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Exploited Engineer
Creatively Applied Violence Inc.
98
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Posted - 2012.10.29 19:35:00 -
[31] - Quote
Donnerjack Wolfson wrote:[quote=Paikis]That's because your average EFT warrior is ignorant of falloff mechanics.
1 falloff cuts off 50% damage.
2 cuts it to negligible.
Don't fight in falloff unless you have to.
Projectile boats with a falloff bonus (Mach, Vargur) can easily reach falloff distances of 70km. And the damage doesn't drop linearily with distance while in falloff. Also, they track better than the NM.
And the formula for tracking is just as bad as for falloff - angular velocity (modified by sig resolution vs. target sig) equals 1x tracking cuts damage to 50%, angular velocity at 2x tracking cuts damage to negligible. |
Exploited Engineer
Creatively Applied Violence Inc.
98
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Posted - 2012.10.29 20:36:00 -
[32] - Quote
Inkarr Hashur wrote:Does basically the entire argument come down to the fact that the nightmare can also burn to death anything within 80 km? How often do you really need that ability?
In missions? Quite a bit. Especially since the Nightmare has trouble chasing down anything that's moving faster than a wheelchair. |
Metal Icarus
Endless Destruction Tribal Band
334
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Posted - 2012.10.29 21:34:00 -
[33] - Quote
The nightmare is an awesome ship, if you got the skills. t2 lasers (both if possible for more flexibility) are a must. The capacitor is ok, I would recommend ccc rigs or cap boosters. cap rechargers are cool if like having less tank. The lows should be dc 2 te and 3 heatsinks. mids are actually ptretty flexible. I would recommend finding room for a tracking computer and a cap booster (800). A propmod is nice for when you are JUST out of range of something. (Get a faction/deadspace MWD if you are going to use one due to cap capacity issues)
The more money you dump into this, the better and more ridiculous it gets. Be carefull and invest in things that will provide the best bang for your buck. I would recommend a deadspace shield xl booster and faction lows. That will make it a decent nightmare. The two spare highs, maybe salvager and tractor beam for when u get a officer or faction spawn? |
Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
26
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Posted - 2012.10.29 21:36:00 -
[34] - Quote
McRoll wrote:What hasnt been mentioned yet probably is that the Nightmare gets totally screwed by tracking disruption. Too bad that it happens to be the rats that you fly mostly against. I stopped using my Paladin because I got sick of being tracking disrupted in several missions, it takes so friggin long to kill the disrupting rats with drones so you could have as well fly a lvl 4 in a Drake or something.
The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons). The ONLY mission where tracking disruption is a problem is L4 Sansha blockade where 6-8 elite cruisers perma-TD you. Any gunboat will have trouble with that not just the NM. Other than that mission everything else dies too fast to be a problem. I have also flown the paladin in many missions and TD has never been a problem except sansha blockade. If you are having that much trouble is must be skill related. |
Threshner
21
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Posted - 2012.10.29 22:07:00 -
[35] - Quote
Arcosian wrote:McRoll wrote:What hasnt been mentioned yet probably is that the Nightmare gets totally screwed by tracking disruption. Too bad that it happens to be the rats that you fly mostly against. I stopped using my Paladin because I got sick of being tracking disrupted in several missions, it takes so friggin long to kill the disrupting rats with drones so you could have as well fly a lvl 4 in a Drake or something.
The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons). The ONLY mission where tracking disruption is a problem is L4 Sansha blockade where 6-8 elite cruisers perma-TD you. Any gunboat will have trouble with that not just the NM. Other than that mission everything else dies too fast to be a problem. I have also flown the paladin in many missions and TD has never been a problem except sansha blockade. If you are having that much trouble is must be skill related.
Have only been in a NM around 4 days and ran about 20 missions including blockade i believe that blockade is the only missions that has really caused me to warp out and back in due to the tracking disrupting. I love the nightmare i have no regrets buying it. Although i'm not sure how true the killing before they kill you think works because most missions i have come against most ships are around 40km or closer to you.
When my cap skills get a bit better i will be switching out my cap rigs for something better maybe more resistances. No regrets buying the ship. |
McRoll
Blue Republic RvB - BLUE Republic
48
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Posted - 2012.10.30 01:00:00 -
[36] - Quote
Well I didn't fly Amarr missions for ages - if it's only the blockade then its not that much of a problem. I just still have bad memories of that.
However you dont get tracking disrupted only in missions. Ive seen quite some disrupting in complexes as well. Don't know if there is any in anomalies. If you are using it just for missions then it sure is one of the best damage platforms.
John Ratcliffe wrote:McRoll wrote:The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons). Mach is no good against Guristas?
It works fine, just not as good as against other rats because you don't have high damage ammunition which has kinetic as primary damage type. You can choose between phased plasma which has thermal as primary or barrage.There is also depleted uranim or whatever the midrange ammo is called. Guristas also tend to stay further away so you have to do more flying around then usual or fight in deep falloff.
Or you can get some 1400's on with republic fleet ammo. |
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