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William McCracken
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Posted - 2007.02.15 17:04:00 -
[1]
After about 3 months I've finally moved up from Frigates and Destroyers to a Myrmidon.
I'm primarily an industrialist, so my combat skills aren't the greatest, so I thought for level 2's I'd get the biggest ship I could fly, just to make them easier. That lack of skill limits some of my modules fittings.
Anyway, here's what I'm looking at doing:
High slots Either 6x250mm rails (Scouts) or 5x250 mm rails and 1x medium smartbomb
Mid slots Named AB Named webber Named Sensor booster Target painter Cap recharger
Low slots Medium armor repper Adaptive nano-plating II (I have the armor comp skills) Damage control 2x Hardeners (I have explosive and kinetic, can pick up others if needed) or possibly 1 hardener and a structure mod 1x RCU
Drones:
10x lights 5x mediums
So any glaring weaknesses here I should be aware of? I'll primarily be doing mission running with it (lvl2's) or helping friends with their lvl 3's and 4's.
William McC racken
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Rannoc
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Posted - 2007.02.15 17:58:00 -
[2]
If I remember right level 2's is mainly Frigs with a cruiser or two. In which case I would swap the 250's for 150's, drop the RCU for more resist or Cap Relay and swap the Sensor boost plus Painter for Cap rechargers.
The 150s track faster and have a better resolution to hit frigs then 250s with the painter. Medium drones should be good enough to take care of the cruisers. The higher cap recharge means you can run your rep longer and more resists equals more damage you can take.
When doing level 3's or 4's in a gang, I would switch back to 250's. The bulk of the targets are cruiser or bigger so no need to paint them and your combat range is still shorter then the default sensor range so no need for the Sensor boost.
--R
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Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
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Posted - 2007.02.15 18:47:00 -
[3]
Also it might be smart not to bring the smartbomb..
I prefer projectile guns on a myrmidon, but you prolly can't use those.. if you want to tank cap is very important, fit more cap rechargers and change your low slots to:
1x MAR 3x active hardner 1x damage control 1x cap relay
Should be fine for lvl 2's.. been quite a while since i've done those.. for lvl 3/4 helping you should think of bringing maybe damage mods in low slots, tanking will be a problem in lvl 4 anyway.. in lvl 3 take 2x 2 rat specific hardners or 3x hardner + EANP tech II obviously if you need to tank all dmg types.
And fill your drone bay.. I would say 7 medium drones and 11 light drones ..
All the stuff above does not necessarily reflect my corp, my alliance or even me.. Drone guide.. |

Kruel
Blunt Force Syndicate
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Posted - 2007.02.15 18:55:00 -
[4]
highs = tractor beams/salvagers/a gun for aggroing npcs mids = ab + whatever lows = mar + whatever medium/light drones
If your just running lvl2s, Myrmidon is kinda overkill. But I guess if you're feeling lazy.... you can (1)jump into the mission, (2)aggro the room, (3)let drones out, (4)go make a pot of coffee, (5)come back and loot.
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demonfurbie
Minmatar
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Posted - 2007.02.15 19:22:00 -
[5]
ummm i wouldnt use a smartbomb unless ya like hitting your own drones by accident
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William McCracken
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Posted - 2007.02.15 19:37:00 -
[6]
Originally by: demonfurbie ummm i wouldnt use a smartbomb unless ya like hitting your own drones by accident
The key to that is "use judicially". It would only be used if there were a lot of frigs on me and I had my drones occupied elsewhere.
William McC racken
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ForeverKnight
Caldari World Order
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Posted - 2007.02.15 19:44:00 -
[7]
Personally I think that a smartbomb Brutix would be really funny to run level 2's in.
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demonfurbie
Minmatar
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Posted - 2007.02.15 19:52:00 -
[8]
Originally by: William Mc*****en
Originally by: demonfurbie ummm i wouldnt use a smartbomb unless ya like hitting your own drones by accident
The key to that is "use judicially". It would only be used if there were a lot of frigs on me and I had my drones occupied elsewhere.
thats why i said by accident. other than that a smart bomb or 2 would help out
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WredStorm
Gallente Garoun Investment Bank
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Posted - 2007.02.15 20:10:00 -
[9]
Edited by: WredStorm on 15/02/2007 20:10:41 I was in a similar situation as yourself a few months ago, although I was a trader vs. industrialist. The Mymidon was the first real "combat" ship I got and 'hubba-hubba', I love it! I'd been training up my drone skills in-between getting to the point of being able to fly my Obelisk, so the Myrmidon just seemed like the perfect ship for me with its bonus for drones. My gun skills aren't worth mentioning.
I was able to fly level 1 and 2 missions in my Myrmidon practically with my eyes closed. Nothing got more than 50% of the way through my armor, and that only happened if I was playing when too tired and simply forgot to turn on my reppers. By the time I started doing level 3 missions though I was seeing more of a challenge with armor tanking them... not impossible, but I couldn't do them with my eyes closed anymore. :) It was around this time that I changed to a passive shield tank and I said 'hubba-hubba' all over again. My myrmidon shield tanks so much more than I could armor tank it isn't even funny.
My initial setup was along these lines: Highs: 2xNOS, 2xsalvagers, 2xtractor beams Mids: AB2, rest cap rechargers (eutectic initially, then type II). Lows: 1x medium accomodation armor rep (2 of them if I was doing a level 3), 1x best damage control you can get, the rest were active hardeners based on the target NPC's damage type
I continued to intermix training combat skills with my trade-related skills, which allowed me to start using Medium armor rep IIs and the Cap recharger IIs.
The 2 NOS let you run both armor reps without problem, although you may have to turn 1 of them (the armor reps that is) off from time to time as you'll also have the active hardeners draining cap and sometimes there just isn't a ship in range of your NOS.
My current setup is now as follows: Highs: 2xNOS, 2xsalvager, 2xtractor Mids: 3x Large shield extender II, 2x invulnerability field Lows: 6x shield recharger IIs Rigs: 3x core field purgers
In a couple of days I'll change out the invuln fields for tech II versions, at which point I'll be regenning approximately 343hp/sec at peak and, with resists, will be able to tank: EM48%663 dps EX79%1658 dps KI69%1106 dps TH59%829 dps
When I was armor tanking using 2xMAR IIs I regained ~120hp/s and had higher resists, but the higher resists were no where near high enough to make it able to tank more than my current shield tank. Even with my higher signature (due to the LSEs and the rigs) I have zero problem with level 3 missions so far (just ran Angel Extravaganza which based on reading the forums I thought might be a tough one but it couldn't have been easier with this setup) and the few level 4 missions I've tried also were very doable.
So, if you've got the skills and ISK to do it, I highly recommend moving in the direction of a passive shield tank as a viable option, especially as you get into level 3/4 missions. Definitely use QuickFit to try out different options and see what will work... just don't let that inherant armor rep bonus of the Myrmidon trick you into thinking it has to armor tank. 
Wred
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Scordite
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Posted - 2007.02.15 21:57:00 -
[10]
Level 2 missions are laughably easy to tank in a battlecruiser, even with horrible skills. A medium rep, two energized adaptive nanos, that should be all you need. An afterburner for mobility, and then everything else focused on completing the mission as fast as possible.
Three damage mods, three tracking computers, maybe a web for last midslot.. Guns should be either biggest frigate rails or smallest cruiser rails, to help track and hit frigates.. Five medium drones completes the setup, possibly carry a set of smalls as well.
Should fit rather easily in either case, even with poor fitting skills.
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