the Drekavac (sorry correct spelling) can be just as good if not better than a Vedmak with the right skills and fit.
The Drekavac gains over the Vedmak the following;
+4% to armour resist per level of BS
extra +5% to disintegrator damage per level of BS
can mount a command burst
+25% to optimal range of disintegrator
only thing the Drekavac is worse off on is losing the +5% to tracking per level.
but a good fit you tank much higher and gain more benefits;
[Drekavac, *Simulated Drekavac Fitting]
Corpum A-Type Medium Armor Repairer
‘Radical’ Damage Control
Corpum C-Type Energized EM Membrane
Coreli A-Type Adaptive Nano Plating
Corpum C-Type Energized Kinetic Membrane
Shadow Serpentis Energized Explosive Membrane
Coreli A-Type Adaptive Nano Plating
True Sansha Cap Recharger
Corelum A-Type 10MN Afterburner
True Sansha Cap Recharger
Shadow Serpentis Remote Tracking Computer
Armor Command Burst II
Information Command Burst II
Veles Heavy Entropic Disintegrator
‘Peace’ Large Remote Armor Repairer
Medium Anti-Thermal Pump II
Medium Command Processor I
Medium Auxiliary Nano Pump II
Hornet II x6
Light Hull Maintenance Bot I x1
Medium Armor Maintenance Bot II x3
Medium Shield Maintenance Bot II x1
Salvage Drone I x5
Acolyte II x5
Optimal Range Script x1
Tracking Speed Script x1
Tetryon Exotic Plasma M x1709
Armor Energizing Charge x492
Rapid Repair Charge x297
Sensor Optimization Charge x294
Electronic Hardening Charge x503
Meson Exotic Plasma M x1457
Occult M x457
this fit for example is an Trig Conduit fleet fit, but was used for missioning also.
With good skills, running Meson ammo and range script you should be able to reach out to @51km, with starting DPS of 169.9
With Tetryon out to 20km with tracking still good of 52.50, and starting DPS of 233.6
With Occult I would only use on larger targets or slow movers with tracking script to help keep tracking high, but it’ll only get to 39.38 tracking and range of 17km, but DPS is high starting a 304.4
the big benefit it the larger drone capacity and bandwidth, and the Tank.
Tank I get 69.65 kehp with 77% EX being the lowest armour resist, the rest are all above 80%, through an Armour Energizing Charge in that increases to 71.74 kehp and resistances increase. Through the Armour Reinforcement Charge which leaves resistances as it but increases HP and thus EHP to 76.74K. And of cause the Rapid Repair Charge boosts the active tank.
As for the second command on this fit, it’s uses ether the information or skirmish depending on mission or fleet.
Information helps ether getting faster locks or further target locks, or reduces ECM Warfare module effects of Sensor and Turret/Missile disruptors.
Skirmish helps with Evasive Maneuvers Charge by reducing ship signature radius and increasing ship agility, if a web was being used the Interdiction Maneuvers Charge helps increase range of those modules.
Both are great ships, so depending on skills and what you can fit you can do most things with these ships, on key thing forget to mention early on was Trig ships do make for good combat armour logi ships. So if you fleet missions, I would suggest running armour spider fleets and gain the benefits from the Trig ships Role bonuses.