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Johram
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Posted - 2009.03.17 16:36:00 -
[1]
Can anyone recommend a Shield tank fitting for a Rupture?
I'm trying to do some Level II missions and since the Warp to Zero dynamic has reared its ugly head I get beaten up so fast I have to warp out within about twenty seconds, which is not enough time to do any damage at all.
I would theoretically prefer the long range of Artillery but since it isn't possible to warp to a specific distance the weapons might as well not exist.
I prefer the shield tank to the armor tank so that I don't have to pay for repairs, although I don't know if the armor repairers also repair the fittings.
Pretty new here.
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Liang Nuren
No Salvation Blackguard Coalition
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Posted - 2009.03.17 16:45:00 -
[2]
Edited by: Liang Nuren on 17/03/2009 16:52:41 Is there a reason it has to be shield tanked? It doesn't really have the mids for it.
You could try: 4x 650 Arty, 2x HML Med Shield Booster, 2x Hardener (Invul or Rat specific) 3x PDU, 2x Gyro
I don't know if it would fit, but if I had to do a shield tanked mission ruppie, that'd be the first thing I tried to fit on
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Johram
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Posted - 2009.03.17 16:51:00 -
[3]
Thanks.
I prefer shields just because shielding doesn't cost anything, it repairs on its own. Once through the shields though your equipment starts taking damage that costs a fairly substantial chunk of change to repair.
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2009.03.17 16:59:00 -
[4]
Originally by: Johram Thanks.
I prefer shields just because shielding doesn't cost anything, it repairs on its own. Once through the shields though your equipment starts taking damage that costs a fairly substantial chunk of change to repair.
That's what armour repair units are for.  It's a different skill-set from shield-tanking, but well worth having.
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Liang Nuren
No Salvation Blackguard Coalition
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Posted - 2009.03.17 16:59:00 -
[5]
Originally by: Johram Thanks.
I prefer shields just because shielding doesn't cost anything, it repairs on its own. Once through the shields though your equipment starts taking damage that costs a fairly substantial chunk of change to repair.
I see. Well, your mods don't take damage until you are actually in structure or you overload them, and the armor rep works the same way a sheild booster does - except it works on armor. And the Ruppie gets enough low slots to armor tank most missions, so it should be overall safer.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Johram
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Posted - 2009.03.17 17:03:00 -
[6]
That's odd, I'd swear I've seen my mods take damage with as little as 25% loss to the armor. Might pay more attention to armor then and just scrutinize the repair list a little closer next time.
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Grek Forto
Malevolent Intentions Dark Solar Empire
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Posted - 2009.03.17 17:47:00 -
[7]
Edited by: Grek Forto on 17/03/2009 17:47:38
Originally by: Johram That's odd, I'd swear I've seen my mods take damage with as little as 25% loss to the armor. Might pay more attention to armor then and just scrutinize the repair list a little closer next time.
Your mods only take damage when you overheat them. And since you're "kinda new" I doubt you've trained Thermodynamics.
Edit : Spelling
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Darkaene
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Posted - 2009.03.17 18:16:00 -
[8]
No I don't think I have. (Johram == Darkaene, think I finally have my settings right)
Been grabbing whatever I can and training it up to about level two or so depending for some diversity. Right now training up M-Cruisers IV though. And I focused on shielding a little, so its going to take a few days before I can refocus on armor. Meanwhile I think I'm just going to focus on mining for some cash. Plagiocene works out pretty well.
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2009.03.17 18:23:00 -
[9]
Modules do start taking damage when you're into low armor (think 10% or less remaining) but they certainly shouldn't be getting damaged with only relatively light armor damage.
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Horizon Taker
Slacker Industries The Boat Violencing Initiative
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Posted - 2009.03.17 18:25:00 -
[10]
Originally by: Meiyang Lee Modules do start taking damage when you're into low armor (think 10% or less remaining) but they certainly shouldn't be getting damaged with only relatively light armor damage.
No way, mods don't take damage ever unless you overheat.
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Liang Nuren
No Salvation Blackguard Coalition
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Posted - 2009.03.17 18:38:00 -
[11]
Originally by: Horizon Taker No way, mods don't take damage ever unless you overheat.
This is false. :)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Terianna Eri
Amarr Scrutari
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Posted - 2009.03.17 21:32:00 -
[12]
Originally by: Horizon Taker
Originally by: Meiyang Lee Modules do start taking damage when you're into low armor (think 10% or less remaining) but they certainly shouldn't be getting damaged with only relatively light armor damage.
No way, mods don't take damage ever unless you overheat.
Mods start taking some damage when you start hitting low structure. Usually people don't notice because their ship follows shortly thereafter  __________________________________
Originally by: CCP Whisper Boo hoo. Cry some more.
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syllaska isken
Minmatar Dragonwolf Clan
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Posted - 2009.03.18 03:35:00 -
[13]
Tactical Shield Manipulation
needs Engineering IV
(paraphrased from skill book)
Skill at preventing damage from penetrating the shield. Below 25% damage will bleed through to armor even with shield remaining. Each lvl will decrease this 5%.
(please correct me if im wrong) at lvl V no bleed through will occur as long as any shield remains.
So. if one bounces with shields under 25% with out this skill they are slowly loosing armor.
Hope this helpsnull
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Horizon Taker
Slacker Industries The Boat Violencing Initiative
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Posted - 2009.03.18 10:41:00 -
[14]
Originally by: Terianna Eri
Originally by: Horizon Taker
Originally by: Meiyang Lee Modules do start taking damage when you're into low armor (think 10% or less remaining) but they certainly shouldn't be getting damaged with only relatively light armor damage.
No way, mods don't take damage ever unless you overheat.
Mods start taking some damage when you start hitting low structure. Usually people don't notice because their ship follows shortly thereafter 
Huh. I've looted many many wrecks in my day, I've hardly ever had to repair anything and the things I have repaired seemed like they probably were overheated. The more you know.
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ry ry
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Posted - 2009.03.18 11:32:00 -
[15]
Edited by: ry ry on 18/03/2009 11:33:31
they definitely do take a bit of damage from being shot. i've been havign to repair damaged mods when i repackage & stack my hanger contents for years. i dunno how it's calculated, but i figured it's similar to shield->armour bleed, but with hull->module.
i've always wondered if the mods destroyed/dropped when you pop is calculated by applying damage (randomly?) to the mods themselves and dropping the undestroyed ones. although granted i've not wondered this very often or for very long.
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Thercon Jair
Minmatar InQuest Ascension Skunk-Works
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Posted - 2009.03.18 11:37:00 -
[16]
You should be able to squeeze an armor repairer and artilleries on your rupture. Try something like this:
[Rupture, Arty Armor] Medium Armor Repairer I Energized Reactive Membrane I Energized Magnetic Membrane I Energized Thermic Membrane I Damage Control I
10MN Afterburner I Stasis Webifier I Cap Recharger I
650mm Artillery Cannon I, EMP M 650mm Artillery Cannon I, EMP M 650mm Artillery Cannon I, EMP M 650mm Artillery Cannon I, EMP M Assault Missile Launcher I, Sabretooth Light Missile Assault Missile Launcher I, Sabretooth Light Missile
[empty rig slot] [empty rig slot] [empty rig slot]
Warrior I x5
If you don't have the powergrid for all the modules, dump the assault missile launchers and fit standard missile launchers. The missile launcher RoF will drop a little, but it will free some grid (standard launcher = 8MW, assault = 50MW). If that doesn't help you can still remove one 650mm arty and put a third assault missile launcher in there. Another option: remove the damage control and put a reactor control unit in its place.
As for tank: I used passive mods as active mods really drain on a ruppies cap, especially on low skills. This one has now an "omni-tank", i.e., all resists are about the same. Now when you run missions different factions deal certain types of damage, so you can fit your ship before the mission to absorb that damage better. For example, against Amarr or Blood Raiders you would fit 1 Energized Reflective Membrane (EM resist), 1 Energized Thermic Membrane (thermal), 1 Energized Adaptive Membrane (gives a bonus to all damage types, so it covers EM and Thermal too). This should now give you good resists against EM/Thermal.
Hope this was of help. I did the Shield rupture once too, but, with the armor ruppy you can also fit a web, which will help you disposing of the rats that come close. Web, fly away from them to reduce transversal, and you might even hit a frigate with your arties.  Real men do it the hard way: fly Minmatar! |

ry ry
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Posted - 2009.03.18 11:41:00 -
[17]
Edited by: ry ry on 18/03/2009 11:43:31
OP: my ratting ruppy is something like this:
4x 425 ACs 2x assault launchers 10mn mwd, 2x LSEs DC, PDU, 3xGyros
it's passive, so you will probably get ****d by >5 cruiser rats unless you kill them quickly, but i've been ratting 0.0 spawns with no trouble for ages. for belt rats the trick is to drop the cruisers asap and then just orbit the battleships. Arties on a rupture are slightly weaksauce imo, whilst ACs spit molten death. it's quicker than a plated on too, doing just shy of 1600m/s.
i've got fairly good gunnery and EHP (elite hulltanking ftw) skills though so it may not work as well with t1 skills & fittings. give it a go.
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ry ry
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Posted - 2009.03.18 11:45:00 -
[18]
err, can you use MWDs in a mission? don't think you can, can you :|
replace the mwd with an AB and stick some arties on if you fancy it. reckon it'll still fit.
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2009.03.18 12:52:00 -
[19]
No, couldn't recommend shield tank on a Ruppie. Try using a Bellicose instead, has 4 midslots.
Taxman VII: Kingdom of Vlad
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Lee Dalton
Privateers Privateer Alliance
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Posted - 2009.03.18 13:33:00 -
[20]
Armour tank it and use a repper to repair it for free in a safe spot ...
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Boydsan DeZinj
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Posted - 2009.03.19 00:11:00 -
[21]
Edited by: Boydsan DeZinj on 19/03/2009 00:14:48 I am a Minmatar player. When I first started playing I thought shield tanking was the only tanking. Especially since my friends were Caldari. First of all, it is not! Each type of tanking has their place and sometimes it depends on the situation and skills and the ship.
Generally speaking, almost any ship can tank armor or shields. However, the more medium slots a ship has will generally make it a shield tanker. Likewise, the more low slots will generally make a ship an armor tanker. The Rupture has 6 high slots, 3 medium, and 5 low slots.
It is possible to be a shield tanker as a Rupture - but you will be a better armor tanker. However, if you really want to shield tank in a Rupture... an active shield tanker will need a Shield booster (medium or small - depending on yourstyle). This leaves two slots left. I generally think of shield tanking in two ways numbers versus resistance. You can increase the shield size of your Rupture to have enemies take longer to get thru your shields. Likewise, you can also increase your resistances to decrease the damage per hit.
For most level 2 missions, you can easily find out what type of damage an enemy or mission does. There are a host of links that shows damage type per race and per mission. Depending on your situation you can mix and match your resistances... or hardeners and see what works for you. Shield resistances like Additional Thernal Barrier Emitter I can be very useful. These type of items can increase resistances by 32.5%+. While a Shield extender like the Medium Subordinate screen Stabilizer can increase the shield strength (this one does it cheaply to +825 shield hp). Considering the bsae shield hp is in the 1500s... this does boost it up.
Lastly, the low slots:
You need something to help support your shield's hp, shield recharge rate, increase the shield size, and perhaps help out wit your cap and the cap regeneration. Luckily there is a low slot item which can help. Early on... it can be gold. It is the famed Power Diagnostic System. I am an artillery user as well. And guess what, artillery eats the powergrid. Power Diagnostic System module will even increase the power grid! So this baby is useful. Getting to tech 2 can be a small pain - but if you need the power grid help, the shield hp help, the shield recharge rate help, the maximum cap size help, and cap regeneration help... grab a Power Diagnostic System in the LOW slot. One of the few things to help shields on the lowspot. The bad side to the Power Diagnostic System? It is a good item... but it does not help any one area greatly. However the tech 2 version of the Power Diagnostic System will increase the recharge rate of both the cap and the shields to +8.5%.
In retrospec, can a Rupture shield tank? YES.
However, it is still a better armor tank. However, us young pilots need to specialize. And, if you want to pilot some of the larger minmatar ships that do shield tank... a Rupture is a stepping stone. However, early on... most Minmatar ships will have the "guns over electronics approach." Out DPS them before you die type situations.
The bad thing - Minmatar tech 1 cruisers are crappy traditional tanks except for the Rupture and it is at armor. There is another type of tanking. The ole' speed tank. Get a Stabber, place some speed mods in it.. take the cruiser level to 5. And you will be lucky, if someone has time to target you, before you are out of range. With stabbers, sometimes you need to slow down to stay at extreme range. Many enemies are close range enemies in level 1 and 2 missions. So being fast, long range, and avoiding can be as useful as being able to withstand damage.
This is just food for thought. There are people who will post much better EFTs of Ruptures that I can. However, I understand your pain. Wait until you pilot a Cyclone - a very underated shield tanking Minmatar BC - the Hurricane normally is the bright spot.
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Selestill
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Posted - 2009.03.19 13:38:00 -
[22]
As I understand you are using Rapture for missions.
I am low sp char, have some +3,5 mil sp so far and I am loving this ship. I am doing lv 3 missions in this ship and I don't have much problem with it.
My setup is basic shield tank with extender / booster / dmg control, but what makes this ship great is speed, with AB + low slot speed thingy, this ship is faster than npc frigates, and with heavy missiles and long range artillery I am shooting stuff at 48 km (my keep at range distance), which is out of range for lot of lv 3 npcs to deal you some hard damage, and even if they do, warping at that distance safe from webers in not a problem.
So you basically only have to tank while you run to a safe distance and that is not long, and kite rest of the fight.
Hope this help you.  |

Pater Peccavi
Minmatar Tactical Initiative
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Posted - 2009.03.19 14:51:00 -
[23]
Originally by: Horizon Taker
Huh. I've looted many many wrecks in my day, I've hardly ever had to repair anything and the things I have repaired seemed like they probably were overheated. The more you know.
Yeah, I used to think that. But then one time I had to ask myself, "How did this person overheat their 1600mm plate to 90% damage?" ----
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Dark Voynix
Garoun Investment Bank
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Posted - 2009.03.19 14:57:00 -
[24]
Originally by: Pater Peccavi
Originally by: Horizon Taker
Huh. I've looted many many wrecks in my day, I've hardly ever had to repair anything and the things I have repaired seemed like they probably were overheated. The more you know.
Yeah, I used to think that. But then one time I had to ask myself, "How did this person overheat their 1600mm plate to 90% damage?"
maybe with that setup?
MAR(overheated), PLATE( taking damage by nearby modules), MAR(overheated) , etc .......
remember that overheated mobules damage also nearby modules......
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Lisento Slaven
The Drekla Consortium
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Posted - 2009.03.19 16:36:00 -
[25]
Modules get damaged in player vs player combat. I don't know if they take damage when the ship explodes or when the ship merely enters structure, but they DO take damage.
Has been like that as far back as I can remember...started playing before all this silly overheat stuff was in the game too. ---
Put in space whales!
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Rogue Lilly
Caldari Perkone
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Posted - 2009.03.19 20:45:00 -
[26]
@Boydsan DeZinj: excellent explanation. Thank you for going in depth with your answer instead of just saying "don't" like most.
I too have the same question as this guy about the best way to shield tank a rupture. I know it's not the recommended fit but, reasons aside, how would you shield tank a rupture.
I slapped 4 shield relays on the thing and got insane regeneration, but I'm a newbie so it would be nice if other weighed in on the actual question here.
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Liang Nuren
No Salvation Blackguard Coalition
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Posted - 2009.03.19 20:52:00 -
[27]
Edited by: Liang Nuren on 19/03/2009 20:52:43
Originally by: Rogue Lilly @Boydsan DeZinj: excellent explanation. Thank you for going in depth with your answer instead of just saying "don't" like most.
I too have the same question as this guy about the best way to shield tank a rupture. I know it's not the recommended fit but, reasons aside, how would you shield tank a rupture.
I slapped 4 shield relays on the thing and got insane regeneration, but I'm a newbie so it would be nice if other weighed in on the actual question here.
The biggest problem with SPRs is that they take up slots better used for damage mods. Think of it like this: - The faster you get to the gate, the faster you can complete the mission. Fit an AB. - The faster you kill, the faster you can complete the mission, and the faster the bounties roll in. Fit damage mods and big guns. - The more damage each bullet does, the more isk you make per bullet. Fit big guns. - The less you miss, the more damage you do. Fit tracking mods. - The less you have to warp out or die, the faster you can complete the mission.
So what is a tank's purpose in a mission? To keep you from warping out. That's it. So, you want the most gank you can possibly throw on the boat and not have to warp out.
But I propose a couple of additional item: - The less time I spend missioning, the better. - The less I have to pay attention, the better.
-Liang
Ed: My proposed fit was the second post in thread. I still haven't looked to see if it fits, and don't really intend to. I'm beginning to believe it's far more important to tell people what you'd look for in a fit than to give them the actual fit. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Abrazzar
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Posted - 2009.03.19 21:06:00 -
[28]
For lvl 2 missions you don't need too much tank anyways. So a simple shield buffer and lots of DPS gets the job better done than a big tank and lower damage. When I was sweeping through missions for storylines, I used a shield tanked Rupture. The fit may be a bit expensive for a beginning player though:
[Rupture, Artillery] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Nanofiber Internal Structure II Nanofiber Internal Structure II
10MN Afterburner II Large Shield Extender II V-M15 Braced Multispectral Shield Matrix
650mm Medium 'Scout' Artillery I, Fusion M 650mm Medium 'Scout' Artillery I, Fusion M 650mm Medium 'Scout' Artillery I, Fusion M 650mm Medium 'Scout' Artillery I, Fusion M 'Arbalest' Assault Missile Launcher, Piranha Light Missile 'Arbalest' Assault Missile Launcher, Piranha Light Missile
Anti-EM Screen Reinforcer I Anti-EM Screen Reinforcer I Anti-Thermal Screen Reinforcer I
Warrior II x5
You might also need to switch a nanofiber for powergrid mods depending on your skills. I just added those because you tend to spend a lot of time aligning and jumping around instead of in the missions. -------- Ideas for: Mining
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Saiutt
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Posted - 2009.03.27 14:02:00 -
[29]
My shield tanking Rupture that I use on lvl 2 missions:
720mm Scout x 3 Arbelast Assault Launcher x 1 Salvager x 2
Large F-S9 Regolith Shield Induction x 2 (Extenders) Rat specific resistance booster x 1
Beta Shield Power Relay I x 3 Ballistic Control System II x 1 F-AQ Phase Code Tracking Subroutines x 1
Gets me 6063hp on the shields. Im sure there are better fittings but Im lazy and this works fine.
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