Why separate section with Cerberus?
It's a first step of having decent guides for my HACs - so far I only had loose collection of fits. I decided to make something more substantial, at least for the ships I fly frequently.
Additional word of caution: I did tests of them with max or close to max skills. These fits aren't made with new pilots in mind and will require good skills. It's also Work in Progress, until I finish that ;)
[Cerberus, T4 Exotics]
True Sansha Power Diagnostic System
Ballistic Control System II
Ballistic Control System II
Assault Damage Control II
Pith X-Type Large Shield Booster
Thukker Large Cap Battery
Federation Navy Stasis Webifier
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Medium EM Shield Reinforcer II
Medium Bay Loading Accelerator II
Caldari Navy Hornet x3
Standard Crash Booster
Scourge Javelin Heavy Assault Missile x5000
Scourge Rage Heavy Assault Missile x5000
Caldari Navy Scourge Heavy Assault Missile x10000
Nanite Repair Paste x100
Raging Exotic Filament x1
I have my T4 Cerb in different section, but since I'm revisitng HACs, I decided to give it a go. Inspired by Caldari Joans' Cerberus fit, with some slight tweaks to my liking.
"ADC is uselss in Abyss, what can you do in 10 secods to change situation on grid?" - Chris Halsky
Well, I still decided to take it :) I need a bit of extra resists to get my 600 EHP/s, and I have worse cap battery - and ADC allows me to use Booster less, so I treat it as a way of conserving cap as well
Navy web isn't strictly necessary (you could use T2), but HAMs suck without it - having 40% more range is absolutely awesome
2 BCSes instead of 3 - I fully expect to have slower run times. It's also 500M cheaper than my old T4 fit, that's the price for it
[Cerberus, T5 Exotics]
True Sansha Power Diagnostic System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Assault Damage Control II
Pith X-Type Large Shield Booster
Thukker Large Cap Battery
Federation Navy Stasis Webifier
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Medium EM Shield Reinforcer II
Medium Bay Loading Accelerator II
Caldari Navy Hornet x3
Standard Crash Booster
Standard Blue Pill Booster
Agency 'Pyrolancea' DB5 Dose II
Scourge Javelin Heavy Assault Missile x5000
Scourge Rage Heavy Assault Missile x5000
Caldari Navy Scourge Heavy Assault Missile x10000
Nanite Repair Paste x100
Chaotic Exotic Filament x1
Above T4 Cerb was better in T4s than I thought. So I had an idea - What about T5? I ate some Bluepill (rolling 2 drugs sucks), and went for it. 4 runs later I felt good about it, bar some DPS issues, which are hopefully solved via Faction BCSes and Pyro.
Implantless, because I wanted to. You should probably get some Crystals (the more the better, especially if that will allow you to skip Blue Pill, or use Synth) and 3-4-5% Hardwirings - check how Nomirre did it, they have awesome fit
Drugs, because Crash is absolutely necessary for HAMs, Blue Pill is necessary to have enough tank, and Pyro because DPS starts to be low and I'm worried of timing out vs slow spawns. If I test it more - I will revisit it
After some runs - Pyro isn't really necessary. But it makes running it a breeze, so I take it anyway ;)
How to fly it?
Pre-roll drugs. Crash is absolutely required, without it you can't apply to small enemies. Blue Pill can be substituted with some Crystal implants, but I do prefer implantless fit
Hardener and AB always on, but you should mind when you switch on Shield Booster. You should really pay attention to your cap when Neuts are present, and switch your booster off when rooms is finished - to let the cap recharge a bit before next room
Fit is reasonable cap stable, but not super Neut-resistant. If you get Neuted a lot, use ADC to conserve cap a bit. You can also overheat Booster/Hardener, but that shouldn't be needed
Missiles: by default load Navy missiles, they are used for most spawns
When you enter Leshak room, load Javelins. It might look like room will be manageable with Navies, and it might be - but I also got few close calls because of that. Load Javs.
If you're fighting BSes, and all small stuff is killed - load Rages. In Karen room you can leave few Cruisers left and kill them later with Rages, that's also fine
Always reload between rooms, you will have enough time to relaod during warping to next room
Drones - best used for killing cache and putting some extra DPS on enemies. Not required, so don't send them when there's big risk of losing them (Deviant Automata, Tesseras) and recall them when they get damaged
Heating your web increases it's range. Very useful for enemies which are just outside of web range - like Vedmaks
General EWAR priority: Neuts -> Guidance Disruption -> Webs
It can depend on the room, so pay attention
Tessella
Threat Level: Low
Quick Tips:
Annoying EWAR first
Don't stay inside the swarm
Blue Cloud is your friend
Notes: Nothing special. One of easiest spawns, can be quite annoying if you get webbed a lot. You can ignore Logi, they rep so low that it doesn't make sense to prioritize them - and they will stop when everything else is dead. No Neuts in that spawn (unless it's mixed with something else), so Fogcasters are priority most of the time, Webs are close second. Do not stay inside the ball of Tessellas though, they do have significant DPS up close.
Tessera
Threat Level: Medium
Quick Tips:
Stay more than 15km away
If they get closer - web them to slow them down
You can tank 3 of them, if they are not EM ones
Notes: Will hit you hard if you let them. Don't let them :) Remove all Snarecasters as soon as possible (if there are any), and keep in mind that Sparkgrip targets your resist hole. Blast is the fastest -> Spark -> Strike -> Ember is the slowest - prioritze faster ones first, as they will get closer. They will absolutely mangle your drones, keep them in bay.
Overmind
Threat Level: Low
Quick Tips:
TBD
Notes:
Kikimoras
TBD
Vedmaks
TBD
Vila
TBD
Leshaks
TBD
Lucid Sleepers
TBD
Ephialtes Sleepers
TBD
Scylla Drifters
TBD
Deepwatchers
TBD
Karybdis Tyrannos
TBD
Thunderchild
TBD
Marshal
TBD
Both
TBD
Sansha
TBD
Angels
TBD
Template
Threat Level: Low / Medium / High
Quick Tips:
TBD
Notes: