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{{hatnote|This page describes the general recommendations and considerations for fitting a Remote Repair (RR) Battleship. RR Battleships are generally used in PvP fleets, often with smaller ships in support roles. For a description of the operational and tactical procedures while flying in an RR Battleship Fleet, or "RR Gang", please see [[Spider tanking]].}} | |||
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While the recommendations and considerations in this page might also be applied to other ship classes, this is not common practice and this page is limited to Tech 1 Battleship fittings. | While the recommendations and considerations in this page might also be applied to other ship classes, this is not common practice and this page is limited to Tech 1 Battleship fittings. | ||
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=== Amarr === | === Amarr === | ||
Close call between the '''Armageddon''' and the '''Abaddon'''. The Armageddon is less cap intensive and has a large drone bay, | Close call between the '''Armageddon''' and the '''Abaddon'''. The Armageddon is less cap intensive and has a large drone bay, along with a spare highslot which accepts a Remote Repair very well. The Armageddon is also very cheap, thus making it an excellent choice. However, the Abaddon has an armor resist bonus but is extremely cap hungry. The Abaddon has an extra mid slot, and better fitting attributes, justifying the extra cost involved. | ||
=== Gallente === | === Gallente === | ||
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=== Minmatar === | === Minmatar === | ||
The Maelstrom is not suitable for RR fleets due to its lack of low slots. The '''Tempest''' is decent and has an extra mid slot. The '''Typhoon''' is often preferred, with its better fitting attributes, and ability to fit torpedoes. Torpedoes have the advantage over autocannons of being able to apply more DPS up to 17 to 20 KM, depending on the pilot's skills. Furthermore, while the Tempest only has a 75m3 drone bay, and matching bandwidth, the Typhoon has 125 bandwidth and a whopping 175m3 bay, giving it more utility. | The Maelstrom is not suitable for RR fleets due to its lack of low slots. The '''Tempest''' is decent and has an extra mid slot. The '''Typhoon''' is often preferred, with its better fitting attributes, and ability to fit torpedoes. Torpedoes have the advantage over autocannons of being able to apply more DPS up to 17 to 20 KM, depending on the pilot's skills. Furthermore, while the Tempest only has a 75m3 drone bay, and matching bandwidth, the Typhoon has 125 bandwidth and a whopping 175m3 bay, giving it more utility. However, remember that the Tempest has instant damage application and a wider engagement range with T2 ammunition and greater speed, which makes it a bit better for situations where you are not shooting a hostile Battleship fleet. | ||
=== Caldari === | === Caldari === | ||
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Caldari really don't have any good options. The '''Raven''' needs to dedicate all of its low slots to fit the standard tank, while sacrificing a trimark for an ancillary current router. The only real saving grace is that it has 6 mids: even after fitting the MWD and cap booster, it can provide some utility with tackle and target-painting. | Caldari really don't have any good options. The '''Raven''' needs to dedicate all of its low slots to fit the standard tank, while sacrificing a trimark for an ancillary current router. The only real saving grace is that it has 6 mids: even after fitting the MWD and cap booster, it can provide some utility with tackle and target-painting. | ||
The '''Scorpion''' can make a powerful addition to most fleets, being able to take out hostile DPS with jams. It is often the obvious primary target with a low tank, while being forced to | The '''Scorpion''' can make a powerful addition to most fleets, being able to take out hostile DPS with jams. It is often the obvious primary target with a low tank, while being forced to come into close range to receive RR from other battleships is a bad combination if the ECM cannot jam enough of the hostile ships. It can have the option of staying at long range, preventing it from receiving remote reps, but which some enemy fleets will have difficulty reaching. | ||
==Modules== | ==Modules== | ||
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=== Remote repair === | === Remote repair === | ||
* Recommended fitting: | * Recommended fitting: Large Remote Armor Repair System II or Large 'Solace' I Remote Bulwark Reconstruction. Most ships fit one, although some fit two. | ||
Although T2 or high meta is not strictly required, higher is better in this case. Many people prefer the 'Solace' meta 4 repper, as it repairs nearly as much as the T2 module, but has lighter fitting requirements. | Although T2 or high meta is not strictly required, higher is better in this case. Many people prefer the 'Solace' meta 4 repper, as it repairs nearly as much as the T2 module, but has lighter fitting requirements. | ||
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* Recommended: 115k to 150k EHP depending on hull. | * Recommended: 115k to 150k EHP depending on hull. | ||
Having a big buffer is important as it gives your gang mates time to lock you, and start repping. On top of that resists are highly desired as they increase to effectiveness of the repairs received. In most places, the standard fitting is 1 DC II, 2x 1600mm RT plates and 2x resist mods, but some like to add a third plate there for extra buffer to give your friends extra time to lock. The Abaddon is sometimes an exception since it gets a very good built in resistance bonus, so they can afford to drop to only 1 resist mod, but most prefer to use 2 of them anyway. | Having a big buffer is important as it gives your gang mates time to lock you, and start repping. On top of that resists are highly desired as they increase to effectiveness of the repairs received. In most places, the standard fitting is 1 DC II, 2x 1600mm RT plates and 2x resist mods (EANM and/or ANP), but some like to add a third plate there for extra buffer to give your friends extra time to lock. The Abaddon is sometimes an exception since it gets a very good built in resistance bonus, so they can afford to drop to only 1 resist mod, but most prefer to use 2 of them anyway. | ||
Triple Trimark rigs usually complete the buffer tank, although some fits require an | Triple Trimark rigs usually complete the buffer tank, although some fits require an ancillary current router for powergrid requirements, and some pilots like to patch the explosive hole with an anti-explosive rig. | ||
=== Weapon Choice === | === Weapon Choice === | ||
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== Implants == | == Implants == | ||
* Slots 1-6 - Slave Set - 53% more armor HP. | * Slots 1-6 - Slave Set - Up to 53% more armor HP. | ||
* Slot 6 - PG2, PG4, PG6 - 1%, 3%, 5% more powergrid. | * Slot 6 - PG2, PG4, PG6 - 1%, 3%, 5% more powergrid. | ||
* Slot 6 - KTA10, KTA100, KTA1000 - Reduces launcher CPU need by 1%, 3%, 5%. | * Slot 6 - KTA10, KTA100, KTA1000 - Reduces launcher CPU need by 1%, 3%, 5%. | ||
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* Slot 10 - ZET50, ZET500, ZET5000 - 1%, 3%, 5% more armor HP. | * Slot 10 - ZET50, ZET500, ZET5000 - 1%, 3%, 5% more armor HP. | ||
* Slot 10 - KZA500, KZA1000, KZA2000 - Reduces turret CPU need by 1%, 3%, 5%. | * Slot 10 - KZA500, KZA1000, KZA2000 - Reduces turret CPU need by 1%, 3%, 5%. | ||
== Tips == | |||
* Use hotkeys to request remote repairs, and for drone attack and return to drone bay. | |||
* Keep your fleet window open to the broadcast history tab, and pay attention to any new requests for repping. Control-click the broadcast display at the bottom of the window to lock the current broadcast target, or right-click in the history list above to lock previous broadcast targets. | |||
* Make sure you know which ship will serve as anchor and keep at range 2000m from it. The anchor could change during a fight, so pay attention to the FC's orders. Make sure you stay close to your fleetmates so they can rep you, and don't let yourself drift out of range because of a misclick. | |||
* Manage your MWD properly. You may need to MWD in the initial anchor approach, and remember to turn off the MWD if you no longer need it. An active MWD when it is not needed will waste your cap very quickly. | |||
* Try not to shoot your friends nor remote rep your enemies. Pay attention to the standing icons and double check your module and drone targets. | |||
* Add as many of the battleships in your fleet to your watchlist as possible. You can control-click names in the watchlist to lock them. | |||
* Make sure you know how to target ships quickly and manage your locked targets properly. Unlock previous targets as needed to keep some targeting slots open for fleetmates to rep or enemies to shoot when the primary changes. | |||
* Sort your overview as needed. Sorting by name can be quite common when there are a lot of hostiles on the field. Normally you should use the watchlist, broadcast window and history to target allies that need RR, but if you have trouble with those you might also want an overview tab with fleetmates on it. | |||
* If you have neuts, don't use them on the primary. Use it on any other enemy BS in range, especially: dominix, tempest, typhoon, scorpion, and raven. These are likelier than other BS to have two or more RR modules. | |||
* Keep a medium standard container in your cargo hold. This will provide extra space, which is handy for switching out ammo types and holding additional cap booster charges. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult. | |||
== Ship Fittings == | |||
* Failheap Challenge - [http://failheap-challenge.com/forumdisplay.php?15-Ship-Setup-Hangar-PvP PvP Forum] | |||
[[Category:Fitting]] | |||
[[Category:Guides]] | |||