So last night I jump cloned up to the station where my carrier was stationed and watched as the crews continued their training, drills, and storing equipment. Currently the Ninveah has no modules or drones installed but plans are being drawn up and soon I will begin the process of instructing the station crew and ship crew to equip the beast for battle.
This is my current working dream setup (note: click images to embiggen them). A lot of faction modules for best performance, good solid defense, and when the shield transporter is off its cap stable at 51%. With Caldari Carrier IV I can throw out 11 fighters/drones (level V is planned but since its over 60 days I might as well plan without it) for over 950 DPS.
I spent a lot of time browsing ship setup forums on Eve Online, Scrapheap Challenge, and Battleclinic to come up with this setup but comments / suggestions are always welcome.
Now, I'm not going to be able to afford all those faction modules at once so I made sure I can make the same setup using Tech II modules only.
Here it is. Resistances are not as high, shield boost amount not as impressive, and its not as easy on the cap (although the difference is mostly negligible). However, it is vastly more affordable and as I earn more ISK I can replace modules with the superior faction versions.
In either case I plan to hold a slew of drones beyond the 11 fighters covering as many eventualities as possible.
If I might offer a bit of advice regarding the settup of your highs?
ReplyDeleteConsider losing one of the large smartbombs and replacing the remaining with an officer or faction (I usually go with EMP since they are the lowest resists generally stille). Replace the other slot with a large neutralizer. Reason being is you'll often find the smartbombs aren't of much use to you except for getting annoying drones and fighters off your back but in MOST fleet engagements you will have a tackler asigned to you and since most of them must come within 24km to hold you down that heavy neutralizer can really put a damper on them, especially if they are an interceptor. Even battleships, over time are going to feel the drain of that mod given that your capacitor is so huge and your hit point buffer is so large.
Hi, I am a chimera pilot as well and I thought I would share some insight. Personally I wouldn't go so much into faction mods since if your actively engaged in fights you might lose it. However since you don't seem to be into those big capital fights it might serve you well. Here is the thing, if your going for capacitor power relays, go all out, don't include a power diag in there. The reason is that the additional cap is multiplied, while the reduction to shield boost is stack nerfed. So the additional CPR gives you much more cap for a very small reduction in shield boosting. I would also second Nhi's suggestion on an energy neut, its saved my ship a few times. You will kill drones just as well with 1 Large EMP as with 2. Here is a good fit for you:
ReplyDelete[Chimera, Faction Setup]
Amarr Navy Capacitor Power Relay
Amarr Navy Capacitor Power Relay
Amarr Navy Capacitor Power Relay
Amarr Navy Capacitor Power Relay
Capital Shield Booster I
Dread Guristas Invulnerability Field
Dread Guristas Invulnerability Field
Shield Boost Amplifier II
Shield Boost Amplifier II
Cap Recharger II
Cap Recharger II
Capital Shield Transporter I
Capital Shield Transporter I
Amarr Navy Heavy Energy Neutralizer
Amarr Navy Large EMP Smartbomb
Drone Control Unit I
Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I
With the 2 cap implants it can almost run 2 capital transporter and the shield booster full time!
I would also consider taking out the 2 cap rechargers for sensor boosters if your working with smaller ships. You should still be able to run 2 capital shield transporters full time.