
Lab Technician071548
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Posted - 2006.10.19 20:23:00 -
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Hi Leo,
I'm not Gallente, but I do play one on TV.
Here is some advice:
First, gallente ships generally armor tank rather than shield tank. There are several reasons but the most obvious ones are that armor tanking modules fit in low slots and shield tanking modules (other than power diagnostic system, which is not, strictly speaking, a shield tanking module), fit in mid slots but Gallente ships are short on mid slots. Kill the shield booster altogether.
Mid slots on a thorax are typically mwd/ab (mwd preferred as you get a no-cap-penalty bonus for using one on that ship but remember to change it out if you have a mission in deadspace as MWD do not work there), webifier, and then a cap regen or a cap battery for non-pvp action.
You use the ab/mwd to close range quickly and then webifier to slow down your target so that your guns hit more often. Keep in mind that your own orbiting velocity or other transversal speed affects your ability to track your target also (see the various stickies in ship fitting and modules forum to understand guns and tracking better).
Most people use blasters on the thorax. Keep in mind, however, that many missions are better with the rails as you are currently using. Either way you go, managing range is critical for gunnery combat.
Kill the overdrive injector, it reduces maneuverability and you need to be highly maneuverable to be effective at gun combat. If your speed is inadquate, use either a nanofiber internal structure module which increases speed AND maneuverability, or try a MWD instead of an AB. If you can stand to lose it altogether, use a resist that's appropriate to the mission you are doing.
If you need information on resists by mission type, eve mail me and I'll have a friend send you something.
If you use blasters, consider using only 3 and then a nos to suck capacitor from your enemies to help recuperate cap losses from blasters and mwd/ab usage.
Advanced topic: why a cap battery OR a cap recharger? That depends on the math. In the modules and fitting forum, you will see lengthy and informative posts on how this stuff works. Here's the short story: cap (and shield) recovery is not linear. Your maximum recovery rate occurs at about 30% of total cap and then it diminishes rapidly, so don't go below 30%. At the max point, it's about 2.5*(capacitor capacity / capacitor recharge time). Fair enough. Now, if you open the ship fitting window while you are docked and mouse-over a cap recharger, you will see that recharge time goes down. make a note of these figures and see what your cap/time ratio is. Now get the biggest baddest medium battery you can afford and mouse over that. With frigs and cruisers, IF you can fit the battery, it is sometimes remarkably better to go with a battery. Why? When you add cap, it doesn't also increase recovery time. If the battery gives you more than 15% more capacity, you will recharge better than with a 15% recharger.
Hope that helps.
Review the ship fittings available in the modules/ships forum.
So you should really be looking at armor reppers and armor resistance enhancers.
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