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Nikea Tiber
Backwater Enterprises RD
31
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Posted - 2016.09.12 21:31:31 -
[31] - Quote
Iria Ahrens wrote:Nikea Tiber wrote:Never fit less than 3 damage mods. Don't you mean never fit MORE than 3 damage mods?
Nope. Less than 3. Every BS has enough low spots to fit 3 damage mods and a tank easily; there is no reason to have less dps when you can have more. Fitting a fourth damage mod is debatable on how much dps you add because of stacking penalties. If you are using faction damage mods a fourth can still add a non-trivial amount of dps.
Regarding fitting a prop mod and full clearing missions. There are two factors for your mission completion time; travel time for gate activation, and the time it takes you to kill everything in the pocket. If not fitting a prop mod has no negative impact on your mission completion time, it suggests to me that you aren't doing or applying enough dps to mission rats. Unless you are flying a missile boat, a prop mod assists your damage projection and application as well.
Kiting. Sure you don't have to kite, but it will drastically reduce the amount of incoming dps you have to tank. Long range turret systems with short range ammo outdamage short range turrets with long range ammo, and for most cases still has enough range at optimal to prevent npc ships from shooting back effectively.
There are lots of ways to safely complete L4 missions, this is in NC Q&A, so my comments here are tailored towards a pilot that has less SP. Outright tanking + spanking with a brawling BS successfully requires more sp and isk investment than a new character is probably capable of.
my other nano is a polycarb
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Deck Cadelanne
CAStabouts
354
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Posted - 2016.09.12 22:26:53 -
[32] - Quote
Nikea Tiber wrote:Iria Ahrens wrote:Nikea Tiber wrote:Never fit less than 3 damage mods. Don't you mean never fit MORE than 3 damage mods? Nope. Less than 3. Every BS has enough low spots to fit 3 damage mods and a tank easily; there is no reason to have less dps when you can have more. Fitting a fourth damage mod is debatable on how much dps you add because of stacking penalties. If you are using faction damage mods a fourth can still add a non-trivial amount of dps. Regarding fitting a prop mod and full clearing missions. There are two factors for your mission completion time; travel time for gate activation, and the time it takes you to kill everything in the pocket. If not fitting a prop mod has no negative impact on your mission completion time, it suggests to me that you aren't doing or applying enough dps to mission rats. Unless you are flying a missile boat, a prop mod assists your damage projection and application as well. Kiting. Sure you don't have to kite, but it will drastically reduce the amount of incoming dps you have to tank. Long range turret systems with short range ammo outdamage short range turrets with long range ammo, and for most cases still has enough range at optimal to prevent npc ships from shooting back effectively. There are lots of ways to safely complete L4 missions, this is in NC Q&A, so my comments here are tailored towards a pilot that has less SP. Outright tanking + spanking with a brawling BS successfully requires more sp and isk investment than a new character is probably capable of.
Just remember that damage actually applied is worth more than a theoretical "damage per second" number.
Tracking and optimum range, and the mods to enhance them, matter.
"When the going gets weird, the weird turn professional."
- Hunter S. Thompson
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Pandora Carrollon
Dawn of a New Horizon The Republic.
660
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Posted - 2016.09.12 22:48:12 -
[33] - Quote
I was just like you. I didn't get battleships. I tried BCs and BBs seemed words. It's okay to stay with Cruisers if they are your dun. There's always a place for them. They have their limits though.
Don't stress yourself out. Play cruiser jock until you hit the limits. Then push up to the next ship.
8 Golden Rules of EVE GÇó EVE is entirely PvP
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Kitty Bear
Harbingers of Chaos Inc Black Pearl Alliance
1571
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Posted - 2016.09.13 09:49:22 -
[34] - Quote
I've always given the generic advice
1 repair module + 2 active resistance modules is usually enough tank for 'most' circumstances
this leaves more slots for "gank" 3 +dps modules are usually more than enough imo a 4th is a waste due to stacking penalties
use the remaining space for application modules +tracking, +locking speed I rarely find +range useful
application, I believe, should always have more weighting when you're putting a fit together if you're getting +50000% moar dps from the fit
50000% of 0 is still zero damage when all your shots are missing |
Brokk Witgenstein
Extreme Agony
762
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Posted - 2016.09.13 10:05:28 -
[35] - Quote
There comes a point when you're 'patching' so many flaws in your battleship you in fact want a Sleipnir or a navy brutix...
Battleships are nice when shooting other battleships (like level 4 missions) but as solo mobiles you won't be juggling gank/tank as much as you're focusing on mobility/application.
One interesting thing to note, is that damage mods are heavily stacking penalized whereas tank usually works better if you just keep piling it on. You may need ALL those slots to make a passive regen fit, a brutal hulltank, or a reps-all-night heavy tackle fit. But you can't build a 'shoot all the things' fit and come away with more than 50k (battlecruiser level) tank.
Before proceeding, we might want to know what you intend to use Your battleship for ... |
Blade Darth
Room for Improvement Limited Expectations
61
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Posted - 2016.09.15 16:12:35 -
[36] - Quote
3-4 dmg mods for a pve ship, the 5'th will give little bonus due to stacking penalties, so it's better to go for a bit extra tank/ application/ prop module instead of the extra 28 dps (or whatever the number might be) |
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