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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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Wednesday, April 18, 2012

Fit of the Week: Triple Rep Myrmidon

[Myrmidon, Triple Rep Blasters]
Damage Control II
Medium Armor Repairer II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

Experimental 10MN MicroWarpdrive I
Warp Scrambler II
Stasis Webifier II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800

Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I

Valkyrie II x5
Warrior II x5
Hammerhead II x2
Hobgoblin II x1
Ogre II x2


As promised, let's go with a triple-rep Myrmidon for this week's FOTW.  There are two variations of this fit.  This is one.  The other looks more or less identical, but uses Dual 180mm AutoCannons instead of blasters.  The advantage of the blaster version is about 70 DPS.  The disadvantage of the blaster version is that your DPS is not tunable as it is with the ACs.  Blasters also use a very small amount of cap and have a somewhat lesser range.  That said, most variations on this fit use blasters.

The tactics behind this ship are well covered in one of the "EVE is Easy" videos (narrated by Willl Adama) focusing on triple-rep Myrmidons.  Still, that video either flat-out doesn't state or passes over some of the advantages and disadvantages of this fit.


For those not interested in the video, full-on active tank ships like this one are excellent for solo or ultra small-gang PvP.  They bring the advantage of very impressive active tanks.  With only a decent pilot aboard, this ship can tank more than 650 DPS for a couple of minutes, or 800 DPS for one minute.  That's plenty of time to rack up some kills.  Things get even better if you have a Standard Exile booster available: the tanking ability jumps to between 800 and 1000.  And finally, if you have a link Legion available in system to provide fleet boosts and links to go with your Standard Exile booster, tanking ability jumps to between 1200 and 1500 DPS!

Needless to say, that gives you the ability to punch far, far higher than your weight class.  The secret of this kind of active fit are the rigs.  The Auxiliary Nano Pumps increase the amount repaired per cycle; the Nanobot Accelerator speeds those rep cycles.  Two to one is the proper ratio for active tank set-ups, as each cycle of course drains cap.  A pair of Medium Cap Boosters, each with a Navy Cap Booster 800 charge loaded, will provide burst cap to keep the reppers running.  For this reason, particularly if you're under neut pressure, it's actually a good idea not to counter-cycle your reps, but instead to cycle them all at once.  Then, as they cycle, provide the cap they need (or drain) with your cap boosters.  Cap management in this kind of ship is pretty tricky (something the video more or less completely passes over), so you'll have to be careful.  Counter-cycle your cap boosters instead of your reppers to ensure you won't either cap out or over-cap.  You can see this happening in the video.  As a result, it's tough to put this kind of fit under cap pressure with anything less than the dual heavy neuts of a Tempest or the like.

All in all, under heavy duress, you've got about a minute of useful cap, so make the most of it during that time.  However, less intense attacks can be handled with smart cap management.  Try to save your cap boosters if you can; they're usually tough to respply.

The one thing you don't have are really good resists.  Unless you bring along a link ship, your explosive resist is only 55% with max skills.  As a result, pick your targets.  Laser boats are your best option, followed by Drakes, blaster boats, and other ships relying heavily on kinetic damage.  Your worst nightmare will be Minmatar ships that can switch to Fusion ammo... or even worse, Minmatar ships that can kite you and switch to Barrage.  The video does a pretty good job of emphasizing this and you definitely should not engage on a target that you don't immediately scram and web down first.  This ship is a brawler, with everything that implies.  Most people that "solo PvP" actually have the link ship along, which increases the explosive resistance of this ship to 61%.

Much of the damage done by a Myrmidon will be done by its drones.  Your primary damage-dealing set are a pair of Ogres, a pair of Hammerheads, and a single Hobgoblin (all of this fits within the Myrm's 75 drone bandwidth).  The Ogre IIs make this a high skill-point ship; you lose about 50 DPS if you have to fit Ogre Is.  Keep in mind that Ogres are incredibly slow, so you should not even release your drones until you already have your target tackled.  Valkyries are your secondary drone damage option, but you lose 120 DPS if you're forced to switch to them.  Instead of the Warriors, it's totally viable to carry Hornet EC-300s instead and just rely on the Valks for anti-frigate work, or you can dump the Valks for light or medium ECs instead.

Conversely, if you're facing this ship in combat, do everything you can to knock out those Ogres.  Every Ogre on the field adds 100 DPS and you can seriously cripple the Myrm's damage output if you can destroy or outrun them.

A smart move in this ship (shown but not emphasized in the video) is to carry a Medium Container in the cargo bay.  Put most of your cap booster charges into this can.  This sort of can carries 390m3, but only takes 325m3 of cargo space.  As a result, you can carry 15 Navy Cap Booster 800s in the can, plus some spare ammo, moving the cap boosters into your cargo bay as your cap boosters expend them.  If you bring along a link ship, the link ship can carry extra cap booster charges, ammo, more Standard Exile, and Nanite Repair Paste for repairing between fights.  You can and should overheat pretty much everything when you're fighting in this kind of ship.

Also not covered in the video is the importance of smartly positioning your modules when you fit this ship.  As I covered in the Overheating Guide, you'll get better performance out of your medium reppers if you insert your other modules between them.  Similarly, put your scram and MWD on opposite sides of your mid-slot rack, with one of your meta cap boosters next to your MWD to assist with Heat Emissions.  Don't fit everything side-by-side, as I've shown above.  That's for display purposes only.

The video does a great job of explaining how to fly the ship and what kinds of targets are a good match, so I do recommend you go ahead and watch the video if you're thinking of trying these tactics yourself.  A well-fit cloaky link ship is often used as an alt scout as well as providing links and carrying extra cargo.  The link ship can also carry loot.  ;-)

In a hard game, solo PvP is the hardest part of the game.  Not everyone has an interest in it,  But if you do, a ship like this is a relatively inexpensive way to try out the tactics and see if you like them.  Good luck!

EDIT (19/Apr/2012): One further note: this fit requires a 1% PG implant.  You can get around that if you wish by using a single meta 3 or 4 armor repper, by downgrading one gun, or by using the AutoCannon version.


All Fits of the Week are intended as general guidelines only.  You may not have the skills needed for this exact fit.  If you do not, feel free to adjust the fit to suit to meet your skills, including using meta 3 guns and "best named" defenses and e-war.  Ships can also be adjusted to use faction or dead-space modules depending on the budget of the pilot flying it.  Each FOTW is intended as a general guide to introduce you to concepts that will help you fit and to fly that particular type of ship more aggressively and well.

10 comments:

  1. fucking links everywhere

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  2. Poor scrubs get pissed because they got none (links alts that is)

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  3. This ship is super easy to kill. Cap it out, and its done, son. Even with the cap boosters, it cant keep up long enough to kill much of anything that has a tank.

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  4. Not bad, but I think you need a PG hardwiring to make it fit.

    The AC version does not require a PG hardwiring, and has better range flexibility. Also, it uses less cap, which is a always a good thing when relying on cap boosters or fighting neuts, without logi support. Note, too, that the Myrm gets no hybrid gun bonuses, so using ACs will prove better in most encounters.

    The drone mix is a bit odd. As you suggested, swap out the Valkyries for ECM drones. A second set of damage drones isn't as necessary for this ship, since the Myrm gets a drone HP bonus, which makes them harder to kill. Also, since you have a full rack of guns fitted, you are not relying solely on drones for damage, and the ECM drones can be used to break locks on a neuting boat, possibly saving your cap and tank, while you continue to shoot it with your guns - or GTFO.

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    Replies
    1. You're absolutely right about the implant. I knew that, and forgot to mention it. It's been updated.

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  5. Did you use an implant? At least according to PyFA, with all skills at V I am at 100.14% powergrid, and that's after putting on the proper meta 4 scram/web (rather than meta 5) for easier fitting and less capacitor usage.

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  6. This vs a heavily tanked Drake is giggle inducing hilarious. I flew a Myrmidon similar to this against a Drake once (my drone skills suck for what it's worth). After about 15 minutes of us perma tanking each other and me out of cap boosters I deagressed and docked (one of the few times I played station games). So, against the wrong setup this can be a bit of a pain. It is fun to fly though.

    I wonder if I still have that Myrmidon floating around somewhere...

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  7. Ah nice one Jester!
    I remember some months ago you said the Myrm is useless and you were corrected by the community (and me).
    Good job taking that criticism and actually making something useful out of it. Very cool.
    The dual and triple rep Myrms are really very tough nuts to crack. The railgun version (250s) is also viable. Railguns are not as bad as everyone says. And even less so when most of the damage comes from drones anyway.
    Personally I use Autocannons, because the ship has no weapon bonus.

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    Replies
    1. Yeah, that's the one thing that makes me fairly unique on the Internet: if I'm wrong, I say I'm wrong and I change my position. ;-) In this case, I was wrong.

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  8. What's the disadvantage to the dual rep myrm? Which I believe has an extra web replacing one of the medium caps. In what situations should that fit fight in?

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