
Naughty Boy
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Posted - 2006.01.21 09:29:00 -
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Edited by: Naughty Boy on 21/01/2006 09:34:34 Despite how interesting it may seems, most ships aren't working very well when fitted "for everything". In particular, mixing shield and armor tank is very ineffective, as is mixing weapon types. No matter the range, half your turrets won't be working correctly, so somehow you are flying a half ship damage-wise. With a ROF and a damage bonus for large projectiles, it is generally better to fit 6 guns and only 2 missile launchers.
One of the most important factor, when fitting a ship, is deciding at which range you intend to fight. The rest of your setup should be designed in order to allow you to stay around your favored range, and deal with whatever doesn't stay there despite your maoeuvring with your point-defense/secondary weapons (in general, drones and missiles, sometimes long range frigate guns).
As you said that you want to fight at long range, you might want to fit six long range guns, preferably 1400mm artillery as 1200mm are rather poor, and 2 assault launchers with defenders/light missiles. You might prefer using cruises, you should have in your dronebay a few light/medium drones to deal with webbing/scrambling frigates so you don't need assault launchers. Your low slots should be at least 3 gyrostabilizers as the base damage of artillery isn't high enough to break battleship tanks.
For the rest of the setup, you can fit a light armor tank (armor rep, energized nano) and tracking/sensor boosting stuffs in mids. The problem is that the lack of tank will leave you dead if you warp in too close and get scrambled straigth away. You can also fit a shield tank and use your lows for fitting mods, pds, or tracking enhancers on top of the gyrostabilizers. A sensor booster is almost mandatory, and with 4 mids you are probably better using a shield booster and 3 hardeners. A shield boost amplifier might take the slot of the sensor booster if you don't mind being limited to the base targeting range of the ship, though this isn't really playing the strengths of the ship.
For a close range ship, you might want to try 6 dual 650mm (use 800mm only if you have ammo problems) and 2 nos/2 missile launchers according to taste, ab web and cap rechargers, large armor rep, 4-5 rat-specific hardeners (use a cap relay instead of the 5th hardener if you have cap problems). Again, drones will take care of the frigates, and guns will take care of everything else.
Sincerly Yours, The Naughty Boy. ---
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