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EvE best ship loadouts


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#1 Gorf King

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Posted 20 May 2006 - 08:59 PM

We get a lot of questions about how to fit ship x for purpose y from forumites in EvE. This thread might prove a handy resource to which people can be referred, and it'll hopefully draw from the wide range of experiences rllmukers have in Eve, rather than just the few who happen to be in a given channel when the question is asked.

Post in here if you feel you've got a ship loadout that is approaching the optimal you can have for a given purpose (i.e. not just because it happens to be what you fly at the moment - this is intended to be a guide to people looking for how to 'do it right').

Having said that, none of us is perfect. So if you're nearly there, but not quite, post what you have and explain what you'll try to get next, and why. The important thing is that you've tried the ship fitting and other loadouts in a variety of situations and know why it's a good one to aim for. Explain what makes it tick, what it lacks, and alternatives if need be.

And when you read these things, ask questions, crit, bring other angles to the table. I'll keep this first post as an index of the setups that are posted below, if that's ok with everyone. To help with this, if you're sure a setup is a good one, please say what the primary purpose is (e.g. PvE, PvP, etc.), and I'll label the post links accordingly. It'll be a bit cramped in there being only one thread, but I'll do my best.

Just one more thing: don't hold back on your best setup in here. Trussssst your fellow forumites, eh?

BATTLESHIPS

Minmatar
Tempest | PvP | solo/small gang

Amarr
Armageddon | PvP

Caldari
Raven | PvE | mission running
Raven | PvE | mission running 2

Gallente
Dominix | Mining | solo 0.0
Dominix | PvE | mission running

Faction
Machariel | PvP | sniper


HEAVY ASSAULT CRUISERS

Amarr
Zealot | PvP


ASSAULT FRIGATES

Gallente
Enyo | PvE | mission running


CRUISERS

Caldari
Blackbird | PvP | small gang

Gallente
Vexor | PvP | solo/small gang
Thorax | PvP


DESTROYERS

Minmatar
Thrasher | PvE/PvP(?) | lowsec ratting
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#2 Gorf King

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Posted 20 May 2006 - 09:26 PM

Tempest, PvP, solo or small gang

Hi:
Dual 650mm AC II x 6
Heavy Dim Nos x 2

Med:
100mn AB II x 1
Faint 20k Scram x 1
Fleeting Web x 1
Heavy Elec Cap Booster x 1
Hypnos Multispec x 1

Low:
Large Accom Rep x 2
Best named Damage Control x 1
Energised Adaptive Nano II x 1
Gyro II x 1
PDU x 1

Drone bay:
Hammerhead IIs

Cargo hold:
Barrage L, EMP L, cap booster 800s

--

Rationale:
This is meant to balance tank and gank for a close(ish) range Battleship, and to be able to take on a variety of ship types, sizes, and setups. You need to be at between 25-5km for it to really bite, and keep within that range of you enemy. The AB helps with this, and it's a naturally fast ship. It's a bit of an all-rounder in close combat, I spose.

Typical usage:
If you land on top of a smaller ship (or a Blasterthron), get the AB on, NOS, ECM, web, and head away as fast as you can. The NOS will drain a frig's cap in just over 1 cycle, so that helps take care of scrammers if you're under threat. The drones will off a little beggar pretty quick, and for webbed cruisers, the ACs will chomp them to pieces. Don't forget to use to drones well.

BCs and BSs without ECM will tend to get jammed 1-2 out of every 4 20-second cycles. That's an ace tanking bonus to a ship that's not a great tanker. If you land 30-50km away from a big target with medium range, you'll have to use those cap batteries. But don't forget to turn the ECM on, as that can have a marked effect. And don't forget to only use both reppers when you need to, for short bursts - they eat the cap like crazy.

Testing:
I've tested this loadout in live fire against several ships. As long as the target isn't using ECM, and you keep at an appropriate range, Ravens and Megathrons are perfectly downable (though the chance-based nature of ECM can make this swing one way or another). The Megathron will own you if it gets in close, but your AB should make sure this doesn't happen (if he's using WMD, his cap is fraught even before you double NOS him). Not been able to test against an Amarr BS yet, but I'm quietly confident of its capabilities there given luck and a prevailing wind. Of course, a Scorpion 1v1 renders the whole setup useless, as heavy ECM tends to do...but you can usually just warp away if this happens to you (and you're lucky enough to have no enemy gang on you to tackle).

In combat, the nearest thing to a BS I've been able to engage so far with this was a Brutix/Ferox team. They both went down in a minute and a bit, before half the shield was gone.

The loadout has weaknesses, as all do, but it's capable of jamming, webbing, scramming, nossing, droning and hitting very hard with all types of dmg. And it can run pretty fast too, which is a prerequisite for Matari types, roffle. Jack of all trades, then? Maybe, but that's not a bad thing if you plan to solo PvP, and it's also sometimes a surprise package in a gang. Of course, if you know your target in advance you can set the ship up to fit - but this loadout is the vanilla package for all situations.

Improvements:
I'd like to ditch that PDU for another Gyro, obviously. But it'll take pretty great fitting skills to do that (I'm training them, honest!). Otherwise...I guess you should get another ship, as the Pest (in non-sniper mode) doesn't really get any better than this, from all the fittings I've tried.

Flame on.
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#3 Captain Crunch

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Posted 20 May 2006 - 09:30 PM

Armageddon

The Armageddon is made for one thing and one thing only and thats to deal Damage. Thats why I always fit it accordingly. It has 7 turret slots so thats the first thing we want to take advantage of.

My usual gank setup is

Highslots : 7x tech II pulse lasers and 1 heavy dimishing nosferatu
Medslots : 1 tracking computer II, 1 cap recharger II and 1 faction sensor booster
Low slots : 3x heatsinks II, 3x adaptive nano membrane II and 1 large t2 armour repaierer and 1 cpu II

This setup offers a great rate of fire, and a substainable tank. I also use t2 medium drones to deal with any tackling frigates which my large turrets cant track. The 3x adaptives also offer a decent resistance, but good mechanic skills are required.
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#4 slimbot

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Posted 20 May 2006 - 10:24 PM

Thrasher

This is a great fitting for killing rats in low-sec asteroid belts, jus go into a 500m(depending on ammo used ;)) orbit of your target and let rip! If you are fighting a cruiser or bigger then the 3xnos will allow you to shield boost whilst AB'ing and webbing forever(depending on skills perhaps). Tech II items arent really necessary but if you can use em fit em.

Hi slots:

5x 200mm Autocannon II
3x small nosfuratu I(named if ya got em).

Med slots:

1x 1mn afterburner II
1x small shield booster II
1x any stasis webifier

Low slots:

1x small armor repairer II
1x energized reactive membrane(named or tech II, whatever really)


Conclusion: Thrasher is the daddy, everyone knows it. It has eight hi-slots and is cheap as chips, yes it is paper-thin but sometimes you can get nasty cuts off paper.
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#5 Gorf King

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Posted 20 May 2006 - 10:26 PM

Conclusion: Thrasher is the daddy, everyone knows it. It has eight hi-slots and is cheap as chips, yes it is paper-thin but sometimes you can get nasty cuts off paper.

;)

Man, come back to the fold, brother.
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#6 Untogether

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Posted 20 May 2006 - 10:29 PM

Raven

PvE setup, for whoring those level 4 missions:

High:
6 x Arbalest Cruise
2 x 150mm railgun 2

Mid:
3 x active hardners
Gistii B-Type Xtra Large Shield Booster
Shield boost amplifier
X5 Prototype Webber

Lows
2 x Ballistic Control Unit 2
3 x Power Diagnostic System 2

Obviously, a Raven is the perfect choice for solo level 4 missions and the key to that is its survivability - hence the uber tanking mod you can see in the midslots. It's frankly a cookie-cutter set-up but the reason for that is that it works and even with low SPs I can solo every level 4 out there.

The rails and webber are probably the thing that will be replaced once I up my drone skills a bit more. Currently, drones don't dust tackling frigs as quickly as I'd like, but with combination of drones + rails + webber they pop nice and quick. Once the drone skills are upped it'll probably be the even more cookie cutter set-up of 2 x Heavy repeating NOS and an AB in the mids.

Anyway, the key to this set-up is its tank. It boosts 750 shield every four seconds for a cost of 172 cap. That really tells you everything you need to know.
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#7 Captain Crunch

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Posted 20 May 2006 - 10:53 PM

Zealot

The Zealot is (like the Armageddon) made for damage so its quite easy to fit.

Highslots : 4 t2 heavy pulse lasers and 1 medium dimishing noseferatu.
Medslots : 10mn afterburner II, 1 warp disruptor and 1 cap recharger II
Lowslots : 1 medium t2 armour repairer, 1 darkblood energized magnetic membrane and 1 energized adaptive nano membrane II. 3x heatsink II and 1 internal force field array. (I'm going to swap the energized hardner for a faction hardner. I just havent bothered getting one yet)

edited
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#8 Untogether

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Posted 20 May 2006 - 11:29 PM

Blackbird, PvP Support, small gang

Hi:
2 x Assault launcher
2 x Medium NOS

Mid:
3 x Named Multispec ECM
1 x Web
1 x 20km Scram
1 x 10mn AB

Low:
Sensor Booster
Medium Armour Repper

All cheapest you can get, bar the Multispecs which in my case are the 'Initiated' brand at a whopping 100k each. The idea of this is a cheap and disposable support jamming cruiser for a small PvP gang. You still need a tackler and a damage dealer and your only job is stop the other guys targeting your guys. Pointless trying to build a tank (the repper in low is there to hopefully keep you alive long enough to warp away) as you will be called primary and if they start flashing red at you, you should all ready be halfway to warping off, ready to immediately return.

NOS in the highs if you get a chance to supplement the cap, those multispecs are heavy on the cap usage, with web and scram to keep them there while you suck them. Assaults a token measure really, the BB is never going to kill much, but those with a web and dual NOS may make a tackling frig think about it for a minute - which is really all you want.

Useless for anything but gang support, the flipside is there probably isn't a small gang out there that wouldn't want a Blackbird on its side.
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#9 spacebunny

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Posted 20 May 2006 - 11:31 PM

Oh god, what have you done?
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#10 Professor Rob

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Posted 21 May 2006 - 06:31 AM

Enyo Level III Mission runner:

Hi:
4 x 125mm Railgun II (with Antimatter)
Arbalest Rocket Launcher I

Med:
1mN Afterburner II
X5 Prototype I Engine Enervator

Low:
Small Armour Repairer II
50mm Reinforced Rolled Tungsten plate
2 x Energized Plate I (Fit according to expected damage type)

Handles the vast majority of Level IIIs with ease, but a couple (Massive Attack and Downing the Slavers Pt 2) can be a chore.

EDIT: Swapped plate from 50mm Steel Plate II, at Gorf's suggestion. Same armour, less mass.
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#11 Marcus Hernandez

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Posted 22 May 2006 - 07:20 AM

Dominix Solo 0.0 Miner/Mining Tank

Highs:

6 miner 2


Mids:

5 t2 cap recharger


Lows:

2 t2 large repairer
3 active hardeners (according to rat damage type)
2 cap power relays


Drone bay:

t2 mining drones + heavy drones


You can tank the majority of 0.0 sec spawns in this setup, and mine at the same time. Also can be used as the mining tank for a mining party of barges & haulers
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#12 Gorf King

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Posted 22 May 2006 - 02:01 PM

Machariel, PvP, sniper

Hi:
1400mm Arty II x 6
'Limos' Heavy Launcher x 2

Med:
Tracking Computer II x 3
Sensor Booster II x 2

Low:
Gyro II x 3
Tracking Enhancer II x 1
Type-D Attenuation Sig Aug x 2 (Signal Amp 2s would be better, but I'm still skilling for them)
RCU x 1

--

Rationale:
Lock and kill quick from afar. Then run like hell! The Mach has an extra low slot and better tracking than the Tempest, but you can base the sniping Pest setup on the same mods minus one low. In fact, it would be highly sensible to do so economically, but I like playing with the extra low slot and the insane tracking.

Typical usage:
Mainly for use in a gang. At a gate. Or in fleet, I guess. *shrugs* Anyway, just lock and pop - it's obvious, no? And always use Tremor ammo, natch.

Testing:
What with me not being insanely rich, nor a gate ganker, nor in a fleet, I've not had the chance yet to try this on real bad guys, I'm afraid. (The thought of sitting in an uninsurable faction BS without any tank or repper at all is a bit of a trouser-soiler, too.) But I have tried it in missions (and a bit of live testing), where it has performed fairly outrageously. The stats tell you a fair bit:

Optimal (with Tremor L) 181km
Falloff 42km
Targeting range 211km (in gang 228km)
Scan resolution 322mm (in gang 348mm)
Tracking 0.006566 rad/sec (double the vanilla tracking speed of a Mach)
Damage modifier 16.6x

In practice, from over 200km away, you insta frigs (T2 if you're lucky), cruisers and haulers. Obviously, their transversal makes a difference, but that setup is about maximising tracking and good clean kills in a very hard-hitting sniping rig.

Improvements:
Oh, loads. I should be able to fit Signal Amp IIs instead of Type-Ds soon. I also *might* get sensible and, when I can fit one, put an armour repper in low instead of...well, a Sig Amp I guess. And you can basically fit what you want in place of the two heavy launchers - they are just a bit of insurance for closer up stuff, but since I'm still waiting for precision heavy skills they're not, frankly, much cop.

You could also swap out one of the tracking comps for a sensor booster which will give you a lock range that exceeds the maximum allowed in Eve (250km I think), but I prefer a modest 228km lock and a better chance of hitting or hitting well that the extra tracking gives.
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#13 zuum

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Posted 10 September 2006 - 01:48 PM

Vexor, PVP.

Hi: 3 x small NOS, 2 x limited light ion blasters.
Med: scrammer, web, 10MN AB II
Lo: 1600mm RT plate, Armour Exp Hardner, EANM (or EANM II), Medium Armour Repper (T2 or best named)

Drones: 5 x T2 med, 5 x T2 small.

Fairly decent for solo and group PvP. With such a fat plate it can be a bit inagile, hence the web, but with the lovely drone damage bonus and decent skills it can put out some hefty damage.

Variations:

There are plenty of variations available, especially in the hislots and drones but I suggest you always prioritise the 1600mm plate in low and work upwards from there. It does seem a shame to waste the medium blaster bonus but it's strength is in drone damage, so you need the durability.
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#14 Plums

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Posted 10 September 2006 - 02:26 PM

Thorax PvP

Hi:
5 x named heavy ion blaster (T2 if you can) with antimatter ammo

mid:
1 x 10mn MWD
1 x X5 webber
1 x 1/2 strength scram, depending on preference

low:
1 x explosive hardener
1 x EANM
1 x small/med repper
1 x 400/800mm plate
1 x RCU/PDS or a magstab if you can manage it

Drones:
5 x Vespa EC-600

The choices in the lows depend on your fitting skills. Generally, I keep the tank light and get as much damage as I can - the Thorax performs better as a gank boat, and once you're orbiting at 1500m with the ECM drones on them your tank becomes less important.

I use an almost identical setup on the Deimos, only with neutron instead of ion blasters.
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#15 Plums

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Posted 20 September 2006 - 11:45 AM

Dominix PvE

Now, as far as I'm concerned the Domi is the best PvE battleship there is. It's not quite as safe as using a Raven, insofar as you can't engage targets at 100km whilst being aligned to warp out, but it kills faster and it's much, much more fun. Added to this is the fact that it costs much less to buy and insure than a Raven, plus it has enormous flexibility in fitting because it isn't held back by the necessity of fitting weapons - want to fit 7 1600mm plates in your lows, no problem!

As with any missioning setup the most important part of it is the tank. Train up the skills needed for T2 armor reppers and hardeners before you start on anything else. Once you are comfortable tanking most missions then move onto the all important drone skills, your damage hangs off them. Drone interfacing 5 is your primary concern, and you'll definitely want to get your first racial drone specialisation to 4 to get access to T2 heavy drones, but getting drone navigation, durability and sharpshooting up to 3 or 4 will make a world of difference.

Highs:
1 x turret of any description (a small one is fine) - use this to get aggro before you release your drones
1 x drone link augmentor - this should take your drone control range out to around the same as your maximum lock range
1 x small/medium remote armor repairer - use to repair damaged drones in the field
1 x small/medium remote hull repairer - see above
2 x tractor beam - you have no ammo to put in your cargo hold so you can scoop a lot of loot

Mediums:
3 x drone navigation computer - improves drone MWD speed - essential when using heavy drones
1 x cap recharger
1 x 100mn afterburner

Lows:
1 x capacitor power relay
3 x rat specific hardener
1 x large armor repper (named/T2)
2 x 1600mm rolled tungsten armour plates

Drones:
5 x rat specific heavy drones (plus spares)
5 x rat specific light drones (or whichever T2 ones you can use)

If you're having cap issues then swap out a drone navigation computer for a cap recharger.

EDIT 18/04/08: made some changes. I still use this as my primary missioning ship. With the torpedo changes the Domi becomes arguably the best mission battleship.
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#16 zuum

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Posted 21 September 2006 - 02:17 PM

Raven, PvE.

A slight variation on Unto's:

High:
6 x Arbalest Cruise
2 x NOS (heavy if you can fit them, otherwise medium)

Mid:
3 x active hardners
T2 XLarge Shield Booster
Shield boost amplifier
Target Painter (PWNAGE)

Lows
3 x Ballistic Control Unit 2
1 x PDU
1 x best named Damage Control

Drones: 5 x Hammerhead II, 5 x Hobgoblin II

As with most non-faction shield tanks I find I have a problem with cap, hence the NOS. The target painter is there to help with the smaller ships (although I may review this since the changes in NPC ship types in level 4 missions) and the damage control is there partly to help with shield resists but mainly to boost resists to the structure in the event that a mission goes wrong. The slow-aligning Raven takes a long time to warp out under normal circumstances but can be a real slowcoach when you're taking a lot of missile hits. The best damage control gives you 58% resists across the board to structure.

I tend to prefer 3 x BCU IIs and 1 PDU but it might be sensible to fit more PDUs if you want to help your shield tank.
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#17 Captain Crunch

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Posted 13 October 2006 - 02:29 PM

Hey Zuum, wont your damage controll affect your hardners because of stacking penalty?


Also, unless your up against Angels you only need 2 hardners :angry:
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#18 spacebunny

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Posted 13 October 2006 - 10:26 PM

Hey Zuum, wont your damage controll affect your hardners because of stacking penalty?
Also, unless your up against Angels you only need 2 hardners :unsure:


Nah, DC doesn't do anything wrt stacking anyway, but it's always strongest effects applied first.
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#19 Dragonmedik

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Posted 14 May 2011 - 06:46 AM

Dominix PvE

Now, as far as I'm concerned the Domi is the best PvE battleship there is. I like this fit because it is 100 % cap stable with both armor reps running (can run 3 medium turrets before it becomes not cap stable). Most lvl 4 missions will only require one to be perma-run with maybe a touch of the second one every now and then. The variety of drones covers a wide range of enemy sizes and ranges (out to about 80 km) and the turret pulls aggro. Only problem is the ship is slooow.

Highs:
1 x turret of any description (a small one is fine) - use this to get aggro before you release your drones
1 x drone link augmentor - this should take your drone control range out to around the same as your maximum lock range
1 x small/medium remote armor repairer - use to repair damaged drones in the field
1 x small/medium remote hull repairer - see above
2 x whatever you feel like putting there

Mediums:
5 x cap recharger II

Lows:
1 x DCU
2 x large armor repper (named/T2)
4 x mission specific active armor hardeners (double up on the two most delt damage types)

Rigs:
2 x large capacitor control circuit
1 x large auxiliary nano pump

Drones:
5 x rat specific heavy drones
5 x rat specific light drones + spares
5 x medium drones + spares
5 x sentry drones ( based on range pref, I usually go farthest range)

I have not tried it yet but swapping the auxiliary nano pump with another cap control circuit, then one of the cap recharger II with a 100 mn AB may still be cap stable
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#20 stoo

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Posted 01 June 2011 - 11:56 AM

The Dominix is fantastic for a tier 1 battleship, but I fancied having my cake and eating it. The Navy Dominix is cap stable with dual LARs plus an afterburner. It's expensive (450M isk), but it tanks 1000 dps and moves at a spritely 322m/s. You can boost the tank to 1260 dps by swapping a CCC rig for a Large Auxiliary Nano pump, but the cap runs out in just under 10 minutes.

[Dominix Navy Issue, New Setup 1]
Armor Kinetic Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Damage Control II
Large Armor Repairer II
Large Armor Repairer II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
LiF Fueled I Booster Rockets

250mm Railgun II, Antimatter Charge M
250mm Railgun II, Antimatter Charge M
250mm Railgun II, Antimatter Charge M
250mm Railgun II, Antimatter Charge M
Medium Remote Armor Repair System I
Drone Link Augmentor I

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Garde II x5
Ogre II x5
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