Damavik – PVE Thoughts

The role of the Damavik is obviously slanted towards solo and small gang PVP, so I didn’t hold out a lot of hope that it would work well in PVE.

I did like its utility slots. I have a preference towards “Jack of All Trades” fits and the Damavik turned out to be reasonably versatile.

The latest version of my fit is as follows:

[Damavik, PVE Play]

Coreli A-Type Small Armor Repairer
True Sansha Adaptive Nano Plating
Entropic Radiation Sink II

1MN Afterburner II
Sensor Booster II, ECCM Script
Small Cap Battery II

Light Entropic Disintegrator II, Mystic S
Salvager II
Core Probe Launcher II, Sisters Core Scanner Probe

Small Capacitor Control Circuit II
Small Auxiliary Nano Pump II
Small Auxiliary Nano Pump I

Hobgoblin II x2
Hobgoblin II x3

 

 

One area I felt I needed to spend ISK on was the tank. If you can keep the speed up and kill your opponents quickly, the tank is almost a non-issue. Get stuck awkwardly on a structure or get a couple unlucky wrecking shots, and suddenly the situation can get uncomfortable. You don’t have much of a buffer.

Some of my earlier versions of the fit used more faction modules, but everything ended up working adequately with cheaper T2 modules.

The speed under Afterburner is good, it is CAP comfortable to fly, and it is nice having the extra defence against ECM. (Although I found it was still getting jammed by the Gurista’s too frequently for my liking.)

My thoughts on the Disintegrator are mostly unchanged. The tracking is great, the cycle time short, it holds plenty of ammo and the range options through ammo switching is reasonable. It quickly obliterates most of what you come up against in High Sec Combat Anomalies and Level 1 and 2 missions. It can be rather good for zerging content.

There are a couple buts though. The ammo is currently relatively expensive to use, and the progressive increase in damage over time is not as effectual as I had assumed. It is a ship that you are constantly having to keep moving, and while you never seem to miss, this traversal around your targets mean that you don’t get the smashing and wrecking shots where the damage output really shows.

To be frank – keeping my eye on the Log messages as I played, I thought the progressive damage increase must have been bugged. I ended up shooting at some structures – one example of which you can see below (Frigate sized Disintegrator against a Cargo Rig):

Here against a stationery target you can clearly see the increased damage. Against moving targets however, you just don’t feel that damage through the Glances, Grazes and Hits.

While testing I ran several more of the level 2 Recon missions against Gurista Pirates. With slight changes to tactics I managed to kill the Battlecruisers ok, but again I could not manage to break the tank of the NPC Elite Cruisers and had to swap ships.

So overall – the Damavik is a more plausible PVE ship than I thought it would be. Up against easier content it is quick and good fun. Once the content becomes a little more challenging for it however the tank does not inspire confidence, and the damage projection doesn’t live up to its paper promises.

Given the high cost to get into and fit one of these ships, it won’t replace my Confessor. I might keep it in my hanger for the occasional spin – but I am undecided on that just yet.

Don’t Judge a Book by its Cover

Pyfa 1.35 has been released, with the latest Assault Frigate changes.

https://github.com/pyfa-org/Pyfa/releases/tag/v1.35.0

They have also made available the first Beta of version 2.0 of Pfya.

https://github.com/pyfa-org/Pyfa/releases/tag/v2.0.0b1

I had a momentary feeling of hope that maybe the GUI would be changed so we can finally see fittings side-by-side like in EFT, but alas no. (I have read before that such a feature was unlikely due to the underlying design of the program.) The changes look mostly back-end – such as supporting newer toolkits and versions of Python.

I am pretty sure I commented a while ago about purchasing and playing around with the Porpoise – the ORE Industrial Command Ship, or Orca lite. While a pretty cool ship, I didn’t think of it as especially useful for my solo play. This was primarily due to its reliance on mining drones – something I have never been a fan of.

While mining with my Skiff in recent months I have found that drone mining isn’t so bad if you just focus on asteroids close to the ship (obvious I know). As such I had in the back of my mind to give the Porpoise a second chance.  I’ve done that recently.

The stats for the Skiff I use:

85.8K EHP (Shield tanked with active resistance modules)
478m/s using 5MN MWD
20.1 m3/s Mining with Modulated Strip Miner II, range 15km
25.7 m3/s Mining with addition of Drones
15,000 m3 ORE Hold
Carry combat and salvaging drones to clear up rats

When playing around with the Porpoise I setup max yield and max tanked versions, which came up with stats of:

60.6K to 99.3 EHP (Hull and Shield tanked with Command Bursts)
458m/s using 10MN AB
12.8 – 18.6 m3/s Mining with Drones
62,500 m3 ORE Hold
5,000 Fleet Hanger

I ended up with this fit somewhere in-between:

[Porpoise, Mining Half Tank]

Reinforced Bulkheads II
Damage Control II

10MN Afterburner II
Large Shield Extender II
Drone Navigation Computer II
Survey Scanner II

Small Tractor Beam II
Salvager II
Shield Command Burst II, Shield Harmonizing Charge
Skirmish Command Burst II, Rapid Deployment Charge

Medium Transverse Bulkhead II
Medium Drone Mining Augmentor II
Medium Drone Mining Augmentor II

Mining Drone II x5

As configured – it has these statistics with my Character Elmis:

65.3K EHP (Hull and Shield tanked with passive resistance and active Command Burst)
528m/s using 10MN AB and active Command Burst
16.9 m3/s Mining with Drones
62,500 m3 ORE Hold
5,000 Fleet Hanger
Carry combat drones to clear up rats

It is surprisingly not that far behind the skiff, for just under half the price. While the mining yield is lower (16.9 m3/s compared to 20.1 – 25.7 m3/s) you are not having to switch crystals and you can stay mining for a bit over an hour without docking, unlike the Skiff’s 10 minutes.

So, the fit explained (something I don’t tend to do).

The ORE ships lend themselves to Hull tanking, so the Damage Control, Reinforced Bulkheads II and 1 Hull rig give the ship a reasonable 57K EHP.

I fit a 10MN Afterburner to increase the speed from 125 m/s to 458 m/s. You must move through the belt as you mine to be close to the Asteroids the drones are chewing on. The ship will fit a 50MN MWD, which gives a speed of 1,383 m/s. I think that might actually be too much, when you just want to move carefully through a belt without overshooting your destination.

The ship has bonuses for Tractor Beams (range out to 48k), so fitting one of them, a flight of combat drones, and a Salvager II allows me to take care of any Belt rats and clean up afterwards. The occasional lucky salvage drop can add to the profitability of your mining session.

I fit a Survey Scanner – although a little less necessary as the mining cycle is only 60 seconds. I also fit a Drone Navigation Computer II to make the drones move quicker to and from Asteroids (from 688 m/s to 894 m/s). I also used two Drone Mining Augmentor II rigs to increase the drone mining yield from 12.8 m3/s to 16.9 m3/s.

At this point I have a couple high slots empty and one medium slot. I figured I would double tank – comparing a resistance or shield buffer module, finding a Large Shield Extender II increased the EHP buffer the most, from 57K to 62K.  I am also more of a fan of passive tanks I don’t need to remember to turn on.

The Porpoise can fit two Command Bursts. I selected a Shield Command Burst II using Shield Harmonizing Charges, which increased the dual tank from 62K to 65K. I will turn this on only if I get targeted by another player. I also added a Skirmish Command Burst II with Rapid Deployment Charges. I will use this when moving around the belt – it increases my AB speed from 458 m/s to 528 m/s. If I went to a 50MN MWD, the speed goes up from 1,383 to 1,647 m/s.

I have found it surprisingly good and effective to fly.

I could remove the Survey Scanner and replace it with extra tank (close to an additional 10K EHP), or a Sensor booster (currently has very slow lock times with a Scan Resolution of only 113mm), or speed up the Drones with another Navigation Computer (up from 894 m/s to 1,127 m/s). I could swap the AB for MWD and change the Skirmish Command Burst for a second Shield Command Burst and fit the Extension Charges. Without the Survey Scanner the tank sits at around 75K EHP.

While it is still certainly a gank target, it has 3+ times more EHP than a retriever and more than twice the capacity, for almost the same yield.

I picked up the Angel Industrial Livery Skin – I like the look, and the notion of hiding in amongst the Asteroids.

On the move back from Jita.

At work