May 23, 2021
This fit was somewhat hastily put together. It uses blasters and is shield tanked. Be careful. With blasters (sawed off shotguns) you can do a whale of a lot of damage up close, but when you're surrounded by rats in a Rally Point, you come up the loser with this fit and have to warp off and repair. Longer range guns would be ideal, but I used what I had. You can handle a Yard just fine…up close or kiting. A Rally Point requires you to kite or have longer range guns. With the MWD off, you're cap stable running the shield hardener full time. 727 DPS, 55922 EHP at this time.
[Gnosis, Reaper] Damage Control II Nanofiber Internal Structure II Drone Damage Amplifier II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II 50MN Quad LiF Restrained Microwarpdrive Stasis Webifier II Warp Scrambler II Large Shield Extender II Large Shield Extender II Multispectrum Shield Hardener II Prototype Cloaking Device I Heavy Neutron Blaster II Heavy Neutron Blaster II Heavy Neutron Blaster II Heavy Neutron Blaster II Heavy Neutron Blaster II Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I Hammerhead II x5 Acolyte II x5 Federation Navy Antimatter Charge M x3000 Antimatter Charge M x3000 Null M x3000 Void M x3000 Nanite Repair Paste x50
August 21, 2021
I've improved the fit for more EHP by: 1) ditching the warp scrambler for another large shield extender II, 2) replacing the tech 1 core defense field extenders with tech 2 versions, ditching the stasis webifier for a small cap battery II.
Also, since I'm spending more time ratting in null sec, for now I've replaced the hobgoblins with a single T1 Ogre.
The highest DPS (890) comes with 5 Hammerhead II and Void ammo in the blasters. EHP is 72,959. Quite an improvement, but at a significantly larger expense for the rigs. The earlier fit works quite well for all hisec combat anomalies, and for belt ratting in nulsec, so this fit is for when you're feeling extravagant.
[Gnosis, Reaper-PVE Max EHP] Damage Control II Nanofiber Internal Structure II Drone Damage Amplifier II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II 50MN Quad LiF Restrained Microwarpdrive Small Cap Battery II Large Shield Extender II Large Shield Extender II Large Shield Extender II Multispectrum Shield Hardener II Prototype Cloaking Device I Heavy Neutron Blaster II Heavy Neutron Blaster II Heavy Neutron Blaster II Heavy Neutron Blaster II Heavy Neutron Blaster II Medium Core Defense Field Extender II Medium Core Defense Field Extender II Medium Core Defense Field Extender II Hammerhead II x5 Vespa II x2 Null M x5000 Void M x5000
September 15, 2021
I’ve been wanting to get into a Tengu, a T3 strategic cruiser, for a while. I had to wait out a lot of skills, for the ship and its subsystems, for missiles, and various related skills. I’ve still got a ways to go, but had more than enough to start flying and getting acclimated to the ship as of two days ago. I had a mental block when it came to fitting it. Anytime I get into a new ship, it’s a challenge to figure out where to start fitwise. Finally, I searched the net and decided on several as starting points.
Pros
Cons
DPS and speed are currently my big disappointments. The DPS with heavy missiles is nothing to be proud of. Overheating gets you up to decent numbers, but I’m still underwhelmed.
Observations
Learn to use overheating. I’m using an afterburner fit. I was underwhelmed until I realized how much I could gain by overheating. I’ve not used overheating much. That has now changed. I’ve put nanite and thermodynamics skills at the top of my queue, so overheating damage can be repped quickly. Those skills, plus the inherent bonuses in the ship, will make life a little better. With a 10MN Afterburner II, I'm getting 244 m/s base speed, 550 m/s with the 10MN Afterburner II, and 703 m/s when it's overheated.
DPS with Scourge Fury Heavy Missiles in Heavy Missile Launcher IIs is at an underwhelming 346, but is 408 overheated, way less than what I can get with blasters and drones in a Gnosis. I’ll be skilling up for heavy assault missiles.
Being a blaster and railgun guy to date, missiles take some getting used to. First, while they always hit their target, they take time to get there, and you can end up sending one or two volleys in excess of what’s needed to destroy a ship because of that. Need to gain some experience with this. There are still some skills to get to L5 to improve things.
Eschewing an MWD at the moment, I have to get used to (relative) slowboating between cans in data and relic sites.
Combat Probes
These are way cool. No more time consuming trial and error with dscan, but they’re not magic. Anyone smart enough to see combat probes on dscan is, usually, smart enough to cloak up or stay on the move to avoid being scanned down. Regardless, they’re extremely helpful.
I had no idea you could reload either core or combat probes in your launcher on the fly. Nice. Neither did I realize that combat probes can still be used to scan down cosmic signatures! Their probe strength is shown as 54, but per this article, you really need to double that number to compare them to core probes. Further, if you need to reduce your scan to 0.25 au, yeah, you need core probes. I get 109 scan points in the Sisters Expanded Probe Launcher with Sisters Core Probes, and 54 scan points with Sisters Combat Scanner Probes.
First Kills and Lessons Learned
I scored a Tormentor (combat frigate) and capsule kill in wormhole space, and a Heron kill in losec today. Both were learning experiences.
I had point on the Tormentor, but it kept pulling away from me despite my afterburner, and got away. Twice. After his first escape, I had cloaked up and started scanning him down again, when it showed up in the same relic site. I just decloaked and went after it again. And it got away again.
The third time I got lucky. The accumulated damage I'd inflicted was enough for me to destroy it despite my speed disadvantage.
The lesson learned was to OVERHEAT. I could have easily maintained my web/scram and gotten it the first time if I had overheated the afterburner. It took way too long to get the kill, which drove home the need to simply overheat the launchers as well. Sigh.
The second kill went much easier. I had learned my overheating lessons. This kill was also lucky one in that the Heron pilot was a newbie, and kept hanging around knowing he was being hunted.
Probe Expiration
Somewhere along the line when hunting the Tormentor, I warped around and lost my combat probes. I could see them on dscan, but could never reacquire them. I dove thru another hole that was just a few hisec jumps from the Amarr hub, and bought 8 more Sisters Combat Probes. Then I went back.
I’m glad that about an hour later I was still back in that same system. I had no idea probes had a timer on them. After about an hour, they magically reappeared in my cargohold! Yet another lesson learned today!
The Tengu as an Explorer
I mentioned core probe strength earlier. But I don't take a Tengu out just for exploration…at least not yet. I have thought of it more as a hunter/killer. Refitting on the fly for either role is easy with a Mobile Depot!