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  1. #1

    Default Multibox Friendly PvP Setups

    So, I've been looking at various pvp setups, and I've been brainstorming some pvp comps that would be hella good with a multiboxer behind the wheel.

    Here's the first one I'll post, and also the cheapest:

    [Hurricane, cripplecane]
    Gyrostabilizer II
    Gyrostabilizer II
    Gyrostabilizer II
    Tracking Enhancer II
    Tracking Enhancer II
    Damage Control II


    Large Shield Extender II
    Large Shield Extender II
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II


    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    Small 'Vehemence' Shockwave Charge


    Medium Ancillary Current Router II
    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II




    So cheap as to be less than throwaway - an entire 10 character squad of these barely costs 1.5b, meaning you can whelp a 20 man fleet of these for far less than the cost of any properly fit capital ship in wspace(I and others regularly lose dreads and carriers worth well north of 5b in wspace).

    The stats?

    499 dps, ~4k alpha.

    10 of these does 40k alpha every ~7 seconds.

    To put this in comparison, an upper tier blinged wspace guardian has roughly 80k ehp.

    You can two shot those guardians with 10 of these hurricanes.

    As for EHP, these are woefully thin on tank and will die to a sneeze, right?

    Nope.

    These pack 72k ehp before heat or links, and jump to 92k ehp under vulture links.

    You have 30 m3 dronebay to do with what you want - ecm drones, etc etc.

    The next step up for these are Hurricane Fleet Issues:

    [Hurricane Fleet Issue, cripplecane++]
    Damage Control II
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Tracking Enhancer II
    Tracking Enhancer II


    Large Shield Extender II
    Large Shield Extender II
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II


    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    Imperial Navy Small EMP Smartbomb
    Imperial Navy Small EMP Smartbomb


    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II
    Medium Anti-EM Screen Reinforcer II


    More or less identical stats, except slightly buffed with faction mods. You also pick up a superior firewall, and ~30k ehp under links.



    Mid-goal:

    [Loki, KillMachine Alt]
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Damage Control II


    Tracking Computer II, Optimal Range Script
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II
    Large Shield Extender II
    Large Shield Extender II


    True Sansha Small EMP Smartbomb
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M


    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II


    Loki Defensive - Adaptive Shielding
    Loki Electronics - Tactical Targeting Network
    Loki Engineering - Power Core Multiplier
    Loki Offensive - Turret Concurrence Registry
    Loki Propulsion - Fuel Catalyst


    158k ehp before heat under links.

    492 dps (slight loss from hurricane) BUT....

    5k alpha, upping your alpha to 50k with these.

    RoF is slightly slower, but I'd consider acceptable.

    The ultimate goal:

    [Sleipnir, killmachine]
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Tracking Enhancer II
    Damage Control II


    Large Shield Extender II
    Large Shield Extender II
    Large Shield Extender II
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II


    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    True Sansha Small EMP Smartbomb
    True Sansha Small EMP Smartbomb


    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II

    174k under links, pre-heat.

    Firewall for drones and other stuff.

    623 dps. 6.2k alpha.



    Holy shit.

    This comp is absolutely amazing, and is incredibly effective if flown properly. It'd be downright sickening multiboxed.

    10 of these would be dropping >60k alpha, meaning you could 2-3 shot just about EVERY blinged t3 or command ship in wspace.

    For a video of this in action with LESS THAN 10 SLEIPNIRS, see:

    https://www.youtube.com/watch?v=LWQti3uIBvY#t=1442

    https://zkillboard.com/related/31000520/201310190200/

    With 10 under 1 guy multiboxed, it'd be insane. Even more so with 20.

    All of these require additional support in terms of reps(basilisk), and ewar support (webs/paints, Rapier/Huginn) to effectively apply damage, but I wonder if you could use distributed webbing/painting drones with your spare dronebay.

    Alpha is THE way to do multibox fleets imo.

  2. #2

    Default

    I see you have a preference for projectiles haha. I'll share some of the fits that I've been using. But I do agree that alpha is definitely the way to go for multiboxing. Just simply being able to alpha things off the field is pretty damn good. But with that said, I use a lot of missiles due to the lack of having to deal with tracking.

    also because you listed all the alpha ones, im going to go with some of my missile favs. these arent quite as good as arty alpha strike fleets due to their limited engagement choices. unlike alpha strike fleets, you cant just alpha your problems away :P

    [Talwar]
    Ballistic Control System II
    Ballistic Control System II
    Nanofiber Internal Structure II


    Faint Warp Disruptor I
    Limited 1MN Microwarpdrive I
    Phased Muon Sensor Disruptor I,Targeting Range Dampening Script


    Upgraded 'Malkuth' Light Missile Launcher,Caldari Navy Nova Light Missile
    Upgraded 'Malkuth' Light Missile Launcher,Caldari Navy Nova Light Missile
    Upgraded 'Malkuth' Light Missile Launcher,Caldari Navy Nova Light Missile
    Upgraded 'Malkuth' Light Missile Launcher,Caldari Navy Nova Light Missile
    Upgraded 'Malkuth' Light Missile Launcher,Caldari Navy Nova Light Missile
    Upgraded 'Malkuth' Light Missile Launcher,Caldari Navy Nova Light Missile
    Upgraded 'Malkuth' Light Missile Launcher,Caldari Navy Nova Light Missile


    Small Ionic Field Projector I
    Small Ionic Field Projector I
    Small Polycarbon Engine Housing I



    I use a mix of sensor damps and tracking computers. These talwars are super cheap. They have a surprising amount of alpha and their range is actually really good for small weapon systems. 10 of these can pretty much alpha cruisers off the field and they cost under 6m a pop. Its super throwaway and theyre great loads of fun because people actually try and fight you because loldestroyers.

    [Caracal, Fleet Skirmish]
    Ballistic Control System II
    Ballistic Control System II
    Ballistic Control System II
    Nanofiber Internal Structure II


    Phased Weapon Navigation Array Generation Extron
    10MN Microwarpdrive II
    Large Shield Extender II
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II


    Heavy Missile Launcher II, Scourge Fury Heavy Missile
    Heavy Missile Launcher II, Scourge Fury Heavy Missile
    Heavy Missile Launcher II, Scourge Fury Heavy Missile
    Heavy Missile Launcher II, Scourge Fury Heavy Missile
    Heavy Missile Launcher II, Scourge Fury Heavy Missile


    Medium Core Defense Field Extender I
    Medium Core Defense Field Extender I
    Medium Core Defense Field Extender I


    Hornet EC-300 x2

    This is another one I like to use. Again, missiles. 70km range and mixing damps and target painters.

    [Cyclone, Gatecamp]
    Damage Control II
    Ballistic Control System II
    Ballistic Control System II
    Ballistic Control System II
    Co-Processor I


    Large Ancillary Shield Booster, Cap Booster 150
    Adaptive Invulnerability Field II
    Warp Disruptor II
    Large Ancillary Shield Booster, Cap Booster 150
    Experimental 10MN Microwarpdrive I


    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Medium Unstable Power Fluctuator I
    Medium Unstable Power Fluctuator I


    Medium Anti-EM Screen Reinforcer I
    Medium Anti-Thermal Screen Reinforcer I
    Medium Anti-EM Screen Reinforcer I


    Hammerhead II x5
    Navy Cap Booster 150 x50
    Mjolnir Rage Heavy Assault Missile x2500
    Nova Rage Heavy Assault Missile x2500
    Scourge Rage Heavy Assault Missile x2500
    Inferno Rage Heavy Assault Missile x2500


    Cheap throwaway battlecruisers here. Cyclones are one of the cheapest battlecruisers you can buy and theyre surprisingly durable witht he double asb fits. you can squeeze in double xl asb, but i prefer the large and go for the damage so i can just blap things down quickly. split the neuts to whatever youre firing at to make sure you get their cap at 0 then fire away. if they didnt turn on their hardeners yet, theyre fucked. otherwise itll take a cycle before their hardeners kick off and you melt them. range of the cyclones is an issues and theyre very good at close range, but very bad at much else. very specific uses for these.



    and since lordservent went only to command ships, I bring you the famous alpha fleet battleships

    [Maelstrom, PvP 1400 Alpha Mael\]
    Damage Control II
    Gyrostabilizer II
    Gyrostabilizer II
    Tracking Enhancer II
    Tracking Enhancer II


    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II
    EM Ward Field II
    Large Shield Extender II
    Large Micro Jump Drive
    100MN Microwarpdrive II


    1400mm Howitzer Artillery II, Republic Fleet EMP L
    1400mm Howitzer Artillery II, Republic Fleet EMP L
    1400mm Howitzer Artillery II, Republic Fleet EMP L
    1400mm Howitzer Artillery II, Republic Fleet EMP L
    1400mm Howitzer Artillery II, Republic Fleet EMP L
    1400mm Howitzer Artillery II, Republic Fleet EMP L
    1400mm Howitzer Artillery II, Republic Fleet EMP L
    1400mm Howitzer Artillery II, Republic Fleet EMP L


    Large Core Defense Field Extender I
    Large Ancillary Current Router I
    Large Core Defense Field Extender I


    These are slow. theyre bulky and they honestly have less tank than a sleipnir, but their alpha is almost 2x.
    with a fleet of 10 of these, youre looking at alphaing battleships off the field with 120k alpha just about .


    with that said, i would still personally recommend arty for the new multiboxers that want to get into pvp. also i do recomend care when looking for fights, and when i say fights ( i do mean fights and not hte "lolhe jumped into a gate solo" or solo ganking miners and ratters ) to be careful of what ships you bring. most times itll be really hard to get the locals to undock and fight you if you bring any sizable force. especially if you bring even slightly blingy ships, most people will stay docked and deny fights
    i recommend checking out regions like catch, providence, syndicate, and losec. but becareful of gategun.s

  3. #3

    Default

    also was confused during the youtube video, wodnering why you were using claymores like that... and then realized the video must have been before the command ship skin rechange in odyssey ? it hink

  4. #4

    Default

    Quote Originally Posted by Crayonbox View Post
    also was confused during the youtube video, wodnering why you were using claymores like that... and then realized the video must have been before the command ship skin rechange in odyssey ? it hink
    Yes.

    Also, there is a progression for reps as we move up. I left BS out because I didn't consider them due to me mainly focusing on Wspace, which prohibits BS for mass reasons.

    I suppose for mass reasons we can claim these are for home defense only.

    The ultimate artillery ship in the game.



    [spoiler][Machariel, Shield Arty]Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Republic Fleet Tracking Enhancer
    Republic Fleet Tracking Enhancer
    Caldari Navy Power Diagnostic System
    Damage Control II


    Large Shield Extender II
    Large F-S9 Regolith Shield Induction
    Pith C-Type EM Ward Field
    Pith C-Type Thermic Dissipation Field
    Pith C-Type Kinetic Deflection Field


    1400mm Howitzer Artillery II, Quake L
    1400mm Howitzer Artillery II, Quake L
    1400mm Howitzer Artillery II, Quake L
    1400mm Howitzer Artillery II, Quake L
    1400mm Howitzer Artillery II, Quake L
    1400mm Howitzer Artillery II, Quake L
    1400mm Howitzer Artillery II, Quake L
    [empty high slot]


    Large Anti-Explosive Screen Reinforcer I
    Large Projectile Collision Accelerator II
    [empty rig slot]


    Gecko x2
    [/spoiler]

    Stats:

    15,767 Alpha.

    Yes, 10 of these is spitting 150k volleys. 2 multiboxers = 300k Alpha, more than 90% of subcaps can possibly hope to get even when full tank fit.

    You also get 2 geckos per Machariel, which are to be assisted to a drone bunny.

    246 dps per machariel, equating to an extra 2460 dps per multiboxer. This is the equivalent of 2 standard blaster megas in your face.

    That dps combined with the alpha will shred p. much anything.

    140k EHP per heat isn't shabby either. This can be increased to 183k ehp pre-heat with a slight drop in alpha of <1k. Heated this jumps to 218k.

    Can be loaded with Tremor for 129 Optimal + 92 Falloff to snipe for 8.5k alpha per ship.

    Aligns very awesome due to :machariel: so warping sniper is good role. Also warps faster.

  5. #5

    Default

    ive been trying to find something that would work nicely with boxing alongside a armor t3 gang since my corp doesnt run shield setups outside nullsec roams.

    [Damnation, PVP]
    1600mm Reinforced Steel Plates II
    Energized Adaptive Nano Membrane II
    Armor Thermic Hardener II
    Energized Adaptive Nano Membrane II
    Ballistic Control System II
    Ballistic Control System II


    Experimental 10MN Microwarpdrive I
    Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
    Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
    Phased Weapon Navigation Array Generation Extron


    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    Heavy Assault Missile Launcher II, Mjolnir Rage Heavy Assault Missile
    [empty high slot]
    [empty high slot]


    Medium Anti-EM Pump II
    Medium Trimark Armor Pump II


    Hammerhead II x5

    I think this would be pretty amazing if boxed, 180k ehp with links, 600 dps on a well skilled character and a good amount of ewar to throw at enemy logi. Spare highs can be fit with neuts/smartbombs.

    Cheap alternative would be the prophecy

    [Prophecy, Gang]
    1600mm Reinforced Rolled Tungsten Plates I
    Armor Explosive Hardener II
    Armor Kinetic Hardener II
    Armor Thermic Hardener II
    Energized Adaptive Nano Membrane II
    Drone Damage Amplifier II
    Drone Damage Amplifier II


    Experimental 10MN Microwarpdrive I
    Medium Capacitor Booster II, Navy Cap Booster 800
    Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
    Phased Muon Sensor Disruptor I, Targeting Range Dampening Script


    Small Energy Neutralizer II
    Small Energy Neutralizer II
    Medium Unstable Power Fluctuator I
    Medium Unstable Power Fluctuator I
    Medium Unstable Power Fluctuator I


    Medium Trimark Armor Pump I
    Medium Trimark Armor Pump I
    Medium Trimark Armor Pump I


    Federation Navy Ogre x2
    Hammerhead II x2
    Hobgoblin II x1

    Managing the cap on this setup would be pretty tough though, but i think one might be able to do something cool with the clickbar videofx thing where you could see the cap and then just click on the fx and have it activate the cap booster.

    I would love to have a good high alpha armor setup for something that could be brought with a typical t3 armor gang, but sadly it seems that all the alpha ships must be shield tanked to be effective.

  6. #6

    Default

    The cap booster thing is easy to do if you setup your keybinds to a specific module slot in the game.

  7. #7

    Default

    you wouldnt necessarily need cap on all characters at the same time, especially if you are spreading your ships out on more then 1 target, so just binding cap boosters to a key and broadcasting it when the first character goes low on cap would a massive waste. Of course if all your ships are just balling up on one target and neut/cap use i perfectly synced then np but thats probably not going to happen most of the time.

  8. #8

    Default

    prophecies are great bricks and i loved flying them. the problem i had with them was their speed. theyre slow as balls and if you dont have people tackling for you, youre not going to hold anything unless theyre stupid enough to come that close.
    HAM damnations fall under the same problem that prophecies do. they ahve an amazing tank, but they dont have the speed so catching up to anything to apply ham dps is just a lot of sadface.

    and lords, those mach fleets would indeed be ultimate homedefense. the only thing is that i live in null and theyre a bit too expensive for me to just fly around willy nilly :P

    I mostly day trip into WHs and the lack of local still gives me the heeby jeebies :P

  9. #9

    Default

    those machs need autocannons and a prop mod (not to mention you probably wont get many fights with a blob of them)
    EVE Online Get Ships. Train Skills.

  10. #10

    Default

    Quote Originally Posted by Crayonbox View Post
    getting fights in wh totally differetn from getting fights in null due to lcoal mechanics.
    This.

    Quote Originally Posted by EaTCarbS View Post
    those machs need autocannons and a prop mod (not to mention you probably wont get many fights with a blob of them)
    Mach's don't need autocannons. Whole point here is alpha, and I don't want a prop mod specifically because of how they're used.

    Which brings us to the RR ships here.

    Progression:

    Osprey --> Basilisk --> Basilisk/Tengu --> Chimera

    [Osprey, meditation]
    Internal Force Field Array I
    Warded Gravimetric Backup Cluster I
    Warded Gravimetric Backup Cluster I


    Large Shield Extender II
    Large F-S9 Regolith Shield Induction
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II
    EM Ward Field II


    Medium 'Regard' Remote Capacitor Transmitter
    Medium S95a Remote Shield Booster
    Medium S95a Remote Shield Booster
    Medium S95a Remote Shield Booster
    Medium S95a Remote Shield Booster


    Medium Core Defense Field Extender I
    Medium Core Defense Field Extender I
    Medium Core Defense Field Extender I

    Dirt Cheap, 65k ehp under links.

    1,549 dps tank per osprey with links (repping itself).

    Cap stability could use some work, only stable at 40%, but this is a solid start.

    [Basilisk, Veneration]
    Damage Control II
    True Sansha Reactor Control Unit


    Large F-S9 Regolith Shield Induction
    Large F-S9 Regolith Shield Induction
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II
    EM Ward Field II


    Large S95a Remote Shield Booster
    Large S95a Remote Shield Booster
    Large S95a Remote Shield Booster
    Large S95a Remote Shield Booster
    Large 'Regard' Remote Capacitor Transmitter
    Large 'Regard' Remote Capacitor Transmitter


    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II

    Our ehp rises to 97k under links, again, pre-heat.

    We get 2959 dps tanked per basilisk (repping other basilisks).

    Cap stability is very nice with plenty of extra cap for neuts, but we lose out on a bit of ECCM strength.

    -----------------------------------

    The basilisk part of the basilisk/tengu:

    [Basilisk, Ascension]
    Damage Control II
    True Sansha Reactor Control Unit


    Large F-S9 Regolith Shield Induction
    Large F-S9 Regolith Shield Induction
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II
    EM Ward Field II


    Large 'Regard' Remote Capacitor Transmitter
    Large 'Regard' Remote Capacitor Transmitter
    Large 'Regard' Remote Capacitor Transmitter
    Large 'Regard' Remote Capacitor Transmitter
    Large 'Regard' Remote Capacitor Transmitter
    Large 'Regard' Remote Capacitor Transmitter


    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II




    Identical to previous basilisk, except this one doesn't rep shields. You run these with them:

    [Tengu, Ascendent]
    Caldari Navy Co-Processor
    Caldari Navy Co-Processor
    Caldari Navy Co-Processor
    Internal Force Field Array I
    Warded Gravimetric Backup Cluster I


    Large Shield Extender II
    Large Shield Extender II
    Adaptive Invulnerability Field II
    Adaptive Invulnerability Field II
    EM Ward Field II


    Pithum A-Type Medium Remote Shield Booster
    Pithum A-Type Medium Remote Shield Booster
    Pithum A-Type Medium Remote Shield Booster
    Pithum A-Type Medium Remote Shield Booster
    Pithum A-Type Medium Remote Shield Booster
    Pithum A-Type Medium Remote Shield Booster


    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II
    Medium Core Defense Field Extender II


    Tengu Defensive - Adaptive Shielding
    Tengu Electronics - Dissolution Sequencer
    Tengu Engineering - Capacitor Regeneration Matrix
    Tengu Offensive - Covert Reconfiguration
    Tengu Propulsion - Fuel Catalyst

    This packs 185k ehp pre heat, and is very ewar resistant due to subsystems.

    The basilisks chain 2/6 xfers to the other basilisk, and then you can put 2 xfers on a tengu to make it stable.

    To start, you need 2 basilisks, 2 tengus. This gives u excessive cap xfer, with 2 extra xfers left over on each tengu. You can run a ratio of 2 basilisks : 4 tengus.

    Here's where shit gets disgusting.

    6 total ships - with the aforementioned basilisk-only setup, we'd get roughly 3k per basilisk, giving us a potential tank of ~18k with 6 ships (or 15k with 5 basi repping 1 basi.)

    The tengu setup tanks 5.2k dps per tengu, repping the basilisk.

    With 4 tengus, we're repping 20.4k dps vs the Basis.

    Repping other tengus, we get 6.4k dps per tengu.

    This also tanks much harder, with the tengus holding much higher EHP totals than the basilisks, while packing huge amounts of ewar resistance.

    You also look less threatening - tengus don't always scream "REPS" - hostiles see a fleet with only 2 basilisks, as opposed to a "scary" 6 basilisks.

    Finally:

    [Chimera, Enlightenment]
    True Sansha Capacitor Power Relay
    True Sansha Capacitor Power Relay
    True Sansha Capacitor Power Relay
    True Sansha Capacitor Power Relay


    Capital Neutron Saturation Injector I
    Pithum A-Type Adaptive Invulnerability Field
    Pithum A-Type Adaptive Invulnerability Field
    Pith B-Type Shield Boost Amplifier
    Pith B-Type Shield Boost Amplifier
    Cap Recharger II
    Cap Recharger II


    Triage Module II
    Capital Murky Remote Shield Booster
    Capital Murky Remote Shield Booster
    Capital Murky Remote Shield Booster
    Capital Murky Remote Capacitor Transmitter


    Capital Capacitor Control Circuit II
    Capital Capacitor Control Circuit II
    Capital Capacitor Control Circuit I

    Requires 6% cpu implant.

    Local tanks 33.6k dps with Strong Blue Pill + links, no heat.

    Plugging in our previously mentioned Loki fits above, we end up with 12.7k dps tanked per repper, giving us 37.7k dps tanked with all 3 running, only slightly more than the chimera itself.

    While in triage you are, ofc, immune to all forms of ewar with the exception of neuts.

    Due to our comp being very alpha focused, we simply volley all of the neut ships off the field before they become a problem for the reps.

    All of these ships are propless because 1. Manuevering as a multiboxer is fucking annoying. 2. All of our dps is ranged, and we want max tank. Our dps ships can all anchor up on the reps in a big ball - this also enhances our ability to counter drone comps.

    For example, with the aforementioned Droneus Setup, they'd drop a pile of Geckos towards my ball of alpha ships. My smartbombs would kick in, neuter all of the Droneus' dps, while I'm 1-2 shotting Droneus/repping ships.

    Bombs could be tricky, esp in a shield comp, but I imagine less so due to their lack of prevalence in wspace. Very few groups could field enough for the multiple bombing runs it'd take to kill me, and even fewer could hope to field that AND a fleet that could keep me on field without being reduced to nothing in less than a minute or two.


    As crazy as it sounds, I imagine if I was running a fleet of these alongside capitals, I'd really want to run a triage archon to keep ewar support alive.

    You can run shield rapiers/huginns, but they're incredibly fragile unless in pulsars.

    Loki/vigilant/vindicator is massively superior.

    In regards to armor comps....

    This was a fit I built for Disavowed while we were discussing potentially running an armor arty fleet since noone could fly sleipnirs.

    [Loki, [Heavy Armor] Arty Lord's Tweak]
    Republic Fleet Gyrostabilizer
    Damage Control II
    Corpum C-Type Energized Kinetic Membrane
    Corpum C-Type Energized Explosive Membrane
    1600mm Reinforced Rolled Tungsten Plates I
    Centii A-Type Adaptive Nano Plating


    10MN Afterburner II
    Federation Navy Stasis Webifier
    Phased Weapon Navigation Array Generation Extron
    Warp Disruptor II


    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M
    720mm Howitzer Artillery II, Republic Fleet EMP M


    Medium Trimark Armor Pump II
    Medium Trimark Armor Pump II
    Medium Trimark Armor Pump II


    Loki Defensive - Adaptive Augmenter
    Loki Electronics - Immobility Drivers
    Loki Engineering - Power Core Multiplier
    Loki Offensive - Turret Concurrence Registry
    Loki Propulsion - Fuel Catalyst


    Requires genolutions.

    [Loki, [Heavy Armor] Arty Lord's Tweak non-geno]
    Republic Fleet Gyrostabilizer
    Corpii A-Type Adaptive Nano Plating
    Centum C-Type Energized Kinetic Membrane
    Centum C-Type Energized Explosive Membrane
    800mm Reinforced Steel Plates II
    800mm Reinforced Steel Plates II


    10MN Afterburner II
    Federation Navy Stasis Webifier
    Phased Weapon Navigation Array Generation Extron
    Warp Disruptor II


    720mm Howitzer Artillery II, Quake M
    720mm Howitzer Artillery II, Quake M
    720mm Howitzer Artillery II, Quake M
    720mm Howitzer Artillery II, Quake M
    720mm Howitzer Artillery II, Quake M
    720mm Howitzer Artillery II, Quake M


    Medium Trimark Armor Pump II
    Medium Trimark Armor Pump II
    Medium Trimark Armor Pump II


    Loki Defensive - Adaptive Augmenter
    Loki Electronics - Immobility Drivers
    Loki Engineering - Power Core Multiplier
    Loki Offensive - Turret Concurrence Registry
    Loki Propulsion - Fuel Catalyst

    Doesn't require genolutions.

    While these lack dps, and only pack slightly more than 4k alpha, they are nicely tanky, and more importantly, have local paints and webs, meaning the are their own support fleet.

    Also syngerize extremely well with Phoenix - everything is already webbed and painted, and a Phoenix + a group of these would ensure the instapop of just about everthing.
    Last edited by LordsServant : 09-21-2014 at 03:04 PM

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