
Gartel Reiman
Civis Romanus Sum Pax Romana Alliance
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Posted - 2009.07.15 10:21:00 -
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Originally by: Randon Alt67 Much more realistic fitting for a mid skilled Apoc pilot. If you can fit a Energized Adaptive instead of the DCU then that could be the better option since it will give you better armor resists and missions are more about sustained tanks.
Actually I suspect that in most cases this won't be the case. The reason being that while EANMs are stacking nerfed with active hardeners, Damage Controls are not. This, coupled with the fact that missions generally do just two damage types, means that the EANM will often be the third module affecting a particular resistance and thus will only give 57% of its stated value while the DCU gives its full 15% resistance effectiveness (as well as the shield and hull resists that you hopefully won't need...).
That said, the best thing to do is to get some decent damage profiles set up, make sure your skills are accurately imported into EFT (since compensation skills affect the EANMs), and see what combination of modules gives the best tank given four slots for resistances. I would expect that usually four active hardeners would be better than three actives and an omni-hardener (EANM or DCU), but some NPCs (mercs, drones come to mind) have a spread of damage types so that the omni hardener may be best after all. I would definitely look at the EVE Survival tanking guide, specifically the third section, and use this as a baseline for experimenting around.
I agree that with middling skills, 1 rep, 4 resistance modules and two heatsinks is probably the best bet for the lows. With three rig slots and four midslots to use for cap modules, you shouldn't have a problem making it cap-stable, even without 5/5 skills. If you can get by with 6 cap mods, I would definitely suggest going 3 CCCs, 3 cap rechargers and fitting a tracking computer in the last mid. This is a great module for turret ships in missions, as you can give yourself 15% extra range when shooting at things further away, or 30% extra tracking when they come closer.
As you get more familiar with level 4s to the point where they become boring and ultra-safe, and your skills get a little better, move towards damage more than a sustainable tank. Drop the fourth hardener for a third heat sink, and probably drop another cap recharger/CCC rig for a second tracking computer or a locus rig. I don't think you can make this cap-stable, but things don't need to be cap-stable in missions; so long as you can run your repper for the first two or three minutes of taking fire, you'll be fine since after that point you'll have killed half the incoming ships and can just run the rep in bursts. In fact, with a good damage-and-range-focused setup, there's quite a few missions you can clear before your shields go down (hitting out to 27km with multifrequency, or 64km with infrared, with short-range gun tracking, will do that).
I wouldn't advise you to do this all in one go; swapping down to three hardeners will reduce your tank by likely around 25%, while giving around a 12% increase in damage. That's a great tradeoff if you don't need the tank, but until you're pretty confident about being able to take down enemies quickly it could come as quite a shock. Perhaps the best first step along this road would be to swap another cap recharger for a TC, to get used to not being able to perma-run while being able to do the same damage at greater ranges, or hit orbiting ships more solidly.
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