Difference between revisions of "Myrmidon"
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notes=T1 modules may be used while training T2 skills. However, T2 shield modules are highly recommended for L3 missions.</li><li>Mid slot shield amplifiers (and ammo type) should be changed to fit mission rats.</li><li>Projectile turrets are used instead of hybrid turrets as the myrmidon has no weapons bonuses, and projectile turrets use no cap and can deal different damage types. | notes=T1 modules may be used while training T2 skills. However, T2 shield modules are highly recommended for L3 missions.</li><li>Mid slot shield amplifiers (and ammo type) should be changed to fit mission rats.</li><li>Projectile turrets are used instead of hybrid turrets as the myrmidon has no weapons bonuses, and projectile turrets use no cap and can deal different damage types. |
Revision as of 19:03, 10 July 2013
RELATED UNI-WIKI REFERENCES
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Worried that their hot-shot pilots would burn brightly in their eagerness to engage the enemy, the Federation Navy created a ship that encourages caution over foolhardiness. A hardier version of its counterpart, the Myrmidon is a ship designed to persist in battle. Its numerous medium and high slots allow it to slowly bulldoze its way through the opposition, while its massive drone space ensures that no enemy is left unscathed. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Myrmidon is a versatile battlecruiser that performs well in most roles. The myrmidon sports a balanced slot layout that can support a shield or armor tank and do quite well with either. It has more drone bandwidth and a larger drone bay when compared to its cruiser cousin the Vexor. As a drone boat the Myrmidon has excellent flexibility for long roams, with the ability to carry a mixed heavy and medium flight, a light flight, and an additional flight of light repair or EWAR drones. The Myrmidon has no bonus to any weapon system so can mount any weaponry of any size with equal proficiency, or use nosferatu or neutraliser arrays without greatly reducing its damage.
For Incursions the Myrmidon is not ideal, but can serve as a starting point for trying them out and to use while training into a more suitable ship. See Gallente ship progression for more information on where to go from here.
Skills
- The standard Engineering V and Electronics V.
- As the Myrmidon is a droneboat, training Drones V, Combat Drone Operation V, Drone Interfacing IV and Gallente Drone Specialization I/Minmatar Drone Specialization I are all are important to improve your primary source of damage.
- The neccesary Hull Upgrades V, Mechanics IV, (Repair Systems IV For active armour tanking only) to be able to fit a Full T2 Armour Tank
Fitting
200mm 'Scout' Accelerator Cannon
200mm 'Scout' Accelerator Cannon
200mm 'Scout' Accelerator Cannon
200mm 'Scout' Accelerator Cannon
200mm 'Scout' Accelerator Cannon
200mm 'Scout' Accelerator Cannon
10MN Afterburner II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Medium Armor Repairer II
Medium Armor Repairer II
Armor Thermic Hardener II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Kinetic Hardener II
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Warrior II x5
Valkyrie II x5
Hobgoblin II x5
Hammerhead II x5
Antimatter Charge M x1
- This example fitting has hardeners for Serpentis Rats.
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
Drone Link Augmentor II
Experimental 10MN Afterburner I
Thermic Dissipation Amplifier II
Thermic Dissipation Amplifier II
Large Shield Extender II
Large Shield Extender II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Hobgoblin II x5
Hammerhead II x5
Garde II x5
EMP M
- T1 modules may be used while training T2 skills. However, T2 shield modules are highly recommended for L3 missions.
- Mid slot shield amplifiers (and ammo type) should be changed to fit mission rats.
- Projectile turrets are used instead of hybrid turrets as the myrmidon has no weapons bonuses, and projectile turrets use no cap and can deal different damage types.
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Large Shield Extender II
Warp Scrambler II
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Nanofiber Internal Structure II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Hammerhead II x5
Warrior II x5
Ogre II x2
Hammerhead II x2
Hobgoblin II x1
Caldari Navy Antimatter Charge M x1
- This fit has 56k EHP with recommended skills.
- DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 625. DPS with 5x Hammerheads is 557.
Heavy Electron Blaster II
Heavy Electron Blaster II
Heavy Electron Blaster II
Heavy Electron Blaster II
Heavy Electron Blaster II
Heavy Electron Blaster II
Experimental 10MN Microwarpdrive I
Conjunctive Magnetometric ECCM Scanning Array I
Medium Electrochemical Capacitor Booster I
X5 Prototype Engine Enervator
Warp Scrambler II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
1600mm Reinforced Rolled Tungsten Plates I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hammerhead II x5
Warrior II x5
Ogre II x2
Hammerhead II x2
Hobgoblin II x1
Caldari Navy Antimatter Charge M x1
Cap Booster 800 x1
- This fit has 68k EHP with recommended skills.
- DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 601. DPS with 5x Hammerheads is 532.
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
Experimental 10MN Microwarpdrive I
Medium Capacitor Booster II
Medium Capacitor Booster II
Stasis Webifier II
Warp Scrambler II
Damage Control II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Medium Armor Repairer II
Medium Nanobot Accelerator I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Warrior II x5
Hobgoblin II x1
Hammerhead II x2
Ogre II x2
Hammerhead II x5
Republic Fleet EMP M x1
Cap Booster 800 x1
- This fit needs the skills Battlecruisers V and Repair Systems V to make full use of the active tanking in PvP.
- The explosive hardener can be switched to kinetic if you expect to fight drakes or other ships that are heavy on kinetic damage.
- An active tanking myrm can also by fitted with triple reps. To do this, change the hardener to another repair module, downgrade the cap boosters to meta 4, and downgrade the guns to dual 180mm autocannons.
- Solo myrms will sometimes fit ECCM to counter ECM modules and drones. The hardener and one of the cap boosters can be switched to Warded Magnetometric Backup Cluster I and Conjunctive Magnetometric ECCM Scanning Array I.
Tactics
No sub-article about Myrmidon roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University PYOS and BYOM programs.