Difference between revisions of "User:Cassiel Seraphim/Sandbox3"
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! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]35,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]44,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0% | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]35,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]44,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0% | ||
|} | |} | ||
− | ; {{co| | + | ; {{co|coral|Regular ships}} |
: This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship. The amplifier isn't quite as effective as the active hardener, but good enough and serves to give some cap relief. | : This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship. The amplifier isn't quite as effective as the active hardener, but good enough and serves to give some cap relief. | ||
− | ; {{co| | + | ; {{co|coral|Resist-bonused ships}} |
: Ships with resist bonuses like the '''Rokh''', especially if they also have good base shield hit points, can use a different setup to free up a midslot. The resists given are based on a generic 4% resist bonus per level, assuming a ship level of IV. If your skills are low, just leave the damage control on or simply fit your ship like you would a regular ship. | : Ships with resist bonuses like the '''Rokh''', especially if they also have good base shield hit points, can use a different setup to free up a midslot. The resists given are based on a generic 4% resist bonus per level, assuming a ship level of IV. If your skills are low, just leave the damage control on or simply fit your ship like you would a regular ship. | ||
− | ; {{co| | + | ; {{co|coral|Navy / Fleet Issue}} |
: '''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]]. This variant could be adopted to normal ships as well, unless they have very low base hit points. | : '''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]]. This variant could be adopted to normal ships as well, unless they have very low base hit points. | ||
Revision as of 00:55, 3 April 2014
Vanguard setups
Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.
We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.
Resist profiles
A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.
Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. It also helps new waitlist managers as it tells them what to look for.
Ship | Base resist profile | Comments |
---|---|---|
Regular/faction battleships [1] | 0%20%40%50% | An EM hole and a weak thermal resist. |
Resist bonused battleships [2] | 20%36%52%60% | Weak EM and thermal resists, but no resist holes. |
Vargur | 25%30%40%50% | Slightly lower EM and thermal resists, but no resist holes. |
Scimitar | 75%60%40%50% | No resist holes. |
Basilisk | 0%80%70%50% | An EM hole. |
Legion | 0%20%70%87,5% | An EM hole and weak thermal resists. |
Loki (resist bonus) | 80%60%52%60% | No resist holes. |
Proteus | 0%60%85%50% | An EM hole. |
Tengu | 0%80%70%50% | An EM hole. |
Tengu (resist bonused) | 20%84%76%60% | Weak EM resists. |
Effective shield hit points
You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at effective shield hit points (ESHP), as opposed to damage per second repaired (DPS-tank) or the generic effective hit points (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP.
Below is a rough guide to acceptable values when it comes SEHP, but remember that you need to factor in things like resists vs buffer [1] as well as speed and signature. So don't casually compare a ship's effective shield hit points against this without taking that into your consideration.
Ship class | Incursion sites | Effective shield hit points | ||||||
---|---|---|---|---|---|---|---|---|
| ||||||||
Large ship Battleships | Vanguards | |||||||
Assaults | ||||||||
Headquarters | ||||||||
Command Ships | Vanguards | |||||||
Assaults | ||||||||
Headquarters | ||||||||
Strategic cruisers | Vanguards | |||||||
Assaults | ||||||||
Headquarters | ||||||||
Basilisks [2] | Vanguards | |||||||
Assaults | ||||||||
Headquarters | ||||||||
Scimitars [2] | Vanguards | |||||||
Assaults | ||||||||
Headquarters |
Legend: █ Unsafe (too low) █ Situational (depends on the pilot/fleet) █ Safe (solid tank) █ Overtanked (wasting potential)
- ^ A ship with high resists is much easier to repair compared to a ship with all buffer in terms of shield extenders. This is because each hit point is worth a lot more when factoring in resists.
- ^ a b Basilisks and Scimitars have vastly different signatures, thus warrants having different guidelines.
Standard battleship setups
The main goal of these fits are to remain as cheap as possible while still being safe enough to run with minimal skills and rigged in a way that they can easily refit for vanguards as well as assaults and headquarter sites. Staying as cheap as possible is also useful for times of war.
- Regular ships
- This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like Shield Management and gotten a decent buffer on your ship. The amplifier isn't quite as effective as the active hardener, but good enough and serves to give some cap relief.
- Resist-bonused ships
- Ships with resist bonuses like the Rokh, especially if they also have good base shield hit points, can use a different setup to free up a midslot. The resists given are based on a generic 4% resist bonus per level, assuming a ship level of IV. If your skills are low, just leave the damage control on or simply fit your ship like you would a regular ship.
- Navy / Fleet Issue
- Navy and Fleet Issue ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing assault and headquarter sites. This variant could be adopted to normal ships as well, unless they have very low base hit points.
Advanced battleship setups
There are several ways to improve your fits, especially with some of the more efficient but costly deadspace modules and tech two rigs. Below are just examples of three common ways to upgrade your tank to free up more slots for additional offensive modules to increase your applied damage.
While it's possible to use these setups on ordinary tech one hulls it makes little sense to put several hundreds of millions, if not billions, worth of deadspace modules and rigs on anything but the efficient pirate faction battleships. Just remember that your best initial upgrade option is still investing in your favourite pirate faction battleship, even if it's just with any of the regular setups with tech one rigs.
- Weighted resists
- This variant is mostly suited for vanguard and assault sites where the threat of neuting is small and the incoming damage is slightly skewed towards more torpedoes, thus kinetic and explosive resists are slightly more important. The anti-EM rig ensures that in the case of being completely neuted out, you still have at least some EM-resists even if both invulnerability fields gets shut down. Buffing the tank for this kind of setup usually involves a mix of using a second deadspace hardener or a damage control (or even both).
- Balanced resists
- For sites where heavy neuting is common, like in headquarter and mothership sites, a more balanced setup might be favoured. The damage control module also adds some additional buffer to your armour and structure in case the higher alpha punches through your shields before reps land. The combination of the anti-thermal rig and EM amplifier allows for a high, balanced, resist profile even when completely neuted out. Buffing the tank is as simple as adding a second invulnerability field.
- All-out offense
- Most commonly used for vanguard sites, this all out offensive setup sacrifices tank for even more gank and utility. While upping your resists for assault and headquarter sites is as simple as adding a second invulnerability field, you'll still be extremely vulnerable to neuting and have a considerably lower buffer due to not having room for a core defense field extender rig.
Strategic cruiser setups
The resist profiles of strategic cruisers vary quite a lot compared to other ships. As such there are many ways to fit them and their low signature and high agility can allow for many compromises. But in general they should plug certain holes and here's a few examples of one way of attaining the desired resist profiles for these ships.
Slots | Legion [1] | Loki [2] |
---|---|---|
Pithum C-Type Adaptive Invulnerability Field |
Pithum C-Type Adaptive Invulnerability Field | |
Freed up low slot | Damage Control II | |
Core Defense Field Extender II |
Core Defense Field Extender II | |
Legion Defensive - Augmented Plating | Legion Defensive - X | |
Resists | -%-%-%-% | -%-%-%-% |
-%-%-%-% | -%-%-%-% | |
-%-%-%-% | -%-%-%-% |