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Arhkangel
Argentina769 Posts
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motbob
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United States12546 Posts
On June 30 2010 10:24 SWPIGWANG wrote: Hookbills sounds like the kind of ship a carebear with more lp then sense would buy.... Yes! I used to fly one around EVE. It's a really good looking ship and it's agile, but I would never try to PvP with it. | ||
H
New Zealand6138 Posts
![]() Is this a good fit for an L2/L3 mission-runner Harbinger? Disregard the invalid CPU/powergrid. I've been looking at the forums (progress?!) in an attempt to educate myself a bit about fitting. I stumbled across this setup that someone used for missions, and it looks good. I probably won't be able to use any of the T2 shit for a LONG time, but I figure I can substitute named T1 stuff in and achieve a slightly mediocre but still effective build. Opinions? Comments? Criticism? | ||
pahndah
1193 Posts
![]() Not cap stable unless you have one of the energy regen skills at V, but you honestly don't need it since you'll never have to run both reppers for that long unless you're doing something wrong. I've never found a need for an AB in any level 3 missions that I ever did except for maybe 1-2, slowboating to an accel gate while killing stuff is easy. | ||
Phayze
Canada2029 Posts
Here is my personal fit for L3's and low sec Plex's ![]() And yes, my character name is ACTUALLY PewPewLaser... You can swap one Cap Recharger II for a AB II and it works fine also, but only has a 4minute cap time (Cap stable all level V though, with my skills, and ironically my cap skills arent that great. energy management iv i believe) All personal preference. I'd rather have the AB, get more speed, Get to gates faster, and take a LITTLE less damage because of transversal and in turn pulse the repper. Really though, stay away from Pulses until you get Scorch, I know thats the general consensus with Large weapons but i feel it's neccesary for efficient Mission running in a battlecruiser also. With your tracking computer with a tracking script shooting frigates wont be a problem with beams. If your using pulses theres just no need to use a tracking computer unless you really do not like changing ammo types. Note: Requires Engi V, Electro V, AWU 3 with a 1% PG implant (Super cheap) or AWU IV. Or just downgrade the beams to 'Focused' (you gotta use meta 1 because the meta 3 are like 7mil each) and it should fit with any skills. But TBH, My fit is 85mil(The core scanner probes and faciton ammo are probably a good ~10 of it but still). An Armageddon costs 40mil right now in Amarr and really will be able to do L3's AND level iv's when you get there. The Harb just is not really worth the investment when a battleship will, in the long run, make you more money (But you might take a while to go through L3's with all the frigates and elite cruisers with the Armageddon, something the harb will excel at). The only problem with the armageddon is the cost of rigs for it. large CCC's are pretty expensive in comparison to the ship cost. I personally went straight for the drake(With 100k in missile skills :D), Now thinking back, i probably should have just stuck with armor (training T2 shield mods took 13-14 days) and used this particular Harbinger fit to do level 3's until I could afford an apocalypse or abbadon and do level 4's with BS 3 and large energy 4. Anyways, hope this helps. I really do endorse putting on an AB onto my fit though and using beams. Tried and true this fit is! | ||
pahndah
1193 Posts
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Jayme
United States5866 Posts
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pahndah
1193 Posts
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Arhkangel
Argentina769 Posts
*Then again I was a Rail pilot and I used my range very well ![]() | ||
Jayme
United States5866 Posts
On July 01 2010 00:25 Arhkangel wrote: Is there really a need for Tech 2 guns on a BC to run Level 3's? I used to do Level 3's in a Cruiser with Tech 2 mods :S *Then again I was a Rail pilot and I used my range very well. No there isn't but tech 2 guns (especially for lasers and projectiles) will make your mission running go MUCH quicker. Tech 2 guns are almost always the most significant upgrade you can put on your ship because of the ammo and the extra damage from the spec skill. Hell you can run level 4's in a raven with all tech 1 launchers, it'll just be slow. Really though you shouldn't be losing your BC to a level 3 because your tank failed... | ||
pahndah
1193 Posts
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Jayme
United States5866 Posts
On July 01 2010 00:32 pahndah wrote: I think I warped to the mission, thought I turned on my reppers and went to eat or something and my reppers never turned on...(this happned twice IIRC) I think you'd be better served in a Drake then :p Idiot proof. | ||
Sethronu
United Kingdom450 Posts
A Harbi is a mighty fine ship, and once you do move on to a BS or whatever for your missioning, you could always fit it for PvP or pocking around some lowsec plexes / wormholes / whatever you aren't 100% familiar with. There's a lot of really fun ways you could fit your Harb in, it makes a surprisingly decent RR ship, you could make it pretty agile with a bunch of nanos and tanking with shield expanders if you're roaming somewhere scary, etc. Seriously, Harbinger is probably the best BC there is (Drakes don't count cus they're Drakes), so it's not a bad investement at all to get one. | ||
Zavior
Finland753 Posts
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H
New Zealand6138 Posts
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Jayme
United States5866 Posts
On July 01 2010 05:26 H wrote: Thanks a lot for the fitting discussion guys. I'll be using a Maller for level 2 missions until I can properly fit a Harbinger, so skills shouldn't be toooo much of a problem by the time I get there. I initially wanted to jump straight into an Armageddon and eventually an Abaddon ASAP, but I came to realize (aka. was made to realize by 3 or 4 people) that without the surrounding support skills it's just not going to be effective. At least the Harbinger uses the same turret size as the Maller, so I'll be able to use it when I get one. My main is only 3 days old, so I think I have a long time before piloting a geddon is going to be feasible. Not to mention that at the moment I can't afford to buy one, let alone fit it. The problem these days is that piloting a battleship without tech 2 weapons isn't really feasible right now and getting tech 2 large weapons takes a lot of training time :/ With missiles you can just skip straight to cruise missile spec and be done with it. Tech 2 weapons follow natural progression and also require a rank 2 skill at level 5 per spec skill. The payoff is that every single missile support skill is rank 4 or 5...while a decent amount of gunnery ones are only rank 2....that and tech 2 missiles really aren't that great at all, at least at cruise missile size. | ||
pahndah
1193 Posts
I feel the extra dps is blown out of proportion (or more efficient to spend that 30+ days on other skills) a bit if a new player doens't have the support skills to back up the T2 weapons. | ||
Jayme
United States5866 Posts
On July 01 2010 07:24 pahndah wrote: When you use T2 weapons think of it as spending 30+ days (if you already have T2 of the respective medium spec) for 8% more damage and the ability to use/pay more isk for T2 ammo. Otherwise meta 4 T1 weapons of the same size is just as good and cheaper to fit (sometimes allowing you to drop a fitting mod if you have bad skills to add in one more dps mod which makes up for the T1 modules) I feel the extra dps is blown out of proportion (or more efficient to spend that 30+ days on other skills) a bit if a new player doens't have the support skills to back up the T2 weapons. Tremor makes it much easier to fit an RR tempest and such. It's a bigger deal than just extra DPS but yea, without a decent amount of support it won't matter. | ||
WiljushkA
Serbia1416 Posts
On July 01 2010 07:24 pahndah wrote: When you use T2 weapons think of it as spending 30+ days (if you already have T2 of the respective medium spec) for 8% more damage and the ability to use/pay more isk for T2 ammo. Otherwise meta 4 T1 weapons of the same size is just as good and cheaper to fit (sometimes allowing you to drop a fitting mod if you have bad skills to add in one more dps mod which makes up for the T1 modules) I feel the extra dps is blown out of proportion (or more efficient to spend that 30+ days on other skills) a bit if a new player doens't have the support skills to back up the T2 weapons. thats not quite right. t2 weapons will give you 13% (8 specialisation, 5 from large turret 5) more damage, and also allow you to use t2 ammo, as you said. you cant really snipe without t2 ammo (well you can, but for shit dmg), and t2 large pulses will allow you to use scorch, which is fucking neat. also, t2 ammo is CHEAPER than faction ammo, not more expensive, and t2 guns are much cheaper than meta 4 guns (unless eve went through some sort of market revolution in the last 3 months). lat time i checked t2 rails were 1 mil a piece and meta 4 rails were around 8 mil. considering fittng requirements, yeah they can be tough, but most standard fits are relatively easy to fit, or become if you get a 3% implant. | ||
Sethronu
United Kingdom450 Posts
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