2010-07-06

A new shiny!

For the last year I've been flying a sturdy Drake for any type of mish's, hardly having to warp out at all. But my friends mission boat, a navy megathron, kept outdamaging, outspeeding me a bit, so I thought that it be nice to step up a bit and also have a go at battleships.

First, my Drake:

[Drake, Angel Setup]
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Ballistic Control System II

Heat Dissipation Amplifier II
Explosion Dampening Amplifier II
Kinetic Deflection Amplifier II
Heat Dissipation Amplifier II
Large Shield Extender II
Large Shield Extender II

Advanced 'Limos' Heavy Missile Bay I, Thunderbolt Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Thunderbolt Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Thunderbolt Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Thunderbolt Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Thunderbolt Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Thunderbolt Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Thunderbolt Heavy Missile
Small Tractor Beam I

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Bay Loading Accelerator I

Hobgoblin II x5

I'm a purist, I must add. I frown on hybrid builds with an Invul field and shake my head at active shielding - for me the mighty Drake tanks as well as a battleship, has the battlecruiser speed and manouverability bonus - but the downside is its dps. It may be better if you use T2 ammo and bays, but I'm quite skeptical if it would really come even against a BS. Truth be told, I've tried it against my friends Navy a few months ago, and would have won, since his cap skills aren't the best. Otherwise it would have been a stalemate, I think.

Okay, now heres my thoughts and requirements about a BS for me:
a) it needs to be shield tanked.
Dont ask me, I tend to have problems with armor ships, starting with fittings, then also flying them. I always seem to have a lot more cap problems with armor tankers than with shields.

b)fast ammo switch, and good dps.
I love lasers for the light show, also for the fast ammo switching thing, and that they dont need much ammo to carry around. So actually they're my favourite, but as a big negative, they only offer two damage types (EM & Therm) so they only offer so much usability in all types of missions, plus, eat a hell of cap.
Rockets. Good for damages types, but bad for dps. I've been discussing this problem with my bf yesterday, and we decided rockets are good for fleets, if at all.
Projectile Weapons, might be something to go into, since they offer a good damage multiplier and all types of damage and do not eat any cap, thus can shoot until they fall of the ship. But they're so slow, and need a ton of ressources to fit a bunch of them on a ship. Secondly, ammo again.
And last but least, hybrid weapons. They're fast, need quite some ammo, drain some cap and offer only two damage types (again).
So what do you do as a mission runner considering this dilemma? I sure have no answer, so I guess we'll have to look at some bs for answers:

Okay we want a shielder... so I guess it'll be Caldari or Minmatar.
I have built myself a Rokh quite a while ago which was gathering some dust, but I wasn't so sure about flying it. Sure it looks cool, but is it usable?
First I thought about a Scorpion, since the Tyranis update they have gotten a good redesign, one which I liked. But the dual weapon setup is, difficult to play with, as one can't really do much about the double burden of damage mods etc. So it got dropped quite quickly.
Nightmare. A nightmare to get stable to be honest. And its design is, well... meh. Not for me, though I like the shield laser idea. Maybe on another ship.
Raven. All hail the Raven. I guess, wrong. Sturdy tank, but as Rockets go, bad dps. Dropped.
Tempest. Bad looks. Dropped.
Maelstrom. Played with it quite some time in EFT, and it is quite a nice boat. Might even be the ship in the future for me, but right now, I dont have much in Minmatar ships (frigs to III, to be honest) and don't want to lengthen the Leadership training time too much. Dropped temporarily.
Same goes for the Machariel.
So in the end I got stuck (more or less) with the Rokh, and played around with a (medium sized) Large laser variant, not really stable, so-so dps, but might be really fun to fly.

[Rokh, Lazor Baby]
Damage Control II
Heat Sink II
Heat Sink II
Power Diagnostic System II
Power Diagnostic System II

Invulnerability Field II
Invulnerability Field II
Magnetic Scattering Amplifier II
X-Large Shield Booster II
Shield Boost Amplifier II
Heavy Capacitor Booster II, Cap Booster 150

Dual Heavy Beam Laser II, Multifrequency L
Dual Heavy Beam Laser II, Multifrequency L
Dual Heavy Beam Laser II, Multifrequency L
Dual Heavy Beam Laser II, Multifrequency L
Dual Heavy Beam Laser II, Multifrequency L
Dual Heavy Beam Laser II, Multifrequency L
Dual Heavy Beam Laser II, Multifrequency L
Dual Heavy Beam Laser II, Multifrequency L

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Large Semiconductor Memory Cell I

Hammerhead II x5

But currently, as I only can use it as an anti-Angel boat (Rails eat too much cap for other missions) I have this:

[Rokh, Angel Setup]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Power Diagnostic System II

Invulnerability Field II
Ballistic Deflection Field II
Heat Dissipation Field II
X-Large C5-L Emergency Shield Overload I
Cap Recharger II
Cap Recharger II

Modal Mega Neutron Particle Accelerator I, Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Antimatter Charge L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Hammerhead II x5

In my opinion, it goes a little less, timewise, than the Drake, considering that I don't really have the gunnery skills up yet, but it is sure a nice new shiny boat to fly around. The only down side is, that I have only a 24km max range with Antimatter charges (I should take some Irons with me, might be something - 41km range) so it's a long wait sometimes for them getting into range.

~Zaja

No comments:

Post a Comment