Sep 5 2007

Brute power tank

After someone from my favorite chat channel told me to switch my Power Diagnostic System IIs with Capacitor Power Relay IIs, I made the way back to Rens to buy some of those, and spent a good hour changing Pax Nemesis II’s fitting. Having just come from a big fight with several Arch Angel battlecruisers that put the ship to its knees, I knew one armor repairer and one mission-specific hardener was not enough of a tank yet. While I was toying around with the capacitor relays, I was amazed at the capacitor recharge rate I could get and did what I do best – complete nonsense.

I fitted two large armor repairers and every capacitor support module I could, and undocked. Behold the raw power this setup provides: 154 sec recharge rate for a total of 7650 capacitor. I can activate all modules except the guns and run them indefinitely – perfect when you need to recover in the midst of battle. The two armor repairers combined with the Auxiliary Nano Pump should be able to take care of a lot of damage – I have yet to really test this, as I did not get any challenging missions so far – but it is way better than my previous setup.

The good thing is, as soon as I get my laser skills further up, I’ll be able to free some lows/highs for additional gun support modules like a target painter or tracking enhancer.

Installed modules and rigs:

High slots
4x Tachyon Beam Laser I (Large)
4x Heavy Beam Laser II (Medium)

Med Slots
1x Optical Tracking Computer I 1.12x range, 1.24x tracking speed
1x F-90 Positional Sensor Subroutines +60% targeting range, +60% scan resolution
2x Cap Recharger II +20% cap recharge rate

Low slots
4x Capacitor Power Relay II -11% shield boost, +24% cap recharge rate
2x Large ‘Accomodation’ Vestment Reconstructer I Best named repairer
1x N-Type Explosive Hardener I 50% active explosive bonus

Rigs
2x Capacitor Control Circuit I -15% recharge time reduction
1x Auxiliary Nano Pump I +15% repair bonus, -10% speed

Full stats of this setup:

Gun ranges with active sensor booster:

- Radio crystals: 120 km (large) 62 km (med)
- XRay crystals: 65 km (large) 32 km (med)
- Multifrequency crystals: 50 km (large) 20km (med)

My personal comments:

I am not going for large guns only yet, as the medium ones are very handy when cruisers or battlecruisers come too near, which happens fairly often at 126 m/s. Ultimately I want my drones to handle those, but with 69.200 skill points in Drones that’s not going to happen anytime soon.

What do you think? Am I improving, or is this just too much/noobish/crazy/stupid as always ;)


Jul 8 2007

Pax Nemesis: Maelstrom

As promised in my last post, this is the current fitting of Pax Nemesis, Aeon’s Maelstrom. As with all my previous ships, it is a shield tanker – except this time I actually chose a ship that was meant to be one with the specific shield boost bonus of 7.5% per level of skill in Minmatar Battleship :)

This is the current module fitting:

High slots:
Heavy Anode Particle Stream I x 8 (Crystals: Xray)

Medium slots:
Target Painter I
Invulnerability Field I
‘Anointed’ I EM Ward Reinforcement
Heat Dissipation Field I
Ballistic Deflection Field I
Large Shield Booster II

Low slots:
Type-E Power Core Modification: Diagnostic System x 5

Rigs:
Core Defence Field Purger I x 3

Comments:
The shield tank and lasers make for a very power greedy setup, which is why the low slots are used for power support (and shield improvement as well). In this state, Shield + Guns + Hardeners + Target Painer can not run indefinitely yet, but long enough to tank most level 3 missions by just hovering. Whenever I run low on capacitor, I turn off the guns and let my drones work on their own for a while.

The key here is the combination of hardeners and rigs that give a total 60% bonus to shield rechargerate, for a total of 18.5 hitpoints/second. The damage that gets through is largely compensated by the rechargerate, and the booster is there to compensate when needed.

Detailed stats:

Let’s hear it – what do you think of this setup? Pure heresy, completely crazy or just plain genius?


May 7 2007

The Aeonizer Missioning Harbinger

After the switch from my Hurricane Crimson Skies to the Harbinger Aeonizer, I invested a bit of Aeon’s and my corporation’s funds to upgrade some of the modules I use. The big difference lies in the capacitor and shield enhancing modules: I can now run all seven guns, the afterburner and the shield booster together for about 10 minutes.

Modules layout

Guns
7x Heavy Anode Particle Stream I
7x True Sanshas Radio M

Meds
1x Y-S8 Hydrocarbon I Afterburners
1x Medium Shield Booster II
2x Cap Recharger II

Lows
4x Mark I Generator Refitting: Diagnostic System
2x Type-D Altered SS Overdrive Injector

Drones
3x Hornet I
1x Acolyte I

Detailed stats

Own comments
As pointed out by a few of my fellow RMS players, this setup completely lacks any kind of strategy: it is made for brute force shield regeneration – and is still dangerous if you get too near to your targets. It relies on being able to distance my targets and snipe them off from about 45-55 Kms. I do not use the shield booster that much, so some of those power modules should be replaced by shield hardeners depending on the mission type.

As Ilia pointed out in a few comments, the Harbinger is more of an armor tank than a shield tank (see the base resists of the armor) – but I am really a shield guy so I will try to come up with a perfected version of this setup.


Jan 19 2007

Ship Setup: Crimson Skies

As basis for discussion and inspiration, I have created a new category into which I will post my ship specifications and module fittings, along with a few explanations as to my choices. I have found a few nice references for ship setups, but everybody has its own views and goals…

The following is the current fitting for my Hurricane, Crimson Skies:

Crimson Skies Modules

High slots:
6 x Heavy Anode Particle Stream I medium laser turrets with Radio M crystals
2 x Upgraded ‘Limos’ Standard Missile Bay

Medium slots:
1 x 10MN Afterburner I
1 x Small Shield Booster I
2 x Barton Reactor Capacitor Recharger I

Low slots:
2 x Power Diagnostic System I
1 x Type-D Altered SS Inertial Stabilizers
1 x Nanofiber Internal Structure I
2 x Type-D Altered SS Overdrive Injector

Full stats:

Crimson Skies Specs

Detail:

Let’s start at the top: I know I mentioned the lasers thing before – I use them because I like them, because they do not use any ammo and because I have the required skills. Losing the ship’s bonus is not such a problem, because there are no missions where it really gets critical. I use the Radio M crystals because they give me a lot of range – I can hit at 49 kms with them.

The afterburner is there because with those medium cannons I have to keep my enemies at range, close-up they are useless. That’s where the launchers come in. They are basic launchers because I do not have the skills for the better ones yet, but they get the job done when a few rats come too close.<

The shield booster is really only a safeguard, even if I jump right into a stack of enemies and have to afterburner out under fire, my shield so far never got under 80%. But then again, there are not only rats out there… It is also useful to replenish the shield between missions.

The Barton reactors are there to improve the ship’s capacitor recharge rate – with all these power-sucking modules you have to be sure to have enough power. The Power Diagnostic modules go hand-in-hand with them, and have additional bonuses for the shield.

The inertial stabilizers, Nanofiber structure and Overdrives are all there for speed and agility. Speed is essential in missions if you do not want to fight at close range, but it has other benefits: a good turn rate guarantees you can quickly veer out of a tricky spot and escape potential attackers – rat and non-rat. Additionally, I found it to be much more comfortable for picking up the mission loot :)