FloppieTheBanjoClown
The Skunkworks
1724
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Posted - 2012.06.11 15:46:00 -
[1] - Quote
Let's apply a little science and liberal dose of Pyfa. I'll assume this is using T2 strip miners. A well-skilled pilot in a basic mining Hulk will get around 9.15k EHP, 6.33k raw. That breaks down like this:
Shield: 4.11k / 1.9k Armor: 1.88k / 1.27k Hull: 3.16k (no resists, EHP/raw are the same)
With a naturally-low armor and only two low slots, clearly armor tanking is out the window. That leaves us with shields and hull. An obvious choice is a Damage Control II. This will double your hull tank and boost everything else as well.
Hull tanking: with the DC2, you get 7.91k EHP on the hull. Adding a Reinforced Bulkhead II bumps that up to 9.89k. Your hull is now tougher than your entire hulk was when we started.
Now for the shields. We've got four mid slots to work with. The bulkheads ate a large portion of available powergrid, so hardeners are the obvious choice. Still, we only have 125 free CPU. At 44 CPU per module, T2 hardeners eat a lot. However the "limited" metas are much easier to fit, at a 10% loss in effect.
The current shield profile is this: EM: 45.3 Thermic: 56.2 Kinetic: 67.2 Explosive: 69.4
Two adaptive invulns raise your EHP more than any two hardeners, so I started with those. After a bit of trial and error, I got a T2 invuln, a meta invuln, and and two meta amplifiers: EM and Thermic. That fits with .8% of your CPU to spare. Drop the thermic if you can't quite fit it all. Also, train your fitting skills more.
Round out the fit with field extender rigs and you get 26.1k EHP without doing anything unusual. Against pure EM, it's 25.8k (lowest possible EHP).
[Hulk, passive tank]
Damage Control II Reinforced Bulkheads II
Adaptive Invulnerability Field II Limited Adaptive Invulnerability Field I Upgraded EM Ward Amplifier I Upgraded Thermic Dissipation Amplifier I
Modulated Strip Miner II Modulated Strip Miner II Modulated Strip Miner II
Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Now for the advanced mode:
Mine with other people or use a pile of alts. Seriously, fleet mining has all kinds of advantages. Most importantly though, is that the more ships you have in a fleet the more you can justify having a dedicated booster. Using the same hulk from above, a boosting tengu can put your EHP up to 33k - 31.6k EM. That's far more alpha than a ganker is going to want to bring to the field. What makes it even better is that the booster often goes unnoticed, and they'll bring enough to kill a hulk based on the 26k EHP suggested by the fitting.
So unless someone wants to throw away three tornadoes per hulk, you're well-protected from alpha damage. What about a catalyst swarm? In a 0.5 system (where fleet mining really makes sense) they can bring just enough DPS to pop your hulk before Concord shows and do it rather cheaply. For that, bring ECM drones. Have your entire fleet pack them, and keep them deployed. If anyone goes GCC in the belt with you, jam them all to hell. You'll collect hilarious killmails and save your stuff. It's time to put an end to CCP's war on piracy. Fight your own battles and stop asking CCP to do it for you. |