About Me

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I started playing EVE in 2009, and tried to jump straight to nullsec. I quickly figured out that there was a better way to progress, and joined EUNI. Since then, I've spent a little bit of time with Star Fraction in low and nullsec, and quite a bit of time with Adhocracy Incorporated in W-space.
Showing posts with label PvE. Show all posts
Showing posts with label PvE. Show all posts

Sunday, July 31, 2011

The Joy of SB Ratting

[Recommended Fittings]

Belt ratting in a stealth bomber is honestly one of the things that I enjoy the most in EVE. Ever since I discovered it about 15 months ago, it is always what I go and do whenever I am bored with what I am doing in EVE at the time, and oftentimes it is what I go and do other times as well.
There are many, many benefits to ratting this way, and it's not as hard as you might think to get started.

Benefits:
You are in one of the smallest, stealthiest ships out there. You can warp cloaked.
It takes some determination for another player to catch you, either in the form of hunting you cloaked, gatecamping for you, or probing you down. In most of these cases, that player successfully catching you is due to you making at least one mistake, as well.
In my time SB ratting, I've honestly lost more bombers to rats than I have to players. And this, again, is a case where I made mistakes, either biting off more than I could chew, or not properly doing my homework. You're here, so you have the K'-Notes on it, which should save you a few SB's.
PS, even when I was newly figuring out how to do this, I was still bringing in more ISK than I was losing, by a pretty significant margin.

So, the reason why the choice of stealth bomber is made is due to a few factors. You have an extremely small sig radius, which helps mitigate incoming damage. You have the ability to dish out a lot of raw damage to large ships, which is the ideal for making lots of isk; the large ships have the higher bounties.
You do lack the ability to clear smaller ships off of the field, but there are a few solutions for this problem. And flying a small ship, dodging the fire of the bigger ships that you are hunting is rather fun.

WHY YOU SHOULD
--------------------------------------------------------
FITTING

Do and Don't:
DO fit a Medium Shield Extender.
DO fit an afterburner.
DO NOT fit a microwarp drive.
DO fit web or target painter, if possible.
DO fit a probe launcher, even if it has to be offline.
DO NOT fit a bomb launcher.
DO fit as many damage mods as possible.
DO NOT get cutesy with your flying.

Let's go through these one by one:
The medium shield extender does increase your sig, but not by too much. It gives the necessary tank for you to be able to take down battleship rats even in the presence of smaller ships that are better at hitting you.
The afterburner is to keep your speed up, give you more mobility, and assists in keeping your transversal up on rats as well as potentially helping you get through player gatecamps.
The target painter makes it easier for you to take down cruiser and battlecruiser sized rats, which can be very helpful in clearing suboptimal spawns.
The probe launcher can have a couple of uses: wormholes to escape a truly horrendously camped situation, signatures to make off-planetary-lines bookmarks, and if you can fit an expanded one on, allows you to offline your offensive capabilities for the ability to scan a gate you want to warp in to for potential problems (helpful sometimes in busy crossroads systems)
The lack of bomb launcher is simply because a single bomb has negligible usefulness. Using bombs on rats is far to expensive and doesn't add that much to your ability to take them down. Using bombs on players won't get you out of a bad situation, unless the other player makes a huge mistake (lighting an MWD on a frigate, for example). This is just one of those things that will be valuable only in certain corner-case situations.
Damage mods are clearly for damage, which not only helps your isk/hr, but also your survivability; the less time you have to spend on each spawn, the less your shield gets hit, the better off you are. Gank is tank.
Cutesy flying can include a lot of different things.
- trying to directly approach a large ship, so that "then you can get your transversal higher"; you don't have to take zero damage to succeed, you just have to survive. Orbiting BS's at 20km is good enough to do this, you don't have to get to point blank range.
- continuing ratting after a clearly dangerous ship appears on dscan. Interceptor, interdictor, recon, all of these count. Get into another system, or cloak up and make a sandwich.
- trying to weave between asteroids; this always turns out badly.
- sticking in on a target after your shield alarm goes off. The first rule of SB ratting is that when that alarm goes off, you align and warp out. No exceptions (Your shield is far larger than either of your other bars in an SB, so it's a really bad idea to stick in past this).

[Recommended Fittings]

So, let's step through the things that you need to be considering at each level, from closest to furthest.

FITTING
------------------------------------------------------------
PROCESS

The Process:

Dealing with the rats
The goal here is simple. For each engagement, which are easily separated, because they happen at different belts, your goal is to kill all of the battleship rats, while not taking any armor damage.
Warp time gives your shield ample time to recharge between engagements. If you take larger damage on a particular engagement, then choose to make a larger warp.
To take the least possible damage, light your AB when you land, and choose a path that will make your transversal big, quick. Try to work your way to where you are about 15-20k from each battleship, but remember you can still hit them from as far as 60km, and can be shooting while you are burning closer. Don't put yourself in a situation where you can get caught on an asteroid.
If you see an elite frigate, warp out, cloak up, and look it up. If it has scramming ability, never go back to that belt. If it does something more harmless (TP, for example), then you can potentially farm that spawn.

System Level
- Write down the locations of the larger spawns. You will want to come back to those in about 20-25 minutes, to harvest the battleships again. Likewise, write down the locations of dangerous spawns. You don't want to go back there.
- Be aware of local.
- Keep an eye on D-scan. As someone enters local, you can "reasonably" assume that they will be in the same ship they entered local in, unless that ship entirely disappears. IE, if you see a dominix on D-scan as a new person enters local, and then suddenly there is no dominix, but he's still in local, it's much safer to assume that he shipped into a Rapier or similar to kill you than to assume he's in a cloaky dominix.
- Which brings me to my next point, assume the worst. Someone jumping in system is there to kill you. If you don't catch them on D-scan, then they are in a ship that is specifically designed to kill you. If you do spot them on D-scan, then they have the best possible fitting for that ship to kill you.

Region Level
The most dangerous point in this whole operation is jumping from system to system, but if you are in a quiet enough branch of nullsec, this presents little problem, itself. It also behooves you to take particularly quiet times (if you are going to be regularly in the same region of nullsec) and making offgate bookmarks to be able to warp to. Remember, you will have the ability to cloak whenever you are in an SB, so you don't have to be offgrid, just off-warp-line. [Future link to Nullsec Travelling post]
The map also provides many tools [Future link to map post] that you can use to make your travelling safer.

PROCESS
----------------------------------------------------------------------
EXPANDING

Making it bigger:
The temptation here would be to add more stealth bombers for additional DPS. This is a reasonable idea, but in a funny instance of math, you actually get more of a DPS increase by adding a single Rapier to your squad than adding a second bomber. This additionally leads to the ability to clear out spawns with pesky smaller ships, as the rapier's weapon systems, paired with the long webs and TP bonus, allow it to melt those frigates (and cruisers melt under Rapier web/TP and SB fire).
Beyond this single rapier, you can add multiple stealth bombers to increase potential DPS/system coverage, with an operational limit of (I would guess) about 4 SBs per Rapier.
This can lead to a very interesting roaming gang, largely set up for PvE, but able to take on particularly ignorant nullsec ratters with relative ease. You're looking at putting out about 2000 DPS per 5 man platoon, with the ability to hold a target motionless, and the only risk really being medium turrets to your stealth bombers, which could be somewhat overcome by SB's using their TP slots (opened by the Rapier having TPs) on things like turret disruptors or sensor dampeners.


EXPANDING
----------------------------------------------------------------------
FAQ

What SB should I use?
Always match torpedoes with the damage bonus on the stealth bomber. Always. Then use the stealth bomber that is appropriate for the region you want to go out and rat in. Stain? Use a Purifier. Syndicate? Use a Nemesis.

Where should I go?
There's a lot of good options. Pretty much anywhere in nullsec (outside of drone space) is a reasonable choice. The more active a piece of space is, the more dangerous it is to you to rat there. The lower the true security status, the more profitable it is. My initial instincts said that the best reward-to-danger-ratio, but in trying to find a source to verify this, I've gotten some mixed messages. Something else to look into! For the moment, I'll just point you in the general direction of Ombey's Eve Maps, and tell you that it's a good resource for planning a space to go hunt in. This may be the topic of a future post.

What do you do about the loots?
A few ways you can handle this; leave them, drop them off at a station, or somehow get a secure can into a safespot. Each of these has their problems: leave them, you lose the ISK. Drop them off, you just put yourself in a station, needing to undock, which is the most dangerous spot in nullsec. The secure can requires that you had a hauler to drop it, and a hauler to pick up the loot afterward. It's also something that brings you to the same place multiple times, which is always unsafe.

Aren't Torpedos too big to carry many of them?
Sort of. But if you daytrip, I guarantee your full cargohold will last longer than you will.
If you plan on sticking around for longer than that, then you have a couple of options;
-buy a lot and haul them in
-bring BPC's and make them yourself from reprocessed minerals
-In your travel fit, you can use expanded cargoholds in your lows, stuff more torpedos in your hold, and store them in a nullsec system nearby.

Should I live in 0.0 to do this?
SB's are slippery enough that it's not a horrendous idea to base your jumpclone (if you decide to place one) out of a lowsec system and make the low->null jump every time you want to go ratting. I tend to prefer this over having to undock into an unknown situation every time; I think even if you jump into a gatecamp you can burn back to the gate often enough that it's worth it.

What is most dangerous to you?
Gate camps suck, obviously.
As far as the dangers in the actual belt-ratting itself, you _must_ watch out for elite frigates. If there is one on grid when you land, warp out straightaway and google it. Sometimes they do something harmless, like target paint. Sometimes they scramble you. And then you are dead.
Other than elite frigates, the only thing that poses a danger to you is your own pride. Never fly close to asteroids (just don't do it). You might get caught on a warpout. Never stay in after your shield alarm goes off (just don't do it). You will get popped surprisingly fast after that.

But you are in 0.0 without a point!
Yes. Stealth bombers are limiting enough with their slot layouts that you don't want to try to do more than you can. On the stealth bombers that have 3 mid slots, you really need to use all of them: AB/MSE/TP. With the fourth, you could use the spare for a point if you really wanted to, but I've found that the second TP (or a web) to be way more useful. Sometimes you just have to clear out a cruiser spawn, and these modules make it much easier to do this. You can definitely take these fits and throw a point on them if you wanted to go SB hunting rather than SB ratting, but that's a different topic altogether!

Why the expanded probe launcher?
To me, having the ability to use combat probes can be a lifesaver if you are travelling through uncharted nullsec. Dropping a quick set of probes onto a target gate lets you know if there is a camp there, even if it is off d-scan. This proves helpful in station systems where people could be docked or in space. Core probes are nice, yes, and you can usually have these offline, but to me if you are at the point of using combat probes, you can afford to offline your offensive modules, because you are looking to get out of there, not to kill something.


FAQ
----------------------------------------------------------------------
TLDR

TL;DR:
If you've never considered it before and you are close to being able to fly one, think about ratting in 0.0 belts in a stealth bomber. Throw on an MSE and AB, and go somewhere where you can shoot bonused torpedos for the best damage. Shoot at BS and BC rats, and run away from Elite Frigates.
Fun and reasonable profit await!

-K'

SB Ratting: Fittings

Fittings for [this post].

General comments (for all four):
- Be aware of your native resists, and what rat you are fighting. Angels shoot explosive, so you might not have to boost your 50% native resist. Sansha shoot EM, so you might want to boost your 0% native resist. Play it safe, first, and then move to maximizing your damage output. Small rigs are cheap.
- Rigs are customizable. If you have a rough time staying in long enough to kill all the rats in a spawn, then you can rig for more resists, or more speed. If you are doing fine, then rig for more damage to move faster.
- AB/MSE are required. Other mids can potentially be colored to taste.
- Lows are as many BCUs as possible, with fitting mods where required.
- T1 launchers are far easier to fit than T2. You can fit T2, but I can't endorse this yet, as I haven't tried it, and I'd bet that the cost or penalties associated with them would be hazardous to your stealth bomber's health.
- Your SB does have the ability to fit a turret, and this is not a terrible option if you don't want to carry probes. It probably won't save you against elite frigates, though.
- All of these fits are handily cap-stable.
- Green modules are flat out required to make this strategy work, as outlined in the other post.

COMMENTS
-----------------------------------------------------------------
FITTINGS


[Manticore, KIN RAT]
Ballistic Control System II
Micro Auxiliary Power Core I

Medium Shield Extender II
1MN Afterburner II
Target Painter II
Target Painter II

'Arbalest' Siege Missile Launcher, Juggernaut Torpedo
'Arbalest' Siege Missile Launcher, Juggernaut Torpedo
'Arbalest' Siege Missile Launcher, Juggernaut Torpedo
Expanded Probe Launcher I, Core Scanner Probe I /OFFLINE
Covert Ops Cloaking Device II

Small Warhead Calefaction Catalyst I
Small Bay Loading Accelerator I

Statistics:
431 DPS
732 m/s

------


[Hound, EXP RAT]
Ballistic Control System II
Ballistic Control System II
Micro Auxiliary Power Core I

Medium Shield Extender II
1MN Afterburner II
Target Painter II

'Arbalest' Siege Missile Launcher, Bane Torpedo
'Arbalest' Siege Missile Launcher, Bane Torpedo
'Arbalest' Siege Missile Launcher, Bane Torpedo
Expanded Probe Launcher I, Core Scanner Probe I /OFFLINE
Covert Ops Cloaking Device II

Small Auxiliary Thrusters I
Small Auxiliary Thrusters I

Statistics:
50% Native Explosive Resist (Good against Angels)
433 DPS
953 m/s

----


[Nemesis, THERM RAT]
Ballistic Control System II
Micro Auxiliary Power Core I

Medium Shield Extender II
1MN Afterburner II
'Anointed' I EM Ward Reinforcement
Target Painter II

'Arbalest' Siege Missile Launcher, Inferno Torpedo
'Arbalest' Siege Missile Launcher, Inferno Torpedo
'Arbalest' Siege Missile Launcher, Inferno Torpedo
Expanded Probe Launcher I, Core Scanner Probe I /OFFLINE
Covert Ops Cloaking Device II

Small Warhead Calefaction Catalyst I
Small Bay Loading Accelerator I

Stats:
431 DPS
765 m/s
Shield Hardener can be swapped for a TP, passive shield resist module (Magnetic Scattering Amplifier II), Tech II Hardener (Photon Scattering Field II), or Small Shield Extender II, depending on what you are fighting and how you customize your rigs.

----


[Purifier, EM RAT]
Nanofiber Internal Structure II
Ballistic Control System II
Ballistic Control System II

Medium Shield Extender II
1MN Afterburner II
Target Painter II

'Arbalest' Siege Missile Launcher, Mjolnir Torpedo
'Arbalest' Siege Missile Launcher, Mjolnir Torpedo
'Arbalest' Siege Missile Launcher, Mjolnir Torpedo
Expanded Probe Launcher I, Core Scanner Probe I /OFFLINE
Covert Ops Cloaking Device II

Small Anti-EM Screen Reinforcer I
Small Bay Loading Accelerator I


Statistics: 
460 DPS
837 m/s

Sunday, July 17, 2011

ShipStudy: Drake, PvE

So, I made a rookie mistake.
I chose a huge project for my first ShipStudy. So, I'm going to break it into two. First we'll talk about the drake in PvE, along with some drake basics, and then we'll talk about the drake in PvP in my next entry.


The drake is the Caldari Tier 2 Battlecruiser. 
It has a 5%/Level bonus to Kinetic damage on heavy missiles and heavy assault missiles per level.
It has a 5%/Level bonus to shield resistances per level.


Basics:
This gives us a couple of pretty good indications right off the bat. The drake is a boat for dealing missile damage while shield tanking. That's a good place to start. Let's dig a little bit into the ship properties, though.
The big thing that drakes are known for is their ability to passive shield tank. Two factors play into this ability on an unfit drake: the native shield (~5500 HP) and shield recharge time (1400 seconds, lower is better)
Comparing that to the other ships in its class, the shield recharge time is identical (I was surprised to find), but the base shield is over a thousand points higher than the nearest follower (Hurricane), which makes a big difference in the ability to passive tank.
It's also important to notice here that the big boon that the drake offers is twofold: high resists, and quick recharge once fitted. For the purposes of PvE, the buffer isn't the biggest factor ever, so I'm not reporting those numbers in the statistics section. They are available to you through copying and pasting these fits into EFT, however, so have a blast!


But let's throw some EFT at this, and see exactly how we can put together a solid drake fit for whatever it is that we want to do in PvE.
So, let's first just go all the way into the tanking-overkill zone that I like to call the Brick Drake. It's a brick because it moves like one, but is also about that hard to destroy.


[The Brick Drake]


Statistics:
997 Omnitank, Passive
406 Signature
10 Targets
175 m/s
317 DPS (Kin)
8.6s Align
Capacitor: 7m 29s (!!)


Notes: This setup can be played with, changing any of the modules there for other ones on the build, or shield rechargers. I chose to post this one because it was the highest omnitank that I could come up with on the fly.


What does this mean? Well, to me, it means that you can tank the drake hard enough that you could warp it into any given PvE site and go afk to make yourself dinner, knowing it will be okay when you get back. almost 1000 tank? Yes, please.


Unfortunately, all of this comes at a cost... an opportunity cost. What I mean is this: each module that you are fitting on there is costing you the ability to fit something else. A propulsion module would be nice on there in a lot of situations, as would a ballistic control system or two. Also, it would be really nice to keep this cap stable, especially given that the capacitor is responsible for a lot of your tank (drops to 633 DPS Omni without capacitor).


So we can say that while the fact that drakes can tank 1k DPS is something that we should keep in our back pockets, it probably is also not the most useful fact in the world, in terms of putting together most PvE fits that we will be interested in. It could be useful in certain fits for things like tanking an L4 mission with additional DPS being added from other pilots, but by and large, something more balanced sounds like a much better plan.

In search of this balance, let us consider the exact opposite end of things, a drake set up purely for damage.



[The HML Gank Drake]

Statistics:
460 DPS (Kin) (HML)
261 Omni Tank, Passive
446 m/s
378 Signature
9.8s Align
Capacitor Stable at 62%


So, the trade that we just made:
We can hit an additional ~150 DPS in trade for 700+ DPS in omnitank. Kind of sad. And yes, to be fair, you could throw on _one_ more BCS2 to give yourself 21 more DPS, but you lose 44 m/s mobility, and you are deep into marginal returns at that point.


Along these same lines, though, you can put together a drake that utilizes the other primary weapon systems for a drake: heavy assault missile launchers. These trade a lot of the range advantages offered by HMLs for a little additional DPS. This kind of loadout might look something like:



Statistics:
550 DPS (Kin)
237 Omni Tank, Passive
446 m/s
378 Signature
9.8s Align
Capacitor Stable at 55%

So this setup gets into a different DPS bracket than the BrickDrake, with almost twice the DPS, but it lacks both the tank and the range. This quickly begins to frame the fundamental tradeoffs that you can make when considering a drake fit. You can make a fit that is long range, high tank, or high DPS, but you can't have it all. Likewise, instead of making a higher DPS fit, you could keep the lows with shield power relays (still reducing your cap stability) while opening up a few mids for some kind of utility (a web or a target painter could work nicely). This basically gives you all the tools that you need to fit a standard issue PvE drake. Obviously, for most K-space purposes you'll want to use rat-specific hardeners to increase your tank even further to those types of damage.

Special Considerations:
Web: Adds ballpark 40-60 dps to anything cruiser or below you can web down.
Target Painter: Adds ballpark 20 DPS to anything frigate, or 40-60 DPS to any cruiser you can paint.
(These two "mostly" stack, but these mechanics are for a later entry).
Kin vs. Non-Kin Missiles
This one is a fun debate that I have with people from time to time. Drakes have that bonus to kinetic damage. Some rats tank kinetic damage more effectively than they tank other forms of damage. So when you are in a drake, should you be shooting other missiles, or should you still shoot kinetics? To math we go!
So, in order for a missile switch to be a better idea than sticking with Scourge or Terror, we need the other missiles to be more effective, even with the lost bonus. Assuming L5 skills, this is a 25% difference.
So...
\begin{MATH}
Scourge DPS = Missile DPS * 1.25 * (1 - Kinetic Resists)
Other DPS = Missile DPS * (1 - Other Resists)
So the condition to switch is 
Scourge DPS < Other DPS
1.25 * (1 - Kinetic Resists) < (1 - Other Resists)
Solving this out, the condition to switch off of Kinetic Missiles to another is:
Other Resist < 1.25 * Kinetic Resist - .25 
When this is true, you're doing better shooting the "other resist" whether that be EM, or explosive, or thermal.
Note: This math is based on using resists like: 86% is entered in as .86
Actually finding these numbers is a bit difficult, but can be done here (for example, search for Arch), but can be a bit of a pain to find any kind of generalization.
\end{MATH}
In other words, always do kinetic damage to rats that are weak to Kin, but in general you get good results by matching your missile damage type to the type the rat is weakest in.


The last possibility worth considering for PvE is a situation in which you expect you might be getting neuted (for example, facing sleepers or incursion rats). In this case, it could be to your benefit to run an entirely capacitorless drake, and the way the drake is put together doesn't actually stop this from being a reasonable decision. I haven't ever tried this myself (disclaimer), but the principle is no different than the brick, and the numbers line up reasonably.

[The Capacitorless Drake]

Stats:
372 Kin DPS (HAM)
670 Omni Tank
Capacitor Stable at 100%
175 m/s mobility
8.6s align
Can be put together in either HAM or HML flavors, anywhere along the tank/gank spectrum

Closing Comments:
I like the drake for PvE. I've used one as my sub-level-4 mission boat for a long time. I used to explore in one in nullsec. I've used one in W-space sites many a time. They are the workhorse of the EVE universe, being very flexible for a lot of applications. They can be fit out anywhere along their own personal tank/gank spectrum, depending on the situation, and either tank or gank can be sacrificed to allow for utility slots to be opened up. There are a lot of different ways to put together a drake, so play with it! These are just pieces to work with, and hopefully gives you an idea of the range of things the boat can do, if you weren't familiar with it already.
If I haven't made this obvious yet, I don't think that there is a perfect drake out there. I think that each is tuned to its own particular situation where it is ideal, so the best way to go about it, in my humble opinion, is to have some spare fittings for your drake to be able to tune it to whatever situation you find yourself facing on any particular day.


TL;DR:
If you are fitting a PvE Drake...
HML's are pretty awesome for their range.
Purger rigs give you the best passive recharge tank.
Fit enough tank to comfortably survive what you are doing, and fit the rest with gank/propulsion/utility.
You can put together a drake that uses no capacitor for neuting resistance. Let them neut away, and it doesn't hurt.
If you are throwing a drake into EFT, make sure to change the missiles to Scourge before you cringe at the DPS.
Drakes are pretty powerful for the flexibility they offer, especially given the training time to get into one.


So long, and until next time, o7
-K'

ShipStudy: Drake PvE (Fittings)

This post is just the fittings cited in the next entry (found here). Follow the link for the discussion!


I'm not quoting a statistic you don't like? Throw it in EFT yourself, everything is able to be copy->pasted from here into EFT!

The Brick Drake

[Drake, BrickTank/HML]
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

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

Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Auto Targeting System I

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I


Hobgoblin II x5

Statistics:
997 Omnitank, Passive
406 Signature
10 Targets
175 m/s
317 DPS (Kin)
8.6s Align
Capacitor: 7m 29s (!!)
~85km range
~75km targeting

The Full-Gank HML Drake

[Drake, FullGank/HML]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II

10MN Afterburner II
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Shield Recharger II

Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Auto Targeting System I

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I


Hobgoblin II x5


Statistics:
460 DPS (Kin)
261 Omni Tank, Passive
446 m/s
378 Signature
9.8s Align
Capacitor Stable at 62%
~85km range
~75km targeting


The Full-Gank HAM Drake

[Drake, FullGank/HAM]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II

10MN Afterburner II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Invulnerability Field II
Shield Recharger II

Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Core Probe Launcher I, Core Scanner Probe I

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I


Hobgoblin II x5

Statistics:
550 DPS (Kin)
237 Omni Tank, Passive
446 m/s
378 Signature
9.8s Align
Capacitor Stable at 55%
~20km range
~75km targeting


The No-Capacitor Brick Drake

[Drake, NoCapBrick]
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

Large Shield Extender II
Large Shield Extender II
Magnetic Scattering Amplifier II
Heat Dissipation Amplifier II
Shield Recharger II
Shield Recharger II

Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Heavy Assault Missile Launcher II, Terror Assault Missile
Core Probe Launcher I, Core Scanner Probe I

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I

Statistics:
372 Kin DPS
670 Omni Tank
Capacitor Stable at 100%
175 m/s mobility
8.6s align
~20 km range
~75 km targeting
Also comes in HML flavor, just change weapon rack to taste.

All of the above fittings fit without implants or hardwirings of any kind. High slot utility can be changed to taste.
-K'