PvP Alliance Chieftain build

I finished up my Chieftain build yesterday and took it out for a spin today in the current CG system.
https://coriolis.io/import?
Before that I had a Vulture Plasma Build, so with the new Chieftain there are 2 things I learned:

  1. I absolutely suck with Rails...I will have to practice a lot aiming with those things..
  2. Bi-Wave shields are gone pretty much instantly with this build.

It makes me think that I should change it to a hull tank. Replace the shield gen and cells with HRP and MRP and the shield boosters with additional heat sink launchers for silent running.
what do you think?
 
Hi,

Nice build, but as someone mentioned before, get rid of SCB and replace it with HRP. You may also try to replace railguns with Enforcer Cannon.
 
Hi,
thx for the replies. I actually ditched the scb as you suggested and replaced them with hrp. But I also got a hrp instead of the shield gen and heat sinks instead of shield boosters, so I can switch around with silent running.
I will test around with that a bit, if it is not working for me, I will try Bi-wave with three shield boosters.

The rails I will keep for now, I think with a bit of practice they could work
o7
 
The problem with no shields is your modules are exposed. Missiles and superpen rails are gonna wreck you. You also have to be crazy good at staying close to your target and in their blind spot because any distance or face tanking will result in sniped modules.
 
The problem with no shields is your modules are exposed. Missiles and superpen rails are gonna wreck you. You also have to be crazy good at staying close to your target and in their blind spot because any distance or face tanking will result in sniped modules.

yep, my plan for that was to go silent when I'm in line of fire of the enemy, and turn it off again shortly before I fire the plasmas - so the enemy can''t target subsystems. However, currently my coordination isn't yet the best and I'm mostly roasting my ship :D.
 
yep, my plan for that was to go silent when I'm in line of fire of the enemy, and turn it off again shortly before I fire the plasmas - so the enemy can''t target subsystems. However, currently my coordination isn't yet the best and I'm mostly roasting my ship :D.

Do note that it takes a few seconds to unresolve on sensors after engaging silent running.
 
I don't think running silent is all it's cracked up to be. Cmdrs show up on my radar all the time and they think they are running silent. Even if they disappear my slf stays on target for some reason.

Silent running does what it's supposed to do, but what this is and what many people assume are often very different things.

Silent running reduces your thermal signature to the minimum possible for the hull of the ship you are flying. This means you do not resolve on sensors until close range, which depends on the sensors and the ship; a silent Cutter will resolve (be targetable) about 1-1.5km away for a ship with large, increased range, A rated sensors, but a silent Eagle won't resolve to a ship with small D rated sensors until about 150-200m. Also, firing at someone will automatically partially resolve you to your target, no matter the range, you can select subsystems on partially resolved targets and gimbals will work within a narrow arc.

Unresolved targets show on sensors as indistinct, flickering contacts out to quite some range, but experienced CMDRs are well aware that any unresolved contact that hasn't been investigated could easily be a ship, especially if they see a name in the contacts log, or are watching the bandwidth meter.

Rapidly pulsing silent running is fast enough to screw with missile locks, but since it takes about four seconds for the signature to drop off, there is often time for an opponent to reselect a subsystem. Firing at someone with rapid fire weapons makes using silent running against them of very limited value, though it will make it much harder on any of their allies not using fixed hitscan weapons.

Of course, if you're tagged with an emissive weapon, you light up for everyone to see, no matter how cold your ship is or whether or not you have silent running engaged.
 
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I finished up my Chieftain build yesterday and took it out for a spin today in the current CG system.
https://coriolis.io/import?
Before that I had a Vulture Plasma Build, so with the new Chieftain there are 2 things I learned:

  1. I absolutely suck with Rails...I will have to practice a lot aiming with those things..
  2. Bi-Wave shields are gone pretty much instantly with this build.

It makes me think that I should change it to a hull tank. Replace the shield gen and cells with HRP and MRP and the shield boosters with additional heat sink launchers for silent running.
what do you think?



I'd go with something more like this:
https://s.orbis.zone/uVjjNZ79

I made quite a few significant changes, including many of the engineering experimental effects.
If you want to know my reasoning just ask.
Most of the changes boil down to power consumption, or added performance with little to no drawbacks; eg the sensors and power plant.
 
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Silent running does what it's supposed to do, but what this is and what many people assume are often very different things.

Silent running reduces your thermal signature to the minimum possible for the hull of the ship you are flying. This means you do not resolve on sensors until close range, which depends on the sensors and the ship; a silent Cutter will resolve (be targetable) about 1-1.5km away for a ship with large, increased range, A rated sensors, but a silent Eagle won't resolve to a ship with small D rated sensors until about 150-200m. Also, firing at someone will automatically partially resolve you to your target, no matter the range, you can select subsystems on partially resolved targets and gimbals will work within a narrow arc.

Unresolved targets show on sensors as indistinct, flickering contacts out to quite some range, but experienced CMDRs are well aware that any unresolved contact that hasn't been investigated could easily be a ship, especially if they see a name in the contacts log, or are watching the bandwidth meter.

Rapidly pulsing silent running is fast enough to screw with missile locks, but since it takes about four seconds for the signature to drop off, there is often time for an opponent to reselect a subsystem. Firing at someone with rapid fire weapons makes using silent running against them of very limited value, though it will make it much harder on any of their allies not using fixed hitscan weapons.

Of course, if you're tagged with an emissive weapon, you light up for everyone to see, no matter how cold your ship is or whether or not you have silent running engaged.

Thanks for the explanation. I add emissive to my builds thanks to gankers like Na'qan.
 
I'd go with something more like this:
https://s.orbis.zone/uVjjNZ79

I made quite a few significant changes, including many of the engineering experimental effects.
If you want to know my reasoning just ask.
Most of the changes boil down to power consumption, or added performance with little to no drawbacks; eg the sensors and power plant.

Is deep plating the goto effect for HRP? I hesitate to give up the 2% resistance across the board and I'm always short on Ruthenium, but I'm willing to take a 2nd look at it.
 
Is deep plating the goto effect for HRP? I hesitate to give up the 2% resistance across the board and I'm always short on Ruthenium, but I'm willing to take a 2nd look at it.

All the more experienced players I've asked agreed, seeing as you'll generally run into diminishing returns anyhow.
My Chief is >45% for all the normal armor resistances, with maxed out modules like above.
Coriolis is off.

This is correct, check out the armor numbers:

http://www.edshipyard.com/new/#/L=C...H50wPc4zmfAqpDEqpDIqpD12GGBH44qpD8oPcEwPcGoPc


Ruthenium?

*cough, cough Anaconda crash cough, cough*
 
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All the more experienced players I've asked agreed, seeing as you'll generally run into diminishing returns anyhow.
My Chief is >45% for all the normal armor resistances, with maxed out modules like above.
Coriolis is off.

This is correct, check out the armor numbers:

http://www.edshipyard.com/new/#/L=C...H50wPc4zmfAqpDEqpDIqpD12GGBH44qpD8oPcEwPcGoPc


Ruthenium?

*cough, cough Anaconda crash cough, cough*

I will add deep plating to my armor/HRPs and see what i come up with. I noticed you only have 1 MRP. That's a problem for me with how the gankers like to target subsystems. My chieftain will never reach your integrity level for that reason.
 
Why the 6d shield gen and LW D sensors?
The sensors only gain you 2m/s over A rated LR, and you're pretty hindered by them.
Sorry, I clicked on the wrong shields. They're supposed to be bi-weaves. The sensors are light weight d's for power. It gives you some options like being able to use rails or a kws by dropping a booster or the dictor. Though for me personally my survivability increases a lot with a 3rd booster.
 
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I will add deep plating to my armor/HRPs and see what i come up with. I noticed you only have 1 MRP. That's a problem for me with how the gankers like to target subsystems. My chieftain will never reach your integrity level for that reason.



Yeah, that's a reasonable trade off that many take, and I've sure considered it myself.
It also gives you higher resistances by using two mrps.
Most builds I've seen stick them in the smaller slots when going that route.

I've been assured it's pretty much a wash in practice, while you may have higher chance of avoiding module shutdown it's at the cost of hull.
Ymmv of course.
 
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