Ships The T10 doesn't have to be bad! Presenting, the forefront of Alliance Technology: The ANS-4 'Roc'.

Click Here for the Build! (Link hopefully fixed now)

This build is precisely designed to maximize the potential of the ship in every way.

1: Weapons

Turrets are good in two ways; they can shoot behind you and above you, and they have better DPE than their gimballed counterparts. However, putting turrets on both sides of your ship is pointless. As a result, this build includes turrets on only one side! All the player needs to do is always turn up towards their target, and the turrets will always be able to fire. At the same time, once they get turned around, the more powerful bottom gimbals allow for maximum DPS once aligned on the target.

Last but not least, the Missile Launchers(incorrectly depicted as normal dumbfire, but actually Advanced for a larger ammo pool) allow you to absolutely shred enemy thrusters and weapons, plus get extra DPS against all types of defense if necessary.

2: Shields

The T10 is NOT a shield tank. It has far too small a shield pool to effectively maximize shield strength. At the same time, however, going pure hull tank is not effective, due to the high module damage you will inevitably take. Therefore we tread a middle ground: the Hybrid Hull Tank.

Using a Bi-Weave with only two resistance-engineered shield boosters, this ship can regenerate its shields in 30 seconds from the time they go down. This is something no other type of build can achieve; mid-combat passive shield regen. No shield cells required, no heat sinks required, just keep shooting, and once your shields start regenerating, redirect pips to systems. In 15 seconds your shields will be back up. Beneath the shield is an almost impregnable hull, heavily fortified modules, and four point defense to snipe every missile coming your way.

3: Heat

Perhaps the most important part of this build are the two thermal vent short-range beams on your back. Used properly, they will keep your heat at 1 degree constantly, which means you will almost never become the focus of enemy attacks. In a typical High-CZ, I don't take any hull damage, with only 500 shields on the bulkiest ship in the game. It's to the point that you could very easily switch out the repair limpet controller for a fighter bay, if you don't care about your own rank progression.

In Conclusion


All together, this is one of the more fun ships I've ever used. You feel like a real tank, you deal all the DPS you could ever want, and the fixed missiles give you something to focus on even as your gimbals shred the heck out of anything in front of you.

Alternate Variants

Roc Type-F(Fighter Bay)

Roc Type-F Special(Fighter Bay, third missile launcher!)
 
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As I has a mining T10 in storage I'm in the process of engineering it to your build, I had a quick test at a HazRES and I'm liking it so far, nice one!
 
When I built my Battle Barge I kept coming back to installing a fighter bay, which I found indispensable for creating an initial distraction/defense layer, and giving the B.B. a means of chasing down and finishing off fleeing assailants.
While it's not going to compete toe to toe with any of the actual combat ships, when upgraded and engineered the T-10 will be able to hold it's own fighting most NPCs. It will just do it much slower and require much more patience.
Have fun with the battle barge.
o7
 
When I built my Battle Barge I kept coming back to installing a fighter bay, which I found indispensable for creating an initial distraction/defense layer, and giving the B.B. a means of chasing down and finishing off fleeing assailants.
While it's not going to compete toe to toe with any of the actual combat ships, when upgraded and engineered the T-10 will be able to hold it's own fighting most NPCs. It will just do it much slower and require much more patience.
Have fun with the battle barge.
o7

Agreed(on the fighter Bay, at least). However, I had been running without a fighter because I was attempting to unlock the shinrarta engineer , and I believe for most players, avoiding NPC crewmates is probably the wisest choice.

However, I recently hit the necessary rank , and have been fiddling with the build since; if you want to run a fighter Bay, probably the best way to do so is to swap out the cargo rack for a Class 6 fighter Bay, downgrade the afmu from grade 3 to grade 1, and install a grade 3 cargo rack in its place.

This should give you enough repair capacity to repair your module reinforcements, as well as your Hull, for more than enough for typical use. If not, you can always synthesize reloads.

And hoooooly crap, this thing was good without the fighter Bay, but with a gelid F Taipan , it absolutely shreds cz's. The NPC can even handle the main ship just fine, so if you want to change things up and have a good time, you can drop into the fighter for a few minutes and just laugh and laugh.
 
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I like your concepts and execution of "play it its strengths". Personally I'd put corrosive on the medium high cap MC and auto loaders on the large MCs, but hey its your ship.
 
I like your concepts and execution of "play it its strengths". Personally I'd put corrosive on the medium high cap MC and auto loaders on the large MCs, but hey its your ship.

Whoops! Thanks for pointing that out, I accidentally the wrong multicannon!

Fixed it, as well as added a Fighter Bay variant and a modified version for slightly more DPS at higher skill cap while I was at it!
 
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