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Portia Uticensis
Posted - 2010.08.25 14:37:00 - [1]
 

Edited by: Portia Uticensis on 25/08/2010 14:37:06
Before I go forth to lose this wondrous ship in a spectacular burst of fail-fire, I'd like some constructive criticism. The character sitting in this loot-pinata has a full HG Slave Set and 5% hardwirings.

[Aeon, My Aeon]
Corpum A-Type Energized Adaptive Nano Membrane
Corpum A-Type Energized Adaptive Nano Membrane
Corpus A-Type Armor EM Hardener
Corpus A-Type Armor Thermic Hardener
Corpus A-Type Armor Kinetic Hardener
Corpus A-Type Armor Explosive Hardener
Corpus A-Type Armor Explosive Hardener
Damage Control II

Federation Navy Sensor Booster, Scan Resolution
Cap Recharger II
Cap Recharger II
Republic Fleet Warp Disruptor

Capital Remote Armor Repair System I
Capital Energy Transfer Array I
Imperial Navy Large EMP Smartbomb
Imperial Navy Heavy Energy Neutralizer
Imperial Navy Heavy Energy Neutralizer
Caldari Navy Cloaking Device

Large Trimark Armor Pump II
Large Trimark Armor Pump II
Large Trimark Armor Pump II


Cyclops x20

Alara IonStorm
Caldari
Posted - 2010.08.25 14:48:00 - [2]
 

I beleive Super Carriers like Carriers can control extra drone as well as fighters/bombers, so you might want to forgoe one to add a couple hundred drones incase they take out your fighters.

Also the Warp Disruper and Nuets, are you really going to be flying it solo? If so I am not sure what good Nuets will do as the only thing that can tackle you is Bubbles, and a Focused Script.


SurrenderMonkey
Posted - 2010.08.25 14:51:00 - [3]
 

Warp disruptor and neuts?

Elapidae
Posted - 2010.08.25 14:58:00 - [4]
 

ITT: ppl who know nothing about supercaps.

The point is there, becuase it cannot be ecm'd off. Neuts are there to cap out HICs so they aren't tackling you anymore, and contributing to breaking enemy RR.

Fit looks ok to me.

Larkonis Trassler
Doctrine.
Posted - 2010.08.25 16:03:00 - [5]
 

Missing remote ECM burst for epic KM wh*rage (it's actually p useful as well).

I'd swap out the 2nd explosive hardener for an energized regenerative membrane tbh and shell out on X-type hards, they're not that much more expensive.

Otherwise a solid fit.

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2010.08.25 18:57:00 - [6]
 

Originally by: Larkonis Trassler
Missing remote ECM burst for epic KM wh*rage (it's actually p useful as well).

I'd swap out the 2nd explosive hardener for an energized regenerative membrane tbh and shell out on X-type hards, they're not that much more expensive.

Otherwise a solid fit.


This man speaks the truth.

Also, ditch the remote armor rep for the remote ecm burst. You don't have cap to sustain it anyway. You can keep the energy transfer, in case you can get a cap buddy.

Portia Uticensis
Posted - 2010.08.25 22:49:00 - [7]
 

Thank you for the replies.

I already trained for the projected ECM burst, so I can include that in lieu of something else in the proper situation.

I probably should go with the regenerative membrane instead of the extra explosive hardener. It has about 600k more EHP with that fitted.

Any other thoughts?

Klazktrknuitzksalikamono
Posted - 2010.08.26 00:43:00 - [8]
 

Officer Cap Recharges are the only possible improvement off that fit atm, unless you want officer Neuts. Confused

Admiral Pelleon
White Shadow Imperium
Posted - 2010.08.26 02:26:00 - [9]
 

Edited by: Admiral Pelleon on 26/08/2010 02:26:32
Originally by: Elapidae
ITT: ppl who know nothing about supercaps.

The point is there, becuase it cannot be ecm'd off. Neuts are there to cap out HICs so they aren't tackling you anymore, and contributing to breaking enemy RR.

Fit looks ok to me.


This tbfh.

<3 people offering advice without a clue how a supercarrier actually works..

Fit looks good OP.

Edit: you might get more EHP out of a third EANM than the 2nd explosive hardener, don't have EFT here though. Check it.

Kalnov
Gallente
Broski Enterprises
Posted - 2010.08.26 04:05:00 - [10]
 

Fit is fine as is. However, I don't like the second explosive hardener. I would use another EANM if you have the isk.

Explosive is a relatively rare damage type, only missile ships,drones and Minmatar can do it.

Thus I would pick between Energized Regenerative Membrane II and another high level EANM (I used the same as you have in your fit).

Regenerative: more EHP, more raw armor. You gain 356,400 raw armor and 1,011,400 EHP.

EANM: Less EHP, less raw armor. More efficient repair amount. This means if you have people repping you, you will be gaining more EHP back since your armor value, while less, is worth more due to higher resists.

Let's imagine a scenario where you're in a fleet being shot by hostiles and repped by a friendly carrier with 2 capital armor reps. Let's pretend you have infinite cap also, to run your hardeners.

EANM gives you, with two reps on you, a defense of 7,331. Regenerative gives you a defense of 6,597. A 734 DPS tanked difference.

With 4 reps these numbers are as follows:

EANM: 14,662
Regenerative: 13,194
Difference: 1,468

As you can see here the difference is 367 DPS tanked per rep. It depends on your standard fleet size if it would be worth it or not.

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2010.08.26 14:38:00 - [11]
 

Originally by: Kalnov
Fit is fine as is. However, I don't like the second explosive hardener. I would use another EANM if you have the isk.

Explosive is a relatively rare damage type, only missile ships,drones and Minmatar can do it.

Thus I would pick between Energized Regenerative Membrane II and another high level EANM (I used the same as you have in your fit).

Regenerative: more EHP, more raw armor. You gain 356,400 raw armor and 1,011,400 EHP.

EANM: Less EHP, less raw armor. More efficient repair amount. This means if you have people repping you, you will be gaining more EHP back since your armor value, while less, is worth more due to higher resists.

Let's imagine a scenario where you're in a fleet being shot by hostiles and repped by a friendly carrier with 2 capital armor reps. Let's pretend you have infinite cap also, to run your hardeners.

EANM gives you, with two reps on you, a defense of 7,331. Regenerative gives you a defense of 6,597. A 734 DPS tanked difference.

With 4 reps these numbers are as follows:

EANM: 14,662
Regenerative: 13,194
Difference: 1,468

As you can see here the difference is 367 DPS tanked per rep. It depends on your standard fleet size if it would be worth it or not.


The 3rd EANM makes no sense, since you're already heavily stacked with 4 hardeners, 2 EANM's and gang mods. Also, if the enemy is shooting your Aeon, your fleet is already dead, so there is noone to rep you.


 

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