prefered 3/4 pg-hogging lasers with nothing but a cap use bonus, over 5 missile hardpoints with 25% damage AND rof bonuses to lights, heavys, and hams of every damage type?

While _keeping_ the bandwidth/dronebay AND a slightly improved 50% drone damage/hp bonus?

It is now the old assault optimization sub but slightly better with a damage bonus applying to _every_ missile instead of just hams, and the drone sub but slightly better with a complete 50% drone damage/hp bonus instead of 50% damage and 37.5% hp.

_At the same time._

If there’s some significant advantage to 4 cap reduced lasers that outweighs the advantage and versatility of 5 double-bonused rapid light/heavy/assault launcers that I am completely ignorant of feel free to knock me down a peg or two

otherwise I would suggest if you just miss the pretty lasers to fit a target painter for both the visual effect and damage application bonus, load 3 mjolnir and 2 inferno, and make “PEW PEW BZZZ” noises while they launch

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**Author:** ![Chainsaw\_Plankton](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/chainsaw_plankton/32/256180_2.png) [@Chainsaw\_Plankton](https://forums.eveonline.com/u/Chainsaw_Plankton)\
**Post date:** [July 19, 2017, 2:24am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/33 "2017-07-19T02:24:00Z")

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indeed, I didn’t even know there was a gun/drone sub for the legion. Also the missile + drone version fits well with the t1 and t2 lines of ships.

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**Author:** ![Ket\_Viliano](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ket_viliano/32/146035_2.png) [@Ket\_Viliano](https://forums.eveonline.com/u/Ket_Viliano)\
**Post date:** [July 21, 2017, 6:33am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/34 "2017-07-21T06:33:36Z")

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Best reply evar 😛

> otherwise I would suggest if you just miss the pretty lasers to fit a target painter for both the visual effect and damage application bonus, load 3 mjolnir and 2 inferno, and make “PEW PEW BZZZ” noises while they launch

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<div class="post-metadata">

**Author:** ![Darrien](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/darrien/32/244001_2.png) [@Darrien](https://forums.eveonline.com/u/Darrien)\
**Post date:** [July 25, 2017, 8:26am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/35 "2017-07-25T08:26:22Z")

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EHP can be a factor in missions too, where a Proteus will out perform a Deimos.

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**Author:** ![Ritter\_Rost](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ritter_rost/32/35010_2.png) [@Ritter\_Rost](https://forums.eveonline.com/u/Ritter_Rost)\
**Post date:** [July 25, 2017, 11:44am UTC](https://forums.eveonline.com/t/rebalanced-t3s-and-blitzing-anyone-done-some-theory-crafting/8927/36 "2017-07-25T11:44:19Z")

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I am glad I waited with training T3C and did the T3D first. At the moment I favorite the Loki EFT wise… but I will give it a few more days/weeks until I decide.

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