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Kimbli
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Reputation: 0

Would appreciate any comments on my first contribution here!

The rationale is I'm about 6 weeks into Eve, aiming to concentrate on Mining. However I need a boat to keep missioning with and bought the Ruppie (as I'm Minmatar). I expect to keep it for a while as I won't be graduating to a BC yet.

The current fit is based on existing skills - eg no Rigging yet. The AB can be swapped for a MWD but is there for dead space work. Any suggestions for alternative modules and/or key skills to train to enable better mods to be fitted? Eg, I have a Damage Control II in my hangar - is it worth the extra training time to train to fit it (or would the time be better spent elsewhere?)

Many thanks, fly safe,

Kimbli d'Rohan
MattStriker
*
Reputation: 11

You might want to swap the standard launchers for assaults. Same missiles, better rate of fire and more ammo per launcher. Also, the DCU II is a very nice upgrade over the T1 version, and Hull Upgrades is a skill you'll want anyway if you ever decide to armortank (and some minnie ships do pretty well with an armortank).
Another thing you might want to consider skilling up is drones...30/30 is fairly generous for a minnie cruiser, so you might as well make some use of it. And drones will likely form a large portion of your defense against those pesky elite frigs that'll swarm in under your guns in L2 missions. As an added bonus, drones will be pretty useful in your mining career too...
Kimbli
*
Reputation: 0

Thanks Matt, powergrid problems will let me fit one assault launcher, but not two (Engineering 4 needed soon I think...) The 3 drones have already proved their worth in L1 missions with swarms of small stuff, definitely the way to go.

If there are any useful rigs that would be worth adding (without tripling the cost of the ship!) I'd be interested what folks think.

K
sangren
*
Reputation: 70

Medium Ambit Extension rigs are great and cheap, although any decent rigs would at least double the cost of your ship.

You want at least Engineering 4. It's a great skill to learn.

I would go with autocannons because they do more damage and would allow you to fit a more sturdy tank. And you can use heavy missiles or even heavy assaults with them, giving you more DPS as well.
Kimbli
*
Reputation: 0

Thanks Sangren - according to EFT you're right, I can fit AC and Heavy Assault launchers and gain an increase in DPS of about 25%. I have had artillery recommended because of the extra range, and certainly I've been popping frigates out at 15-20km before they had a chance to close on me. I guess I'll just have to try both ways!

K
MattStriker
*
Reputation: 11



You want at least Engineering 4. It's a great skill to learn.


Indeed. Engineering and Electronics should be among the first skills to get to level 5. They train up at a pretty good speed, and they pay for themselves immediately. More grid/cpu = more mods = more fun.

As for artillery vs. auto...it depends. Autos have higher DPS and better tracking, but against frigates that might not be enough. A frig that gets too close will be damn near impossible to hit even with an auto, and you have a far smaller 'range window' to shoot at it before its transversal gets too high. Adding a webber helps a lot with that problem, but then you need to free up another med slot...
quinten
*
Reputation: 162

altogether a really good first try! I'd certainly stick with the artillery, and a tech 2 DCU would be great! i think you are close to designing the perfect newby cruiser here!

Rupture: PvE mission runner

Kimbli's Rupture built 2009-09-08

Kimbli
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Spaceship
650mm Artillery Cannon I
650mm Artillery Cannon I
650mm Artillery Cannon I
650mm Artillery Cannon I
Light Missile Launcher I
Light Missile Launcher I
Cap Recharger I
Cap Recharger I
10MN Afterburner I
Empty
Reactor Control Unit I
Damage Control I
Medium Armor Repairer I
Basic Energized Explosive Membrane
Energized Adaptive Nano Membrane I
Empty
Empty
Empty
Modulename
Basic mission running cruiser with all Tech 1 fittings. Artillery for longer range, armor tanking for defence.

Targeting

Maximum targets 6
Maximum targeting range 62.5 km
Scan resolution 362.5
Sensor strength 0 15 0 0

Size/Movement

Maximum velocity 584.42
Inertia modifier 0.3375
Signature radius 125 m
Cargo capacity 450 m3

Systems

Capacitor capacity 1593.75 GJ
Capacitor recharge time 3 minutes 50 seconds
Powergrid 833.8 / 1182.5MW
CPU 267.5 / 437.5 tf

Shields

Shield capacity 1875
Shield recharge time 15 minutes 37 seconds
Shield resistances 7.5% 53.75% 44.5% 26%

Armor

Armor hit points 2250
Armor resistances 70.75% 57.62% 45.16% 52.47%

Structure

Structure hit points 1875
Structure resistances 50% 50% 50% 50%
Drone bandwidth 30 Mbit/sec
Drone control range 0 m

Drones

Drone capacity 30 m3
Download EVEMon Skill Plan
[Rupture, Rupture: PvE mission runner]
Reactor Control Unit I
Damage Control I
Medium Armor Repairer I
Basic Energized Explosive Membrane
Energized Adaptive Nano Membrane I

Cap Recharger I
Cap Recharger I
10MN Afterburner I
Empty

650mm Artillery Cannon I
650mm Artillery Cannon I
650mm Artillery Cannon I
650mm Artillery Cannon I
Light Missile Launcher I
Light Missile Launcher I

Empty
Empty
Empty


Hobgoblin I
Warrior I
Item Quantity Value
Rupture 1 10,500,000
650mm Artillery Cannon I 4 22,716
Light Missile Launcher I 2 8,515
Cap Recharger I 2 20,009
Reactor Control Unit I 1 3,011
Damage Control I 1 1,522
Hobgoblin I 1 5,500
Warrior I 1 265
Medium Armor Repairer I 1 159
Basic Energized Explosive Membrane 1 12,008
Energized Adaptive Nano Membrane I 1 198,259
10MN Afterburner I 1 60,000
Total 10,928,637
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