Fitting Theory – Sleeper Slapping Zealot

The other day I hit the googles to try to find a ship fitting that I could use to run anomalies in a class 3 wormhole by myself. I also wanted something that cost less than a Legion, which although great, is an expensive ship to be tooling around w-space in. After a bit of research I stumbled upon RiotRick’s Zealot fitting.

At first glance I was pretty skeptical about the ship’s ability to withstand the sleeper’s dps. To be honest I’m still a little skeptical although he does provide a little video showing off the fit in action. This fit is really starting to grow on me, and it’s not simply because it costs a quarter of what a Legion does. This fit utilizes a very uncommon form of tanking that I intend to do a lot more research on. The idea is to make a ship with a relatively small signature radius that is fast enough to mitigate a substantial amount of damage from equal sized ships. This fit clocks in with a signature radius of about 125 which is pretty small considering the punch you can pack with it.

5x Focused Medium Pulse Laser II (Conflagration M)

10MN Afterburner II
Large Capacitor Battery II
Dread Guristas Stasis Webifier

2x Khanid Navy Medium Armor Repairer
800mm Reinforced Rolled Tungsten Plates I
2x Energized Adaptive Nano Membrane II
Heat Sink II
Capacitor Power Relay II

2x Medium Capacitor Control Circuit I

DPS: 410
EHP: 25,800
Tank: 316
(Values from Eve-HQ)

It should be noted this is not a speed tank, not in the traditional sense anyway. Speed tanking is basically getting a ship to go so fast that you are out running the tracking speed of the enemy ship’s turrets. Sig tanking, as I like to call it, is rather getting the ship to go fast enough, that it’s small signature radius makes it very hard to do maximum damage on. Indeed the few times I’ve flown the ship so far have been hair raising since it looks like most of the enemy rounds are hitting my ship. They are in fact registering hits, but the damage is greatly reduced. So much so that a single armor repair unit can hold off the damage nicely.

There are a few short comings with the ship. You have to be very careful flying it around sleeper battleships. One wrong turn or drop in velocity and a BS round can punch an enormous hole in your otherwise weak armor. Remember this fit is actively tanked. It’s all about reducing incoming damage and repairing the rest. If the battleships time a turret round with missile while you make a reverse turn, you are in for a world of hurt. I generally am keeping away from anomalies with multiple battleships for the time being. At least until I upgrade the repair units from the T2 variants to the faction.

All in all it’s a great fit for fun ship when in w-space. It will never match the PVE supremacy of the Drake, but for an Amarr ship coming in under 300 million isk it does a surprisingly good job.

Fitting Theory – Dragoon PVP Fit: Journey Through My Fitting Process

I thought I would try something a little different here. I’m at work right now and my computer is processing some big chunks of data, so I have a little time to think about this new Amarrian destroyer and how it might be utilized for pvp. But instead of just posting a fit and how it works I thought I would kind of spell out my thought process and how I come up with fits most of the time.

So let’s start out with the ship itself. I always like to read through the description and the bonuses to get an idea for how the developer’s think the ship should work. It also helps to weed out possible conflicts with fit designs. The Dragoon says it’s a destroyer built to deal a lot of damage but has a really weak tank. It also gets the following bonuses:

  • 10% bonus to drone hitpoints and damage per level
  • 20% bonus to energy vampire and energy neutralizer transfer range per level
  • 25% bonus to drone microwarpdrive speed

So obviously what jumps out at us first is that this is a drone attack boat. Great! That makes some of our decisions a little easier. But let’s focus on this second bonus, the one to vamp and neut ranges. With these bonuses, assuming we have maxed our associated skills, we could neut or vamp out to about 13km.

Now let’s look at our fitting potential. We have 3 turret hard points and 3 launcher hardpoints available to us. With all the slots filled and hobgoblin II’s buzzing we can max out dps roughly around 400. Which is equivalent to the Coercer dps output if you really go all out on dps. The problem is we can’t get that same level of dps with the Dragoon and fit all the neuts and vamps would like (because who doesn’t like fitting those!?).

So when we look at it, we have a ship designed for dps output with a weak tank, that actually gives bonuses to things we can’t use if we want to have the same dps as the other standard destroyer available to Amarr. Between the weak tank, and the apparent lack of dps I’m already worried about flying one of these, but let’s delve a little deeper and see if we can figure something else out.

Let’s forget all about turrets and missiles for now. Let’s assume we run heavy neuts and vamps and just use drones for damage. Our dps would drop to roughly 250. Not great, but not as bad as it could be maybe but how are we going to mitigate incoming damage. Most of our low slots are already used up for drone damage amplifiers? Speed tanking might be a good option. We don’t have room for armor, but our neut range bonuses will let us get out of range for most people’s autocannons and webifiers (albeit with some fancy flying). That might work, but if we mix the two ideas together a little we end up with a few missile launchers (weapons independent of speed to hit) and drones with a speed tank.

[Dragoon, pvp]

3x Light Missile Launcher II (Mjolnir Fury Light Missile)
3x Small Energy Neutralizer II

Faint Warp Disruptor I
Limited 1MN Microwarpdrive I

2x Drone Damage Amplifier II
Small Armor Repairer II
Co-Processor II

Small Capacitor Control Circuit I
Small Polycarbon Engine Housing I
Small Auxiliary Thrusters I

5x Acolyte II
5x Warrior SW-300
5x Hobgoblin II

What we end up with is still far from great. Especially if you start to compare the stats to other empire’s dps and tanking abilities. I can only really see this ship in a small gang scenario acting as an anti-frigate vessel. In solo pvp I would rather be in a Punisher or Coercer to be perfectly honest.

Fitting Theory – Purify-i-core 10MN Afterburner Fit

Inspired by the 10MN Manticore video by Pirolat:

A few days ago Mel sent the video above around to the corp. We were all pretty impressed with the ships this guy was taking down, and so the analysis of his fit began. We modified it a lot for a few reasons. First and foremost we are poor, so the faction afterburners and everything else Pirolat is using wasn’t reasonable for us. We are also primarily Amarr pilots and wanted to see if we could do something similar with the Purifier (thus the Purify-i-core designation). What we came up with is by no means perfect, but it seems like it can get the job done.

Before anyone starts to flame the post, this fitting can be greatly improved upon. I do not have the ideal skill set for this fit but am in the process of training towards it. Upgrades to rigs and modules will yield much more impressive results so feel free to tweak to your particular skills as you see fit.

I tested it a bit last night. The damage output is lower than I was hoping for, although most of that can be attributed to my less than ideal missile skill set. The Purifier also seemed to have a little bit of trouble keeping it’s velocity maxed out at an orbit that still allowed for the disruptor to be within range. It’s not impossible but it will take careful monitoring of your distance from the enemy ship for this to work. Pirolat I’m sure is using a 28km disruptor where I downgraded to a 24km version. Overheated I can reach to 28km and I’m not too worried about someone running away from me. This way I can save around 50 million isk.

One big perk of this fit is it’s cost. All told it is less than 50 million isk to buy and fit. That’s damn impressive considering the value of your targets. Your targets are the key though. Very similar to the Pilgrim fits, choosing what to engage and what to leave alone is a major consideration when hunting with this ship. Luckily for you a cloaking device allows you to do just this! All in all it’s a fun inexpensive ship that can really cause problems for some of the staple solo lo-sec big boys like Hurricanes, Cyclones and Drakes.

[Purifier, 10mn pvp]

Reactor Control Unit II
Reactor Control Unit II
Reactor Control Unit II

10MN Afterburner II
Faction Warp Disruptor (Based on cost you’re willing to spend)
Small Capacitor Booster II, Cap Booster 100

Covert Ops Cloaking Device II
Prototype ‘Arbalest’ Torpedo Launcher, Mjolnir Torpedo
Prototype ‘Arbalest’ Torpedo Launcher, Mjolnir Torpedo
Prototype ‘Arbalest’ Torpedo Launcher, Mjolnir Torpedo
Micro Graviton Smartbomb I

Small Auxiliary Thrusters I
Small Ancillary Current Router I

Fitting Theory – Coercer Faction Warfare Gank Ship

As I sit down to write another post about my Eve experiences from last night, it occurs to me that it will be another boring post about not catching anyone during a lo-sec roam. So I’ve decided to try something new! One thing I spend a lot of time doing as a Eve player is thinking about ships. Thinking about how to fit them, how to fly them, what I should or shouldn’t engage with them and so on. I figured this is probably pretty common for many pilots in New Eden, so why not post my ramblings about ship fittings on the blog? Well this week is the first in what may or may not become a series. I guess we’ll have to see how well they are accepted!

A few weeks ago Oz and I were inspecting our static to lo-sec. It had dropped us off somewhere in the Caldari war zone. As we cruised through the systems we noticed a pattern start to develop. In a lot of the backwater war systems we would come across pilots operating alone or in very small groups. Most of these lone wolf pilots were piloting frigates, and almost all of them could be found in a “minor” FW complex. Unfortunately the ships we were in at the moment couldn’t enter the acceleration gates to engage them. So we returned to the HQ to brainstorm on how we might be able to catch one of these “button-buzzers.”

We know we’re going to be up against mostly speed fitted frigates, usually alone. We also know that we have a little bit of time (maybe up to 15 seconds) to engage the target once we’re through the acceleration gate. This is due to the frigates orbiting the FW button at high speeds to avoid being destroyed by the npc ships protecting it. Without the use of interceptors, how could we lock down the frigate to keep it from fleeing from about 40km away?

I decided that we couldn’t! Maybe we should fit something with a big gun, and a lot of speed instead. Thus was born the FW-Frigate-Ganking-Glass-Cannon (or F2G2C for short). The idea is basically to fit a destroyer with as much damage output as possible at about 20-25km. Ideally you would be in a fleet of two or three of these. The fleet would activate the acceleration gate. Immediately upon landing in the site, the fleet would engage their MWDs and rocket towards the target as fast as possible. Lock and fire! We haven’t had a chance to test this yet but I’m hoping to make it’s debut in the very near future.

[Coercer, FW Gank]

Heat Sink II
Heat Sink II
Reactor Control Unit II
Overdrive Injector System II

Limited 1MN MicroWarpdrive I

Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S

EFT Breakdown:
Alpha Strike: 588
Max Velocity:  1828 m/s
Optimal Range: 19.4 km

Our static wormholes seem to leave us near factional warfare systems a lot. Any suggestions for a good fit  you use to pick off the button buzzers would be greatly appreciated!

Feelin’ Industrious

A day in the field at work means I’m free to go home early. I think we all know that means the laundry still won’t get done, but I’ll have a few extra hours in New Eden. I reach out to the corpmates while on the train home to find that Mel and Snow will likely be on for a bit. Great! I get home and turn on the ole’ rig to let her warm up while I hit the shower. I log in to see Mel just about to log off, but it looks like Snow should be around for a bit. She’s actually logged into her alt waiting for the servers to officially switch her over to our corporation.

And she happens to be waiting in a Hulk? Well better hit those rocks while we’re killing time! I re-scan the home system to find that most of our connecting wormholes have collapsed. We are currently sitting in system with two grav sites, a hi-sec wormhole and our static. I scan down the static but decide not to open it yet to hopefully keep Snow from getting too many unwelcome visitors. Our hi-sec connection happens to be a mere five jumps from Jita, so I decide to do something I don’t think I’ve ever done in my Eve career. I go and buy POS fuel. A lot of POS fuel. I spend the next hour or so running it all back to our tower. I’ve always liked the Bestower. It’s a simple ship that reminds me of the zeppelins of World War I the way the crew area hangs under the cargo area.

With Snow’s alt officially one of us, and her 2 cans full of ore, she decides to call it a night. I finish hauling in the fuel, a lot of mining crystals, and a  few very special modules that I’ve been drooling over for some time now. I jump into my old favorite, the Pilgrim. My low slots are full of armor plating and energized adaptive structures. I decide to drop an 800mm rolled tungsten plate to make room for a new drone damage amplifier II module. This loses a bit of my passive tank, but it increases the ship’s already impressive drone damage output by 19%. That is a big uplift and I’m excited to put it to the test. Interestingly losing the armor plates also opens up quite a bit of powergrid. I’ve always had trouble filling the last high slot on this ship. I never had enough powergrid for a third energy neutralizer before, but that has changed. I also realize that I’m still one skill away from using the tier 2 energy neutralizers. How can that be?! I immediately start planning on how to get that trained up and fast.

But for now it’s time to see what this new module can really do. I jump through our static wormhole and start hunting in Amarr lo-sec space. It’s a small chain that borders null-sec so I’m not expecting too much action but I’ll see what I can find regardless. I manage to come across a Wolf who is ratting some of the local asteroid belts. I scan him down to a 5 degree band on my directional scanner and warp to the aligning belt. Too slow, he is jumping quick and there are only four belts in the system. I hope he is moving towards the inner system and warp to the first belt on my overview’s list. I’m happy to find two cruiser rats in the belt with me, and I haven’t lost my cloak yet so he still won’t know what ship I’m in. It looks promising, right until the pilot leaves the local communications channel, signaling that he has left the system.

Drat. Oh well, might as well pick off some rats and see if I can get a security boost. The new drone damage module is awesome! My medium drones annihilate the rats in short order, making me consider re-working my entire fit. Up until now the game plan has been a very sturdy amount of armor tank to withstand the punishment of combat long enough for the drones to do their work. Now the equation has changed a bit, with two of those rigs the drones would be absolutely lethal to anything in the cruiser class.

I decide to return to the home system and work on a new fit in Eve HQ for a while. I think the end result is what I’m using now. Keep the rest of my armor, I know I’ll need it. One damage upgrade for the drones should be enough, and with the additional energy draining I can now fit I think I have a good balance of damage output as well as armor. Hopefully the next few days we’ll see just how well it works, but for now it’s time for a quick snack and bed.