Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DarkXenon
|
Posted - 2006.07.11 21:03:00 -
[1]
Hey, I am training for the EOS (Battlecruiser lvl 5 to go) I plan to stick with one for a while but is this a good long term plan or should I divert my attention aterwards to caldari cruiser lvl 5 and get a vulture or nighthawk? Any suggestions?
|
Epsillon
|
Posted - 2006.07.11 21:04:00 -
[2]
What are you planning on using it for? Solo PvP or use it in a group for the gang modules?
_____________________________________________
|
DarkXenon
|
Posted - 2006.07.11 21:07:00 -
[3]
Pvp to start with but will probaldy train gang moduals eventually (Along way to go)
|
Hllaxiu
|
Posted - 2006.07.11 21:13:00 -
[4]
Gallente probably have the most solid two command ships. The amarr and minmatar fleet commands are kinda iffy when it comes to combat, and the caldari ones deal damage on par with a caracal. Both the amarr and minmatar field command ships kick ass though. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
DarkXenon
|
Posted - 2006.07.11 21:17:00 -
[5]
So if you had too pick one to max out what would it be? gtg so will check 2m
|
xeom
|
Posted - 2006.07.11 21:20:00 -
[6]
Sleipnir is pretty wicked in terms of DPS and tank.
CCP where are our t2 shield power relays? | Join[..SIN] |
Kayl Breinhar
|
Posted - 2006.07.12 06:41:00 -
[7]
For what it's worth, I'm training towards an Eos, so it's got my vote.
|
SengH
|
Posted - 2006.07.12 08:27:00 -
[8]
Claymore > All other fleet commands for doing its job. Slepnir is pretty decent. Doesnt have the dps of an astarte though.
|
Marcus Alkhaar
|
Posted - 2006.07.12 09:30:00 -
[9]
Originally by: SengH Claymore > All other fleet commands for doing its job. Slepnir is pretty decent. Doesnt have the dps of an astarte though.
if you define "for doing its job" by having 3 gang mods - uber tank - take out small ships
then the Vulture is way better tbh.
---------------------------------------------- Marcus Alkhaar > so you're saying that I got the Pottsey-stamp? Pottsey > first class stamp Collector edition. Marcus Alkhaar > <--- Dances |
NUBIARN
|
Posted - 2006.07.12 09:34:00 -
[10]
As far as tank and damage goes i am very impressed with my absolution, specially great for agent missions 6 heavy t2 beams tractor tank from hell t2 drones good to go :)
althougth using any of the command ships for their designed role i cant comment but definetly good npcing / mission ships |
|
Woopie
|
Posted - 2006.07.12 10:17:00 -
[11]
Originally by: Marcus Alkhaar
Originally by: SengH Claymore > All other fleet commands for doing its job. Slepnir is pretty decent. Doesnt have the dps of an astarte though.
if you define "for doing its job" by having 3 gang mods - uber tank - take out small ships
then the Vulture is way better tbh.
For that job Eos is even better, loaded with 250-300m3 of drones it can actually afford to use the rest of the highs for some noses without doing crap damage.
So in the end Claymore might only be better than the Damnation (witch is pretty bad to start with)
|
SengH
|
Posted - 2006.07.12 19:33:00 -
[12]
Originally by: Woopie
Originally by: Marcus Alkhaar
Originally by: SengH Claymore > All other fleet commands for doing its job. Slepnir is pretty decent. Doesnt have the dps of an astarte though.
if you define "for doing its job" by having 3 gang mods - uber tank - take out small ships
then the Vulture is way better tbh.
For that job Eos is even better, loaded with 250-300m3 of drones it can actually afford to use the rest of the highs for some noses without doing crap damage.
So in the end Claymore might only be better than the Damnation (witch is pretty bad to start with)
Doing its job = 7x gang mods .... You guys arent using the fleet commands right to begin with..
Your standard leadership claymore setup 7x gang mods 1x scan probe launcher ( fit observators) 2x com procs 3x CPR IIs 1x ab 4x PDU IIs....
If your feeling lucky drop the scan probe launcher and drop the ab + fit another com proc. Run The 5/6 gang mods which suit your fleet the best.
|
Dragy
|
Posted - 2006.07.12 21:50:00 -
[13]
Hey. To be honest you shouldn't hear all this guys. Just pick a command ship that you like the outlook and and attributes and master it. Dont take into consideration any suggestion that slephir is the best at dealing dps and tanking. Just do as your heart tells you to. Have fun with your command ship
|
X'Alor
|
Posted - 2006.07.12 22:15:00 -
[14]
lol
the ships give a bonus to a specific "type" of gang mod
they can use all the gang mods but you get a bigger bonus to a specific type
the damnation gets a bonus to "armored links" only
BUT there is a problem that i just discovered today with the command ships
i can fly the absolution and damnation
Name: Damnation Hull: Prophecy Role: Fleet Command Ship
Command Ships Skill Bonus: 5% bonus to Medium Energy Turret optimal range and """""""" 3% bonus to effectiveness of Armored Warfare Links per level """""""
the absolution gets no bonus to any gang links
fit any NON armored warfare link to the absolution and with all the spec skills to use them at lvl 3 it gets a 4.2% bonus to the affect
fit the same NON armored link to the damnation and it gets an 8.4% bonus leading one to think the bonus affects all links
trained the command ship skill from lvl 3 to lvl 4 and checke the stats on non armored links and low and behold
still has a 4.2% and 8.4% bonuses respectively
so why is there a difference between the two ships ...... does not make any sense. something is broke. I can not speak for the other race's command ships but i can speak for the ammar ones.
|
Raven
|
Posted - 2006.07.12 22:22:00 -
[15]
Originally by: DarkXenon Hey, I am training for the EOS (Battlecruiser lvl 5 to go) I plan to stick with one for a while but is this a good long term plan or should I divert my attention aterwards to caldari cruiser lvl 5 and get a vulture or nighthawk? Any suggestions?
Judging from your post then goal should not be the Eos at all but instead the Astarte. The Astarte is a far better solo ship, which I assume you are aiming for.
The Eos is however one of the best Fleet command ships out there and if you have good skills you will be absolutely vital for your group/fleet. In fact you will be so vital that you probably have to sit at a safespot while your fleet/group attacks another group. It kinda takes the fun out of it, doesn't it?
|
Ithildin
|
Posted - 2006.07.12 22:28:00 -
[16]
OP: Eos isn't very good if you intend to do gang support, so pick any of the other command ships for that - they get useful gang bonuses.
SengH: you need 4 Command Processors to fit that on a Claymore since each processor allow one more gang module to be active. New sig coming soonÖ By "soon" I do not necessarily mean "this year" |
Hllaxiu
|
Posted - 2006.07.12 22:39:00 -
[17]
Originally by: Ithildin OP: Eos isn't very good if you intend to do gang support, so pick any of the other command ships for that - they get useful gang bonuses.
SengH: you need 4 Command Processors to fit that on a Claymore since each processor allow one more gang module to be active.
He only intends to run 4 or 5 of them at once, which imho is a waste of slots. Devoting all the ship to command stuff, you can cram 6 links, cyno, 3 command procs and the cap mods to run the command mods continuously on an eos. Just don't complain when you're sitting in a safespot the entire time (second chracter ftw). --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
SengH
|
Posted - 2006.07.12 23:15:00 -
[18]
Edited by: SengH on 12/07/2006 23:16:54
Originally by: Hllaxiu
Originally by: Ithildin OP: Eos isn't very good if you intend to do gang support, so pick any of the other command ships for that - they get useful gang bonuses.
SengH: you need 4 Command Processors to fit that on a Claymore since each processor allow one more gang module to be active.
He only intends to run 4 or 5 of them at once, which imho is a waste of slots. Devoting all the ship to command stuff, you can cram 6 links, cyno, 3 command procs and the cap mods to run the command mods continuously on an eos. Just don't complain when you're sitting in a safespot the entire time (second chracter ftw).
7 is required for comprehensive fleet coverage. 5 gang mods is all that are needed for most fleet battles. The last 2 are only required in special situations where it would give more benifit running those 2 instead. Never hurts to be prepared. Thats why I have 7 fitted.
|
Nemain
|
Posted - 2006.07.12 23:25:00 -
[19]
It's dependent entirely on what you want to use it for. I personally went for the amarr ones initially as my main mission runner is amarr, so armour tanking support is always a plus. If I was going for shield tanking I'd say train for the caldari ones. Mind you if you have already started down the path of the gally ones then just stick with that. To behonest unless somthing changes big time in the way gang links work, you will not be loosing much using links you have no ship bonus for. So essentially it's just down to the ship you want to fight with and if you feel you realy need to spend extra time training for another ship, when you could be training skills to further improve the one you already have.
|
SengH
|
Posted - 2006.07.12 23:51:00 -
[20]
Originally by: Nemain It's dependent entirely on what you want to use it for. I personally went for the amarr ones initially as my main mission runner is amarr, so armour tanking support is always a plus. If I was going for shield tanking I'd say train for the caldari ones. Mind you if you have already started down the path of the gally ones then just stick with that. To behonest unless somthing changes big time in the way gang links work, you will not be loosing much using links you have no ship bonus for. So essentially it's just down to the ship you want to fight with and if you feel you realy need to spend extra time training for another ship, when you could be training skills to further improve the one you already have.
umm thats false. The ship bonus is rather useless in comparison to the other bonus you get from skills.
|
|
Double TaP
|
Posted - 2006.07.12 23:56:00 -
[21]
dont train for the nighthawk. it sucks.
|
Lojik
|
Posted - 2006.07.13 00:36:00 -
[22]
My long term goals atm are Ishtar and Astarte as i like to solo alot and these ships seem to suit my tactics alot, also the good old brutix and thorax will never be off my list of most used ships, the astarte i got doing 680dps to a 60% resisted Battlecruser on Quickfit which also includes a dual repper tank enough resists and cap to withstand two ravens pounding on you as long as they dont have NOS for a very long time. The astarte adn EOS are machine's in combat if u use the bonus's to there advantages, EOS you gonna want mega drone skills to be doing some nice dmg but the EOS is more a support craft than a solo/small assualt ship, the astarte can hold its own against some of the toughest t1 ships in the game as well as some of the T2, i hear thuogh the amarr feild command ship is pretty deadly though and is also a bugger to take down.
have fun and yes i'd say its an perfect long term plan to go with specially if u get the skills to a nice high lvl and if you get board you can venture into HAC's as you need the skill to use command ships (right?)
|
Decairn
|
Posted - 2006.07.13 00:39:00 -
[23]
I agree with Sengh about the best approach to fit the fleet command if you're *serious* about the job.
Eos can do a near identical setup but doesn't have the capacity for the scan probe launcher or to run 6 gang mods if you're so inclined. It does however have a super useful massive drone bay giving it extra utility. It's possible to swap a CR II out for something like a remote booster if your cap use is good enough for the fight lengths you end up in.
As to the original poster - I don't think there's any bad choice out there. Just pick one (fleet command) and specialise for maximum benefit. Play around with QuickFit to see how extreme you can do the gang mods with the different ships. --Decairn
|
SengH
|
Posted - 2006.07.13 00:42:00 -
[24]
this is how your supposed to use a command ship
|
Horza Otho
|
Posted - 2006.07.13 00:47:00 -
[25]
Originally by: Marcus Alkhaar
Originally by: SengH Claymore > All other fleet commands for doing its job. Slepnir is pretty decent. Doesnt have the dps of an astarte though.
if you define "for doing its job" by having 3 gang mods - uber tank - take out small ships
then the Vulture is way better tbh.
i beat a vulture in my cyclone.
|
Hllaxiu
|
Posted - 2006.07.13 01:04:00 -
[26]
Edited by: Hllaxiu on 13/07/2006 01:08:29
Originally by: SengH this is how your supposed to use a command ship
In other words, to properly fly a command ship you need 6,537,105 in leadership.
(on second thought, you might not have the carebear tree like me) --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
xeom
|
Posted - 2006.07.13 02:09:00 -
[27]
SengH is the fleet command/command ship god.When he gives advice listen up kiddys =)
Id still rather the sleip over the asta,simply becasue hitting at around 15-18km is awsome.
CCP where are our t2 shield power relays? | Join[..SIN] |
Nemain
|
Posted - 2006.07.13 02:29:00 -
[28]
Originally by: SengH
Originally by: Nemain It's dependent entirely on what you want to use it for. I personally went for the amarr ones initially as my main mission runner is amarr, so armour tanking support is always a plus. If I was going for shield tanking I'd say train for the caldari ones. Mind you if you have already started down the path of the gally ones then just stick with that. To behonest unless somthing changes big time in the way gang links work, you will not be loosing much using links you have no ship bonus for. So essentially it's just down to the ship you want to fight with and if you feel you realy need to spend extra time training for another ship, when you could be training skills to further improve the one you already have.
umm thats false. The ship bonus is rather useless in comparison to the other bonus you get from skills.
Mmmm How is that false when you essentially said what I said anyway? You don't loose much using links you have no ship bonus for in comparrison to using them on a ship that has a bonus for them. In other words, I don't get much less of a bonus using siege, information and skirmish warefare links on my damnation over the ships that do give them a bonus (not enough to justify training the extra ship skills, I already have all except mining leadership skills at lvl 5). That being the case the only reason left for which command ships to train for is left to which one is easiest to train for and/or which field command ship is best suited for you. Some people may want the best of whatever links they want to primarily use (such as armoured warfare in my case) just for that little extra boost, or may not wish to train to use all the links. In that case they would likley want to train for the ship that boosts that link set, even if it is only by a small amount.
At the end of the day like I said it's mainly down to which pair of ships are best suited to you. If you have gally cruiser 5, medium hybrid specialisation you may as well go for the gally command ships, unless you want a missile, laser, projectile ship. Thats my view anyway
|
SengH
|
Posted - 2006.07.13 02:41:00 -
[29]
Originally by: Nemain
Originally by: SengH
Originally by: Nemain It's dependent entirely on what you want to use it for. I personally went for the amarr ones initially as my main mission runner is amarr, so armour tanking support is always a plus. If I was going for shield tanking I'd say train for the caldari ones. Mind you if you have already started down the path of the gally ones then just stick with that. To behonest unless somthing changes big time in the way gang links work, you will not be loosing much using links you have no ship bonus for. So essentially it's just down to the ship you want to fight with and if you feel you realy need to spend extra time training for another ship, when you could be training skills to further improve the one you already have.
umm thats false. The ship bonus is rather useless in comparison to the other bonus you get from skills.
Mmmm How is that false when you essentially said what I said anyway? You don't loose much using links you have no ship bonus for in comparrison to using them on a ship that has a bonus for them. In other words, I don't get much less of a bonus using siege, information and skirmish warefare links on my damnation over the ships that do give them a bonus (not enough to justify training the extra ship skills, I already have all except mining leadership skills at lvl 5). That being the case the only reason left for which command ships to train for is left to which one is easiest to train for and/or which field command ship is best suited for you. Some people may want the best of whatever links they want to primarily use (such as armoured warfare in my case) just for that little extra boost, or may not wish to train to use all the links. In that case they would likley want to train for the ship that boosts that link set, even if it is only by a small amount.
At the end of the day like I said it's mainly down to which pair of ships are best suited to you. If you have gally cruiser 5, medium hybrid specialisation you may as well go for the gally command ships, unless you want a missile, laser, projectile ship. Thats my view anyway
The bonus doesnt matter until you get the mindlink.. thats what I was trying to imply. It gives you an extra 3-4% when at maxxed skills. I was trying to push that point across. What I was trying to say is that a dedicated leadership pilot should get command procs + spec 4 in a T1 BC first. Before moving ontop spec 5+ mindlink + commandship.
Sorry for the miscommunication if any.
|
Angus Torg
|
Posted - 2006.07.13 11:48:00 -
[30]
To be honest, I don't see any use in having 7-8 Warfare Links on board if I can't use all of them. I have tried different setups and I feel like the maximum number of Warfare Links to be used is 6. And the ship that does it best is in my opinnion the Vulture, with a setup like this: 6 * Warfare Links 1 * Improved Cloaking Device II (just in case...)
1 * 10MN Afterburner II 3 * Command Processor I 2 * Cap Recharger II
3 * Co-Processor II 1 * Capacitor Power Relay I
My 2 cents.
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |