Welcome to Jester's Trek.
I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
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Monday, October 17, 2011

Bonus FOTW: Exploration Tengu

KatieSae over at to boldly go is talking about a new Tengu intended as a pure exploration vehicle.  The idea is to build something that can slip through the deepest, most entrenched parts of null-sec without being caught.  There was a fitting suggested to do it, but I was really unhappy with that fit, and came up with this alternative:

[Tengu, Exploration Tengu]
Warp Core Stabilizer II
Warp Core Stabilizer II
Nanofiber Internal Structure II

10MN MicroWarpdrive II
Federation Navy 100MN Afterburner
'Cetus' ECM Shockwave I
Photon Scattering Field II
Invulnerability Field II
Invulnerability Field II
Large Shield Extender II

Covert Ops Cloaking Device II
Sisters Expanded Probe Launcher, Sisters Core Scanner Probe I
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket

Medium Low Friction Nozzle Joints II
Medium Low Friction Nozzle Joints II
Medium Core Defence Field Extender II

Tengu Defensive - Supplemental Screening
Tengu Electronics - Emergent Locus Analyzer
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Offensive - Covert Reconfiguration
Tengu Propulsion - Interdiction Nullifier


Start with the basic exploration package: Covert Ops, Interdiction Nullfier, and Emergent Locus subsystems, plus the associated cloak and probe launcher.  This isn't a pure combat Tengu, so buffer will be more important than resists, and besides, the Adaptive Shielding subsystem gives us a high slot, the last thing we want.  Finish up with a nice Cap Regen subsystem... we'll see why in a minute.

In the lows, escape and evasion: double warp core stabs will foil even the best gate decloaker.  A pair of Tech2 Low Friction Nozzle Joint rigs are very inexpensive.  Those and the Nano cut our warp-off time to four seconds.  That theoretical decloaker is going to have to be very, very good to beat that.  And he'd better have a scram and a point to defeat the stabs.

In the mids and remaining rig slot, you only need just enough tank that if you do get caught on a gate, you can make it back to that gate before you explode.  But you don't want to blow up the ship's sig radius, either.  So take a cue from incursion Tengus and fit one CDFE and one LSE, plus two Invuls and a Photon.  That's a little shy of 15k shield HP with 70%+ resists across the board.  That will be plenty of buffer in the unlikely event you do get caught, to get back to the closest gate.

Your basic 10MN MicroWarpdrive is the key to that, but escape and evasion ships should be "dual-propped", and that's where we throw this fit a curve-ball.  The Tengu has enough power-grid to fit a battleship afterburner.  I choose the Fed Navy version because it's low-grid and cheap, but if you have good skills, go for the Domination version, which will just fit.  Your acceleration under this BS AB will be horrid, but the trick to using it will be to fire off the MWD first.  That will quickly get you up to speed.  Then, if you do get scrammed, light the AB which will allow you to keep that velocity.  The Fed Navy AB is also very resistant to overheating damage, and the Cap Regen rig will make you cap-stable while using it.  Remember to carry some paste.  If you get caught on gate, you'll probably want to overheat the whole mid rack.

If you get tackled off-gate somehow, it will probably be a frig doing it.  Fire off the ECM Burst mod to get him off you.  It has a strength of 8 or so, which is sufficient to deter virtually any tackler.  Break his lock and warp off.  But if the worst happens and you do find yourself tackled, the newly upgraded rocket launchers will give you at least a small chance of fighting him off.  As an alternative when spending time behind enemy lines, replace one of the rocket launchers with a Cynosural Field Generator.  ;-)

This is probably not a ship I'll ever build or buy myself, but for you budding explorers out there, I can't think of a fitting that would be much better.  And if profit's on your mind, this ship will hold 410m3 of cargo.  More than enough space to go pick up skill books or BPOs from ORE space to sell in Empire, for instance...

Fly undetected!

6 comments:

  1. When I posted "Fire Away" on my blog, I was hoping it would generate some discussion and lead to an exploration Tengu fit that could benefit those interested in such endeavor's. I think you've brought it home.

    Thanks for not only pointing out areas to improve upon, but also offering a well thought out fit.

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  2. The Loki is just as good at this, because it is smaller/faster ^_^

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  3. I'd be interested to see a fit. I couldn't come up with a Loki fit that I liked as much as this Tengu. In particular, the equivalent Loki aligns/warps slower, believe it or not.

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  4. I've been using one of these for a while to move around 0.0, sometimes hauling a couple billion isk of exploration loot. The tengu is definitely the way to go, aligning much faster than any other t3.

    I actually went with three inertial stabilizers and called it an align time tank, but I don't know much about what you use it for.

    I would probably recommend dropping part of the tank for a neut, and the scan strength subsystem for a second nanofiber if you can do without the scan bonus. This reduces your align time by about 9%, and the neut is good for shutting down frigates. It nerfs your tank a fair amount, but if you actually run into something that can hold you still you're almost certainly dead already.

    As for gate decloakers, you're safe if you know what you're doing -- I have never, ever seen a nullified tengu get decloaked by a gatecamp, and not for want of trying. Just make sure there's nothing within 2 km of you before you initiate warp.

    FWIW the only time you should be in danger of even getting jammed is if you jump into a large gatecamp and can't cloak due to the proximity of another ship. This would likely be quite a large camp, and have more than enough webs and bumps (funny story, I once had my cov ops bumped and killed while cloaked and MWDing back to a gate...) to keep you from reaching the gate no matter what your prop and tank is like... but it's not like I've actually encountered this situation.

    Uh, anyhow. If I started with that fit I would probably modify it thusly:

    [Tengu, Exploration Tengu]
    Warp Core Stabilizer II
    Warp Core Stabilizer II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II

    10MN MicroWarpdrive II
    Federation Navy 100MN Afterburner
    'Cetus' ECM Shockwave I
    Photon Scattering Field II
    Invulnerability Field II
    Large Shield Extender II

    Covert Ops Cloaking Device II
    Sisters Expanded Probe Launcher, Sisters Core Scanner Probe I
    Rocket Launcher II, Caldari Navy Foxfire Rocket
    Rocket Launcher II, Caldari Navy Foxfire Rocket
    Dark Blood Medium Energy Neutralizer

    Medium Low Friction Nozzle Joints II
    Medium Low Friction Nozzle Joints II
    Medium Ancillary Current Router I

    Tengu Defensive - Supplemental Screening
    Tengu Electronics - Dissolution Sequencer
    Tengu Engineering - Capacitor Regeneration Matrix
    Tengu Offensive - Covert Reconfiguration
    Tengu Propulsion - Interdiction Nullifier

    Or something. Maybe not rockets. Odds are you're actually overthinking it, since a vanilla fit is already effectively unkillable.

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  5. Point to having a tank is that if something *does*, by a freak accident, manage to decloak you and point you while you're aligning, you'll live long enough while under attack to get back to the gate.

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  6. any self respecting gatecamp knows how to bump people and the thought of undersized launchers on a tengu makes me gag,

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