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blankseplocked Thanatos setup and tanking recommendations
 
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Smooth
Posted - 2006.02.25 05:57:00 - [1]
 

Ok, so I'm going over the numbers for the Thanatos carrier trying to figure out how someone would fit it.

So far, using Quickfit, I've come up with two possible tanking setups. Bear with me, as I'm not a genius nor very creative. Please no making fun.

First setup is made to maximize resistances with a single capital armor repairer. This gives us around 425 armor repaired per second, and resistances of 80/75/67/67 and can be run forever. I only used non-faction mods in the calculations, so that anything I actually put together with faction mods would just be -better-, and I'm not dependant on hard-to-acquire named/faction equipment. The high slot items are nice, but optional and secondary to a working tanking setup.

Medium Slots

5x Cap Recharger I

Low Slots

1x Capital Armor Repairer I
2x Armor Explosive Hardener I
1x Armor EM Hardener I
1x Armor Thermic Hardener I
1x Armor Kinetic Hardener I


The second fitting emphasizes repair speed over resistances. This gives an amazing 850 armor repaired each second, and can be run forever with the given setup. It goes like this.

Medium Slots

5x Capacitor Recharger I

Low Slots

2x Capital Armor Repairer I
4x Capacitor Relay I

Aloysius Knight
Minmatar
Black Nova Corp
Band of Brothers
Posted - 2006.02.25 06:54:00 - [2]
 

Edited by: Aloysius Knight on 25/02/2006 06:58:38
oh dear god that last setup makes me cry!!! Crying or Very sad

5 t2 rechagers
2 cap reps 3 hardners cpr
going by quickfit that will run for 1100 (or 18min)sec with cap skills at 5/4
and res at 60/59/70/70 with t2 hardners


if your placeing t1 stuff on a cap ship u SHOULD not be flying it
they deserve nothing but the best u can get

Alan Bell
Gallente
Shiva
Morsus Mihi
Posted - 2006.02.25 06:56:00 - [3]
 

Edited by: Alan Bell on 25/02/2006 06:55:56
mids: 5 t2 cap rechargers
low: 2 capital armor reps 3 t2 hardners (all cept EM) and a t2nano membrane

or u could alter lows a bit
swap 3 hardners for 2 more nano membranes and maybe a cap power relay or something

edit: im slow... hehe, someone posted b4 me alrdy same set up... faction equip is better too

Smooth
Posted - 2006.02.25 07:44:00 - [4]
 

Heh, so sorry that my 15 minute stab at playing with quickfit didn't meet with your standards. Obviously I would be using T2 or better gear on such an expensive carrier, I was doing this more as an experiment than anything else. You know, "How good of a tank can a carrier fit with only T1 normal mods."

Anyway, those look interesting and I'll have to run some sims to tweak them.

Suggestions for high slot items that won't break the tank? Obviously drone control modules are an option, or cap remote armor repairers if I'm supporting a fleet. Anything else interesting a carrier could do with it's highs?

Mallik Hendrake
Caldari
Deep Core Mining Inc.
Posted - 2006.02.25 08:00:00 - [5]
 

Warfare link and some remote reppers.

If they ever come out, XL nosses would be awesome. 2 nosses, 2 remote reppers and a warfare link or something.

Smooth
Posted - 2006.02.25 08:51:00 - [6]
 

So am I right in saying that the Carrier is one of the simplest ships in EVE to figure out a fitting for?

(Aside from the Freighter, of course, which takes #1)

Mr Floppyknickers
Mr. Floppyknickers Corp
Posted - 2006.02.25 11:14:00 - [7]
 

Originally by: Smooth
So am I right in saying that the Carrier is one of the simplest ships in EVE to figure out a fitting for?

(Aside from the Freighter, of course, which takes #1)


Not really, as we all know in EVE people come up with some wacky concepts that work amazingly well. All you've done here is come up with a standard tank that most experienced players would use on a ship that's not trying to do direct weapon damage. A glorified Domi if you will. Your set up with appropriate modules for the class will give a domi an amazing tank while relying on drones for damage, so it's not a question of carriers being easy to fit. Almost any ship is easy to tank to the extreme.

Something you may be missing is the whole point and style of a carrier.

1.) If you find yourself in a situation where you need to tank damage it's likely in fleet combat (large or small) so you've got support, hopefully. Your set up will largely depend on your strategy as a fleet. Do they want you backing them up with more fighters via the high slot drone unit or bringing large reps/guns to the field. Will people be repairing you? etc.. It's all about situation. What you plan is and what your role is. When you know that, as it will likely be changing, you'll know your set up. You can go with an all purpose set up, but you'll find yourself more wanting in most situations than prepared.

2.) a carrier doesn't need an infinate run tank. You've got a jump drive. To deploy any jump capable ship into combat without having someone on standby to give you a jump out is a huge waste of this ships abilities and the investement in it. Now granted a long running tank is nice, giving you that buffer between realizing the battle is going poorly and giving you the time to react. But if your flying a carrier, you likely wouldn't be a combat nubbin and know this already and how to tell wether or not things are going well or tragically wrong.

Now there's more areas to go into but I think you get the idea. The carrier is like any other ship. You fit it for what you need to do at the time.

smallgreenblur
Minmatar
Irrepressible Mirth
Posted - 2006.02.25 11:20:00 - [8]
 

That point about infinite run not being necessary is important. I would go with the 2 rep, 3 hardner tank and fit a drone mod in highs if possible. Btw i can't remember the exact name but i believe it's 'energised regenerative plating II' This gives a 15% bonus to armor. I love armor.

Using this you would get a fitting of something like:

Drone mods, gang mods,

Couple of cprs, maybe some ew.

one capital armor rep, 2 15% armor bonus, 2 armor hardners

sgb

P.S. Putting an em hardner on an armor tank is a waste of a low slot. Energised adaptive nano II ftw for that 4th hardner.

Shirei
Minmatar
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2006.02.25 11:22:00 - [9]
 

Originally by: smallgreenblur
That point about infinite run not being necessary is important. I would go with the 2 rep, 3 hardner tank and fit a drone mod in highs if possible.


Besides... you can sustain a tank with 2 reps - at least an Archon can fairly easily, dunno if the Thanatos is much worse in that respect.

I wish you could fit drone mods tho, but the Advanced Drone Interfacing skill isn't out yet from what I can see. Sad

Gronsak
Amarr
Posted - 2006.02.25 14:16:00 - [10]
 

with cap rechargers t2 in mids its easy to run 2 capital reps constantly.

a cheap effective setup might follow as.

low slots:
2x capital armor reps. 1x faction 55% thermal, kin, exp. 1x t2 energized adaptive nano

Mids: 5x cap recharger t2

high: one armor cycle or armor resistance gang mod, 4x +1 drone mod.

that runs the 2 reps constantly, infact you get quite a bit more cap than needed and could swap one of the cap rechargers for something else, but id keep all 5 making u a little nos proof.

Rawne Karrde
Bre-X Interstellar Shipyards
Ejectile Dysfunction
Posted - 2006.02.25 14:48:00 - [11]
 

yeah too bad though advanced drone interfacing is not yet on the market. so that free's up the 4 high slots which i personally just fit with nos and neuts like my domi for now.

question though with all the spare grid and cpu why use expensive named 55% hardeners over just t2 55% ones?

Meeko Gloom
The Scope
Posted - 2006.02.25 15:07:00 - [12]
 

Edited by: Meeko Gloom on 25/02/2006 15:08:34
Originally by: Rawne Karrde
yeah too bad though advanced drone interfacing is not yet on the market. so that free's up the 4 high slots which i personally just fit with nos and neuts like my domi for now.

question though with all the spare grid and cpu why use expensive named 55% hardeners over just t2 55% ones?


i would fit neuts over nos that would disable pretty much everytime.... i cant wait for capital nos


 

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