Chieftain: Build for Hull and Shields

The theorycrafting for hybrid chieftains is pretty much done, and only comes down to whether you are a pvp build (and therefore take less thermal resist) or a pve build and favour thermal slightly over kinetic.

For whatever you want to do, one of these builds is optimal, they have been mathed out to the Nth degree and tested in the wild (and both are EXCELLENT in both pvp and pve, the differences are very small). Weapons are subjective, ignore my choices in favour of your own.

PvP:
https://s.orbis.zone/2jq_

PvE:
https://s.orbis.zone/2jr1
 
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7.46 unladen range ? u can't go anywhere, thats like a stock sidewinder.

I wonder if this is a joke, or if you're serious...

If it's a joke... hehe, good one. :)

If it's not...Firstly, my jump range is 0.55ly, but these builds are for dueling (pvp), and as such need neither large heavy fuel tanks, nor large heavy FSDs, they get summoned to the conflict area after I go in my bubble taxi. But even so, there is nothing stopping you putting a full size FSD in. That wouldn't change anything that's important about those builds.
 
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Those builds are for fighting. Jump range is only important if you s*ck or are a ganker and habitually run from your fights![yesnod]

Thank you for reminding me of all the C&P tears from people with crap jump ranges that got marooned back before they made life easier for those that feel the need to to scrap jump range for an extra fraction of a degree of maneuverability they must need to flourish in an haz res.
 
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The theorycrafting for hybrid chieftains is pretty much done, and only comes down to whether you are a pvp build (and therefore take less thermal resist) or a pve build and favour thermal slightly over kinetic.

For whatever you want to do, one of these builds is optimal, they have been mathed out to the Nth degree and tested in the wild (and both are EXCELLENT in both pvp and pve, the differences are very small). Weapons are subjective, ignore my choices in favour of your own.

PvP:
https://s.orbis.zone/2jq_

PvE:
https://s.orbis.zone/2jr1

Very nice. Thanks for those builds. Do you use something like PA/Burst and Rails/Burst for your fire groups?
 
Those builds are for fighting. Jump range is only important if you s*ck or are a ganker and habitually run from your fights![yesnod]

You should listen to your wingmate instead of fantasizing and drinking the o7 kool-aid:

Never for one second think that because these guys are seal clubbing that they aren't also highly skilled dogfighters. They are. Because pvp is all they do.


Anyway...

The theorycrafting for hybrid chieftains is pretty much done [...] they have been mathed out to the Nth degree and tested in the wild

PvP:
https://s.orbis.zone/2jq_

What, no interdictor? How are you going to pull all of us cowardly gankers who only know how to habitually run ;-)

More seriously, I don't think there's a single optimal chief build. In particular one would want to swap the experimentals to cascade on 1 or 2 rails here if expecting an opponent with SCBs. 4xGimablled Frags are a viable alternative to rails+turret, packhounds are an alternative to turret, and I'm not convinced sacrificing thermal in PvP is wise. I wouldn't want to meet Morbad's 2x Huge fixed beam corvette having skimped on thermal resists. In fact, even on your build here, all the damage is a mix of absolute, kinetic, and thermal. If expecting an opponent running gimbals, a small turreted/gimbaled LR or HiCap dispersal cannon can come in handy, allowing to carry less chaff and more SBs.

I've even heard a case made for lo-draw over fast charge to allow for more spare pips. It's weighing a 20% lighter distro load vs a 15% recharge buff. The latter won't matter if one has to keep pips in wep to power those hungry PAs + Rails, and the chief's distro is a bit undersized for the weapon load in your build.

Not saying it's a bad build, I just disagree the theorycrafting has come to some final conclusion.
 
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You should listen to your wingmate instead of fantasizing and drinking the o7 kool-aid:




Anyway...



What, no interdictor? How are you going to pull all of us cowardly gankers who only know how to habitually run ;-)

More seriously, I don't think there's a single optimal chief build. In particular one would want to swap the experimentals to cascade on 1 or 2 rails here if expecting an opponent with SCBs. 4xGimablled Frags are a viable alternative to rails+turret, packhounds are an alternative to turret, and I'm not convinced sacrificing thermal in PvP is wise. I wouldn't want to meet Morbad's 2x Huge fixed beam corvette having skimped on thermal resists. In fact, even on your build here, all the damage is a mix of absolute, kinetic, and thermal. If expecting an opponent running gimbals, a small turreted/gimbaled LR or HiCap dispersal cannon can come in handy, allowing to carry less chaff and more SBs.

I've even heard a case made for lo-draw over fast charge to allow for more spare pips. It's weighing a 20% lighter distro load vs a 15% recharge buff. The latter won't matter if one has to keep pips in wep to power those hungry PAs + Rails, and the chief's distro is a bit undersized for the weapon load in your build.

Not saying it's a bad build, I just disagree the theorycrafting has come to some final conclusion.

hey you... where did you go at the CG??? I was looking for ya!!!
 
You should listen to your wingmate instead of fantasizing and drinking the o7 kool-aid:




Anyway...



What, no interdictor? How are you going to pull all of us cowardly gankers who only know how to habitually run ;-)

More seriously, I don't think there's a single optimal chief build. In particular one would want to swap the experimentals to cascade on 1 or 2 rails here if expecting an opponent with SCBs. 4xGimablled Frags are a viable alternative to rails+turret, packhounds are an alternative to turret, and I'm not convinced sacrificing thermal in PvP is wise. I wouldn't want to meet Morbad's 2x Huge fixed beam corvette having skimped on thermal resists. In fact, even on your build here, all the damage is a mix of absolute, kinetic, and thermal. If expecting an opponent running gimbals, a small turreted/gimbaled LR or HiCap dispersal cannon can come in handy, allowing to carry less chaff and more SBs.

I've even heard a case made for lo-draw over fast charge to allow for more spare pips. It's weighing a 20% lighter distro load vs a 15% recharge buff. The latter won't matter if one has to keep pips in wep to power those hungry PAs + Rails, and the chief's distro is a bit undersized for the weapon load in your build.

Not saying it's a bad build, I just disagree the theorycrafting has come to some final conclusion.

Weapons are not intended for evaluation as stated. What's on display there is the shield and armor config, 2 options chosen for their mathematical properties of effective mj and maximum uptime. Even the position of the MRPs is deliberate. I have seen the people saying lo charge is worth considering, I just don't think the chieftain is particularly wanting for pips, so I wouldn't agree. Final conclusion...hm...can there ever be one? Let's just say if you're good enough to make changes to those builds and know what you're doing in order to make it situationally better, you don't need my advice on the forum about it. As a starting point, I'm 100% sure I'm giving great advice, which is my only goal here, and I'm happy to explain any aspect of it. On that note, thermal resist is definitely less needed in pvp, and it's not like it's been omitted, it's still 33%, it's just that the large burst of frags and common multicannon usage means kinetic is favored. Compared tot he alternatives (being slightly weaker to kinetic), I'll take my chances with thermal. I'm running the build I labelled pve, in pvp, by the way, more balanced resists, as you say. But I think the other shield config is fractionally better.

P.S. I don't interdict people. ;)
 
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One things for sure, there is no ideal build for every situation, and I'm glad it's like that. If everyone had the must have Meta, it would get real boring in a hurry.
Tonight I ditched my size 5 SCB and fitted another MRP. Also fitted a chaff module. Opinions on this latest Pve build https://s.orbis.zone/2jvr
 
Weapons are not intended for evaluation as stated.

My bad, I missed that part.

Final conclusion...hm...can there ever be one? Let's just say if you're good enough to make changes to those builds and know what you're doing in order to make it situationally better, you don't need my advice on the forum about it.

Needed or not, I always consider your advice thoughtfully.

I'm more concerned some of your recruits might have missed your advice to take gankers seriously and instead bought into the fairy tale we're all terrible pilots who can barely destroy a grounded Asp. Anyone who blindly assumes pilots like DeZpe, Yamato or PeLucheuh - all of whom were on DG2 - habitually run from fights is in for a quick rebuy. A brief view of their combat vids will dispel the myth we can't fight combat fit opponents.

In any case, until GARD makes the PS4 expansion I'm really hoping you do, it's all a moot point. The combat situation is even more lopsidedly in favor of the non-lawfuls here.
 
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My bad, I missed that part.



Needed or not, I always consider your advice thoughtfully.

I'm more concerned some of your recruits might have missed your advice to take gankers seriously and instead bought into the fairy tale we're all terrible pilots who can barely destroy a grounded Asp. Anyone who blindly assumes pilots like DeZpe, Yamato or PeLucheuh - all of whom were on DG2 - habitually run from fights is in for a quick rebuy. A brief view of their combat vids will dispel the myth we can't fight combat fit opponents.

In any case, until GARD makes the PS4 expansion I'm really hoping you do, it's all a moot point. The combat situation is even more lopsidedly in favor of the non-lawfuls here.

https://coriolis.io/outfit/anaconda....CwegjOIAzgbNICmBDA5gG0ScVcJlEA==&bn=Dhalsiim

I pity the FOOL!!
 
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Ahh. Is that what you have out at explo?

That's not the build you were flying when I pulled you and you waked out as ATR joined our party. It had a bunch of mining equipment at that point. I assume you shipped out the pacifiers afterwards.

In any case good luck getting in range to use those pacifiers when you double downsized and D rated your thrusters. Likewise the quadruple downsized and D rated distro that can only boost every 13 seconds with 4 eng pips.

https://s.orbis.zone/2djn

Your ship can jump farther though, so there's that.
 
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Ahh. Is that what you have out at explo?

That's not the build you were flying when I pulled and you waked out as ATR joined our party. It had a bunch of mining equipment at that point. I assume you shipped out the pacifiers afterwards.

In any case good luck getting in range to use those pacifiers when you double downsized and D rated your thrusters. Likewise the quadruple downsized and D rated distro that can only boost every 13 seconds with 4 eng pips.

https://s.orbis.zone/2djn

Your ship can jump farther though, so there's that.

need I share a video link of WHOM waked out when ATR arrived? lol
and you never answered my original question.
also, if you think you can take it, meet me at Beagle Point!
 
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I went with this

https://s.orbis.zone/2jya

The shield isn't huge, but it's designed to go down and come back quite quickly - hence the name!

Small bursts can fire forever with 2 pips in weapons (2 efficient, 1 overcharged), 2 fixed frags deal massive DPS and the rail helps with SCB spammers (plus, 2 of the bursts are phase sequence)
 
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Very nice. Thanks for those builds. Do you use something like PA/Burst and Rails/Burst for your fire groups?

The burst laser is a turret specifically used for causing malfunctions to other hybrids, being in the medium hardpoint it's a nice constant source of pressure and being efficient, doesn't prevent me firing my other weapons when properly managed. I frequently run a turret there and just let it do its thing, so that I can focus on firing the three PAs and the 3 railguns (single fire group), sometimes it's a corrosive multi, sometimes a corrosive frag, depends what I think I'm likely to be facing. Truth is it's not a very good spot for a turret, I'm never happy with the loadout on the chief, I switch it up often, hence I didn't really intend for anyone to look too hard at the weapons. That's pretty much how it's rolling currently though. HTH. :)
 
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Hey everyone. I've been trying to come up with a reliable defensive build for my Chieftain, as the title suggests. I've seen the ship referred to as a hybrid tank so I'm not entirely sure how to equip and engineer it for optimal defense. Currently I'm looking for durability in PVE so my thoughts are that I should keep my resistances fairly equal and as high as possible as I can't predict what I'll be up against.

Here's the built so far https://s.orbis.zone/2j2s

Currently in Coriolis I have a Reactive Surface Composite hull with Thermal Resistance to help counteract the massive hit to thermal resistance and a Layered Plating experimental to enhance explosive resistance. From there I added two class 4D HRPs to the military internal slots. Both HRPs are Heavy Duty with Deep Plating.

For my shield generator I went with a 6C Bi-weave, the largest the Chieftain can carry with Thermal Resistant and a Fast Charge experimental. From there I added two class OA Shield Boosters. The first booster is Thermal Resistant with a Super Capacitors experimental. The second booster is Kinetic Resistant with Super Capacitors.

So after all this I'm at:

Hull
Integrity: 2199
Explosive 35.2%
Kinetic: 34.7%
Thermal: 34.7%

Shields
345mj (Absolute)
592mj Explosive (41.8%)
592mj Kinetic (41.8%)
710mj Thermal (51.4%).

In the case of hull I can't decide if I should be focused more on raw resistances or actual hull integrity, since the resistances essentially nullify a percentage damage before it subtracts from the hull (I think this is how it works?). The same question comes to mind with absolute shield mj vs resistances which buffer the absolute mj verses each damage type. In any case I'm wondering if these numbers are respectable for a ship like the Chieftain or if I'm putting my priorities in the wrong place. I also haven't considered MRPs yet, but I've read that two are adequate for a small-midsize ship with limited slots. I haven't considered size/class yet though as that brings integrity into the mix lol. Thanks for taking the time to read this. Any advice or critique would be greatly appreciated! o7

I've came finally to this build:
https://s.orbis.zone/2jz9

The reinforced pointdefense is on top, also the heavy duty SB. The chaff and other SB on the bottom.
With 2 GMRPS's i've never had an issue with malfunctions on modules so i keep the mass manager on the FSD and the drag drives on thrusters instead of double braced.
The small emmisive pulse laser is on the center small hardpoint, the rails left and right.
Firegroup 1:
Primary - Beam and Pulse, Secondary - MC
Firegroup 2:
Pimary - Rails, Secondary - Packhounds.

This one is tanky as hell and the bi-weaves restore very fast. I'ts totally OP maneuverable and fast so i'm flying most of the time just 0-3-3 and melt everything away.

Additionally it's unbelievable cheap with just around 110mil credits to buy and ~5mil rebuy with reactive surface composite.
I don't use anything else in CZ's since i have that one and even my Corvette is sleeping since that.
 
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