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blankseplocked Tristan setup for beginners (plus one advanced Blaster setup)
 
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Jalo Jones
Posted - 2005.07.24 20:35:00 - [1]
 

Edited by: Jalo Jones on 03/08/2005 22:26:21
Moved from 'EVE New Citizens Q&A' - Santiago Cortes

Hi,

I wish I knew what to put in a Tristan, but there are so many modules out there that I don't know ugh ! (well for weapons I know : prolly 2 150mm railguns and a rocket or missile launcher, also for med slot probably a shield booster and an afterburner, but then what to put in the 3rd med slot and in the low slots to help ???). Also this ship I wish to fly is to do the missions (currently I'm doing security / combat missions level 1 in a Maulus and it's ok, also sometimes when I get hit by missiles it becomes difficult Embarassed !)

Anybody out there could tell me ?

Also please keep in mind I'm a newbie Gallente pilot so I'm currently training the learning skills and the only skill I have at lvl 3 would be frigate. Of course I'm willing to train some electronics or engineering to help the fitting, but please find me a solution where I don't need to train past lvl3 in any skill or else it'll take me more than a week to fly it Wink !

In fact my question is also to have tips on different modules and types of play I'm not even aware of. To be honest, my tactic for now, after I engage in deadspace, is to take aggro on me and run away while my hammerhead grinds at the attackers Razz, but of course I'm sure there are other tactics : fact is I can't seem to see what they are.

Thank you Very Happy

_____________________________

EDIT > After many advises given, this is the final build :

Noob-fit Tristan Wink :

Hi :

2 x 150mm Railgun I (with Tungsten charges -> 16km optimal range)
1 x Missile launcher I (with Flameburst light missiles seems to work only under 16km too)

Med :

1 x Small Shield Booster I
1 x 1MN Afterburner
1 x Industry Capacitor Recharger

Low :

2 x Nanofiber Internal Structure I (top speed on AB is now 595m/s + good Inertia bonuses)
1 x Reactor Control Unit I

Drone bay :

1 x Hammerhead

packed (need engineering 2 and Electronics 2 only plus the side skills needed for the relevant modules used) :
CPU -> 136.60/137.50
Grid -> 41.00/42.35

NOTE : If you're a beginner like me, I do advise reading all the posts below as they're full of many useful tips to sort out the fitting, be it on a Tristan or another Frigate Very Happy !

Also below (scroll down, heh !) is the Advanced Tristan / Blaster setup by Shayla Sh'inlux !

Arrow Thanks to Brej Donierik, Godgifu, Jinor, Grimwalius d'Antan, Avalon Beholder, Sirfrost & Iniara (and also wild Ari in the double-post I created in the ship & module forum) Exclamation

Brej Donierik
Posted - 2005.07.24 23:37:00 - [2]
 

Third med slot: small shield extender.
Low slots: capacitor power relays.

You'll probably need to get the skills required for those, but I don't think they have any prerequisites higher than level 3.

If you don't have enough power to fit them, you may want to go from 150 mm Rails to 125 mm Rails. Or use a reactor control unit to boost your ship's power.

Modules and types of play:

Long-range vs. short range. This determines whether you install long range weapons (rails) with long range ammo, (iron or tungsten charges), or short range weapons (blasters) with short range but damaging ammo (antimatter, plutonium). You should try to keep the off-weapon (the missile launcher) for the opposite case: if you've got rails for long range, maybe a rocket launcher (short range) will be ok to take care of exceptions; with blasters, you can install a light missile launcher and open up with a light missile at 18k before you close in to 2k to use your blasters.

Deadspace missions usually tend to be close range, because you can't always choose your warp-in distance, and the enemies rush you. But rails are ok, especially if you diminish their tracking problem by installing a target painter or webifier.

Armor defense vs. shield defense: Generally determined by how many low slots the ship has (for armor), vs. med slots (for shields), and/or by the default shield size vs. armor size for the ship (some have big shields and crappy armor; it makes sense to boost the stronger defense and use that).

Either way, it's a good idea to install a repairer-type module, such as a shield booster or armor repairer, and an extender-type module, such as a shield extender or armor plates. Then, what you need is capacitor recharge, because these things suck your energy dry very fast, and when you're out you're toast. So fill every remaining slot with either capacitor rechargers, or capacitor power relays.

Later on when you go to cruisers and battleships, you can further refine the shield defense with shield or armor hardeners, but we won't worry about that now.

Godgifu
Gallente
Posted - 2005.07.25 05:51:00 - [3]
 

Edited by: Godgifu on 25/07/2005 06:06:55
With a Tristan, if you put in 2x150mm and a missile launcher, I think you have to choose between an afterburner and a shield booster, otherwise you run out of either CPU or power; even then, you probably need a cpu upgrade and reactor diagnostics anyway to boost your CPU and power to the required level, as AB, ML and 150mm sucks up a lot of both (I'd go with the AB, if only to reduce the boredom of travelling to a gate). I have a similar setup, but had to drop the shield to fit in the 150mm's; I think the higher damage from further away helps in taking out the enemies sooner is better than a shield booster. And this setup also allows me to use AB throughout the combat without running out of cap.

As for missiles, I think basic frigs are pretty much screwed; Defenders seem to be useless against light missiles, so you'd just be better off avoiding any encounter that has more than one missile-carrying enemy (one missile carrier you can usually take out before too much damage, but more than one and a Tristan is probably toast). It's kind of hard to come up with a decent system for a basic that isn't a heavy compromise in one direction or another, since you only have a limited number of slots, and your basic ship stats aren't all that hot to begin with.

Jinor
Gallente
Aliastra
Posted - 2005.07.25 08:28:00 - [4]
 

You can fit 2 150mm railguns, a launcher, an afterburner, shield booster and armor repairer on that Tristan which with appropriate weaponskills ain't bad at all but you'll have to invest in power management. This setup will keep you vulnerable to EM damage!
For starters you''ll need Controlled Bursts (prob. till lvl 4) Controlled Bursts
Further on defender missiles are usefull as counter to those pesky missile shooting bastards. If there's more then one enemy firing light missiles you're still in trouble though unless you be training some missile skills to make the defenders a bit faster. It is a wise idea to train all turret and missile skills to lvl 1 for starters anyway... it can be done in an afternoon and it will up your damage considerably.
Against rats i just use a long distance setup... with an afterburner it's not hard to create some distance if needed.

Jinor Frig Lover soon in an assault frig near you!

Jalo Jones
Posted - 2005.07.25 09:04:00 - [5]
 

Wow Very Happy thank you thank you thank you ExclamationExclamationExclamation

These are all the advises I needed. This is very cool, you have no idea of how it helps (or maybe you have Razz !).

Grimwalius d'Antan
Gallente
Posted - 2005.07.25 10:19:00 - [6]
 

There is an easier way to do it with little skill involved.

2x 125mm Railgun with Plutonium ammunition
1x Light Missile or Rocket Launcher

1x 1mn Afterburner
1x Stasis Webifier
1x Random item, it doesn't really matter, a Capacitor Recharger is good if you can fit it

1x Small armor repairer
2x Nanofiber (speed is always good, as long as it belongs to you)

Don't worry about close range. 125mm railguns tracks really well and can hit enemys that are as close as 4000m. You should have optimal range for your Railgins at around 8000m with few skills, so the Stasis Webifier really comes in handy by slowing down your enemies within 10,000m. All this SHOULD fit even without high Engineering and Electronics skills.

Jalo Jones
Posted - 2005.07.25 19:15:00 - [7]
 

Edited by: Jalo Jones on 25/07/2005 20:50:08
Ok, here's what I came up with for now (need Engineering 2 and Electronics 2 for fitting, the other skills being relevant to the modules used) :

Hi :

2 x 150mm Railgun I (with Tungsten charges -> 16km optimal range)
1 x Rocket launcher I (short range -> seems to work only under 5km)

Med :

1 x Small Shield Booster I
1 x 1MN Afterburner
1 x Cargo Scanner I Shocked

Low :

1 x Small Armor Repairer I
1 x Basic Overdrive
1 x Reactor Control Unit

This ship has 550m/s top speed with AB and the fitting is :
CPU : 133/137.5
MW : 42/42.35 (now that was close !)

Now, when I have trained up to Launcher 2 and std missile, I can unfit the Cargo Scanner (which for now is useless, but then I had it in my hangar...) and the small armor repairer giving me enough TF and MW to replace the rocket launcher with a missile launcher...

Leaving me with 1 med and 1 low slot but very few CPU and MW... So for now I was thinking of another Basic Overdrive or those nanoplatings that don't eat much and a civilian shield booster OR boost CPU or MW either with a processor or another RCU to get something nicer than a civilian shield booster in the med slot...

Anyway Very Happy thanks again for all your advises and inputs.



EDIT : See better fitting, a few hours after, in the post below.

Jalo Jones
Posted - 2005.07.25 20:48:00 - [8]
 

Ok final fitting and now I'll use this to do my security missions while my learning skills level up :

Hi :

2 x 150mm Railgun I (with Tungsten charges -> 16km optimal range)
1 x Missile launcher I Very Happy (seems to work only under 16km too)

Med :

1 x Small Shield Booster I
1 x 1MN Afterburner
1 x Industry Capacitor Recharger (less powerful than the normal one suggested a few posts above, but does eat less resources and can be fit easily)

Low :

1 x Reflective Plating I (add 20% to armor EM resist)
1 x Overdrive Injector System I (top speed on AB is now 575m/s)
1 x Reactor Control Unit I

Now it's packed (again, need engineering 2 and Electronics 2 but that's fast) :
CPU -> 136.60/137.50
Grid -> 42.00/42.35


Really I don't think I could have sorted it out alone without all your help :

Thanks again Very Happy !

Hassag
Posted - 2005.07.25 22:31:00 - [9]
 

This thread helped me alot Smile, still have training to do for the microwarp drive.

Grimwalius d'Antan
Gallente
Posted - 2005.07.25 23:24:00 - [10]
 

I suggest Nanofiber rather than Overdrives. Overdrives has a few more m/s, but Nanofibers lowers your inertia, making your ship turn and orbit faster and align for warp faster. It lowers your Structure HP a bit, but you're not supposed to be shot down to structure anyhow.

If you're having trouble hitting with 150mm Rails you should switch to 125mm Rails. Also there are more appropiate resistances to boost rather than EM. If you're fighting Serpentis you want to boost your Kinetic and/or Thermal, as Serpentis only deals those kinds of damages.

Avalon Beholder
Posted - 2005.07.26 02:01:00 - [11]
 

Getting Engineering and Electronics to Lev 4 is a must! (5 is a must tbh but leave that a month or so)

Dont use overdrives if you can help it: they make you less agile. Use Nanofibres instead.

Also dont use a 20% resistance bonus modules, they are rubbish.

Sirfrost
Caldari
Sweet Deals Corporation
Posted - 2005.07.26 07:56:00 - [12]
 

Drop this Reflective Plating I (add 20% to armor EM resist) and use a PDU I (Power Diagnostic Unit).
Gives + to shield, recharge and some more...

Jalo Jones
Posted - 2005.07.26 08:54:00 - [13]
 

Ok cool, I hadn't checked those nanofibres thing but I will and will change the overdrive for one of those Very Happy !

Now also I'll try to see what to replace the EM resistance module with, but thing is I can only replace it by another resistance module and not by a Power Diagnostic System as someone suggested above (didn't find Power Diag Unit, so I assume it was Power Diag Sys) because I don't have any CPU or MW left.

As for training more I won't for now because this character is currently training the learning skills for a few weeks while having fun in combat mission (lvl 1 for now) and while the Alt is mining with a medium barge to get money Wink ! I want to take the game slow and learn how to fly my ship and fight, I'm in no rush to get uber.

Will keep you posted on the stats of the ship when I have changed what was suggested above.

Iniara
Posted - 2005.07.26 13:42:00 - [14]
 

Hey Im a new player as well and at this time I am currently using the tristan.
This is my setup

2x125mm small rail - Iron Ammo
Upgraded Standard Missle Launcher (not 100% sure on the name) - Flameburst Missles/ Pirana Missles
Capaciator Power Link
Reactor Control (not basic unsure of name atm)
Cold Arc Jet 1 Afterburner
Basic Shield Booster
Civ Armour Repair
MultiSpectral Jammer
Small Nosfaraute

I would state that this setup handels itself well at ranges above 10k and to a maximum of 15km, if allow you oponenets to get too close then you will experience a drop in damadge. Also I find that you cannnot have all systems active at anyone time however, due to the long range nature of this setup you wont find too many instances where you will need to use all of your gear.
Happy Hunting



Jalo Jones
Posted - 2005.07.26 16:29:00 - [15]
 

End of the quest for the noob-fit Tristan Wink :

Hi :

2 x 150mm Railgun I (with Tungsten charges -> 16km optimal range)
1 x Missile launcher I (with Flameburst light missiles seems to work only under 16km too)

Med :

1 x Small Shield Booster I
1 x 1MN Afterburner
1 x Industry Capacitor Recharger

Low :

2 x Nanofiber Internal Structure I (top speed on AB is now 595m/s + good Inertia bonuses)
1 x Reactor Control Unit I

packed (need engineering 2 and Electronics 2 only plus the side skills needed for the relevant modules used) :
CPU -> 136.60/137.50
Grid -> 41.00/42.35

Leonure
Minmatar
Brutor Tribe
Posted - 2005.07.26 17:22:00 - [16]
 

I know this thread is just about finished but i thought i'd throw a little more info out there for any newbs out there. I'm pretty much still a newb too but i have a couple friends (1 of them is my roommate) that have been helping me along. All the advice given in this thread has been real good but i wanted to say that each race's ships give a bonus to certain types of weapons. For example i happen to know that the gallente (the Tristan) gives an outomatic bonus to hybrid weapon turret speed and other turret capabilities. So theoretically you should be using hybrid turrits because you get like a free bonus while flying that ship. Problem is hybrit turrets are very close range and take some getting used to. If you like the rail guns, andi know i do, (actually i like the artillary, big bang!) you should probably look into training your minmitart ship flying abilities as these are the ships that give bonusses to to railguns.

Anyway like i said i'm still a new really. just started paying last night (not playin but paying) but my buddies have be playing for at least 6 months and they have really been helping me out. So try to take advantage of you ships natural weapons bonus.Laughing

F'nog
Amarr
Viziam
Posted - 2005.07.26 18:53:00 - [17]
 

Originally by: Leonure
I know this thread is just about finished but i thought i'd throw a little more info out there for any newbs out there. I'm pretty much still a newb too but i have a couple friends (1 of them is my roommate) that have been helping me along. All the advice given in this thread has been real good but i wanted to say that each race's ships give a bonus to certain types of weapons. For example i happen to know that the gallente (the Tristan) gives an outomatic bonus to hybrid weapon turret speed and other turret capabilities. So theoretically you should be using hybrid turrits because you get like a free bonus while flying that ship. Problem is hybrit turrets are very close range and take some getting used to. If you like the rail guns, andi know i do, (actually i like the artillary, big bang!) you should probably look into training your minmitart ship flying abilities as these are the ships that give bonusses to to railguns.

Anyway like i said i'm still a new really. just started paying last night (not playin but paying) but my buddies have be playing for at least 6 months and they have really been helping me out. So try to take advantage of you ships natural weapons bonus.Laughing


just a clarification: Railguns ARE Hybrid Turrets. Each weapon comes in two varieties, long range and short range. For Hybrids these are rails and blasters. So you will still get the ship's bonus for using either.

Leonure
Minmatar
Brutor Tribe
Posted - 2005.07.27 01:37:00 - [18]
 

He is right my bad. Just as long as you consider your ships benifits

Sirfrost
Caldari
Sweet Deals Corporation
Posted - 2005.07.27 08:41:00 - [19]
 

of course it is a PDS not PDU my bad....
Sorry if it gave you some extra work..

NYPD3
Gallente
Posted - 2005.07.28 06:07:00 - [20]
 

I use this
2 125mm scout accelerator Cannos 1 limos standard ML
1 cold ark gas jet ab 2 barton cap rechargers
1 small armor repair and 1 adaptive nano plating

Its a tight fit but it works with enenergin 4 must ahve for the the PG.
Working on getting Engenerng 5 for 2 energized Nano plating but thats a lil bit away.

Jinor
Gallente
Aliastra
Posted - 2005.07.28 16:14:00 - [21]
 

I love the setup..... but i'd never fly without an armor repairer Cool

Jinor
Gallente
Aliastra
Posted - 2005.07.28 16:15:00 - [22]
 

And rethink these Tungsten charges.... i prefer uranium....

Shayla Sh'inlux
Eve Space Exploration Guild
Posted - 2005.08.01 13:55:00 - [23]
 

Since this is in the sticky and I didn't see a blaster setup, I though I'd add one:

Advanced Tristan:

2 x Light Ion II
1 x Rocket Launcher

1 x Microwarp
1 x Webber
1 x Scrambler (or Target Painter)

2 x Micro Power Core
1 x 400mm Plate

You will need either your webber or scrambled named tho or you will run out of cpu.

Pagefault
Evoke.
Ev0ke
Posted - 2005.08.02 10:49:00 - [24]
 

Mhh, the micro aux powercore needs more lovin... maybe u found a fitting that works with reactor controls, but for frigs the mapc is first choice:

rcu1: +10% power = 3.5 for tristan (i think its got a base of 35)
mapc: +10 grid (not percent!!!)

Thats plain 6.5 more grid, even more if u got the engineering skill, might give some freedom for the fitting.

Jalo Jones
Posted - 2005.08.02 11:39:00 - [25]
 

Edited by: Jalo Jones on 02/08/2005 11:45:31
Originally by: Pagefault
Mhh, the micro aux powercore needs more lovin... maybe u found a fitting that works with reactor controls, but for frigs the mapc is first choice:

rcu1: +10% power = 3.5 for tristan (i think its got a base of 35)
mapc: +10 grid (not percent!!!)

Thats plain 6.5 more grid, even more if u got the engineering skill, might give some freedom for the fitting.


This is a setup for beginners with minimum skills : it takes a *relatively* long time to train the skill to be able to use MAPC... Remember this setup is for people with only Electronics 2 and Engineering 2, training to be able to get MAPC fit would need Engineering 3 (not a big deal of course) AND Energy Management 4 (rank 3 !) which for a beginner is almost a full week of training...

so : no ! Especially when it takes less time to train some more engineering levels...

Naru'Xeus
Posted - 2005.08.06 09:05:00 - [26]
 

Hum, well i myself have been playing a little over a month now, (34-35 days o_O) and ive lately been experimenting with my tristan for wannabe AF pvp, Got enginneering IV and electronics III ~ currently finishing off analytical mind V, then im doing instant recall V (I already have learning at V, and iron will + perception skill both at III) Anywho, i wont go through the entire list of my skills since its most irellevant. However, i am having trouble following the above ADV. tristan setup:

Currently im using;
HI-Slots

2x Anode Light Ion Electron Blasters + Tungsten/Uranium charges (Tungsten for range bonus and uranium for dmg).
1x Standard Missile Launcher + Flameburst Light Missiles (Good for stripping shields quickly and doing varible dmg to armor and structure).

MID-Slots

1x Named T1 Afterburners + 1x Small Shield Booster I (I fitted it because there wasnt a great deal else i could fit after fitting my tristan).

LOW-Slots

1x RCU I, 1x 200mm reinforced nanofiber plates I, 1x Basic Overdrive Injector.

After switching from T1 neuron blasters to named ion blasters (Frees up a great deal more cpu at the cost of a little less range/dmg) i went about buying myself a 400mm nanofiber plate I, and was willing to drop my shield booster and all my low slots to fit it, though alas it wouldnt fit and neither would an MWD without having to sacrifice a great deal.

Anywho, As it stands nothing has actually changed with my setup, even after switching to a named AB and named blasters all i could fit was my 200mm instead of my inertia's, couldnt fit a 400mm and definately couldnt fit an mwd on top of that ... so was just wandering what kind of skills are needed for this, im imagining V electronics, V egineering and something else to boot? o.O

=Peace=

Jacob Majestic
GoonFleet
GoonSwarm
Posted - 2005.08.06 15:11:00 - [27]
 

Gallente ships aren't the greatest ships for newbie use because hybrid turrets are the hardest to fit for all turrets, and Gallente ships have bad problems with grid anyway. For a no-skills Tristan, I'd fit the following:

High Slots:
Light Electron Blaster I
Light Electron Blaster I
Rocket Launcher I

Mid Slots:
1mn Afterburner I
Stasis Webifier I
Cap Recharger I

Low Slots:
Small Armor Repairer I
100mm Reinforced Steel Plates I
Nanofiber Internal Structure I

The strategy is to get close to your target and go bang bang bang. You should use Antimatter Charge S in your blasters. When you get some more skills, swap out the Nanofiber Internal Structure I for a Magnetic Field Stabalizer I.

Or even better, use an Incursus instead when you get more skills, because they have three turrets in their high slots.

Magnus Thermopyle
Chosen Path
Lotka Volterra
Posted - 2005.08.16 21:08:00 - [28]
 

I am planning to fit my tristan like this:

High:
- 2*Ion blasters
- Rocket launcher
- small nosferatu

Med:
- Afterburner
- Shield booster
- EM hardener (or other depending on enemies)

Low:
- As many PDS or MAPC as you need
- Nanofiber internal structure

The plan is to get in close, deal damage and use nos to regenerate your cap faster to fuel the shield booster. Not sure how good a nosferatu works against NPC though.

I personally dont like armor tanking, it is so slow, and once you see you cant sustain the tanking, you are often in to bad shape to be able to warp away. With shield tanking, I warp away as soon as my shield is gone, unless the enemy is bleeding.

Karnivore
Posted - 2005.08.19 01:17:00 - [29]
 

I've been running lvl 2 missions with a few friends try to help a corp mate build standing and in a group of 2 or more I've found this to be a fun setup..

High
2 T2 Neutrons with Antimatter

Med
T2 AB
X5 Prototype web

Low
T2 Armor repairer
2 T2 damage Mods

All these skills are at lvl 5:
Engineering, Electronics, Mechanics, Energy sys ops, Energy Management, Evasive Maneuvering
The rest of the skills are at lvl 4, its fun to fly and very nimble with the AB or MWD running although I doubt I'd run this setup solo but with a few friends its a trip.
With the T2 Neutrons and the damage mods you can score wrecking hits in the 200 - 300 range. Enjoy!

Benshaddai
Posted - 2005.09.03 08:35:00 - [30]
 

Rolling EyesI'm so surprised everyone is letting a perfectly good high-power slot go unused.ugh
These are all cheap modules,so-obviously-you can do even better with more expensive modules that require less CPU and MW.This is also a close range set-up,for balls-to-the-wall action.Cool
High Slots:
2 Light Ion Blaster I, Rocket Launcher I, Small Proton Smartbomb I (used all 4 slots!)
Medium Slots:
Small Shield Booster I, Civilian Afterburner, Basic Capacitor Recharger
Low Slots:
Small Armor Repairer (of some sort),Hull Mod(Nanofiber Internal Structure of some sort),Type E Capacitor Flux Coil

The Civvy Afterbuner is kinda weak,among other things, but to me DAMAGE IS JOB 1!
I think it's a fun build cuz you can go to a complex and get in the middle of about 3 or 4 rats in close quarters and set off that smartbomb and at least 90% of all their shields is gone,I've had one or two wipe out with nothing else at times.No joke.Then you sic the rockets on one and the blasters on another,and before you know it you gotta start targeting some more rats!


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