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Commander Scorpius
Imperial Academy Amarr Empire
0
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Posted - 2015.01.24 14:43:32 -
[1] - Quote
Hello. I've come back to Eve after a 7 year break (still recovering from a stroke) so I have good ships and equipment, not great but good T2 stuff and some named items. I also have 70 mill sp so my skills are mostly lvl 5 or 4 caldari and missiles.
Anyways I'm looking for a good fitting for my golem for lvl4 solo missions. I see many great fittings but what confuses me is the cap. Not one is stable and they are usually in the 1-2 minute range. It's inconceivable to me to go into a fight with only a minute or two of gas. That being said I have to use half my slots in PDU's cap rechargers or relays to get a stable cap leaving room for weapons only and no room for any other type of modules cept a couple of hardenrs and my shield booster. So instead of playing smart I warp in bash everything with a sledgehammer while they uselessly hammer at my always full shields. It gets the job done but it makes for bland gameplay.
Anyone hear of a golem fitting that's cap stable but still leaves room for something more than just launchers?
Keep in mind that I am still recovering and will never have normal function in my hands and my reaction time is sluggish hence the anxiety of going into a fight without a stable cap and the fear of little frigates. Am I limited to warping in going into siege mode then sitting in place and playing the eve version of whack a mole or is there a more exiting way for me to play?. PvP is out I have no illusions about what my skill would be in that arena so I'm sticking with PvE missions just want to add a little flare to them with a more exotic fit with more options but still remain within my physical limitations. I really like Eve and don't want to get bored and leave.
Thank You for your input.
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Velarra
348
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Posted - 2015.01.24 14:57:44 -
[2] - Quote
Commander Scorpius wrote:So instead of playing smart I warp in bash everything with a sledgehammer while they uselessly hammer at my always full shields. It gets the job done but it makes for bland gameplay.
Anyone hear of a golem fitting that's cap stable but still leaves room for something more than just launchers?
In a perfect world without health issues complicating things, one either has builds that flow down the road of tank is gank where in you only need a minute or two at most of gank to kill everything that could seriously dent your shields and armor. Or a likely expensive fit that tries to straddle both tank as well as gank. Odds are with the latter approach you'll end up flying a bit of a loot bait ship / purple pinata.
I suppose a few options you have include, lower your tank modestly and add a few target painters to your golem? Or you could take a closer look at some of the missions you frequently get. Some of them may have various waves that can be triggered, without the first needing to be cleared from grid before it appears. For instance: triggering every wave in damsel makes for a rather entertaining experience both for one's self and anyone who might choose to land on grid with you uninvited! |
Tsukino Stareine
Sock Robbers Inc.
912
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Posted - 2015.01.24 15:17:59 -
[3] - Quote
probably should look at another ship in honestly.
Rattlesnake has an incredible passive tank and doesn't sacrifice all that much speed for it as well as drones not requiring much input if set on aggressive. |
Velarra
348
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Posted - 2015.01.24 15:51:38 -
[4] - Quote
You might also want to look to the Scorpion Navy Issue. It has a lot of room for gank heavy, tank heavy as well as in-between fits. |
ShahFluffers
Ice Fire Warriors Snuffed Out
7173
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Posted - 2015.01.24 21:05:33 -
[5] - Quote
Commander Scorpius wrote:I see many great fittings but what confuses me is the cap. Not one is stable and they are usually in the 1-2 minute range. It's inconceivable to me to go into a fight with only a minute or two of gas. Here's the thing;
- your capacitor is always recharging. You can never "run out of gas"... at least... not permanently.
- the "red timer" over your capacitor box in the fitting window... it is merely stating how long your capacitor will last with everything on. If you maintain a certain level of awareness you can "pulse" your modules and maintain a "stable capacitor."
- missiles do not require any capacitor power.
- the meta right now is "kill faster so you don't have to use a tank."
- cap boosters are VERY useful in that they... ---- inject a large amount of capacitor into the ship. ---- allow greater freedom in fitting other modules. The pitfall is that using cap boosters requires a fair degree of micromanagement and cargospace.
Here is a Golem fit I cooked up for you (someone will probably tell me it sucks, but w/e)...
[Golem, New Setup 1] Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Large Shield Booster II Adaptive Invulnerability Field II Heavy Capacitor Booster II, Navy Cap Booster 800 Large Micro Jump Drive Prototype 100MN Microwarpdrive I Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron
Cruise Missile Launcher II, Inferno Cruise Missile Cruise Missile Launcher II, Inferno Cruise Missile Cruise Missile Launcher II, Inferno Cruise Missile Cruise Missile Launcher II, Inferno Cruise Missile Salvager II (OR Tractor Beam II) Salvager II (OR Tractor Beam II) Salvager II (OR Tractor Beam II) Bastion Module I
Large Warhead Flare Catalyst I Large Warhead Rigor Catalyst I
Hobgoblin II x5 Hobgoblin II x5 Salvage Drone I x5
NOTES:
- Tactics are simple; grab aggro... MicroJump away (it will "teleport" you 100km in the direction you are flying)... go into Bastion Mode... start killing thing starting with the highest DPS NPCs on field... kill the small NPCs with drones when they are less than 15km from you... PULSE your repper and cap booster as necessary (they should not be active all the time).
- this fit should tank almost everything at range. If not... drop Bastion Mode and MJD away. Bastion Mode again, kill again.
- you can use a Mobile Tractor Unit to pull things in and salvage at your leisure. But do not let it distract you from the NPCs that are still alive.
- use your Target Painters liberally. Especially when you have drones out. NPCs hate drones. But they hate Ewar even more.
- take time to set up "hotkeys" so you don't have to move your hands or fingers much. Drones are especially easier to use once you have their basic "Attack" and "Return to Bay" commands set.
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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Chris Winter
Winters Are Coming
606
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Posted - 2015.01.24 21:12:17 -
[6] - Quote
Replace the Flare with a Rigor. Rigor > flare, always. Only time you should use a flare rig is if you don't have enough remaining calibration to fit a rigor. |
ShahFluffers
Ice Fire Warriors Snuffed Out
7176
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Posted - 2015.01.25 00:03:18 -
[7] - Quote
I has occurred to me that even though there are better fits... I did not give the OP exactly what he was looking for (which is basically a good "passive regen" fit).
The Golem is quite terrible at being a "Passive Regen" ship... however... for less money you can use a Rattlesnake in such a setup.
[Rattlesnake, Passive Regen]
Shield Power Relay II Shield Power Relay II Shield Power Relay II Shield Power Relay II Shield Power Relay II Damage Control II
Large Shield Extender II Large Shield Extender II Large Shield Extender II Shield Recharger II Shield Recharger II Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Cruise Missile Launcher II, Inferno Cruise Missile Cruise Missile Launcher II, Inferno Cruise Missile Cruise Missile Launcher II, Inferno Cruise Missile Cruise Missile Launcher II, Inferno Cruise Missile Cruise Missile Launcher II, Inferno Cruise Missile Drone Link Augmentor II
Large Core Defense Field Purger I Large Core Defense Field Purger I Large Core Defense Field Purger I
Curator II x2 Ogre II x4 Hobgoblin II x5
NOTES: - again... setting up hotkeys for drones will help immensely as they require a fair degree of micromanagement.
- "baby" your drones. They are your primary source of damage. Pull them in if the NPCs are being "mean" to them.
- Sentry drones (Gardes especially) are effective against battleships and battlecruiser NPCs outside of 10km. Use heavy drones against anything inside. Light drones against frigates and destroyers.
- you should be able to tank an average of ~1300 hp/sec... ~1100 hp/sec if you are facing Amarr, Sansha or Blood Raider NPCs.
- BE VERY CAREFUL about NPC spawn "triggers." This ship is not particularly fast and can be overwhelmed.
- maximum shield recharge is achieved at ~1/2 to 1/3 max shields. So don't fret TOO MUCH.
- you both are and are not cap stable (it will take 35 minutes to run out of power). So if your tank isn't stressed (see: it is above 2/3 max shield), turn off one of your shield hardeners.
- if you know exactly what kind of NPC you will be facing you can trade the Adaptive Hardeners for NPC specific ones (EM, Thermic, Kinetic, and Explosive). Your tank will drastically increase towards those specific NPCs (and you will save some capacitor power)... but if you run into a surprise there might be issues.
- Unfortunately, this isn't a very "engaging" setup beyond knowing how much your tank can take and keeping your drones alive. "Passive Regen" tanks tend to require most of the ships' slots to be viable.
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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Paynus Maiassus
Capital Munitions
223
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Posted - 2015.01.25 02:33:25 -
[8] - Quote
I use a micro jump drive, (no MWD) cruise missile fit with heavy cap booster and cap booster 800 charges, 1 target painter, active tank. You rarely have to use the cap booster, though, and if you feel up to the risk, you can swap that out for more tank or another target painter. The micro jump drive is going to show you a constant cap use, but really you aren't going to use it often. The cap booster is only for those mess up times when you let the enemy get too close with a long time left on your siege and you need to run your shield booster a really long time. |
Nitrah
Adhocracy Incorporated Adhocracy
58
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Posted - 2015.01.25 14:57:14 -
[9] - Quote
I don't normally recommend it, but considering the OP's medical situation, I would suggest fitting an auto targeting module in the highs. One click, and it locks up everyone targeting you. |
Bagatur I
School of Applied Knowledge Caldari State
45
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Posted - 2015.01.26 13:10:01 -
[10] - Quote
Nitrah wrote:I don't normally recommend it, but considering the OP's medical situation, I would suggest fitting an auto targeting module in the highs. One click, and it locks up everyone targeting you.
How does it prioritize the targets if there are more of them than your skills or ship allows to target? Distance? |
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Tasnala Estidal
Viziam Amarr Empire
20
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Posted - 2015.01.26 13:35:49 -
[11] - Quote
If you had one hand better than the other, you could run a razer naga mouse, giving that hand control over function keys and other alternate mappings. Through right clicking and the razers functions, you would have complete control of almost every aspect. |
Jacob Holland
Weyland-Vulcan Industries
366
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Posted - 2015.01.26 13:49:57 -
[12] - Quote
Perhaps not a suitable option but if the OP is looking more for the reassurance that, when something is taking longer than anticipated, a fragile cap isn't going to dump his Golem in the smelly stuff - what about a cap boosted fit?
When the cap alarm goes there's still a good amount of time before the dreaded "The Capacitor is empty", hopefully plenty of time to activate the booster and dump another 4k GJ of tanking time. The Marauders have large cargos and therefore can carry reasonable stores of Booster 800s without significant impact on their performance...
It's a middle way of course, it will impact fittings and it won't necessarily do what the OP really needs - but perhaps it would do enough... |
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