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Loadout: Archon: Guide to fitting carriers, Please read before posting carrier fits!


Archon: Guide to fitting carriers, Please read before posting carrier fits!


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Ship fitting - Built on July 24, 2009

Archon, 1,349,000,000 ISK
+ 196 27 -
Imperial Navy Heavy Energy Neutralizer
Imperial Navy Heavy Energy Neutralizer
Imperial Navy Large EMP Smartbomb
Capital Remote Armor Repairer I
Capital Remote Armor Repairer I
Sensor Booster II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Capacitor Power Relay II
Capacitor Power Relay II
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Capital Armor Repairer I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Ammo
Cargo
Drones
Build Views Tagged as
Apocrypha 1.3.1
30th June 2009
61,177 Active tank, PvP, Recommended
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[Archon, Archon: Guide to fitting carriers Please read before posting carrier fits!]
Capacitor Power Relay II
Capacitor Power Relay II
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Capital Armor Repairer I

Sensor Booster II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Imperial Navy Heavy Energy Neutralizer
Imperial Navy Heavy Energy Neutralizer
Imperial Navy Large EMP Smartbomb
Capital Remote Armor Repairer I
Capital Remote Armor Repairer I

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


There are no revisions on file for this loadout. Only the original builder may revise the loadout.

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Title Author Date Ratings
Stats assume all skills at V. Use EVEHQ for detailed combat simulations.

This feature is currently in Beta.


Targeting Maximum targets 6
Maximum targeting range 150312.5 m
Scan resolution 89.38 mm
Sensor strength 0 0 0 72
Size/Movement Max velocity 87.5
Inertia modifier 0.01728
Signature radius 2920 m
Cargo capacity 825 m3
Systems Capacitor capacity 81093.75 GJ
Capacitor recharge time 10 minutes 12 seconds
Powergrid 430008 / 968750 MW
CPU 470.75 / 781.25 tf
Shields Shield capacity 109375
Shield recharge time 2 hours 55 minutes
Shield resistances 12.5% 56.25% 47.5% 30%
Armor Armor hit points 171875
Armor resistances 80.62% 69% 70.94% 74.81%
Structure Structure hit points 171875
Structure resistances 60% 60% 60% 60%
Drones Drone capacity 80000 m3
Drone bandwidth 375 Mbit/sec
Drone control range 0 m
How to fund this loadout with PLEX:

Current estimated total value, ISK: 2,115,253,388
Sell this many PLEX* to fund: 3
Convert this many ETC to PLEX: 2 Purchase ETC here

*You may only sell PLEX for ISK via the CCP Secure Transfer Method
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I not long ago posted this fit in a thread on battleclinic to show someone how to fit a carrier, however I think this fit warrants it's own thread.

I do not fly this but it's fairly close to how most of my alliances carriers are fit give or take a few mods.

Any faction mods can be downgraded to tech 2 but the ones I have chosen aren't hugely expensive and considering this may be the only capital ship you will ever fly(dreads are too specialized, super caps are too impractical for the average pod pilot)  I think it deserves some faction gear at least.

Also dreads die more often because of siege mode carriers without triage get huge amounts of RR so are allot less vulnerable in large fleets so faction gear can be justified.

The modules and rigs have all been selected for fairly obvious reasons I won't go into detail but if you have any questions about why these mods are used feel free to ask.

This combination of modules easily transfers onto all the other carriers with a few alterations namely the tank but the basic framework should remain.

1. 4 slot(5 max) tank including 1 capital rep/booster

2. damage control(optional, should be switched for cap power relay on the chimera)

3. 1-3 remote capital amour repairer, capital shield transfer array or capital energy transfer array

4. 1-2 smartbombs and 1-2 large neuts(preferably faction for added range)

5. sensor booster with scan res scripts(capitals have a very slow lock time)

6. any left over slot should be fitted with capacitor recharges or capacitor power relays

7. 3 capacitor control circuits


I would ask that you +1 this fit if you think it's good, so as people can see how a carrier should be fit.



Comments

  • July 24, 2009, 09:52:48 am

    Lieutenant, Junior Grade
    *
    Reputation: 18
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    This is good. I just want to reiterate how important it is to fill ALL of a chimera's lows with cprs.
  • July 24, 2009, 09:59:59 am

    Captain
    *
    Reputation: 68
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    No...PDUs and a DCU, not CPRs.

    Good fit. +1
  • July 24, 2009, 10:03:24 am

    Lieutenant, Junior Grade
    *
    Reputation: 18
    gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know.

    No...PDUs and a DCU, not CPRs.

    Good fit. +1
    No. A chimera already has more than enough ehp. It needs cap more than anything. All CPRs.
  • July 24, 2009, 10:04:23 am

    Commodore
    *
    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    On a fleet carrier you local tank is pretty much irrelevant so the -10% shield boost amount is easily countered by the amount of cap recharge 4 CPR's give.

    The -10% boost penalty is also stacking penalized so by the time you fit the 4th CPR the penalty is negligible.

    The 3 PDS + DC fit if for selfish people who want to tank the big numbers if you want to do that get a dread, carriers primary role is RR & capacitor support NOT TANKING.
  • July 24, 2009, 10:07:05 am

    Member 5th Class
    *
    Reputation: 0
    Neodammerung has no influence.

    Nice one, +1. Just wondering what people think about the different race specific bonuses on carriers? I think the Thanatos bonus is pretty useful with the extra 5% damage per level.
  • July 24, 2009, 10:22:17 am

    Commodore
    *
    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    The Thanatos' bonus to shield and transfer range is good the drone damage bonus is a bit meh really considering carriers are in no way meant for DPS.

    Nid is awesome probably the best bonuses of all the carriers

    Chimera is kinda lame bonus wise (amour is king in 0.0 RR) it has the best local tank but as I've said that is kinda irrelevant, it's good for repping POS' and POS modules shields
  • July 24, 2009, 10:26:02 am

    Lieutenant, Junior Grade
    *
    Reputation: 18
    gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know.

    Nid also looks great :D.
    They're usually the first to die in cap fights though because they have softer resists and such an awesome bonus.
  • July 24, 2009, 10:36:44 am

    Captain
    *
    Reputation: 68
    sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know. sangren forgot more about gaming than you'll ever know.

    On a fleet carrier you local tank is pretty much irrelevant so the -10% shield boost amount is easily countered by the amount of cap recharge 4 CPR's give.

    The -10% boost penalty is also stacking penalized so by the time you fit the 4th CPR the penalty is negligible.

    The 3 PDS + DC fit if for selfish people who want to tank the big numbers if you want to do that get a dread, carriers primary role is RR & capacitor support NOT TANKING.

    Hmm...well usually carriers get primaried because they're easier to kill relatively, and when something gets primaried it's bound to die. There's no way a Chimera can tank dreadnaughts, but it should hold up long enough to be of use to the fleet.
  • July 24, 2009, 10:38:56 am

    Lieutenant, Junior Grade
    *
    Reputation: 18
    gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know. gsputi forgot more about gaming than you'll ever know.

    On a fleet carrier you local tank is pretty much irrelevant so the -10% shield boost amount is easily countered by the amount of cap recharge 4 CPR's give.

    The -10% boost penalty is also stacking penalized so by the time you fit the 4th CPR the penalty is negligible.

    The 3 PDS + DC fit if for selfish people who want to tank the big numbers if you want to do that get a dread, carriers primary role is RR & capacitor support NOT TANKING.

    Hmm...well usually carriers get primaried because they're easier to kill relatively, and when something gets primaried it's bound to die. There's no way a Chimera can tank dreadnaughts, but it should hold up long enough to be of use to the fleet.
    There's this thing called RR. Perhaps you've heard of it? Unless you're the only chimera in a fleet entirely composed of archons, you need 4 cprs.
  • July 24, 2009, 10:50:44 am

    Rear Admiral
    *
    Reputation: 502
    Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know.

    Replace the explosive hardener with another EANM at least. You only put explosive hardeners on gallente ships because they have a resistance hole there (amarr dont).
  • July 24, 2009, 10:54:17 am

    Commodore
    *
    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    Basically rather than flying a Chimera and fitting a massive hero tank that still won't stand up if you get primaried while being completely useless at the same time because you have huge capacitor issues, use a Thanatos Archon or Nid instead.

    Sadly Caldari only fit into 2 uses in 0.0 ECM and sniping neither of which the Chimera can do so it's fairly pointless unless you have an alliance that is Chimera heavy and uses allot of shield RR which is kinda rare.

  • July 24, 2009, 10:57:07 am

    Commodore
    *
    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    A 3rd EANM does virtually nothing.
  • July 24, 2009, 10:59:58 am

    Commodore
    *
    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    Wow whoever -1 this is retarded.
  • July 24, 2009, 11:07:53 am

    Rear Admiral
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    Reputation: 502
    Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know.

    A 3rd EANM does virtually nothing.
    2 eanms and exp hardener resists:
    82/77/74/85

    3 eanms:
    85/81/78/76

    So unless youre hotdropped by a dozen naglfars 3 EANMs will help more.
  • July 24, 2009, 11:09:56 am

    Commodore
    *
    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    Or Phoenix with exp torps:P
  • July 24, 2009, 11:24:52 am

    Rear Admiral
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    Reputation: 502
    Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know. Crunchbite36 forgot more about gaming than you'll ever know.

    Or Phoenix with exp torps:P
    yeah because those are common.
  • July 27, 2009, 01:20:57 pm

    Commodore
    *
    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    This loadout has been updated


    I've taken the suggestion of fitting the 3rd EANM, this fit really needs more + rating so people see it stop posting bad carrier fits.
  • July 27, 2009, 03:46:24 pm

    Ensign
    *
    Reputation: 19
    Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know.

    Considering that I mainly use carriers for Empire to 0.0 logistics, not fleet fights I normally drop a EANM for a second rep which provides a far better local tank. However, I can see the point of extra resists in fleet fights where the majority of your tank is through RR(although at that point I normally fly a dread). I just wanted to point out that there is no be all, end all fit for capital ships. Like all other ships the fitting still depends on what you will be using the ship for.
  • July 27, 2009, 04:45:43 pm

    Commodore
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    Reputation: 781
    Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know. Mike712 forgot more about gaming than you'll ever know.

    The fit I've posted here is less about the actual fit and more about carrier fitting in general mainly for fleets of course.

    Granted in the logistics role a dual rep tank is probably favored, meaning you may last till support arrives. Allot of people would also fit a cloak for that role.
  • July 27, 2009, 06:11:19 pm

    Crewman
    *
    Reputation: 3
    redalert380 struggles to be heard. redalert380 struggles to be heard.

    archon is a really good carrier i would rank them like this
    1.Archon
    2.Nid
    3.Thanny
    4.Chimera<===because caldari sucks!
  • July 27, 2009, 06:54:01 pm

    Ensign
    *
    Reputation: 19
    Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know. Sarah Norbulk forgot more about gaming than you'll ever know.

    Well the Archon fits the best armor buffer and can fit a beastly tank. Its high base capacitor also makes it a prime candidate for an armor triage carrier(the predominant form as most RR gangs are armor based).

    The Nid is hindered by a lackluster local tank despite its ability to RR effectively. This leads to it quickly being called primary and dying is its rep bonus is very useful.

    The Thanny(and Nyx) are great for hot drops on sub capital fleets, where the damage bonus actually helps as opposed to in massive capital blobs where the dreads do the real damage. Also the capital shield and armor transfer bonus makes it a good choice for carrier RR gangs.

    The chimera...well, the chimera has the best burst tank of any carrier. Overall, it's not as effective because of the inability to fit capital armor reps.

    This is a good set of general rules to follow and a decent fit, so I'll +1 it. Hopefully with a good carrier fit up on the board there will be less craptastic dream fits.
  • July 29, 2009, 03:31:02 am

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    I think a carrier needs eccm imho...
  • July 29, 2009, 03:50:46 am

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    what do u mean ( super caps are too impractical for the average pod pilot) y can't the average pilot obtain a super cap its quit easy really just mine a few hours everyday and u can get a mothership in a month, titan 4 months. Well, at least i could anyways. My Avatar and Aeon were very easy to get and easy to keep and maintain. All u need is a good strong alliance. For example in mostly harmless ( Col Ethix ) , thats my main toon. convo me if any ?'s on abtain super caps :) .... and if u want 1 cheap.
  • July 29, 2009, 04:43:05 am

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    So you have payed alts for each super cap that stay in them in safe spots forever since you can't dock?

    That's what I mean by impractical for most pod pilots, not many people can have an alt just as a Titan/Mothership holder.
  • July 29, 2009, 06:12:01 am

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    also need sov4 for making supercaps. and are mostly used by people with lotta iskies and many toons, 3 and above is recommended. oh and they're fun to kill :eyebrows:
  • July 29, 2009, 10:05:40 pm

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    bump for more rating
  • August 05, 2009, 11:06:24 am

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    archon is a really good carrier i would rank them like this
    1.Archon
    2.Nid
    3.Thanny
    4.Chimera<===because caldari sucks!

    I never really post, but please get a clue.
  • October 16, 2009, 10:05:21 am

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    Hey Mike, how would you change the setup for use in wormhole space?
  • October 16, 2009, 10:17:54 am

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    Hey Mike, how would you change the setup for use in wormhole space?
    You don't use carriers in wormholes.
  • October 16, 2009, 10:38:38 am

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    Hey Mike, how would you change the setup for use in wormhole space?
    You don't use carriers in wormholes.
    Carriers are a popular choice for C6 wormholes, better choice than a Dread.
  • October 16, 2009, 11:30:01 am

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    Hey Mike, how would you change the setup for use in wormhole space?

    Possibly go with a triage carrier, or maybe drop the neuts for capital cap transfers and spider cap transfer with a few of these.
  • October 16, 2009, 11:56:22 am

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    Hey Mike, how would you change the setup for use in wormhole space?

    Possibly go with a triage carrier, or maybe drop the neuts for capital cap transfers and spider cap transfer with a few of these.

    sorry im new to carriers, almost got all the skills trained up and i plan on using it to do wormholes but im not familiar with the fitting terminology.  could you please elaborate.
  • October 16, 2009, 12:35:06 pm

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    Triage mod boosts your local tank and the amount your remote rep considerably, but you are stuck in the cycle for 10 mins and can't receive incoming capacitor or remote reps but you lock targets almost instantly which is great for remote rep.

    Or probably a better idea is to get more than 1 person flying these and cap transfer between each other, with each cycle you actually give more cap than it costs to cycle the mod so you actually generate capacitor, this works great with 2 or more carriers.

    Also possibly go with a dual rep for a greater local tank.


    [Archon, Wormhole Archon Spider tank+cap transfer]
    Capacitor Power Relay II
    Capacitor Power Relay II
    Amarr Navy Energized Adaptive Nano Membrane
    Amarr Navy Energized Adaptive Nano Membrane
    Amarr Navy Energized Adaptive Nano Membrane
    Capital Armor Repairer I
    Capital Armor Repairer I

    Sensor Booster II, Scan Resolution
    Cap Recharger II
    Cap Recharger II
    Cap Recharger II

    Capital Remote Armor Repair System I
    Capital Remote Armor Repair System I
    Capital Energy Transfer Array I
    Capital Energy Transfer Array I
    Amarr Navy Large EMP Smartbomb

    Capacitor Control Circuit I
    Capacitor Control Circuit I
    Capacitor Control Circuit I

  • October 16, 2009, 12:50:59 pm

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    Hey Mike, how would you change the setup for use in wormhole space?

    Possibly go with a triage carrier, or maybe drop the neuts for capital cap transfers and spider cap transfer with a few of these.

    sorry im new to carriers, almost got all the skills trained up and i plan on using it to do wormholes but im not familiar with the fitting terminology.  could you please elaborate.
    You really need to do some research.
    Iirc the largest mass limit on a c6 is 5b. Most are 3b. That means you can only get 1-2 carriers in and out.
    The most efficient way to sustain an operation in wspace is to base out of one system and run sites in neighboring ones since systems deplete. The mass limit makes carriers less than useful for doing this.
    When you warp in to a site or assign fighters into a site 6 advanced sleeper bs spawn. Per carrier. These can easily break the tank of a non triage carrier. The small added dps from using a carrier isn't nearly enough to offset the extra work it takes to kill them. And obviously if you lose a carrier you aren't making much money.
    Most of the value in whs come from profession cans, not salvage so those extra 6 bs don't make you much more money either.
    Sleepers like to web and kill drones.

    Combine these and carriers simply aren't very good for wormholes. You can, but it's really not worth it.
  • October 16, 2009, 12:59:02 pm

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    thanks this was really helpful, so i guess drone control units and other drone upgrades arent that necessary?
  • October 16, 2009, 01:07:25 pm

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    Hey Mike, how would you change the setup for use in wormhole space?

    Possibly go with a triage carrier, or maybe drop the neuts for capital cap transfers and spider cap transfer with a few of these.

    sorry im new to carriers, almost got all the skills trained up and i plan on using it to do wormholes but im not familiar with the fitting terminology.  could you please elaborate.
    You really need to do some research.
    Iirc the largest mass limit on a c6 is 5b. Most are 3b. That means you can only get 1-2 carriers in and out.
    The most efficient way to sustain an operation in wspace is to base out of one system and run sites in neighboring ones since systems deplete. The mass limit makes carriers less than useful for doing this.
    When you warp in to a site or assign fighters into a site 6 advanced sleeper bs spawn. Per carrier. These can easily break the tank of a non triage carrier. The small added dps from using a carrier isn't nearly enough to offset the extra work it takes to kill them. And obviously if you lose a carrier you aren't making much money.
    Most of the value in whs come from profession cans, not salvage so those extra 6 bs don't make you much more money either.
    Sleepers like to web and kill drones.

    Combine these and carriers simply aren't very good for wormholes. You can, but it's really not worth it.

    ok so what would you recommend to do wormholes, my corp is small so we really dont have a lot of options in terms of setting up complex support systems and basing structure.  we wanted a capitol ship that would be able to dish out the dps to kill advanced sleepers and be able to tank them, with a support ship to hack and salvage the wrecks, but the most we would be able to muster is about 3 ships

    currently we have a spider tank battleship setup with 2 dominix and an armageddon
  • October 16, 2009, 01:08:38 pm

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    I've never done a C6 but yeh my old corp used to do them in RR battleships, just get a bunch of dominix with RR they always work well.
  • October 16, 2009, 01:13:22 pm

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    RR bs + rr scorps + maybe some logistics. You aren't going to solo a c6 in a reasonable amount of time if at all with just one carrier, probably the hardest you can do with 3 ppl and I'm guessing not a lot of sp/cash is a c4.
  • October 16, 2009, 07:14:59 pm

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    So, the standard for a carrier is boost your cap recharge as much as you can...armor tankers use cap rechargers and the chimera uses CPRs.  Large fleets require a sensor booster, smaller ones do well with a second local rep.

    In my opinion you should never fly without a DCU.  If you're in a big fleet, the hitpoints give your friends more time to not get shot at, if you're hero tanking then your resists will be stacked so high that the DCU's non-penalty resists are worth throwing on the stack.

    You need a neut for the guy tackling you, a smartbomb for enemy drones, and an array of remote reps because even though you can't keep everything on at once, it's good to have your options.

    It seems like nobody ever uses the command link bonus.  I'm guessing any fleet with several of them already has a command structure set up.
  • October 16, 2009, 07:23:33 pm

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    So here's my theoretical dream: I want to set up a small gang template, a gang of 5-10 people that can form quickly and consistently take down/scatter a typical lowsec gang of equal numbers...

    With the limitation that this gang can be formed by up to 1/3 characters under 6 months old in T1 battleships/battlecruisers.  A few old, rich characters need to bring ships that can totally alter the battlefield.  One idea was to have a single carrier in the gang, a carrier that should never come into contact with other capitals.  Can it be done?  And if so, how should it be set up?
  • October 16, 2009, 07:57:15 pm

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    Mostly right. If you fit cprs, you shouldn't fit a dcu.
    What you're looking for is a triage carrier, but you should be aware that if you hit triage against experienced opponents anywhere near their home turf you're probably going to get counter-hotdropped and killed. It's much better to use a triage carrier to bait out a cap fleet when you have a larger cap fleet on standby.
    Something like:
    [Nidhoggur, triage]
    Capacitor Power Relay II
    Capacitor Power Relay II
    Capacitor Power Relay II
    Capacitor Power Relay II
    Capacitor Power Relay II
    Capacitor Power Relay II

    Capital Shield Booster I
    Invulnerability Field II
    Invulnerability Field II
    Invulnerability Field II
    Sensor Booster II, Scan Resolution

    Triage Module I
    Capital Remote Armor Repair System I
    Capital Remote Armor Repair System I
    Capital Remote Armor Repair System I
    Capital Shield Transporter I

    Large Capacitor Control Circuit I
    Large Capacitor Control Circuit I
    Large Capacitor Control Circuit I

    You don't actually need the sebo once in triage (it gives a huge scan res bonus) but it's nice to have before you decide to go triage. Remember, triage is often suicide so don't do it unless you have to. In fact it's often a better choice to just jump out rather than hit triage unless you have ~spais~ or are in the middle of nowhere and know you won't get a faceful of sieged dreads. Don't worry about the cpr penalty or lack of dcu. It still has 6700 tank and it's the only way to get the cap to even come close to running all those reps. Also you should probably bring a shield transporter even if your fleet is armor since 1) you don't have the cap to run all 4 reppers anyway and 2) shield transporters rep at the start of cycle instead of at the end, a useful property for saving someone's ass.
    It's also worth noting that come dominion the cycle time of triage will be halved, so hotdropping triage carriers might be more viable.

    tl;dr bring a triage carrier but 90% of the time don't actually go into triage
  • November 05, 2009, 06:36:37 am

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    Srbistan has no influence.

    I like this

    Capital Energy Transfer is great coz not much ppl bring em, so that should be a good option to have on it too
  • November 05, 2009, 07:53:19 am

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    So here's my theoretical dream: I want to set up a small gang template, a gang of 5-10 people that can form quickly and consistently take down/scatter a typical lowsec gang of equal numbers...

    With the limitation that this gang can be formed by up to 1/3 characters under 6 months old in T1 battleships/battlecruisers.  A few old, rich characters need to bring ships that can totally alter the battlefield.  One idea was to have a single carrier in the gang, a carrier that should never come into contact with other capitals.  Can it be done?  And if so, how should it be set up?

    Everything but the capital not coming into contact with another capital.  Well, it's possible to not see another capital before you lose it at least.  A cyno in lowsec is a huge flame to the moth of lowsec pirates, meaning once word gets out someone has a carrier down in lowsec, people are going to jam it, and wait until everyone else shows up to kill it and get on the KM.
  • November 08, 2009, 12:21:19 am

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    +1 nice well rounded fit
  • November 08, 2009, 03:54:12 pm

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    It's perty good.  Gonna use this as a benchmark when i get my carrier :D
  • November 12, 2009, 04:36:49 am

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    "super caps are too impractical for the average pod pilot"

    BRAVO!! :D
     I must agree, I, (and I hope other people) don't trust myself behind the bridge of a 50 billion ISK ship, leave that to people who want to lose that 50 billion ISK ship.

    +1

    Btw mike, have you posted a fit for a thanatos?
  • November 12, 2009, 04:41:35 am

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    Simen123 is breaking through obscurity. Simen123 is breaking through obscurity. Simen123 is breaking through obscurity. Simen123 is breaking through obscurity. Simen123 is breaking through obscurity.

    thanny fit is about the same as a archon fit:-)
  • November 12, 2009, 05:26:32 am

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    "super caps are too impractical for the average pod pilot"

    BRAVO!! :D
     I must agree, I, (and I hope other people) don't trust myself behind the bridge of a 50 billion ISK ship, leave that to people who want to lose that 50 billion ISK ship.

    +1

    Btw mike, have you posted a fit for a thanatos?




    thanny fit is about the same as a archon fit:-)

    ^this

    I believe off the top of my head, the thanatos will have 1 less cap power relay and 1 more cap recharger, the rest will remain the same.
  • November 18, 2009, 07:17:29 pm

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    +1 for the good fit, but I would replace the sensor booster with another cap recharger and just assign the fighters to fleet members.

    The fleet member's ships should be able to lock faster and therefore be able to out the fighters to better use.
  • November 18, 2009, 07:26:51 pm

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    +1 for the good fit, but I would replace the sensor booster with another cap recharger and just assign the fighters to fleet members.

    The fleet member's ships should be able to lock faster and therefore be able to out the fighters to better use.

    SeBo is for faster lock times on fleet mates so you get RR on faster. Capitals have horrible scan res so without a SeBo it can take a while to lock fleet members.
  • November 18, 2009, 07:30:00 pm

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    As for the fitting guidelines, I've found that for large scale combat a local rep is not needed and you are better served by replacing local rep with cap mods.
  • November 18, 2009, 08:25:09 pm

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    As for the fitting guidelines, I've found that for large scale combat a local rep is not needed and you are better served by replacing local rep with cap mods.

    I would agreed with this, definitely for larger fleets where you 5k tank is really going to be completely irrelevant.
  • March 06, 2010, 06:33:31 pm

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    +1 Great help so is there no way what so ever to turn the Archon into an decent support ship for small five man groups to how ever large most fleet battles get?  :buck2:
  • March 13, 2010, 02:42:19 pm

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    what do u mean ( super caps are too impractical for the average pod pilot) y can't the average pilot obtain a super cap its quit easy really just mine a few hours everyday and u can get a mothership in a month, titan 4 months. Well, at least i could anyways. My Avatar and Aeon were very easy to get and easy to keep and maintain. All u need is a good strong alliance. For example in mostly harmless ( Col Ethix ) , thats my main toon. convo me if any ?'s on abtain super caps :) .... and if u want 1 cheap.

    Way to plug your alliance/Character champ

    Anyway, +1 to this since it seems all the cool kids do it and I can see no holes - Except the fact you've not put any drones on. Still...
  • March 28, 2010, 11:19:30 am

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    Wow whoever -1 this is retarded.

    Not at all.
  • April 10, 2010, 03:36:11 am

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    fitternoob has no influence.

    Just bought the Archon tried this fit out.
    Perfectly perfornmance in the capital fleet i was in, even though i am not that experienced.

    +1
  • April 10, 2010, 12:27:12 pm

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    ThunderWind is working their way up. ThunderWind is working their way up. ThunderWind is working their way up.

    why not dual rep?
  • April 10, 2010, 01:24:42 pm

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    why not dual rep?

    Because in a fleet the amount of HP you regain from a local rep is neglagable compared with the HP gained from RR, in fact in larger fleets you would remove the rep and have a pure buffer.
  • April 26, 2010, 11:44:01 pm

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    CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know. CorryBasler forgot more about gaming than you'll ever know.

    drop a neut for a Capital Energy Transfer Array I and it would help your fleet mates alot more then neuting the enemy. 
  • April 27, 2010, 07:53:21 am

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    drop a neut for a Capital Energy Transfer Array I and it would help your fleet mates alot more then neuting the enemy. 

    From the OP:
    Quote
    3. 1-3 remote capital amour repairer, capital shield transfer array or capital energy transfer array
  • May 18, 2010, 08:31:49 am

    Member 1st Class
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    General rivera has no influence.

    C'mon Guys the Chimera just like the rest of the carriers have there Good things and bad. Understandable that they don't rep armor (Which is needed in most fleets), but they do rep Energy which is needed in cap fleets. A chimera can be armor tanked or shield tanked, that ability to be so versatile alone gives it some respect.
  • August 01, 2010, 04:46:22 pm

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    I know this is hasnt been commented on for a while, but why 3 eamns t2's? the archon gets a bonus to armour resists.. isnt 2 or even 1 enough?
  • August 03, 2010, 07:43:06 am

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    I know this is hasnt been commented on for a while, but why 3 eamns t2's? the archon gets a bonus to armour resists.. isnt 2 or even 1 enough?

    The higher the resists the more effective the incoming RR.

    In any RR fleet you should always aim for 70-80% omni resists.
  • August 05, 2010, 09:58:13 am

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    Quote
    The higher the resists the more effective the incoming RR.

    In any RR fleet you should always aim for 70-80% omni resists
    Ok i see that. One last thing.. WHy no enegy transfer? it has a bonus for it why not use it?

    Edit. sorry read one of the posts.. see it now +p  :n00b:
  • August 28, 2010, 02:04:09 am

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    Quote
    The higher the resists the more effective the incoming RR.

    In any RR fleet you should always aim for 70-80% omni resists
    Ok i see that. One last thing.. WHy no enegy transfer? it has a bonus for it why not use it?

    Edit. sorry read one of the posts.. see it now +p  :n00b:

    It's just a guide, for larger fleets you would forgo the local rep fit a 3rd RR and a cap transfer.
  • November 30, 2010, 11:52:22 am

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    Smeghammer has no influence.

    mini-necro.. Looking to fly an archon in the future, i'm part of a relatively small corp. As i'll be one of the first cap pilots in the corp, is this fit viable if it's the only cap in a fleet? Don't know much about fitting captials, trying to learn before losing my first carrier.
  • December 06, 2010, 11:10:01 am

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    If you're the only carrier go triage and only deploy when you know you can win, a lone carrier with no other cap stupport is a gonna.
  • December 27, 2010, 03:11:54 pm

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    disgust has no influence.

    Any idea how you'd fit this for doing plexes? (drone hordes in particular)
  • December 29, 2010, 05:17:29 am

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    Any idea how you'd fit this for doing plexes? (drone hordes in particular)

    Totally different for PvE.

    Probably dual rep, and fit drone control units in the high slots, possibly some RR if you're supporting frinds or dual boxing.

    Faction specific hardeners could help too.
  • February 10, 2011, 06:14:21 pm

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    The Thanny(and Nyx) are great for hot drops on sub capital fleets, where the damage bonus actually helps as opposed to in massive capital blobs where the dreads do the real damage. Also the capital shield and armor transfer bonus makes it a good choice for carrier RR gangs.

    doing an uber necro here to just consider for a second what innocent and simple times those were.
  • April 29, 2011, 01:56:56 pm

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    pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know. pen forgot more about gaming than you'll ever know.

    Basically rather than flying a Chimera and fitting a massive hero tank that still won't stand up if you get primaried while being completely useless at the same time because you have huge capacitor issues, use a Thanatos Archon or Nid instead.

    Sadly Caldari only fit into 2 uses in 0.0 ECM and sniping neither of which the Chimera can do so it's fairly pointless unless you have an alliance that is Chimera heavy and uses allot of shield RR which is kinda rare.



    I have to disagree with this shields are prevalent in 0.0 fleets which is suprising since three/four are armor but shields there and chimeras can be very useful in a fleet i personally like the thanny though because its a jack of all trades
  • May 16, 2011, 04:59:33 pm

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    zee_wes has no influence.

    So since this is already a expensive fit why wouldn't you go for t2 ccc's and take off one of the cpr's for more tank?
  • May 17, 2011, 04:47:12 pm

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    So since this is already a expensive fit why wouldn't you go for t2 ccc's and take off one of the cpr's for more tank?

    the reason is insurance covers  the ship not the rigs and since you ALWAYS lose a carrier you dont want to have that much invested
  • June 18, 2011, 11:40:30 pm

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    Aquila Storm has no influence.

    if you can afford a carrier you can afford the faction moduals
    thats my logic and im sticking to it!
  • June 19, 2011, 07:27:26 am

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    if you can afford a carrier you can afford the faction moduals
    thats my logic and im sticking to it!

    yeah i wont ever faction fit a capital since the insurance is so good because capitals die the whole point is to get as much use as you can before they crumble and then have enough isk to buy another
  • November 28, 2011, 09:12:22 pm

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    Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know. Khaine forgot more about gaming than you'll ever know.

    MASSIVE NECROOOO

    Anyways, why not get a mod to remove all these stupid -1's? It's a very good fit and explains why everything should be the way it is and even suggests alternatives etc.
  • August 12, 2012, 06:00:46 pm

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    Savage BigBird has no influence.

    sorry but i am a complete fruitcake to carriers in general but how come this is not a single drone on it?
  • August 12, 2012, 06:01:37 pm

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    Savage BigBird has no influence.

    sorry but i am a complete fruitcake to carriers in general but how come there is not a single drone in its drone bay?
  • August 13, 2012, 01:48:35 am

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    sorry but i am a complete fruitcake to carriers in general but how come there is not a single drone in its drone bay?

    Mostly because you're a retard if you don't know what drones to put in a Carrier.

    2 flights of fighters ( A mix of all 4 races) and then fill the rest up with at least 2 flights of each different type of drone really.
  • January 20, 2013, 02:17:25 pm

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    Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up. Ivan St might just get shoved out an airlock if they keep it up.

    Good fit, but I recommend a slave set (considering the price of the carrier a slave set is very useful since you get a SIGNIFICANT boost to your armor HP)

    Well, and to all the ppl who want to sit in2 a carrier:

    1) Armor tank for pvp- most fleets use armor tank and a slave set GREATLY increases your survivability in pvp
    if you fly an Aion (THE ship with the most EHP in the game, PLEASE use the slave set

    2) considering your massive tank as a capital ship, you can do the pve stuff with your "normal" fleet fit, if you are using a supercarrier for anos, that's just OVERKILL, they will take an eternity to chew through an Aion

    3) Have a cyno alt just in case- if you are for some reason left on your own, you will need it to make your escape out of ANY system

    4) Forget drone control units, they are pretty much useless, unless you ONLY do ratting at the moment, then they may be useful, in PVP you'll need the high slots for more important stuff (your fleet is counting on your support with logistics, remember?)

    5) Try to use faction stuff or other things (even if they are quite expensive)- anything that gives you an edge could make the difference between being blown up or surviving

    6) The more expensive your tin can is, the more important it is to not get cheap on fits.

    7) If you do pve with drone control units and happen to have the racial Carrier skill on 5... deploy as many sentries as possible, snipe all the frigates and the cruisers/battlecruisers from long range, then kill off the battleships with your fighters (don't bother with the fighterbombers)
  • August 11, 2013, 11:20:35 am

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    M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up. M1k3y Koontz might just get shoved out an airlock if they keep it up.

    1) Armor tank for pvp- most fleets use armor tank and a slave set GREATLY increases your survivability in pvp
    if you fly an Aion (THE ship with the most EHP in the game, PLEASE use the slave set

    Wyverns have more EHP than Aeons.
  • May 26, 2014, 12:47:54 pm

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    HatchetBanana might just get shoved out an airlock if they keep it up. HatchetBanana might just get shoved out an airlock if they keep it up. HatchetBanana might just get shoved out an airlock if they keep it up. HatchetBanana might just get shoved out an airlock if they keep it up.

    so by posting this fit in the name of "fleet warfare" u shoot down ratting carriers in one move. unless its some rule i havnt seen that says ratting carriers arnt allowed, ive also seen ppl roam ina carrier n it was fit in a stand alone fashion. but as i say pvp roam carrier, just like ur keeping n eye on local for when a neutral enters system when ratting alone, your gonna have a small gang of 5-20, logi or dps, but subcap ready to help if u get swamped. They'll probly have a few alts that kan jump in more capital support if its needed. mostly carrier roaming in 0.0/bro sec is just oversized bait, ya know!! but really wen u try n toss all carriers in to fleet warfare category ur limiting ur own vision for the utility that is the carrier. random thoughts......