Posted Tue, Apr 26, 2011 by Space Junkie
The myrmidon is a popular Gallente battlecruiser with excellent mission-running capabilities. It sports a bonus to drone damage and hit points, as well as a bonus to armor repairing. These combine to make a learn, mean, mission-running machine. As a member of the battlecruiser ship class, new players can fly one with reasonable proficiency in less than a month.
This is a guide to setting up the myrmidon the fly in combat missions, with the goal of making the ship as accident-proof as possible. This fitting should be best for newbies that are still learning the limits of what their ships can do, who will appreciate the extra hit points and myrmidon's general survivability.
Why Fly The Myrmidon
The myrmidon is well-round, yet still tough enough to get you through even many level four missions.
Most importantly, the tank fielded by the myrmidon is so deliciously effective that you can walk away from a mission-in-progress to make a sandwich, and the worst-case scenario in most level three missions is that a drone or two might die.
High Slots - Guns and Loot
Blasters are the shorter-ranged hybrid turrets, with the highest damage of any turret system, at least on paper. In practice, they are eminently more suited for PvE than for PvP. Heavy neutrons are the most damaging of the cruiser-sized blasters, able to dish out kinetic and thermal damage to targets that get within range. The "default" hybrid ammunition for this fit is Lead M because it uses the least capacitor. If you find that your capacitor is not running out, you may wish to switch to another ammo type for more range or damage.
The tractor beam is for pulling in wrecks that can then be looted and salvaged, boosting your income. Though many players are interested in salvaging, it is worth emphasizing that time spent salvaging level one, two, and three missions is probably better spent running level four missions. Thus, it is best to run through missions as quickly as possible to get to level four missions sooner, rather than wasting too much time salvaging lower-level missions.
Mid-Slots - Crazy For Capacitor
Because your guns and armor repairers use so much capacitor, it is important to not run out mid-mission. With only newbie skills, it is necessary to devote most of your mid-slots to ensuring an ample capacitor supply. If you have trained some fitting skills and find yourself with sufficient CPU and power grid, consider swapping out a cap recharger for a 'Large Capacitor Battery I' or named equivalent.
If capacitor is not proving a problem (perhaps you only need one armor repairer to be active most of the time), especially in level three or lower missions, try swapping out a cap recharger or two for either an 'Omnidirectional Tracking link' or 'Target Painter I', depending on whether you are planning to pay attention enough to paint your targets, or would prefer to just boost your drone damage.