Difference between revisions of "Deimos"
m (Updated for Hyperion) |
Dan Egdald (talk | contribs) |
||
Line 150: | Line 150: | ||
| shipDNA=12023:10190;2:1999;2:1541;1:5839;1:5975;1:3244;1:8529;2:3082;5:23025;1:31546;1:31724;1:2488;5:23707;5:: | | shipDNA=12023:10190;2:1999;2:1541;1:5839;1:5975;1:3244;1:8529;2:3082;5:23025;1:31546;1:31724;1:2488;5:23707;5:: | ||
}} | }} | ||
− | |||
{{ShipFitting| | {{ShipFitting| | ||
ship=Deimos| | ship=Deimos| | ||
Line 213: | Line 212: | ||
skills=| | skills=| | ||
notes=A brawling PvP fit. Updated for Odyssey 1.1.</li><li>As fitted, with all skills at V and before fleet boost, this ship has 50.0 K EHP, flies at 1686 m/s (2385 m/s with MWD overheated) and align in 8.6 s (6.3 s with MWD off). The capacitor last for 19 min and for PvP purpose this ship is essentially cap stable.</li><li>Damage varies between 738 dps at 1.9 + 7.5 km with Caldari Navy Antimatter to 448 dps at 5.3 + 7.5 km with Caldari Navy Tungsten.</li><li>The fourth mid slot can be switched to other modules to taste such as a second web to slow down frigs that get under your guns slow down faster cruisers/BCs that will try to get out of your blaster range.}} | notes=A brawling PvP fit. Updated for Odyssey 1.1.</li><li>As fitted, with all skills at V and before fleet boost, this ship has 50.0 K EHP, flies at 1686 m/s (2385 m/s with MWD overheated) and align in 8.6 s (6.3 s with MWD off). The capacitor last for 19 min and for PvP purpose this ship is essentially cap stable.</li><li>Damage varies between 738 dps at 1.9 + 7.5 km with Caldari Navy Antimatter to 448 dps at 5.3 + 7.5 km with Caldari Navy Tungsten.</li><li>The fourth mid slot can be switched to other modules to taste such as a second web to slow down frigs that get under your guns slow down faster cruisers/BCs that will try to get out of your blaster range.}} | ||
+ | {{ShipFitting | ||
+ | | ship=Deimos | ||
+ | | shipTypeID=12023 | ||
+ | | fitName=solo active | ||
+ | | fitID=solo-active | ||
+ | | low1name=Energized Adaptive Nano Membrane II | ||
+ | | low1typeID=11269 | ||
+ | | low2name=Medium Armor Repairer II | ||
+ | | low2typeID=3530 | ||
+ | | low3name=Damage Control II | ||
+ | | low3typeID=2048 | ||
+ | | low4name=Magnetic Field Stabilizer II | ||
+ | | low4typeID=10190 | ||
+ | | low5name=Medium Armor Repairer II | ||
+ | | low5typeID=3530 | ||
+ | | low6name=Energized Explosive Membrane II | ||
+ | | low6typeID=11229 | ||
+ | | mid1name=50MN Cold-Gas Enduring Microwarpdrive | ||
+ | | mid1typeID=5975 | ||
+ | | mid2name=Medium Capacitor Booster II, Navy Cap Booster 800 | ||
+ | | mid2typeID=2024 | ||
+ | | charge1name=Navy Cap Booster 800 x1 | ||
+ | | charge1typeID=32014 | ||
+ | | mid3name=Faint Epsilon Warp Scrambler I | ||
+ | | mid3typeID=5443 | ||
+ | | mid4name=Fleeting Propulsion Inhibitor I | ||
+ | | mid4typeID=4027 | ||
+ | | high1name=Heavy Ion Blaster II, Federation Navy Antimatter Charge M | ||
+ | | high1typeID=3138 | ||
+ | | charge2name=Federation Navy Antimatter Charge M x1 | ||
+ | | charge2typeID=22977 | ||
+ | | high2name=Heavy Ion Blaster II, Federation Navy Antimatter Charge M | ||
+ | | high2typeID=3138 | ||
+ | | high3name=Heavy Ion Blaster II, Federation Navy Antimatter Charge M | ||
+ | | high3typeID=3138 | ||
+ | | high4name=Heavy Ion Blaster II, Void M | ||
+ | | high4typeID=3138 | ||
+ | | charge3name=Void M x1 | ||
+ | | charge3typeID=12789 | ||
+ | | high5name=Heavy Ion Blaster II, Null M | ||
+ | | high5typeID=3138 | ||
+ | | charge4name=Null M x1 | ||
+ | | charge4typeID=12785 | ||
+ | | rig1name=Medium Auxiliary Nano Pump II | ||
+ | | rig1typeID=31053 | ||
+ | | rig2name=Medium Auxiliary Nano Pump II | ||
+ | | rig2typeID=31053 | ||
+ | | drone1name=Warrior II x5 | ||
+ | | drone1typeID=2488 | ||
+ | | drone2name=Hornet EC-300 x5 | ||
+ | | drone2typeID=23707 | ||
+ | | charge5name=open | ||
+ | | drone3name=open | ||
+ | | drone4name=open | ||
+ | | drone5name=open | ||
+ | | skills= | ||
+ | | showSKILLS=N | ||
+ | | notes=Bring exile boosters with you, as well and null and void ammo. Fill the rest of your cargo with cap boosters.</li><li></li><li>Avoid neuters, if possible. As with any active tank fits, they are your worst enemy. | ||
+ | | showNOTES=N | ||
+ | | difficulty=1 | ||
+ | | warsop=A | ||
+ | | warsopReason= | ||
+ | | version=PARALLAX 1.0 | ||
+ | | showTOC=Y | ||
+ | | shipDNA=12023:11269;1:3530;2:2048;1:10190;1:11229;1:5975;1:2024;1:32014;1:5443;1:4027;1:3138;5:22977;1:12789;1:12785;1:31053;2:2488;5:23707;5:: | ||
+ | | fleetup= | ||
+ | }} | ||
==Tactics== | ==Tactics== |
Revision as of 02:02, 3 February 2016
RELATED UNI-WIKI REFERENCES
|
Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee. SHIP BONUSES
Gallente Cruiser bonuses (per skill level):
Ship Attributes
|
Summary
A logical progression of the Thorax, the Deimos is designed as a hybrid turret (blasters and rails) boat. It can fit a Microwarpdrive and burn towards the enemy to melts them at close range, or it can use its considerable speed and MWD bonus to kite enemies.
Previously commonly fitted with both MWD and AB to mitigate damage burning in to Attack Battlecruisers, the advent of the 50% reduction in MWD sig bloom for HACs means this is no longer really necessary. The Deimos has enjoyed a new life as a kiting ship with 250mm Railguns - replacing the Talos for some due to its enhanced speed and tank pared with comparable DPS at the ~20-30km engagement ranges common for kiting ships.
Skills
Further information about additional or recommended skills to pilot Deimos for a specific or it's common role(s) can be written here.
Fitting
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Power Diagnostic System II
Internal Force Field Array I
Medium Hybrid Collision Accelerator II
Medium Anti-EM Screen Reinforcer II
Warrior II x5
Hornet EC-300 x5
Caldari Navy Antimatter Charge M
- Very much secondary to the Ishtar in many Kiting HAC fleets, this is nonetheless an excellent second choice.
- Engagement envelope is ideally 25-30km, this allows you to quickly get point when necessary and leaves a safety margin to avoid webs, whilst applying most of your DPS
- Switching the Power Diagnostic System for a Nanofiber Internal Structure if you have good Cap Skills is a good choice - provided you have 2mins of cap without the PDS you're golden.
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Balmer Series Tracking Disruptor I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Armor Explosive Hardener II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Medium Ancillary Current Router I
Medium Hybrid Collision Accelerator I
Hammerhead II x5
Tracking Speed Disruption Script x1
Caldari Navy Antimatter Charge M x1
Caldari Navy Thorium Charge M x1
Caldari Navy Tungsten Charge M x1
- A brawling PvP fit. Updated for Odyssey 1.1.
- As fitted, with all skills at V and before fleet boost, this ship has 50.0 K EHP, flies at 1686 m/s (2385 m/s with MWD overheated) and align in 8.6 s (6.3 s with MWD off). The capacitor last for 19 min and for PvP purpose this ship is essentially cap stable.
- Damage varies between 738 dps at 1.9 + 7.5 km with Caldari Navy Antimatter to 448 dps at 5.3 + 7.5 km with Caldari Navy Tungsten.
- The fourth mid slot can be switched to other modules to taste such as a second web to slow down frigs that get under your guns slow down faster cruisers/BCs that will try to get out of your blaster range.
Heavy Ion Blaster II, Federation Navy Antimatter Charge M
Heavy Ion Blaster II, Federation Navy Antimatter Charge M
Heavy Ion Blaster II, Federation Navy Antimatter Charge M
Heavy Ion Blaster II, Void M
Heavy Ion Blaster II, Null M
50MN Cold-Gas Enduring Microwarpdrive
Medium Capacitor Booster II, Navy Cap Booster 800
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Damage Control II
Magnetic Field Stabilizer II
Medium Armor Repairer II
Energized Explosive Membrane II
Medium Auxiliary Nano Pump II
Medium Auxiliary Nano Pump II
Warrior II x5
Hornet EC-300 x5
Navy Cap Booster 800 x1
Federation Navy Antimatter Charge M x1
Void M x1
Null M x1
- Bring exile boosters with you, as well and null and void ammo. Fill the rest of your cargo with cap boosters.
- Avoid neuters, if possible. As with any active tank fits, they are your worst enemy.
Tactics
No sub-article about Deimos roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Deimos here.