Fitting the Victorieux Luxury Yacht

Sometimes I enjoy firing up EVE Fitting Tool (EFT) to play with different ship configurations. Whenever I do this, I often discover new things about ship modules and how they interact, even if the ship is something as relatively unintimidating as the recently released Victorieux Luxury Yacht (VLY), which is essentially nothing more than a glorified shuttle.

A brief ode to EFT

I could easily write an entire post about the wonderfulness of EFT, and what a helpful learning tool it is for capsuleers. I could also describe how using it incorrectly has led me in my ignorance to some truly terribad fits, resulting in some unpleasant surprises when flying in New Eden. It's important for pilots to recognize that what appears to work theoretically in EFT can go woefully awry when applied in the harsh environment of virtual space.

  All hail the glory of the EVE Fitting Tool!

All hail the glory of the EVE Fitting Tool!

For example, experimenting with fittings with the "All level V" skills option selected can give one a false sense of confidence. I'm guilty of doing exactly this in EFT, and then blithely buying some expensive modules in the market, only to discover that they don't actually fit with my character's less than perfect skills. I've learned to always verify my fittings with my characters' imported skill set first, before spending any ISK in the market.

Another potential pitfall, pointed out to me by Ripard Teg, is not turning off your microwarpdrive in the EFT display when looking at align and warp-out times. Keeping your MWD on in EFT, which is the default, makes these times longer. It's an easy thing to overlook.

Regardless, EFT is a fantastic tool for testing different kinds of ship fittings. If you aren't using it, you need to download it right away and review this tutorial, right now.

You'll thank me later, I promise.

But this post isn't really about the joys and sorrows of EFT warrioring. Rather, I'd simply like to demonstrate EFT's utility by sharing a few fitting ideas for the somewhat ostentatious VLY.

To the victors, the spoils

The VLY employs the same hull design as the Opux Luxury Yacht (OLY), which is typically flown by non-player characters in missions such as "Flame of Peace". It can also be seen in designated sites in New Eden, including Mamo's Backyard.  Only a couple of OLYs have ever been given to players, making it one of the rarest collector items in the game.

The VLY is the Intaki Syndicate version of the Gallente OLY, and it is definitely prettier. It features a nifty violet-and-chrome paint scheme, which makes me think of a custom motorcycle. Put wheels on the front and back, and some handlebars on the top, and it could easily be the pride of any futuristic biker.

The Victorieux Luxury Yacht - a prize awarded to every pilot who played EVE Online on the Tranquility server at the time of the Worlds Collide event at Fanfest 2015.

The VLY was given as a one-time only prize to all subscribers on the Tranquility server, as a result of the victory of the Camel Empire over the representatives of the Serenity (Chinese) server players, in the "Worlds Collide" event during Fanfest 2015. With thousands of these ships now in circulation, many now are asking themselves, "What do I do with this thing?"

About the VLY

Essentially, the VLY is a large shuttle, which can also fit a covert ops cloak like a blockade runner, and which is also warp bubble-immune like an interceptor. The VLY features a moderate amount of native shields, armor and structure, which should make it tough enough to withstand a smartbombing battleship long enough to warp away before exploding.

The VLY provides four low slots, but only one slot each for mid and high - and the high slot cannot fit any weapons. The CPU and powergrid isn't generous, with only 130 teraflops and 300 megawatts respectively, before applying skill or implant effects.

Whenever I start to play with EFT fittings, the first thing I do is look at the ship characteristics and bonuses. In general, the most effective fittings are those that capitalize on the inherent strengths and advantages of a particular hull. The VLY includes a hefty 50 percent bonus to warp speed and acceleration - this makes it perfect for speedy transport of pilots between gate jumps. The built-in immunity against warp bubbles of all types means we are not required to fit a microwarpdrive to "burn out" before warping away. Finally, the CPU-free fitting of a Covert Ops Cloaking Device makes this module the obvious (and practically the only) choice for our sole high slot - and that means our VLY will emphasize stealthy movement, ideal for passage through treacherous space.

So, in summary, we can see that the VLY is:

  • A hull that favors armor tanking, with most of its slots as lows
  • Built to be super-speedy in warp
  • Designed to be cloaky and slippery, especially in space where warp bubbles threaten

Armor-tanking the VLY

Though it does not possess any specific bonuses to armor tanking, the VLY's slot configuration, and the allocation of native hitpoints mostly to structure and armor (4,000 EHP each, with another 3,000 EHP for shields), makes this boat an obvious candidate for an armor-centric defensive fitting.

When I start playing with EFT fits, I like to first try to maximize a specific aspect,  stretching it to the limit without regard to cost. I do this while deliberately using an "All level V" skilled character selection, and applying super-high performance faction or deadspace modules, as well as implants (and also sometimes boosters, just for grins). It's fun to see how absurd one can push a specific aspect, while ignoring all other considerations. This provides a perspective of what the ship is capable of in extreme circumstances. After seeing how far I can take a particular attribute, I can then examine more reasonable fitting options - one that balances ISK expense with what I want that ship to accomplish.

In trying to maximize the VLY's effective hit points using armor tanking, I find I can achieve more than 95.6K EHP by using deadspace modules, Tech II rigs, a high-grade Slave set of pirate implants, plus a couple more implants for armor and structure enhancement. 

[Victorieux Luxury Yacht, VLY Absurd Armor Tank]
Damage Control II
800mm Reinforced Steel Plates II
Corpii A-Type Adaptive Nano Plating
Corpii A-Type Adaptive Nano Plating

10MN Afterburner II

Covert Ops Cloaking Device II

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II

This is an impressive tank for such a small craft, to be sure, though it comes with two very significant downsides. First, it's hideously expensive. Even worse, it is also relatively slow to warp, with a 6-second align time. A quick or lucky enemy could get within 2K meters in that time, decloak your VLY, and chip away your impressive tank until you died - or until they called some friends to join in the carnage. Still, it's interesting to see how much EHP one can get on the VLY, regardless.

The lone midslot on the VLY is a bit of a quandary, as it's not obvious what the optimum module would be. I opted for an afterburner, to make fitting easier. With a Tech II AB, this armor-fitted VLY still achieves more than 700 meters per second speed, which really isn't too bad. I've also seen other people fit a multispectral jammer or ECM burst module, for use as a last-ditch desperation option. Personally, I'd prefer to have the extra speed.

A more reasonable armor tank fit is one that doesn't break the bank, but still produces a decent level of EHP buffer. Without implants, the following fitting can provide over 54K EHP, at a much lower cost. It still has the same relatively slow align time, however, so I'd probably only fly this version of the VLY in high-sec space, if I flew it anywhere.

[Victorieux Luxury Yacht, VLY Armor Tank - Tech II]
Damage Control II
800mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

10MN Afterburner II

Covert Ops Cloaking Device II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Just for fun, I also investigated a structure tank for the VLY. Only real men hull tank, or really stupid ones, as experienced EVE Online pilots know. In this case, I discovered that a maximized hull tank doesn't leave enough CPU to fit a useful mid-slot item. Still, this fitting, supported by a structure-enhancing implant, provides over 65K of EHP, and its align time is strangely improved to 4.2 seconds, so I would not dismiss it completely - though as we will see, there are better options available.

[Victorieux Luxury Yacht, VLY Silly Hull Tank]
Damage Control II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II

[empty med slot]

Covert Ops Cloaking Device II

Medium Transverse Bulkhead II
Medium Transverse Bulkhead II
Medium Transverse Bulkhead II

Fitting for VLY agility

The problem with armor-tanking (or hull-tanking) the VLY is that it results in a less than optimum align time, which will give time to our foes to approach, decloak and tackle our fancy shuttle. If we strive for minimizing align and warp-out time first, we arrive at some useful options that are more likely to evade even the quickest of our enemies.

[Victorieux Luxury Yacht, VLY Absurd Agility]
Shadow Serpentis Inertial Stabilizers
Shadow Serpentis Inertial Stabilizers
Shadow Serpentis Inertial Stabilizers
Domination Nanofiber Structure

Corelum A-Type 10MN Microwarpdrive

Covert Ops Cloaking Device II

Medium Low Friction Nozzle Joints II
Medium Low Friction Nozzle Joints II
Medium Polycarbon Engine Housing II

This super-expensive faction fitting, when complemented with a Nomad pirate set and an evasive maneuvering enhancement implant, provides an eyebrow-raising 1.3-second align time at maximum skill levels. If you are striving for absolute highest agility in your VLY, this is the kind of fitting investment you need to make. Even without any implants, with this faction fitting, align time is just 2 seconds.

Not everyone will want to spend this much ISK on an elaborate shuttle, of course. So, perhaps a more tempered Tech II fitting may suffice, with only a little degradation in align time - in this case, to 2.1 seconds - and at far lower cost.

[Victorieux Luxury Yacht, VLY Agility - Tech II]
Inertial Stabilizers II
Inertial Stabilizers II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

10MN Microwarpdrive II

Covert Ops Cloaking Device II

Medium Low Friction Nozzle Joints I
Medium Low Friction Nozzle Joints I
Medium Polycarbon Engine Housing I

The need for VLY speed

While a fitting emphasizing agility is attractive, the VLY's bonuses emphasize warp speed above all else. The 50 percent bonus to warp speed and acceleration means that the VLY can move through systems with absurd alacrity. If we emphasize warp speed and acceleration above all other factors, we get some very interesting results.

[Victorieux Luxury Yacht, VLY Absurd Slippery Speed Fit]
Inertial Stabilizers II
Warp Core Stabilizer I
Warp Core Stabilizer I
Warp Core Stabilizer I

Experimental 10MN Microwarpdrive I

Covert Ops Cloaking Device II

Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II

This fit emphasizes tackler-eluding slipperiness with warp core stabilizers (fitted with apologies to Rixx Javix and all good low-sec pirates), and ridiculous warp speed with appropriate rigs and implants. With a full high-grade Ascendancy set and maximized skills, EFT calculates that this fitting will produce an astounding 16.9 AU per second in warp speed.

Even if we drop the specialized implants, we still get a very nice 10.4 AU per second in warp speed. Align and warp-out time is a respectable 3 seconds, and you get much faster movement between gates. And isn't that what you really want this fancy shuttle to do, anyway? Of all the fitting options explored here, this is the one I'd most likely settle on if I had to travel through potentially hostile space quickly.

Your mileage may vary

I have found that using EFT to maximize the inherent advantages of different ships, by observing the results of extreme fits that emphasize specific attributes first, and then balancing fittings against cost, usually produces optimal performance. My suggested fittings for the VLY are only one illustration of that process. If you have discovered an alternative VLY fitting that you have found to be useful, please share it in the comments.

Of course, depending on your preferred playing style and objectives, you may end up with much different kinds of fittings than my meager recommendations. In EVE Online, there are an abundance of variables in ship fitting, and there is very rarely one obvious answer. Many other pilots are better theory-crafters and fitting experts than me, but I still enjoy trying my hand at this form of EVE Online play from time to time. I encourage everyone to give "EFT warrioring" a try, if you haven't already. I guarantee that at the very least, it will teach you a few things about how to fly a little better in New Eden.

Fly safe! o7

NOTE: I corrected several fittings in this post, removing the effect of a MWD. Thanks to Ripard Teg for pointing out this fault.

Revisiting the Rattlesnake LMJD PvE

The Kronos expansion included re-balancing changes to pirate faction battleships, including my beloved Gurista Rattlesnake. Previously, this was my favorite ship for running Level 4 missions quickly and efficiently, and after the latest changes, it still remains so. In this post, I revisit my previous recommendations for fitting the 'Snake for player vs. environment (PvE) tasks.

  The beautiful and impressive Gurista Rattlesnake battleship

The beautiful and impressive Gurista Rattlesnake battleship

In order to determine how best to fit the Rattlesnake, we need to understand the impacts of the changes that Kronos brought to this ship, and what also remained the same.

  • Missile Changes

The 'Snake received two important changes to missile use. The most interesting and somewhat controversial change is the bonus for Gallente Battleship skill from a 10% increase per level in drone damage and hitpoints to a 10% increase in damage for kinetic and thermal missiles. Lore purists are scratching their heads on this one, as missile bonuses belong to the Caldari as a general rule, but the 'Snake gets this interesting exception. This means that pilots are going to be carrying Scourge (kinetic damage) and Inferno (thermal damage) missiles or torpedoes almost exclusively, as there are no damage bonuses for EM and explosive types (Mjolnir and Nova, respectively).

The Rattlesnake also received the ability to fit five missile launchers, one more than previously. Coupled with the new damage bonus, this represents a significant buff to missile damage potential, albeit at shorter ranges than the pre-Kronos version. Practically speaking, I've discovered that the trade-off of increased damage potential against shorter range doesn't matter too much, however - though pilots may have to navigate a bit more to get within range of more distant targets.

  • Drone Changes

The 'Snake has always been a great drone boat. I often called it "a Dominix on steroids". After Kronos, that is not exactly true anymore, but that does not mean that drones are no longer important on this ship. The role bonus changed from a missile bonus (50% increase in cruise missile and torpedo maximum velocity) to a 275% increase in damage and hitpoints for sentry and heavy drones.

This massive bonus is balanced by big decreases in drone bay size (from 400 to 175 m3) and in bandwidth (from 125 to 50 Mb/sec). This means that the 'Snake can now field only two sentry or heavy drones but these are functionally equivalent to 7.5 large drones. Therefore, drones need to remain a priority in any 'Snake fitting, but pilots will have to be more judicious about what drones they carry.

  • Still a Great Shield Tank

Everything else on the 'Snake remained the same as before, except for a slight reduction in armor hitpoints (from 9298 to 8940), which is not terribly important. This is due to the fact that the Cadari Battleship skill bonus remains at 4% improved shield resists per level, giving the 'Snake the potential for a very tough passive shield tank.

  The Rattlesnake provides a unique mix of bonuses which emphasize drones, missiles and shield tank, making it ideal for Level 4 mission running and other PvE activities.

The Rattlesnake provides a unique mix of bonuses which emphasize drones, missiles and shield tank, making it ideal for Level 4 mission running and other PvE activities.

Fitting Philosophy: Distance-Tanking Sniper

Starting with the Retribution patch, non-player character (NPC) enemy ships began to attack drones more aggressively. Players had to adjust how they used their drones in missions in order to avoid losing them. In short, they had to pay more attention and withdraw their drones if they began to take on damage.

However, with the introduction of the Large Micro-Jump Drive (LMJD) module, a new strategy for completing Level 4 missions emerged. Pilots could jump away from NPCs and get at least 100 km of distance, and then deploy sentry drones, complemented by long-range missiles or guns, to snipe at targets at long range. This strategy also provided the benefit of staying out of range of most NPC weapon optimals and many, though not all, electronic warfare effects, thus reducing incoming damage significantly while maintaining fairly high damage per second (DPS) on targets.

The Rattlesnake was especially suited to this strategy, and it remains so despite the changes that Kronos has wrought. My previous recommended fitting provided for very lazy execution of Level 4 missions, with the ability to tap targets from over 200 km away with cruise missiles, drawing their attention, and then destroying them as they entered within drone control range of 120 km. A strong passive shield tank of over 112K EHP and high resistances helped make this a dream machine for earning decent ISK at fairly low risk.

The current incarnation of the 'Snake is also well suited to execute the same PvE strategy, but now pilots have to be more contemplative about their choices. Essentially, the current bonuses require choosing between maximizing drone control range versus maximized missile damage. Either choice works well, and depends mostly on your weapon preferences, but since you will continue to use both drones and missiles, it is mostly a decision based on degree of emphasis rather than on exclusivity to one type over another.

Tech II Modules, Drone-Emphasis LMJD Fit

If you prefer drones over missiles, as I do, then I recommend the following:

[Rattlesnake, L4 PvE, Tech II, LMJD, Drone Emphasis]
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Sensor Booster II, Targeting Range Script
Large Micro Jump Drive
Phased Weapon Navigation Array Generation Extron
Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script

'Arbalest' Cruise Launcher I, Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Scourge Cruise Missile
Drone Link Augmentor II
Drone Link Augmentor II

Large Sentry Damage Augmentor I
Large Drone Scope Chip I
Large Drone Control Range Augmentor I

Ogre II x2
Hobgoblin II x5
Warden II x2
Vespa EC-600 x5

Astute observers will note that this is very similar to my pre-Kronos recommended fitting, with only a couple of differences. First, I dropped the Signal Amplifier, since the ship's targeting range of 150 km should be adequate. This frees up a slot for another drone damage module. I picked Warden IIs in this example for their long range - over 105 km optimal and 68 km falloff. In this fit, I sacrificed a fifth missile launcher for another Drone Link Augmentor, which stretches drone control range to 123 km. The range for the cruise missiles is about 130 km with average missile skills (up to 148 if you have all missile skills trained to level V), so you'll need to plan your micro-jump to a location that keeps you within that distance from your targets.

The faction BCS modules are required to fit in the 'Snake's CPU limit, unless you have trained every relevant skill up to Level V, or if you install CPU-enhancing implants - in that case, you may also be able to fit Tech II cruise missile launchers, to give you a bit more flexibility. I've experimented with more blingy faction fits, and will suggest one below, but frankly, this lower-cost fitting works very well, and doesn't attract as much attention from enterprising gankers.

The DPS is 925 with my average missile skills (nearly 1,000 DPS is possible with all missile skills trained to V), with about 60% of damage coming from sentry drones. As you'll see shortly, that is less than a missile-emphasizing fit, but the drone control range is 24 km longer, giving you more time to select and pick off targets.

There is no longer any bonus for medium or light drones on the 'Snake. I carry a flight of Hobs only in case some speedy frigate gets too close. I recommend ECM drones for the remaining limited drone bay space, which are always handy if some troublemaker shows up to ruin your day. I find I very rarely need to use the Ogre heavy drones. However, I've also tried a Gecko heavy specialty drone to hilarious effect - a single Gecko puts out 770 DPS all on its own with this fit. Be sure to swap the Omni Tracking Link scripts from Optimal Range to Tracking Speed if you switch from sentries to mobile drones.

My recommended PvE Rattlesnake fitting emphasizing drones over missiles, using my average missile skills.

Tech II Modules, Missile-Emphasis LMJD Fit

If you prefer missiles over drones, then I recommend the following:

[Rattlesnake, L4 PvE, Tech II, LMJD, Missile Emphasis]
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Sensor Booster II, Targeting Range Script
Large Micro Jump Drive
Phased Weapon Navigation Array Generation Extron
Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script

'Arbalest' Cruise Launcher I, Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Scourge Cruise Missile
Drone Link Augmentor II

Large Warhead Calefaction Catalyst I
Large Drone Scope Chip I
Large Drone Control Range Augmentor I

Ogre II x2
Hobgoblin II x5
Warden II x2
Vespa EC-600 x5

The differences from the previous fit are:

  • Swapping a drone damage module for a missile-damage module
  • Dropping a Drone Link Augmentor for a fifth missile launcher
  • Changing the sentry drone damage rig for a missile damage rig
  • Swapping the faction BCS for lower-cost Tech II versions , since they can fit within the CPU limits

This fit adds a bit more DPS over the drone-emphasis configuration, but the drone control range is only 99 km, so your sentries will contribute less to the carnage. Stepping up to faction missiles raises DPS over 1,000. If you train all your skills to level V, then you can fit Tech II missile launchers and use Tech II Fury missiles, adding nearly 250 DPS over Tech I versions.

Between these two suggested alternatives, I prefer the one with drone emphasis, as it provides more overlap between the two weapon platform ranges, thereby giving you more opportunity to apply damage from both on the same target. It's a lazier fit to manage.

Recommended PvE Rattlesnake fit emphasizing missiles over drones, with my average missile skills.

Bring Out the Bling!

Just for fun, I experimented with some faction-focused fits, to see the relative differences in performance. Assuming all skills at Level V, here's one that is dripping with faction bling, guaranteeing that you will be an irresistible gank magnet:

[Rattlesnake, L4 PvE, Faction, LMJD, Drone Emphasis]
Damage Control II
Federation Navy Drone Damage Amplifier
Federation Navy Drone Damage Amplifier
Federation Navy Drone Damage Amplifier
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System

Dread Guristas Adaptive Invulnerability Field
Dread Guristas Adaptive Invulnerability Field
Federation Navy Sensor Booster, Targeting Range Script
Large Micro Jump Drive
Domination Target Painter
Federation Navy Omnidirectional Tracking Link, Optimal Range Script
Federation Navy Omnidirectional Tracking Link, Optimal Range Script

Caldari Navy Cruise Missile Launcher, Caldari Navy Scourge Cruise Missile
Caldari Navy Cruise Missile Launcher, Caldari Navy Scourge Cruise Missile
Caldari Navy Cruise Missile Launcher, Caldari Navy Scourge Cruise Missile
Caldari Navy Cruise Missile Launcher, Caldari Navy Scourge Cruise Missile
Black Eagle Drone Link Augmentor
Black Eagle Drone Link Augmentor

Large Sentry Damage Augmentor I
Large Drone Scope Chip I
Large Drone Control Range Augmentor I

Vespa EC-600 x5
Warden II x2
'Augmented' Ogre x2
'Augmented' Hobgoblin x5

Rattlesnake, L4 PvE, Tech II, LMJD, Faction bling fitting in EVE Fitting Tool

Does this much, much more expensive fitting perform better than the previous suggestions? Yes, it does. DPS is over 1,100, about a 10% improvement. The shield tank resists are all about 5% or more higher, raising total EHP to more than 125K. Drone control range is 4K longer at 127 km. All nice incremental improvements, for multiple times the price of the Tech II fittings recommended above.

I used to think that a key to Level 4 mission running success was to stuff as much performance into each slot as possible - costs be damned! But practical experience has made me wiser. The relatively small incremental improvements that most faction modules provide are simply not worth the cost, and they only serve to make you a more attractive target. Like any fitting choice, the use of faction modules should be based on a specific and necessary reason - not just because they offer some slightly improved statistics. The use of the Caldari BCS modules in the first recommendation above, for example, are necessary to fit within the ship's tight CPU limitations. The fact that they provide better performance is a very nice benefit, but not the main reason for their selection.

Still, if you have more ISK than sense, feel free to bring out the bling. Just keep a very watchful eye on Local and your directional scanner at all times, and make sure you are aligned with a celestial. And be ready to feel very unhappy when the gankers inevitably come for you.

Your Mileage May Vary

I offer these suggested fits only as a starting place. Feel free to experiment and adjust these to align with your own preferences. Like everything in EVE Online, there is no one "right" or "perfect" fitting, and the revised Rattlesnake requires some interesting module choices to be made, in order to field it to optimal result, relative to cost and return on time.

For me, I enjoy flying the 'Snake because it chews through Level 4 missions with relative ease, and it requires only moderate attention and engagement. In short, it's a very relaxed boat to use when missioning, very effective at its job, and a lot of fun to fly. It does require some fairly high skills, but once you have them, this should be the ship to strive for if you intend to earn ISK from mission-running. You won't regret it.

Fly safe! o7

UPDATE: I made some minor adjustments to the recommended fits, thanks to some useful input from reader Chuck Maverick and others - thanks, people!

Kronos PvE Level 4 Marauder

I know that some people do not like the changes to the Marauder ships in the Rubicon expansion, but I absolutely adore them. I've been flying my Kronos for the last week and have fallen in love with the ship.

  The invincible Kronos marauder!

The invincible Kronos marauder!

Two years ago, I acquired a Kronos to try out as a level 4 mission-running ship, but I soon abandoned it. While a fun ship to fly, it just wasn't as efficient as the Navy Issue Dominix that I was using at the time, and the extra high slots for salvagers and tractor beams just weren't as effective as using a salvage-dedicated ship (a destroyer or Noctis) to clean up wrecks.

When I got a Rattlesnake and mastered the Stoneloon Maneuver using a Large Micro Jump Drive, I completely forgot about the Kronos. For the last year, my trusty 'snake has been my favored ship of choice for running level 4s.

So, my forgotten Kronos sat idle and stripped in my hangar for a long while. When CCP Games started talking about rebalancing the Marauder line, I followed the discussion about the prospective changes on the forums with great interest, and wondered how they would actually perform. One of the first things I did after installing the Rubicon patch (right after buying my blueprints for a Stratios and an Astero), was take my good old Kronos out of mothballs, and give it a spin once again.

And what a spin it has been, all week. The Kronos is a certified level 4 mission-running machine, perfectly suited to the task. In fact, I have to agree with my friend Ripard Teg and admit that it is overpowered.

Marauder Mission-Running

  My Kronos in bastion mode - it's usually vertical for me because I tend to engage the module after doing a micro jump up or down in the mission room.

My Kronos in bastion mode - it's usually vertical for me because I tend to engage the module after doing a micro jump up or down in the mission room.

Essentially, I use the same kind of tactics that I found to be effective with my LMJD 'snake:

  1. Warp into to mission room
  2. Align at a suitable spot away from the rats
  3. Engage jump drive to get 100 km distance
  4. Engage bastion - come to full stop
  5. Deploy sentry drones
  6. Deploy mobile tractor unit
  7. Blast away
  8. Salvage as MTU brings wrecks within range
  9. Rinse and repeat as needed to clear the room
  10. Jump to the next acceleration gate - wait for the jump drive cycle to complete
  11. Warp into the next room
  12. Complete mission - profit!

After making the micro jump, I click on my bastion module. That instantly stops the ship, and establishes an absurdly impenetrable tank. Even better, you don't have to worry about Serpentis sensor damps or Gurista jamming any more, as the bastion module provides electronic warfare immunity.

  The level 4 mission-runner's best friend: the Mobile Tractor Unit

The level 4 mission-runner's best friend: the Mobile Tractor Unit

Next, I drag the ultra-cool Mobile Tractor Unit out of my cargo bay into space, where it automatically deploys. With one of these, you can safely forget about putting any tractor beams on your Marauder. The MTU has a 125 km range and does a nice job sucking in wrecks and looting them for you. I use the lone salvager on the Kronos to clean up the wrecks as the mission progresses. It's very efficient if the number of wrecks is not too large - for missions with more than a couple dozen rats, it would probably take less time to bring in a Noctis, but I have gotten used to the mobile unit doing most of the work as I'm sniping away at red crosses. Using salvage drones after killing everything in a room also helps speed up the process.

Fitting for Laziness

I've experimented with various fittings, and have settled most recently on this configuration:

[Kronos, Level 4 PvE Marauder]

1600mm Reinforced Rolled Tungsten Plates I
Large Armor Repairer II
Reactive Armor Hardener
Energized Adaptive Nano Membrane II
Armor Explosive Hardener II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Cap Recharger II
Cap Recharger II
Sensor Booster II, Targeting Range Script
Large Micro Jump Drive

Dread Guristas 425mm Railgun, Antimatter Charge L
Dread Guristas 425mm Railgun, Antimatter Charge L
Dread Guristas 425mm Railgun, Antimatter Charge L
Dread Guristas 425mm Railgun, Antimatter Charge L
Drone Link Augmentor II
Drone Link Augmentor II
Bastion Module I
Salvager II

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II

Hornet EC-300 x5
Warden II x2
Salvage Drone I x5
Hobgoblin II x5

Some notes on this fit:

  • 103,603 EHP in bastion mode. Yep, it's a brick.
  • Armor resists: 77/74/78/81 - but that's a bit misleading, as using the Reactive Armor Hardener means that some of those levels will adjust to incoming damage types, typically to about 90% resistance for whatever damage type you are taking.
  • Cap stable at 49% capacitor.
  • I've discovered that a faction armor repairer is completely unnecessary. I had a True Sansha LAR fitted, but I've found I never needed it. In fact, I rarely have to turn on the armor repairer at all.
  • The Wardens are there only for support, and for picking off frigates at over 100km - I have excellent sentry drone skills, though. Your mileage may vary depending on your own skills.
  • I like the Dread Gurista rails because of their extended range. Excellent for sniping, especially with Iron charges loaded. DPS with Antimatter, which is the standard ammo I use, is over 600, with turret volley damage at 3042.

I admit that my fit is a bit blingy with the faction modules, but the nice thing about marauders with bastion mode on is that their tank is so strong, only the most determined ganker is going to take you on in high sec space. I've had a few ninjas fly into my mission room, take a scan of my Kronos in bastion, and just fly off. The secret is to have enough performance on your ship to be effective, but not make it so shiny that you become an irresistible target. I admit that my fit presses the limits there. You could put tech II modules on instead, and that would create more of an "anti-gank" effect, with only small reductions in performance.

I would actually get another 28,000 hit points if I installed a Damage Control II instead of the Reactive Armor Hardener, but those come from improved shield - the initial resists for armor are the same either way. But I like not having to fit specific hardener modules for each mission. Having studied the fine art of laziness my entire life, I'm all for diving into a mission after accepting it, and not having to worry about installing a perfect defensive fit. You purists out there may want to follow good PvE mission-running practice, however, and swap out specific hardeners for higher resists, and add a DCU.  You'll get no argument from me - it's good sense.

But is it any fun?

I must admit that my Rattlesnake fit still finishes level 4 missions faster than my Kronos. It has higher DPS and a similar amount of tank. But it doesn't have e-war immunity, and when you add in the time to run salvaging and looting afterwards, it works out to be nearly the same duration per mission.

More importantly, I have found my newly rebalanced Kronos to be a more fun ship to fly for mission running. Between transferring from the MTU cargo, salvaging wrecks, selecting targets for drones and guns, and blowing up red targets, there's simply more to do, and that makes mission-running a little more interesting, even if it does take a bit longer.

If CCP Games was looking to encourage people to try marauders again, then mission accomplished, at least for me.

Fly safe! o7