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Ashuro Aakiwa
Perkone Caldari State
0
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Posted - 2015.11.07 09:25:58 -
[1] - Quote
Hey everyone!
I have a question: Is this fitting good for the Caracal, for missions?
5x Advanced "Limos" Heavy Missile Bay I*
10MN Afterburner I Adaptive Invulnerability Field I* Eutectic Compact Cap Recharger* Large F-S9 Regolith Compact Shield Extender* M51 Iterative Shield Regenerator*
Type-D Restrained Capacitor Power Relay* Mark I Compact Capacitor Power Relay* Capacitor Power Relay I*
don't have the skills to buy Tech II
Would be happy if anyone could help me there; |
Memphis Baas
738
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Posted - 2015.11.07 11:38:44 -
[2] - Quote
First, get EFT (Eve Fitting Tool) so that you can play with ship fittings without having to actually buy the ship or modules, and answer "is this fitting good" questions yourself.
Caracal is a missile ship, and Heavy Missiles are the long range type of cruiser-sized missiles. So, for a long-range fitting, it's good that you've fitted the afterburner to maintain your range.
For defenses, you're trying to do a passive shield tank, where you enhance shield regeneration and resists to useful levels. However, you're not doing it right; you've chosen an active shield resistance module (invuln field), which forces you to waste slots for cap recharge. A passive shield tank setup will use your med slots AND low slots for the tank, like this:
Med Slots: Large Shield Extender 2x Shield Resistance Amplifiers (Thermic Dissipation Amplifier, Kinetic Deflection Amplifier) - passive (no cap required) Shield Recharger
Low Slots: 2x Shield Power Relay
The way you have it fitted, your Invuln Field requires capacitor, forcing the use of the Capacitor Power Relay which completely negates the effect of your M51 Shield Recharger. In addition, the Invuln is an omni-resist, and it uses a lot more capacitor juice than the single-resist hardeners, and you don't need omni-resist for missions, you just need 2 resistances. For each mission you can look up what enemies you'll face and tailor your resistance to them; for Guristas it's typically thermal and kinetic, but you can just swap out what you need before undocking for the mission.
Passive shield tanking requires skills; you need to train Shield Compensation skills for each resist type in order to get good performance out of the Resistance Amplifiers. So, if you don't have skills trained, it's better to use an active shield tank, because shield hardeners (like the invuln field) give you a straight 50% resist (or 25% or whatever), regardless of skill. So, active shield tank:
Med Slots: Medium Ancillary Shield Booster (uses cap charges, then uses up your capacitor when it runs out of charges) 2x Shield Hardeners (Kinetic Deflection Field, Thermic Dissipation Field)
Low Slots: Damage Control
So a lot fewer slots are used, which would allow you to install some Ballistic Control System modules in your low slots to increase your missile damage by quite a lot. But, you may have a capacitor issue, so you may need Cap Recharger medium slot modules and Medium Capacitor Control Circuit rigs to offset.
Considering what enemies you'll face, for Level 2 (cruiser) missions, it's mostly frigates and a few cruiser bosses, and the NPCs typically try to just get to close range and orbit you. Your heavy long range missiles will have trouble doing full damage to small fast frigates, so Target Painter and Stasis Webifier modules in the med slots are rather critical until you can train the missile skills (Target Navigation Prediction, Warhead Upgrades etc.) to enable heavy missiles to hit small targets better. The target painter is medium range, but the webifier is short range, so fit a Target Painter and use your 2 light drones as extra protection against frigates that are too fast to hit.
So active tank with Target Painter and Ballistics for extra DPS:
Med Slots: 10mn Afterburner Medium Ancillary Shield Booster Kinetic Deflection Field Thermic Dissipation Field Target Painter
Low Slots: Damage Control Ballistic Control System x3
Rigs: Medium Capacitor Control Circuit x3
And for damage, use the Heavy Missiles, or you can consider going short range with Heavy Assault Missiles, or tailor the missiles to the frigate targets you'll mostly face, and use Rapid Light Missile Launchers instead of Heavies. You can swap these in/out before each mission, too. The afterburner allows you to get into close range or try to stay at long range, so try the different missiles out and see what works best for you.
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Thierry Orlenard
Center for Advanced Studies Gallente Federation
79
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Posted - 2015.11.07 11:56:56 -
[3] - Quote
Just to add a quick addendum to Memphis Bass's excellent overview, OP, if you're grinding through low-level missions and seeing a lot of frigates and cruisers, rapid light missile launchers are the way to go here. They absolutely chew through that stuff.
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Jonah Gravenstein
Machiavellian Space Bastards
25662
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Posted - 2015.11.07 13:03:43 -
[4] - Quote
Memphis Baas wrote:For defenses, you're trying to do a passive shield tank, where you enhance shield regeneration and resists to useful levels. However, you're not doing it right; you've chosen an active shield resistance module (invuln field), which forces you to waste slots for cap recharge. Slightly off topic here; but I've always understood the difference between a passive and active shield tank to be that a passive shield tank uses the shield recharge rate to replenish tank. An active tank would be using a shield booster of some description.
Civilized behaviour is knowing that violence is barbaric, but paying other people to do it is business.
Nil mortifi sine lucre.
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Memphis Baas
739
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Posted - 2015.11.07 19:49:52 -
[5] - Quote
Shrug, some people use hardeners on passive setups, but shield power relays are much more effective at increasing the shield recharge rate than shield rechargers, and the shield relays completely destroy cap recharge rates, to the point where even the hardeners drain the cap.
The terms "passive" and "active" seem to be about whether or not the capacitor is used, for other (non-shield) modules, so I assumed the same terminology was used for shields.
In any case, the missile launchers don't need cap, and if the afterburner is removed and passive shield modules are used, the ship can be completely non-cap. |
ergherhdfgh
Imperial Academy Amarr Empire
892
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Posted - 2015.11.07 23:53:29 -
[6] - Quote
I just want to mention to the OP to not forget the PDU. The Power Diagnostic unit ( or I guess now it's called the power diagnostic system ) It's not ideal to use a PDU as a tank mod but early on when you have fitting issues and / or low skills it can help to make a tank work.
The PDU increases: Shield recharge rate capacitor recharge rate power grid shield HP capacitor amount
So in some cases it will allow you to use hardners instead of resistance amps which can make a tank workable.
Of course over the years I've found that the best defense is a good offense as you don't have to tank incoming dps from dead NPCs but regardless it's something to think about.
Again I would not recommend it for the long haul but it can help you in the short term to get over a hump. |
Ashuro Aakiwa
Perkone Caldari State
0
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Posted - 2015.11.08 09:10:20 -
[7] - Quote
Oh really thank you all for all these answers! Didn't think in the first place I get an answer
Anyways, I changed my fitting hours later after I made this Thread into this:
5x Arbalest Compact Light Missile Launcher* with 2x Inferno Light Missile* 2x Mjolnir Light Missile* 1x Nova Light Missile*
10MN Y-S8 Compact Afterburner* Limited Adaptive Invulnerability Field I* Large F-S9 Regolith Compact Shield Extender* - -
2x Ballistic Control System I* Damage Control I* Type-D Restrained Capacitor Power Relay*
Until now, the level 1 Mission are very easy - don't know how it will be for level 2, it will take time until I reach it
I think I would like it to look up every enemy that comes in the mission and then to change the shield --- mmhmm its hard to follow on this thing
The Riggs are too expensive for me, can't really use them |
Thierry Orlenard
Center for Advanced Studies Gallente Federation
80
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Posted - 2015.11.08 11:32:36 -
[8] - Quote
Ashuro Aakiwa wrote:Someone told me the Rapid Missile are only good for fast reload but not for damage, so they told me to use the Light Missile
LOL, it's exactly the other way around. RLML do good damage (they have a fast rate of fire) but reload rather slowly. |
Ashuro Aakiwa
Perkone Caldari State
0
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Posted - 2015.11.08 14:53:41 -
[9] - Quote
Thierry Orlenard wrote:Ashuro Aakiwa wrote:Someone told me the Rapid Missile are only good for fast reload but not for damage, so they told me to use the Light Missile LOL, it's exactly the other way around. RLML do good damage (they have a fast rate of fire) but reload rather slowly.
Ahh sorry, I meant that - the reload is so slowy |
ergherhdfgh
Imperial Academy Amarr Empire
895
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Posted - 2015.11.08 16:21:18 -
[10] - Quote
Ashuro Aakiwa wrote: The Riggs are too expensive for me, can't really use them
I in-game messaged the OP so this is more for any other new players but using all your slots is way more important than exactly which meta of mod that you use.
So ship fits in Eve all the mods rely on each other. For example capacitor regen is figured as total capacitor amount multiplied by your regen amount. Any module which increase total capacitor amount or your regen rate both increase how much cap per second that you regen while at max regen ( somewhere between 25-35% capacitor ). On the other side of that any module which uses capacitor chews away at that capacitor amount that you are regenerating.
The simplified version of this is that having a good overall plan on your fit and using all the available slots will help way more than having all faction mods versus all meta zero mods for example. This is a big part of why the fitting skills are so important as having to use "fitting mods" really hurts your fit.
Anyway I gave the OP some isk to buy the CCC rigs so just get them and try them out.
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Ashuro Aakiwa
Perkone Caldari State
0
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Posted - 2015.11.08 16:59:19 -
[11] - Quote
Rellay thanks! It really gives a lot of energy!
Gonna test it now with
Medium Ancillary Shield Booster and Large C5-L Emergency Shield Overload I |
Raiz Nhell
Internet Terrorists SpaceMonkey's Alliance
456
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Posted - 2015.11.09 01:11:07 -
[12] - Quote
Ashuro Aakiwa wrote:
5x Arbalest Compact Light Missile Launcher* with 2x Inferno Light Missile* 2x Mjolnir Light Missile* 1x Nova Light Missile*
Are you splitting missile types across launchers? Don't do that
All mission NPC ships have a resist profile, they same way your ship does. NPC Damage types and resists
Look at the NPC you'll be fighting, and fit the missiles that will cause damage to the resist 'hole'.
It will make your ammo logistics a lot easier and allows you to group your launchers to avoid micro-management.
There is no such thing as a fair fight...
If your fighting fair you have automatically put yourself at a disadvantage.
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Francis Raven
Duck Knights of the Triangle Evictus.
3
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Posted - 2015.11.19 19:38:02 -
[13] - Quote
Hey OP -
1) Make sure to group launchers together, as stated above. 1 hit of the button and you fire all weapons. You can do this by clicking the "group weapons" button when in space in the ship. The button is right next to your HUD.
2) Rapid Light Missile Launchers are fantastic for level 1 and two missions.
3) Work on getting T2 shield mods online. As soon as those are fitted, you will breeze through all level 2 missions with the fit you mentioned + T2 defences. Those are only what...4-5 days away? (T2 Weapons are not necessary at all right now).
4) With your current fit and T1 shield mods, you will be able to run lvl 2 missions easily. Some harder ones might hit you for a bit of dmg though. Just fly smart, and only pull 1 group of rats at a time.
Good luck!
Francis |
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