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.
You can follow along, if you want...

Wednesday, May 9, 2012

Fit of the Week: Skirmish Claymore

This is one of my favorite ships to fly, and I don't get to fly it often enough...

[Claymore, Skirmish]
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Power Diagnostic System II

Experimental 10MN MicroWarpdrive I
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Warp Disruptor II
Large Shield Extender II

425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
Skirmish Warfare Link - Evasive Maneuvers II
Skirmish Warfare Link - Interdiction Maneuvers II
Skirmish Warfare Link - Rapid Deployment II

Medium Core Defense Field Extender I
Medium Anti-Kinetic Screen Reinforcer II

Hobgoblin II x3
Hornet EC-300 x5


True Fleet Command Ships are badly over-shadowed these days by Tech 3 ships which offer superior bonuses.  Nowhere is this more prevalent than in the fight between Claymores and Command Lokis, where the Lokis are winning handily.  Often, a roaming skirmish fleet requires only two of the Warfare Links: the Interdiction and Rapid Deployment links.  A Command Loki can provide both of those links while otherwise being superior to the Claymore in speed, survivability, and utility options.  The Claymore might provide (slightly) superior DPS, but nobody brings a Fleet Command Ship to a fleet for the DPS.

The only true advantage the Fleet Command Ship brings is the third Warfare Link.  The Evasive Maneuvers link provides an excellent signature bonus, cutting down the sig of ships in the fleet by one third in the hands of a skilled pilot.  Still, this bonus is currently regarded as more valuable for armor-tanking ships than for skirmish ships, which are shield-tanked... with the sig penalty this causes.

Still -- for now -- Command Ships have one other advantage over T3 ships: they're a lot cheaper!  That makes a Claymore a fun addition to a Tornado- or Hurricane-based skirmish fleet.  Such a fleet typically operates at around the 1500-1600m/s regimen and requires a seven second align time.  This Claymore fit can meet both of those requirements.  For that reason, this ship is built from the lows up: double Nanos keep the speed of the ship high and the PDS helps with both capacitor and the power hungry T2 Warfare Links.

Tank is a fairly typical shield tank, though an expensive T2 ship benefits from a T2 kinetic resist rig to close the ship's hole there.  Unlike the Damnation and Vulture, the Claymore's tank is actually not all that impressive.  Like all skirmish ships, it relies on its ability to outrun its foes rather than outlast them.  If you're heavily pressed in this ship without Logistics, you'll need to warp off.  Though if you do, keep in mind that the moment you do, your fleet will be losing the benefit of its speed and signature buffs.  As a result, if you're facing a fleet with a Claymore, it's sometimes a good idea to go ahead and primary it.

That said, a smart Claymore pilot will stay behind the rest of the fleet.  The ship is only marginally cap-hungry to begin with, but the Cap Booster ensures that you'll be able to run the MWD continuously and maintain range.  The point, short-range guns, and drones provide the ship's other role: anti-tackle.  Whether your fleet is skirmishing at 40km (with Hurricanes) or 60km (with Tornadoes), the Claymore should stay another 10km off the enemy fleet and knock down tacklers going after the main DPS ships.  Your point should be over-heated most of the time when you do this.  This will usually also serve to keep you out of the enemy fleet's range.

While the Interdiction and Rapid Deployment links are considered mandatory, that Evasive Maneuvers link is not.  Depending on your fleet make-up, the availability of other link pilots, and support ships, your FC might ask for another link in that third slot instead.  A more tanky skirmish fleet might benefit from a Shield Harmonizing link, whereas a more defensive skirmish fleet with EWAR support will benefit from a Electronic Superiority or Recon Operation link instead.

As with all my fits, though the modules are shown in a somewhat standard order for convenience, you should mix up your module types for over-heating.  The highs should be gun-link-gun-gun-link-gun-gun-link.  Most commonly, the mids will be MWD-booster-invul-invul-point-LSE.  That gives you the ability to overheat the guns a bit, but be very careful!  The new T2 links seem particularly vulnerable to heat emissions damage.  Likewise, you're mostly going to be overheating your MWD and point, but you'll also have the option of over-heating the first invul in relative safety, too.  Be careful not to burn out the second one with heat emissions damage.

Since you're primarily in an anti-tackle role, you should carry a couple of Synth Drop boosters.  Every little bit helps!

Rumor has it that CCP is going to give the true Command Ships a buff later in the year, perhaps to include two types of bonuses for Warfare Links instead of just one.  Can't come soon enough for me, if so!


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.

7 comments:

  1. I'm a bit of a noob when it comes to overheating, but I remember reading from your overheat guide (unless it was updated and I missed it) that heat didn't generally wrap around the racks as intended. As such, wouldn't it make more sense to swap the suggested LSE and point slots, using the LSE as a buffer to soak point heat instead of that second invul?

    ReplyDelete
    Replies
    1. Yep, you can do that. I just sometimes hedge my bets just in case heat DOES wrap properly. ;-)

      Delete
  2. The tank is a lot better when you drop the point for another LSE, which I often do because my fleetmates (especially the lachesi) have that covered.

    ReplyDelete
  3. Question - I thought boosts worked system wide, so why would warping off cause a problem? Isn't the remote booster issue exactly the problem some people have with boosts, the potential off-grid effectiveness that cannot be shot at?

    ReplyDelete
    Replies
    1. Good question which I should have made clearer for those not aware: you can't operate links while at warp.

      Delete
  4. Given that link Claymores have anemic DPS, I'd strongly suggest dropping the guns down to 220mm. It frees up grid that will allow you to replace the point with a second LSE -- vastly improved tank, especially given that you're an obvious primary.

    Also, if you're FCing from this boat, I strongly suggest a signal amplifier to replace the PDS. Left stock, you've got a 61km lock range after Leadership bonuses, which is painfully short when you're skirmishing at 40-50. Replacing the PDS with a sigamp will push that out to 80km and make it much easier to track damage on primaries.

    ReplyDelete

Note: Only a member of this blog may post a comment.