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ShahFluffers
Ice Fire Warriors
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Posted - 2011.03.02 20:25:00 -
[1]
Originally by: Revolution Rising
I just got my first thanny, am considering different builds and whatnot for soloish and fleet both.
Just fyi... a solo capital is usually a DEAD capital as you essentially have a giant "GANK ME" sign on your back.
Originally by: Revolution Rising
When flying solo (either travel or supporting gangs in area) - Would you fit more than 1 capital armor rep? Bother with a triage unit? What rigs should I fit for this?
If you are "travel fit" then you really need to think about 3 things:
1. How fast can I regenerate my capacitor (so I can jump again) if I can't dock? 2. Will I be able to fend off hostiles if I am caught in a bad situation? 3. Will I be able to endure a sustained attack if the bad situation gets worse?
With this in mind:
A triage unit will certainly allow you to hold back an attack from a small random gang. However, keep in mind that you cannot use any of your drones while in triage. Just absorb damage. With fitting more than one rep... better to be safe that sorry. If you run into a small gang one rep is usually enough. But if that "small gang" morphs into a "large gang" then you might need that extra repping ability. One thing I'll add to this... throw on a Heavy Neutralizer or two in your highs. They give you the ability to cap out smaller ships (after you've spent 30 seconds targeting them ) and thus make them lose point on you... allowing you to escape.
With rigs... CCCs are indisputably the best for this situation. If you land in a system with no station you want that extra capacitor repping ability rather than EHP.
Originally by: Revolution Rising
When flying fleet triage/spider tanking - Do you still fit personal capital armor reps or completely rely on remote reps from others? which rigs again ?
My personal take on it (others might disagree with me) is that you always fit Capacitor Control Circuit rigs. For a capital ship, capacitor power equals "life." However, I have seen some ships out in 0.0 eschewing the use of CCC rigs in favor of Trimarks or Field Extenders (for that extra buffer).
For "spider tanking"... no local (personal) reps are needed. Simply stick on as many resistance and capacitor mods as you can along with the obligatory 2x Capital Energy Transfer mods and 3x Capital Armor Repair Units / Capital Shield Transfer Arrays.
For "triage"... you NEED local reps (at least 2) as you cannot receive reps from any other ship while in Triage. You also NEED quite a few capacitor mods as one of the most common tactics used against a triage carriers is "neuting" them to death.
Originally by: Revolution Rising
Under which circumstances do you fit and use drone control units? (Just fill whatever highs you have left over with them I have assumed)
Generally you NEVER fit them in PvP situations as those high slots are better served with a remote rep/cap transfer/heavy neut. In PvE situations... go for it. It adds extra DPS so you can clear areas faster. Just keep in mind that if you die with a PvE/Drone Control Unit fit you will be mercilessly trolled by everyone you know and trust. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |

ShahFluffers
Ice Fire Warriors
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Posted - 2011.03.03 22:31:00 -
[2]
Originally by: DogFACE1
I like Hardeners more than EANMS on a combat carrier. Plug the glaring resist holes.
If you are "spider tanking" I'd agree with you... hardeners > EANMs
However, in a "solo carrier" (I'm still having trouble with that term ) or "triage" fit having passive mods that are not dependent on capacitor power is usually recommended. I say this as one of the BIGGEST weaknesses of capital ships is (as I said in a previous post) being "neuted to death." And yes... I will admit, hardeners don't really consume much cap compared to other mods you may have fitted... but it adds up over time and, if you are completely flat, has serious consequences. Those passive resistances can mean the difference between "melting" and being "chewed apart"... which can also mean the difference between help being "too late" or "right on time." _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |

ShahFluffers
Ice Fire Warriors
|
Posted - 2011.03.05 01:28:00 -
[3]
Originally by: Baneken
They also say you should always have a cap recharger for GTFO cap, that still holds ?
I refer you back to Liang's and my comment... capacitor = life for capital ships.
If armor fit, full (or near full) medium slots with Capacitor Rechargers (with maybe some Cap Power Relays if you have lows to spare). If shield fit, near full low-slots with Reactor Control Units and/or Cap Power Relays.
Originally by: Baneken
Anyway since this is about thanny and I happen to be training supports for such a thing does the capital sized remote hull repper actually see any use or did I just waste my time training (6d) the skill ?
I refer you to this article and quote:
Quote:
Hull Tanking Elite --------- This certificate represents an elite level of competence in the infamous practice of "hull tanking". It certifies that the holder can fully use all modules relating to hull tanking. The holder is aware that "real men hull tank", and also that hull tanking is really dumb. With this certificate, you've maximised your ability to rely on your structural systems to absorb damage, although hopefully you're smart enough to know what a daft idea that is.
_______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |

ShahFluffers
Ice Fire Warriors
|
Posted - 2011.03.05 08:33:00 -
[4]
Originally by: Baneken I know perfectly well what is hull tanking. I asked about remotehull repair module and if there ever is any hull to repair in the first place when the dust settles.
The only times I've ever seen capital hull reps in action are when repping POSs or repairing a friendly carrier/dred/supercap that survived by a hair. Other than that... I have never seen them put to use.
Originally by: Baneken
Anyway I noticed I wrote cap recharger whhat I meant was cap booster.
Some corpies of mine have actually tested this out. In the short run, cap boosters work frighteningly well. But once they run out (you can only store so many in the cargo bay and corp hanger) you're dead in the water. So cap boosters aren't very good in endurance fights... which is typically the carrier's strong point. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |
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