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Anize Oramara
The Arch Dashing Dashers
535
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Posted - 2015.11.09 09:29:41 -
[1] - Quote
I've been getting a lot of positive feedback for the little guide I wrote Everything you wanted to know about Blitzing and wanted to have a place where I can put feedback so i don't get the same PMs (not that I mind! )
Some points that are not in the guide.
1. Team Burner: Jaguar and Wrecking hits
The Team Burner Jaguar has this habit of every few sites hitting the player orbiting at around 25-26km with a 900+ damage 'wrecking' hit. I've had this happen to me a lot of times and so far I've been lucky in that it hasn't happened twice in the same site. Wrecking hits are very rare when so far outside of falloff but once they roll a 'hit' it completely disregards range and transversal and does I believe 4x the damage. Two hits in a row will nuke the garmur.
You have two choices, warp out of the pocket, repair and come back or try your luck. So far I've tried my luck every time and nothing bad happened yet but it's up to each individual player.
2. Trouble maintaining agent standin
I'll elaborate a bit more on this as although the basics are in the guide, some people are having trouble maintaining standings. The most important is obviously that you have Social V. Second to that is that you are able to do nearly all of the burner missions. The burner missions are an integral part of keeping not only your standing up but also your isk/h as they are the most profitable. Currently the only burner mission that should be skipped is Gurista Base. Maybe Blood Base but if you have maxed missile support/cal cruiser skills then it's payout should be on par or better than the best of the lv4 blitz missions.
Part of the above is missioning in the right system. Some systems send you to LS a lot for burners and you might skip some of them. Lanngisi really is the best of the SOE systems (increased my isk/h by about 75mill) so very much worth the time moving there.
If you can't do all the burners yet, here is a list of normal lv4s that can help prop up agent standings.
- Rogue slave trader 1 and 2 are easy and pretty quick to run. the 1st one isn't that great for isk/h but the 2nd one is on par with some of the others in the guide.
- Blood raider spies is super quick but payout isnt great. still will help with standings. Not sure about Angel spies though.
- Right hand of Zazz is decent and fast and has a chance of a nice implant on Zor. Be carefull with the tank on that one one, it can be a bit rough.
- Recon 2 can be run with a interceptor/frig with MWD and is quick
- Recon 3 is decently quick with the Mach
Check eve survival on how to blitz these.
3. Copy of the guide
Not that it matters much but not at this time. I had some friends test it and you should be able to copy the fits off the guide and into EFT/Eve. If this is not the case from the above link please let me know asap. It's not a very useful guide if you can't copy and paste the fits. That said you should be able to copy the whole guide as is and paste it into a word doc. I don't mind much just credit me
4. Alternative fits
Yes, there are absolutely tons of alternative fits to those in the guide, especially cheaper T2 fits. They can all be found in this thread: Burner thread Huge Kudos to those that made the thread what it is, almost all my fits came from there or evolved from fits I found there. Only the Blood Orthrus is my own special creation Just remember any cheap fits will obviously be slower and the same tactics might not work.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Garrett Osinov
Center for Advanced Studies Gallente Federation
21
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Posted - 2015.11.09 09:47:25 -
[2] - Quote
I do recon 3 in Orthrus or Svipul. |
Anize Oramara
The Arch Dashing Dashers
535
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Posted - 2015.11.09 09:57:21 -
[3] - Quote
Garrett Osinov wrote:I do recon 3 in Orthrus or Svipul. Pretty much anything with a half decent tank and a MWD should work fine actually. The Mach is pretty zippy with the MWD. In fact the Vagabond listed in the guide should be ideal for it as it's super fast and has more than enough tank.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Ploing
Blue Republic RvB - BLUE Republic
36
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Posted - 2015.11.09 11:43:26 -
[4] - Quote
be a man and do it in a slasher. |
Anize Oramara
The Arch Dashing Dashers
535
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Posted - 2015.11.09 11:57:54 -
[5] - Quote
Ploing wrote:be a man and do it in a slasher. OH the MWD and fit buffer. It'll be fine
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Ploing
Blue Republic RvB - BLUE Republic
36
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Posted - 2015.11.09 21:27:19 -
[6] - Quote
Anize Oramara wrote:OH the MWD and fit buffer. It'll be fine
nahhh...no oh needed
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Estella Osoka
Perkone Caldari State
859
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Posted - 2015.11.09 22:45:29 -
[7] - Quote
Buffer fit Jaguar and MWD does Recon 3 easy peasy. |
Ploing
Blue Republic RvB - BLUE Republic
36
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Posted - 2015.11.10 00:16:08 -
[8] - Quote
yeah a jag has a lot of buffer. but for small bucks the slasher works 2. personally i prefer a warpspeed dram now. |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2009
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Posted - 2015.11.10 07:01:34 -
[9] - Quote
warp speed dram, or warp speed claw. get the best of warp speed and mwd speed!
missions like recon 2/3 or the anomaly all 3 parts, are kinda nice as you can blitz them and they all count for story line missions if you ever need a quick boost to your faction standings. I typically avoid them though.
re cheap fits: some of them are more skill dependent than others, and some rely on ECM which is random so that can add time.
I have social 4 and haven't had standing problems yet. and I've run enough burners I've mostly gotten bored of them.
@ChainsawPlankto
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Hasikan Miallok
Republic University Minmatar Republic
1623
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Posted - 2015.11.10 13:25:38 -
[10] - Quote
With Garmur selling for about 70 mill and the fittings recoverable I would tend to ignore the wrecking shots, the time saved over a few missions will pay for a new garmur.
The only Garmur I have lost was through stupidity forgetting to activate the MWD. |
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Anize Oramara
The Arch Dashing Dashers
539
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Posted - 2015.11.10 13:42:15 -
[11] - Quote
Very true. Honestly the team burner Garmur is still really, really good with almost no bling on it so long as you have good skills to back it up (cal frig 5 specifically, missile damage/application in general).
Oh and I discovered something super derpy last night. I finally got missile bombardment 5 right and I've been having a heck of a time killing the daredevil in my rocket hawk. Specifically it'd almost always take a full clip and sometimes a reload to kill it. Now it seems like what was happening was that I was almost exactly on the edge of my range so some of the shots weren't landing. I never checked for it. Now I'm killing it with at least 12 rockets to spare so a HUGE difference. I'll update my guide to make a note of it tonight and update the op as well.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Arthur Aihaken
CODE.d
4727
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Posted - 2015.11.10 14:02:19 -
[12] - Quote
I love the unified Garmur fit - it totally rocks the Team Burners. They got off a wrecking shot on the weekend that totally freaked me out (like you, I just chalked it up to random AI luck and finished the mission without incident). I wish there was a unified missile-based setup for the regular Burners...
I am currently away, traveling through time and will be returning last week.
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Hasikan Miallok
Republic University Minmatar Republic
1623
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Posted - 2015.11.10 14:28:41 -
[13] - Quote
One other point about the Jaguar wrecking shots.
If your using the ECM missile Garmur it is sensible to switch the ECM to the jaguar once the first logi is down. |
Anize Oramara
The Arch Dashing Dashers
539
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Posted - 2015.11.10 15:51:15 -
[14] - Quote
http://community.eveonline.com/news/patch-notes/patch-notes-for-parallax
Nothing in the patch notes but I can 100% confirm that team burner remote rep got buffed by a huge amount. I am unable to break the tank on the Burner Burst with 265.3 dps cold and the launchers burn out before I can get through the shields.
One of two things happened. Stealth nerf or the reintroduction of Drifters today (that share AI with burners) caused the increase in remote rep, probably remote rep chance is set to 100%.
Me personally I'm a fan of the saying 'Don't atribute to malice what can be atributed to incompetence'
I'll file a bug report and see what happens. For now the ECM garmur is probably the only thing that will work.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Diane Diane
Bad Trip Inc.
0
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Posted - 2015.11.10 16:04:39 -
[15] - Quote
Confirmed...
I couldn't break the bantam with unified DD. |
Anize Oramara
The Arch Dashing Dashers
539
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Posted - 2015.11.10 16:11:03 -
[16] - Quote
Bug report sent. The more bug reports the better.
If it's a planned nerf I don't mind, just add it to the damn patch notes
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Ploing
Blue Republic RvB - BLUE Republic
36
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Posted - 2015.11.10 17:07:21 -
[17] - Quote
can also confirm.
did 2 hawkburner right now with 330 oh dps and could barely break the first logi.
on the first burner i decided to take the hawk after the first logi but run into reload with polarized launchers. during these 10 sec the logi repped up from 5% to 80 % |
Arthur Aihaken
CODE.d
4728
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Posted - 2015.11.10 20:02:13 -
[18] - Quote
What is the revised ISK/hour now after the buff?
I am currently away, traveling through time and will be returning last week.
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Anize Oramara
The Arch Dashing Dashers
541
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Posted - 2015.11.10 22:59:27 -
[19] - Quote
So I played around with some fits and I think I got a fit together that might be better* than what I was using. It requires ECM 4 at least (probably) and really good projection skills though, like all V or IV and implants. OH Guidance Comp if you dont have max projection skills.
*Most of the time due to ECM random yey
[Garmur, Burner - Unified] Caldari Navy Ballistic Control System F-89 Synchronized Signal Amplifier Caldari Navy Ballistic Control System
Enfeebling Phase Inversion ECM I 5MN Cold-Gas Enduring Microwarpdrive Missile Guidance Computer II, Missile Range Script Enfeebling Phase Inversion ECM I
Polarized Rocket Launcher, Caldari Navy Scourge Rocket Polarized Rocket Launcher, Caldari Navy Scourge Rocket Polarized Rocket Launcher, Caldari Navy Scourge Rocket
Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition II Small Ionic Field Projector I
Edit: Forgot about OH on the ECM too.
Hmmm this might have some real potential.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Arthur Aihaken
CODE.d
4729
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Posted - 2015.11.11 12:07:08 -
[20] - Quote
Anize Oramara wrote:Burner Hawk in 1min 30sec. lol. What else does it work with?
I am currently away, traveling through time and will be returning last week.
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Ploing
Blue Republic RvB - BLUE Republic
36
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Posted - 2015.11.11 12:07:51 -
[21] - Quote
Created: 11/11/2015 11:44:08 AM CCP Dev Thankyou for the bug report,
I ran the two versions of the Anomic Team burner mission you mentioned above multiple times, from before and after after the Parallax release, and saw no difference in their stats or behaviour. If you continue to see any issue with this mission, please do not hesitate to contact us again
- CCP Lebowski
well thats a bit weird |
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CCP Lebowski
C C P C C P Alliance
663
|
Posted - 2015.11.11 13:23:25 -
[22] - Quote
Hey folks, as Ploing mentioned above, I've observed no differences between the burner missions before and after the Parallax released.
Lets confirm a couple things before we continue:
- Burner missions should be entirely unchanged after Parallax - Any changes to Drifters would have no effect on Burners (Drifters use a completely new AI system)
That being said, it's clear people are experiencing something different after this patch and I'm looking further into this to find out exactly whats going on. To that end can people please post the fits they are using that are now not fairing as well after the patch.
Thanks!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Anize Oramara
The Arch Dashing Dashers
542
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Posted - 2015.11.11 13:46:10 -
[23] - Quote
Hi Lebowski!
The change is exclusive (as far as I've been able to test) to TEAM burners, specifically, the LOGI REPAIR RATE. Focus on this exclusively. The BURNER rat as far as I can tell has had no change to it. I tested with an ECM fit and the burner rat goes down as fast as always with no logi supporting it. I don't *think* it's the ship/fit as people using Hawks and Harpies have experienced the same issue.
Before the patch, the fit below was able to 'brute force' through a single logi's reps being applied to another logi even while NOT overheating. Overheating would decrease the time to kill the logi but was not strictly nessesary. Additionally for two of the team burners (Hawk and Enyo) you only had to kill ONE of the logi. You could then brute force through the surviving logi's reps on the burner itself. The Vengeance and Jaguar team burner I had to kill both logis before the patch to kill the burner rat. This is all before yesterdays patch.
Here is the fit:
[Garmur, Team Burner Garmur - Bling] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Missile Guidance Computer II, Missile Range Script Missile Guidance Computer II, Missile Range Script 5MN Y-T8 Compact Microwarpdrive Phased Weapon Navigation Array Generation Extron
Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket
Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition II Small Warhead Flare Catalyst I
My skills are not maxed but really, really close and I have implants as well.
AFTER the patch: I tested yesterday and was able to make headway on one of the BURST logi shields with the above fit ONLY while OH. Without OH I was not able to do any damage at all. With OH I was not able to break through the shield before my launchers would burn out. I got to about 3/4 of the way. I then kept firing at it without OH. The shield slowly regenned until I ran out of my initial 150 rocket clip. After reloading the shields were fully repaired.
I've had multiple other people test it. everyone confirms the exact same thing. The question is not IF something went wrong, only WHAT. I hope this information will help you find out what changed.
Thanks.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Ploing
Blue Republic RvB - BLUE Republic
36
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Posted - 2015.11.11 13:47:25 -
[24] - Quote
CCP Lebowski wrote:Hey folks, as Ploing mentioned above, I've observed no differences between the burner missions before and after the Parallax released.
Lets confirm a couple things before we continue:
- Burner missions should be entirely unchanged after Parallax - Any changes to Drifters would have no effect on Burners (Drifters use a completely new AI system)
That being said, it's clear people are experiencing something different after this patch and I'm looking further into this to find out exactly whats going on. To that end can people please post the fits they are using that are now not fairing as well after the patch.
Thanks!
so far it seems only the teamburners with logi are affected. other burners went well so far. happend first after yesterdays patch.
[Garmur, Polarized rocket teamburner] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
5MN Quad LiF Restrained Microwarpdrive Missile Guidance Computer II, Missile Range Script Missile Guidance Computer II, Missile Range Script Phased Weapon Navigation Array Generation Extron
Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket
Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition II Small Warhead Flare Catalyst I
oh with my implants it does 337 dps. was able to break the first logi (bantam) with something around 80-90% heatdamage. normally i kill only the first logi and go straight to the burner at the hawkmission. this took something between 1- 1:20 min.
since yesterday this took around 6:30 min and others could not break the logi.
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Anize Oramara
The Arch Dashing Dashers
542
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Posted - 2015.11.11 13:57:50 -
[25] - Quote
If it counts for anything my gut feeling is it's something to do with fequency/duration/chance of logi reps rather than the numbers with how MUCH they rep. Might be something to look at.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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John Henke
Republic Military School Minmatar Republic
14
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Posted - 2015.11.11 14:21:33 -
[26] - Quote
I ran a couple of Team Burner yesterday (Jaguar and Vengeance) and noticed no differences. I used an Imperial Navy Slicer.
[Imperial Navy Slicer, Team Burner] Co-Processor II Signal Distortion Amplifier II Heat Sink II Heat Sink II Heat Sink II
1MN Afterburner II 'Hypnos' Ion Field ECM I
Small Focused Beam Laser II, Imperial Navy Standard S Small Focused Beam Laser II, Imperial Navy Standard S [empty high slot]
Small Processor Overclocking Unit I Small Processor Overclocking Unit I Small Energy Locus Coordinator I
Imperial Navy Gamma S x2 Imperial Navy Xray S x2 Imperial Navy Standard S x2
Perhaps something with the NPC Defender missiles? |
Anize Oramara
The Arch Dashing Dashers
543
|
Posted - 2015.11.11 14:27:02 -
[27] - Quote
John Henke wrote:I ran a couple of Team Burner yesterday (Jaguar and Vengeance) and noticed no differences. I used an Imperial Navy Slicer.
[Imperial Navy Slicer, Team Burner] Co-Processor II Signal Distortion Amplifier II Heat Sink II Heat Sink II Heat Sink II
1MN Afterburner II 'Hypnos' Ion Field ECM I
Small Focused Beam Laser II, Imperial Navy Standard S Small Focused Beam Laser II, Imperial Navy Standard S [empty high slot]
Small Processor Overclocking Unit I Small Processor Overclocking Unit I Small Energy Locus Coordinator I
Imperial Navy Gamma S x2 Imperial Navy Xray S x2 Imperial Navy Standard S x2
Perhaps something with the NPC Defender missiles? All the ships I've heard being used that had the issue seems to be missile boats, although one guy did mention using a blaster daredevil? I though about it but when I jammed out the logis in my new fit I was able to blitz down the burner in less than 30sec. Maybe the logi's defender missiles?
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Ploing
Blue Republic RvB - BLUE Republic
36
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Posted - 2015.11.11 14:31:04 -
[28] - Quote
John Henke wrote: Perhaps something with the NPC Defender missiles?
think no cause rockets hit as before.
did u the burners before or after dt yesterday?
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Colt Blackhawk
bad InTentiOnZ senseless intentions
321
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Posted - 2015.11.11 14:44:03 -
[29] - Quote
[Daredevil, Burner Vengeance] Corpii A-Type Small Armor Repairer Magnetic Field Stabilizer II Magnetic Field Stabilizer II Core B-Type Armor EM Hardener
Coreli A-Type 1MN Afterburner Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 Federation Navy Stasis Webifier
Light Neutron Blaster II, Void S [empty high slot] Light Neutron Blaster II, Void S
Small Auxiliary Nano Pump II Small Auxiliary Nano Pump I Small Nanobot Accelerator I
For the burner Veng mission: Before the first logi took something like 20 rounds to kill with overheat. Since yesterday it takes around 60 rounds overheated ending mostly with guns burnt at around 80%. Did it four times now since dt yesterday and it was always the same.
Worm seems to have sometimes extreme alpha sending you directly into structure with one shot. Happened only once.
[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks.
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Anize Oramara
The Arch Dashing Dashers
543
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Posted - 2015.11.11 14:45:24 -
[30] - Quote
Yea, the rocket volleys still do the same damage as before, unless the logi defender missiles wipe out entire volleys. I will need to test.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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CCP Lebowski
C C P C C P Alliance
663
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Posted - 2015.11.11 14:46:07 -
[31] - Quote
You guys rock, thanks to all your awesome info I've got this occurring here for our programmers to see and it looks like we've got some clues as to the cause of this which we're investigating now.
Thanks again!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Anize Oramara
The Arch Dashing Dashers
543
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Posted - 2015.11.11 14:50:46 -
[32] - Quote
Awesome! Happy to hear it
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Arthur Aihaken
CODE.d
4730
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Posted - 2015.11.11 19:48:28 -
[33] - Quote
Anize Oramara wrote:Before the patch, the fit below was able to 'brute force' through a single logi's reps being applied to another logi even while NOT overheating. Overheating would decrease the time to kill the logi but was not strictly nessesary. Additionally for two of the team burners (Hawk and Enyo) you only had to kill ONE of the logi. You could then brute force through the surviving logi's reps on the burner itself. The Vengeance and Jaguar team burner I had to kill both logis before the patch to kill the burner rat. This is all before yesterdays patch. I was unable to break any of the logi on the Team Burners, either. With V missile skills, +6 implants and OH polarized rockets the best I was able to achieve was getting one of the logistics down to 50% shield.
I am currently away, traveling through time and will be returning last week.
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Anize Oramara
The Arch Dashing Dashers
543
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Posted - 2015.11.11 19:54:25 -
[34] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Before the patch, the fit below was able to 'brute force' through a single logi's reps being applied to another logi even while NOT overheating. Overheating would decrease the time to kill the logi but was not strictly nessesary. Additionally for two of the team burners (Hawk and Enyo) you only had to kill ONE of the logi. You could then brute force through the surviving logi's reps on the burner itself. The Vengeance and Jaguar team burner I had to kill both logis before the patch to kill the burner rat. This is all before yesterdays patch. I was unable to break any of the logi on the Team Burners, either. With V missile skills, +6 implants and OH polarized rockets the best I was able to achieve was getting one of the logistics down to 50% shield. Yup, sounds like they found the issue, quite curious to see what it was
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Arthur Aihaken
CODE.d
4730
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Posted - 2015.11.11 20:44:27 -
[35] - Quote
Anize Oramara wrote:Yup, sounds like they found the issue, quite curious to see what it was On the flip side, I like the ECM fits better. I wonder if you could get away with a pair of multispectral ECM jammers? Incidentally, I found that applying ECM to both logistics (whether successful or not) seemed to disrupt logistics to some extent.
I am currently away, traveling through time and will be returning last week.
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Cearain
Goose Swarm Coalition
1432
|
Posted - 2015.11.12 04:29:22 -
[36] - Quote
CCP Lebowski wrote:Hey folks, as Ploing mentioned above, I've observed no differences between the burner missions before and after the Parallax released.
Lets confirm a couple things before we continue:
- Burner missions should be entirely unchanged after Parallax - Any changes to Drifters would have no effect on Burners (Drifters use a completely new AI system)
That being said, it's clear people are experiencing something different after this patch and I'm looking further into this to find out exactly whats going on. To that end can people please post the fits they are using that are now not fairing as well after the patch.
Thanks!
Just tried team hawk.
I cant break the first bantam's tank with this fit anymore. It used to work just fine.
[Daredevil, uni t haw] Shadow Serpentis Armor Kinetic Hardener Centii A-Type Small Armor Repairer Magnetic Field Stabilizer II Core B-Type Armor Kinetic Hardener
Coreli A-Type 1MN Afterburner Small Electrochemical Capacitor Booster I Federation Navy Stasis Webifier
Light Neutron Blaster II [Empty High slot] Light Neutron Blaster II
Small Auxiliary Nano Pump II Small Auxiliary Nano Pump I Small Nanobot Accelerator I
Void S x3290 Navy Cap Booster 400 x10
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hasikan Miallok
Republic University Minmatar Republic
1633
|
Posted - 2015.11.12 05:15:07 -
[37] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Yup, sounds like they found the issue, quite curious to see what it was On the flip side, I like the ECM fits better. I wonder if you could get away with a pair of multispectral ECM jammers? Incidentally, I found that applying ECM to both logistics (whether successful or not) seemed to disrupt logistics to some extent.
Well ECM does SEEM to occasionally make the jammed logi retreat out of range.
However it is hard to tell if that is actually genuine AI behavior or just coincidence because they are tethering in some fashion as you get further from warp in point.
My hunch is AI behaviour becasue its almost always the jammed frigate that runs away first.
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Anize Oramara
The Arch Dashing Dashers
549
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Posted - 2015.11.12 08:31:26 -
[38] - Quote
Hasikan Miallok wrote:Arthur Aihaken wrote:Anize Oramara wrote:Yup, sounds like they found the issue, quite curious to see what it was On the flip side, I like the ECM fits better. I wonder if you could get away with a pair of multispectral ECM jammers? Incidentally, I found that applying ECM to both logistics (whether successful or not) seemed to disrupt logistics to some extent. Well ECM does SEEM to occasionally make the jammed logi retreat out of range. However it is hard to tell if that is actually genuine AI behavior or just coincidence because they are tethering in some fashion as you get further from warp in point. My hunch is AI behaviour becasue its almost always the jammed frigate that runs away first. This is normal and very typical AI behavior actually. I saw it a LOT in wormhole space. We'd jam the last rats in a site to warp the capitals off and they would fly off. It's a guaranteed effect of jamming a rat.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Hasikan Miallok
Republic University Minmatar Republic
1634
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Posted - 2015.11.12 13:40:43 -
[39] - Quote
Anize Oramara wrote:Hasikan Miallok wrote:Arthur Aihaken wrote:Anize Oramara wrote:Yup, sounds like they found the issue, quite curious to see what it was On the flip side, I like the ECM fits better. I wonder if you could get away with a pair of multispectral ECM jammers? Incidentally, I found that applying ECM to both logistics (whether successful or not) seemed to disrupt logistics to some extent. Well ECM does SEEM to occasionally make the jammed logi retreat out of range. However it is hard to tell if that is actually genuine AI behavior or just coincidence because they are tethering in some fashion as you get further from warp in point. My hunch is AI behaviour becasue its almost always the jammed frigate that runs away first. This is normal and very typical AI behavior actually. I saw it a LOT in wormhole space. We'd jam the last rats in a site to warp the capitals off and they would fly off. It's a guaranteed effect of jamming a rat.
So potentially sticking one ECM on each logi and shooting at the burner may work for team burners.
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Anize Oramara
The Arch Dashing Dashers
550
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Posted - 2015.11.12 14:03:17 -
[40] - Quote
Hasikan Miallok wrote:Anize Oramara wrote:Hasikan Miallok wrote:Arthur Aihaken wrote:Anize Oramara wrote:Yup, sounds like they found the issue, quite curious to see what it was On the flip side, I like the ECM fits better. I wonder if you could get away with a pair of multispectral ECM jammers? Incidentally, I found that applying ECM to both logistics (whether successful or not) seemed to disrupt logistics to some extent. Well ECM does SEEM to occasionally make the jammed logi retreat out of range. However it is hard to tell if that is actually genuine AI behavior or just coincidence because they are tethering in some fashion as you get further from warp in point. My hunch is AI behaviour becasue its almost always the jammed frigate that runs away first. This is normal and very typical AI behavior actually. I saw it a LOT in wormhole space. We'd jam the last rats in a site to warp the capitals off and they would fly off. It's a guaranteed effect of jamming a rat. So potentially sticking one ECM on each logi and shooting at the burner may work for team burners. If both jams land, yes. That's the tactic I currently use until they find the bug with team burners or if they decide to buff team burners. an alternative is to put both jams on one logi and burst the other one down.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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SmallShadow
Garoun Investment Bank Gallente Federation
3
|
Posted - 2015.11.13 23:40:02 -
[41] - Quote
DELETED |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2024
|
Posted - 2015.11.14 02:17:01 -
[42] - Quote
Hasikan Miallok wrote:So potentially sticking one ECM on each logi and shooting at the burner may work for team burners.
my standard tactic is land, turn 180 (ie fly back at the mission gate) burn out and jam the logi, they fly away, kill the burner super easy. Some days jams just don't seem to work well and then maybe kill the one logi, as the jams usually work on at least one.
I'm temped to buy a hookbill and fit it up with 4x jammers, I think getting the ECM off more consistently could be better than the slight dps advantage of the garmur.
@ChainsawPlankto
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neovita
Aliastra Gallente Federation
4
|
Posted - 2015.11.14 05:48:29 -
[43] - Quote
Chainsaw Plankton wrote:Hasikan Miallok wrote:So potentially sticking one ECM on each logi and shooting at the burner may work for team burners. my standard tactic is land, turn 180 (ie fly back at the mission gate) burn out and jam the logi, they fly away, kill the burner super easy. Some days jams just don't seem to work well and then maybe kill the one logi, as the jams usually work on at least one. I'm temped to buy a hookbill and fit it up with 4x jammers, I think getting the ECM off more consistently could be better than the slight dps advantage of the garmur.
You won't get even close to Garmurs range using a Hookbill with 4 Jamms fitted. Dont forget the Jaguars wreckings at closer ranges, around 1400 raw damage even at 24-25km as you can see here
Edit: Note to myself "Dont post while you are tired...." |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2025
|
Posted - 2015.11.14 07:44:48 -
[44] - Quote
lml don't care and can easily stay outside of burner jag wrecking hit range. The idea is hopefully for more consistency with jams at a cost of dps. Hookbill has mainly a kinetic bonus, and the overall damage is getting boosted with the December patch. That said it does have a range bonus looks like 2x MGC 2x ECM fits with polarized rockets and it gets similar range to the cheap polar rocket fit. Not sure about server tick interactions as you are right on the edge of rocket range though.
@ChainsawPlankto
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Hasikan Miallok
Republic University Minmatar Republic
1644
|
Posted - 2015.11.14 10:02:11 -
[45] - Quote
Presumably burning away from the burner instead of orbiting will extend teh rocket range slightly.
I am sticking to the LML Garmur for now as the extra time on site with the bug makes the polarized one a bit vulnerable to multiple wrecking shots. |
neovita
Aliastra Gallente Federation
4
|
Posted - 2015.11.14 20:02:30 -
[46] - Quote
Chainsaw Plankton wrote:lml don't care and can easily stay outside of burner jag wrecking hit range. The idea is hopefully for more consistency with jams at a cost of dps. Hookbill has mainly a kinetic bonus, and the overall damage is getting boosted with the December patch. That said it does have a range bonus looks like 2x MGC 2x ECM fits with polarized rockets and it gets similar range to the cheap polar rocket fit. Not sure about server tick interactions as you are right on the edge of rocket range though.
You should care and in first place COMPARE the ranges before you talk nonsence like that. You CAN'T stay out of wrecking range using your 4 Jamm fit (consider ro read the link i gave you above and at least think about the chance to hit formula). And you WON'T reach Garmur's range by only using 2x MGC. We not even started to speak about cap stability here...
Consider to take a look on both ships in EFT before you ever say things like "i don't care" to someone, who is trying to help you. You are speculating around here, most other ppl here gave both fits already a try the testserver or at least using EFT. If speculations are more worth for you then experience, then feel free to "don't care' as much as you want and keep drawning in your own ignorance. |
Anize Oramara
The Arch Dashing Dashers
554
|
Posted - 2015.11.14 20:21:53 -
[47] - Quote
Here's an alternative fit using Javelins. I might drop the CCC rig for an application rig or up the locking range rig (or both). The lock range is a real pita when dealing with jams.
[Garmur, Burner - Unified] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Enfeebling Phase Inversion ECM I Enfeebling Phase Inversion ECM I 5MN Y-T8 Compact Microwarpdrive Enfeebling Phase Inversion ECM I
Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket
Small Hydraulic Bay Thrusters II Small Capacitor Control Circuit II Small Ionic Field Projector I
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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neovita
Aliastra Gallente Federation
4
|
Posted - 2015.11.15 05:53:11 -
[48] - Quote
Anize Oramara wrote:Here's an alternative fit using Javelins. I might drop the CCC rig for an application rig or up the locking range rig (or both). The lock range is a real pita when dealing with jams.
[Garmur, Burner - Unified] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Enfeebling Phase Inversion ECM I Enfeebling Phase Inversion ECM I 5MN Y-T8 Compact Microwarpdrive Enfeebling Phase Inversion ECM I
Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket
Small Hydraulic Bay Thrusters II Small Capacitor Control Circuit II Small Ionic Field Projector I
Using pretty much the same since yesterday (that damn jaguar...) Is working like a charm :) Btw, it is not possible to copy anything in your guide, did try to copy some fittings to eft and well, ended up by clicking them together :) |
neovita
Aliastra Gallente Federation
4
|
Posted - 2015.11.15 05:53:58 -
[49] - Quote
neovita wrote:Anize Oramara wrote:Here's an alternative fit using Javelins. I might drop the CCC rig for an application rig or up the locking range rig (or both). The lock range is a real pita when dealing with jams.
[Garmur, Burner - Unified] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Enfeebling Phase Inversion ECM I Enfeebling Phase Inversion ECM I 5MN Y-T8 Compact Microwarpdrive Enfeebling Phase Inversion ECM I
Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket
Small Hydraulic Bay Thrusters II Small Capacitor Control Circuit II Small Ionic Field Projector I
Using pretty much the same since yesterday (that damn jaguar...) Is working like a charm :) Btw, it is not possible to copy anything in your guide, did try to copy some fittings to eft and well, ended up clicking them together :)
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Anize Oramara
The Arch Dashing Dashers
557
|
Posted - 2015.11.15 07:23:27 -
[50] - Quote
neovita wrote: Using pretty much the same since yesterday (that damn jaguar...) Is working like a charm :) Btw, it is not possible to copy anything in your guide, did try to copy some fittings to eft and well, ended up by clicking them together :)
Still a bit new to google docs. I updated the link in my op and sig with a new link, maybe that will work?
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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|
neovita
Aliastra Gallente Federation
4
|
Posted - 2015.11.15 08:14:00 -
[51] - Quote
Anize Oramara wrote:neovita wrote: Using pretty much the same since yesterday (that damn jaguar...) Is working like a charm :) Btw, it is not possible to copy anything in your guide, did try to copy some fittings to eft and well, ended up by clicking them together :)
Still a bit new to google docs. I updated the link in my op and sig with a new link, maybe that will work?
Working very good now, thank you :) |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2027
|
Posted - 2015.11.15 21:53:57 -
[52] - Quote
neovita wrote:Chainsaw Plankton wrote:lml don't care and can easily stay outside of burner jag wrecking hit range. The idea is hopefully for more consistency with jams at a cost of dps. Hookbill has mainly a kinetic bonus, and the overall damage is getting boosted with the December patch. That said it does have a range bonus looks like 2x MGC 2x ECM fits with polarized rockets and it gets similar range to the cheap polar rocket fit. Not sure about server tick interactions as you are right on the edge of rocket range though. You should care and in first place COMPARE the ranges before you talk nonsence like that. You CAN'T stay out of wrecking range using your 4 Jamm fit (consider ro read the link i gave you above and at least think about the chance to hit formula). And you WON'T reach Garmur's range by only using 2x MGC. We not even started to speak about cap stability here... Consider to take a look on both ships in EFT before you ever say things like "i don't care" to someone, who is trying to help you. You are speculating around here, most other ppl here gave both fits already a try on the testserver or at least using EFT. If speculations are more worth for you then experience, then feel free to "don't care' as much as you want and keep drawning in your own ignorance.
lml as in light missile launchers. according to eft they go 63km. Hookbill gets a 10%/lv velocity bonus which is a 50% range bonus. Garmur gets a 200% velocity bonus but it comes with -50% flight time, which comes out to a 50% range bonus. Barring server tick voodoo, similarly fit the ships should have the same range.
With lml I usually stay around 30km and I've never gotten hit at that range, the only time I remember getting hit was somewhere around 23-25km. once when testing the polarized garmur, and once with a harpy.
and experience
@ChainsawPlankto
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neovita
Aliastra Gallente Federation
4
|
Posted - 2015.11.16 02:51:28 -
[53] - Quote
Chainsaw Plankton wrote:neovita wrote:Chainsaw Plankton wrote:lml don't care and can easily stay outside of burner jag wrecking hit range. The idea is hopefully for more consistency with jams at a cost of dps. Hookbill has mainly a kinetic bonus, and the overall damage is getting boosted with the December patch. That said it does have a range bonus looks like 2x MGC 2x ECM fits with polarized rockets and it gets similar range to the cheap polar rocket fit. Not sure about server tick interactions as you are right on the edge of rocket range though. You should care and in first place COMPARE the ranges before you talk nonsence like that. You CAN'T stay out of wrecking range using your 4 Jamm fit (consider ro read the link i gave you above and at least think about the chance to hit formula). And you WON'T reach Garmur's range by only using 2x MGC. We not even started to speak about cap stability here... Consider to take a look on both ships in EFT before you ever say things like "i don't care" to someone, who is trying to help you. You are speculating around here, most other ppl here gave both fits already a try on the testserver or at least using EFT. If speculations are more worth for you then experience, then feel free to "don't care' as much as you want and keep drawning in your own ignorance. lml as in light missile launchers. according to eft they go 63km. Hookbill gets a 10%/lv velocity bonus which is a 50% range bonus. Garmur gets a 200% velocity bonus but it comes with -50% flight time, which comes out to a 50% range bonus. Barring server tick voodoo, similarly fit the ships should have the same range. With lml I usually stay around 30km and I've never gotten hit at that range, the only time I remember getting hit was somewhere around 23-25km. once when testing the polarized garmur, and once with a harpy. and experience
You should improve your math a bit, 200% range bonus with 50% malus to flight time is still 100% range bonus (NOT 50%) using simplest math on earth. Happy wasting your time using LML. And since you just dont want to test it at all in any way and just tend to keep speculating around using crappy math, i am done with your ignorrance.
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Arthur Aihaken
CODE.d
4745
|
Posted - 2015.11.16 03:22:25 -
[54] - Quote
neovita wrote:You should improve your math a bit, 200% range bonus with 50% malus to flight time is still 100% range bonus (NOT 50%) using simplest math on earth. Happy wasting your time using LML. And since you just dont want to test it at all in any way and just tend to keep speculating around using crappy math, i am done with your ignorrance. Regardless of missile velocity it ends up being a 50% range bonus on the Mordus Legion ships, but whatever...
I am currently away, traveling through time and will be returning last week.
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Estella Osoka
Perkone Caldari State
861
|
Posted - 2015.11.16 03:24:29 -
[55] - Quote
neovita wrote:Chainsaw Plankton wrote:neovita wrote:Chainsaw Plankton wrote:lml don't care and can easily stay outside of burner jag wrecking hit range. The idea is hopefully for more consistency with jams at a cost of dps. Hookbill has mainly a kinetic bonus, and the overall damage is getting boosted with the December patch. That said it does have a range bonus looks like 2x MGC 2x ECM fits with polarized rockets and it gets similar range to the cheap polar rocket fit. Not sure about server tick interactions as you are right on the edge of rocket range though. You should care and in first place COMPARE the ranges before you talk nonsence like that. You CAN'T stay out of wrecking range using your 4 Jamm fit (consider ro read the link i gave you above and at least think about the chance to hit formula). And you WON'T reach Garmur's range by only using 2x MGC. We not even started to speak about cap stability here... Consider to take a look on both ships in EFT before you ever say things like "i don't care" to someone, who is trying to help you. You are speculating around here, most other ppl here gave both fits already a try on the testserver or at least using EFT. If speculations are more worth for you then experience, then feel free to "don't care' as much as you want and keep drawning in your own ignorance. lml as in light missile launchers. according to eft they go 63km. Hookbill gets a 10%/lv velocity bonus which is a 50% range bonus. Garmur gets a 200% velocity bonus but it comes with -50% flight time, which comes out to a 50% range bonus. Barring server tick voodoo, similarly fit the ships should have the same range. With lml I usually stay around 30km and I've never gotten hit at that range, the only time I remember getting hit was somewhere around 23-25km. once when testing the polarized garmur, and once with a harpy. and experience You should improve your math a bit, 200% range bonus with 50% malus to flight time is still 100% range bonus (NOT 50%) using simplest math on earth. Happy wasting your time using LML. And since you just dont want to test it at all in any way and just tend to keep speculating around using crappy math, i am done with your ignorrance.
I don't think you get it. He isn't going to be using rockets with the Hookbill. He will be using Light Missile Launchers.
But just so we are clear, a Hookbill using polarized rocket launchers has a max range of 22km using javelin rockets.
Fit: [Caldari Navy Hookbill, hooky]
Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Gistii A-Type 1MN Afterburner BZ-5 Neutralizing Spatial Destabilizer ECM BZ-5 Neutralizing Spatial Destabilizer ECM BZ-5 Neutralizing Spatial Destabilizer ECM BZ-5 Neutralizing Spatial Destabilizer ECM
Polarized Rocket Launcher, Scourge Javelin Rocket Polarized Rocket Launcher, Scourge Javelin Rocket Polarized Rocket Launcher, Scourge Javelin Rocket
Small Processor Overclocking Unit I Small Processor Overclocking Unit I Small Capacitor Control Circuit I
High-grade Snake Alpha High-grade Snake Beta High-grade Snake Gamma High-grade Snake Delta High-grade Snake Epsilon High-grade Snake Omega Zainou 'Deadeye' Missile Projection MP-705 Zor's Custom Navigation Hyper-Link Zainou 'Snapshot' Rockets RD-905 Zainou 'Deadeye' Rapid Launch RL-1005
I'm using snakes to ensure my speed is faster than the Jag burner.
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2028
|
Posted - 2015.11.16 03:51:42 -
[56] - Quote
I think I'm pretty okay with my math.
(100% base flight speed + 200% bonus flight speed) * (100% base flight time minus 50% flight time) equals (base flight speed plus 50% bonus flight speed) times unchanged flight time (1+2) * (1 - 0.5) = (1+0.5) * (1 + 0) 3 * 0.5 = 1.5
so lets use 5,000 m/s and 7.5s flight time as that is pretty close to light missile speed/flight time. Light missile flight speed is a wee bit bigger so I'm under stating it a bit here, but 5,000 is a nice round number. in a garmur it goes 15,000 m/s and has a flight time of 3.75. 15,000m/s*3.75s = 56,250km in a hookbill it goes 7,500m/s and has a flight time of 7.5. 7,500m/s*7.5s= 56,250km
feel free to show me some in game evidence (hell I'll take eft screenshots) that show otherwise.
I suppose I could try this kinda math: http://i.imgur.com/aUufV.gif http://i.imgur.com/l40YQ.gif
@ChainsawPlankto
|
Estella Osoka
Perkone Caldari State
861
|
Posted - 2015.11.16 21:22:24 -
[57] - Quote
Chainsaw Plankton wrote:I think I'm pretty okay with my math. (100% base flight speed + 200% bonus flight speed) * (100% base flight time minus 50% flight time) equals (base flight speed plus 50% bonus flight speed) times unchanged flight time (1+2) * (1 - 0.5) = (1+0.5) * (1 + 0) 3 * 0.5 = 1.5 so lets use 5,000 m/s and 7.5s flight time as that is pretty close to light missile speed/flight time. Light missile flight speed is a wee bit bigger so I'm under stating it a bit here, but 5,000 is a nice round number. in a garmur it goes 15,000 m/s and has a flight time of 3.75. 15,000m/s*3.75s = 56,250km in a hookbill it goes 7,500m/s and has a flight time of 7.5. 7,500m/s*7.5s= 56,250km feel free to show me some in game evidence (hell I'll take eft screenshots) that show otherwise. I suppose I could try this kinda math: http://i.imgur.com/aUufV.gif http://i.imgur.com/l40YQ.gif
One other thing to consider, the Garmur has a smaller targeting range than the Hookbill.
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The Bigpuns
Touring New Eden Haven.
14
|
Posted - 2015.11.20 09:11:51 -
[58] - Quote
Just noticed an error in your blitzing guide where you state that the mach has a 4.5 au/s base warp speed: the 50% bonus is already taken into account on the stats, raising warp speed from 2 to 3, not from 3 to 4.5.
Otherwise excellent work. I personally dont blitz (too OCD on the little red things), but one of the best guides I've read on the topic. Actually, the only guide I've read on the topic. But it's still very good.
Any news on the team burner problem? |
Anize Oramara
The Arch Dashing Dashers
582
|
Posted - 2015.11.20 09:48:58 -
[59] - Quote
The Bigpuns wrote:Just noticed an error in your blitzing guide where you state that the mach has a 4.5 au/s base warp speed: the 50% bonus is already taken into account on the stats, raising warp speed from 2 to 3, not from 3 to 4.5.
Otherwise excellent work. I personally dont blitz (too OCD on the little red things), but one of the best guides I've read on the topic. Actually, the only guide I've read on the topic. But it's still very good.
Any news on the team burner problem? Huh, thanks for spotting that... where int he 7 hells did I pull 4.5 from (I'll fix when I get home)
Also no, no news yet. It's been over a week since the last feedback form CCP and the 2nd weekend. This is effecting 1/3 of all burner missions as well.
On the other hand it seems like every time they patch something these days something completely unrelated goes titsup so maybe they should take their time with this one
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
Anize Oramara
The Arch Dashing Dashers
604
|
Posted - 2015.11.21 23:22:18 -
[60] - Quote
Guide has been updated and I added in a little bit about a possible Barghest blitzer that might be very interesting though I am still skilling to properly test it. Here's the build for reference:
[Barghest, New Setup 1] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Ballistic Control System II Missile Guidance Enhancer II Missile Guidance Enhancer II
500MN Y-T8 Compact Microwarpdrive Sensor Booster II, Scan Resolution Script Republic Fleet Target Painter Pith C-Type X-Large Shield Booster Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Hammerhead II x5 Hobgoblin II x5
Due to how blitzing inherently isn't about dps over the long term but rather burst of a few ships/triggers needing to be killed and then moving on, a Barghest might have enough of an advantage in that area to offset the areas where it's not quite as good as a Machariel. It's possible that the Barghest might also only be better at some missions while the Machariel is better at others. The small DPS boost coming might tip the scales in certain situations.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2077
|
Posted - 2015.11.22 08:48:42 -
[61] - Quote
I was thinking about trying a cruise barghest for blitzing the blockade. Mach does it kinda okay, but lose a lot of dps with barrage + falloff, looks like ~10 mins, but that was just a few trial runs better piloting could increase dps a bit. Also given that it is all in system I'm not sure how much the warp speed helps. And if you can't pay attention you can always just load some auto-targeting missiles and make semi afk income. With 20km/s missiles you can MJD and don't even need to volley count at range, looks like you can push them over 30km/s but that might be too niche.
@ChainsawPlankto
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Arji Hekki
School of Applied Knowledge Caldari State
0
|
Posted - 2015.11.22 13:53:54 -
[62] - Quote
Any chance you could add a "Last updated on dd/mm/yyyy" to your guide? Makes it easier to know when a new version is out with updated info.
I still need some time setting myself up but I'm really looking forward to giving blitzing missions and burners a shot so I really appreciate this guide. |
Hasikan Miallok
Republic University Minmatar Republic
1666
|
Posted - 2015.11.22 14:28:39 -
[63] - Quote
Any one looked at the new T2 Frigats like the Vigil Fleet Issue on SISI to see if they are useful for burners ? |
Anize Oramara
The Arch Dashing Dashers
604
|
Posted - 2015.11.22 15:26:12 -
[64] - Quote
Arji Hekki wrote:Any chance you could add a "Last updated on dd/mm/yyyy" to your guide? Makes it easier to know when a new version is out with updated info.
I still need some time setting myself up but I'm really looking forward to giving blitzing missions and burners a shot so I really appreciate this guide. Good Idea, I'll add that to the guide thanks :)
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
Matthias Dete
Union of Lonely Pilots
0
|
Posted - 2015.11.22 17:02:23 -
[65] - Quote
Just wanted to say a big thanks to Anize for producing the guide.
Even though I've played Eve on and off for over 10 years, I've never got into blitzing missions before and this guide has been excellent.
With just a few skill tweaks and isk spend I've been able to get the hang of mission blitzing and it's been great.
Thanks to the guide I've slowly built up to be able to do the agent burners and one of the base burners, despite losing a few ships through being too slow or forgetting to turn off an OH or something.
Even though I can't do all burners yet, due to not having enough isk for the ship fits yet, I'm still able to maintain agent standings just about. I'm making about 75 mil an hour, which isn't brilliant but it's because I can't do all the burners yet. I'm sure I'll be able to get that up once I can do more and more burners.
I've just received an anomic base mission which I can't see in the guide which is to wipe out the support of a supercarrier. Is there a ship fit for that?
A note as well on armor hardeners. I would shop around and check stats as I found the Centus-B hardeners are the same stats as the Core-B type but they were much cheaper. Also worked fine for the Angel and Sansha agents.
Thanks again Anize for producing the guide. |
Anize Oramara
The Arch Dashing Dashers
605
|
Posted - 2015.11.22 18:11:02 -
[66] - Quote
Glad it's helping!
The super carrier is the Gurista Base burner. I should probably make it a bit more clear. That is currently the only one I would strongly suggest not running at all. It takes extremely long and is extremely difficult even with bling gear. I have been able to complete it, eventually, with a BC but it took nearly an hour (To be fair I was learning the ins/outs of the mission and testing various things) but I doubt you'd get it down further than maybe 30min if you're lucky. The fighters and fighter-bombers have ridiculously tiny sigs and crazy amounts of HP. They do a LOT of damage and there is 6 waves iirc. You can't OH as the mission is just far too long and the payout, even if it was the max like other burners would make it one of the worst paying lv4 missions currently available in the game. If there's a 'trick' to it other than CCP giving us the finger then we haven't found it yet.
In other news, I logged on to the test server and saw that they mirrored the skills and gear. I also got just over 2mill free SP from the last mass test. I used this to get a good set of skills for Heavy missiles to test my RHML Barghest concept. And the results are so far...
It might actually work 0.o
Pirate invasion Angel is only 30 seconds slower than what I recorded in my Machariel and that's with the Mach using Hail so probably the single best mission in the Mach's favor.
Stop the Thief is probably a wash. Better kill time for the Barghest by a tiny amount but slower warp speed by a similarly small amount.
Gone Bezerk was nail-bitingly close. I needed 1 more volley and I'd be a whole 30 seconds FASTER than my Mach time. This is because the best ammo available for the Mach in that mission is Barrage (I tested). I have a feeling with the skills I can easily get that extra volley.
I have high hopes for Assault - Serpentis and attack of the drones but the random nature of attack of the drones might screw me over. The loss of 50m3 drone bay over the mach really hurts but the extra dps come december on the Barghest has me super excited.
This is the skills I tested with: Guided Missile Precision IV Heavy Missile Specialization IV Missile Bombardment V Missile Projection IV Rapid Launch IV Target Navigation Prediction IV Warhead Upgrades V Caldari Battleship IV <- this is going to be the biggest factor after the dps buff, followed by Missile Specialization. Rapid launch is the least useful of the lot.
I do not have implants affecting damage so I might start there.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Matthias Dete
Union of Lonely Pilots
1
|
Posted - 2015.11.22 19:48:44 -
[67] - Quote
Thanks for that, I missed that one.
By the way, a few extra missions that I was able to blitz very easily and quickly were:
Duo of Death (Guristas) Guristas Spies Pot & Kettle (Part 1 only)
This might be helpful for those who can't yet do all the burners or are struggling to maintain agent standing. |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2079
|
Posted - 2015.11.22 20:47:00 -
[68] - Quote
Use the compare tool and always shop around! many items of the same (or even slightly different) meta level are the same stats wise but can be very different price wise. And checking eve-central is usually a decent idea.
[ 2015.11.21 02:32:36 ] (notify) Interference from the warp you are doing is preventing your sensors from getting a target lock on Burner Dragonfly. [ 2015.11.21 02:47:00 ] (notify) Interference from Burner Antero's warp prevents your sensors from locking the target.
eh only ~15 mins of combat time but that was also with links and minor bling. Lop on what ~2-4 mins of travel time? 13.5m bounty, 11k LP, 3m reward (made up reward, as I don't really remember but seems ballpark)? It's not great but probably not among the worst lv4s. I did made a few mistakes as I haven't run it since it was on Sisi for testing. I decided to run it for SaG the other night saw the LP was over 11k and said why not. Probably won't be doing that again though. According to my post in the burner thread I had it down to 11m and change. https://forums.eveonline.com/default.aspx?g=posts&t=369477&p=36
Matthias Dete wrote:Thanks for that, I missed that one.
By the way, a few extra missions that I was able to blitz very easily and quickly were:
Duo of Death (Guristas) Guristas Spies Pot & Kettle (Part 1 only)
This might be helpful for those who can't yet do all the burners or are struggling to maintain agent standing. Duo is quick, but I find it annoying as you need to loot something at range and there are a bunch of webbing thingys. although an MTU would probably help with that. also tends to be a bunch of jumps away, although that is more influenced by constellation layout than anything else.
The Spy missions go fast, but payout is pretty low. Good for getting an extra fast mission in when grinding for storylines.
Pot and Kettle, Haven't tried it. what is the standings hit?
@ChainsawPlankto
|
Matthias Dete
Union of Lonely Pilots
1
|
Posted - 2015.11.22 21:09:26 -
[69] - Quote
Chainsaw Plankton wrote:Duo is quick, but I find it annoying as you need to loot something at range and there are a bunch of webbing thingys. although an MTU would probably help with that. also tends to be a bunch of jumps away, although that is more influenced by constellation layout than anything else.
The Spy missions go fast, but payout is pretty low. Good for getting an extra fast mission in when grinding for storylines.
Pot and Kettle, Haven't tried it. what is the standings hit?
Standing loss to Amarr is -0.018% as long as you just take out the prophecy |
Anize Oramara
The Arch Dashing Dashers
605
|
Posted - 2015.11.22 21:39:59 -
[70] - Quote
Doing a quick rough estimate you *might* be hitting 2mill per minute *if* you were soloing gurista base. With links you are actually dropping below 60mill per hour. gurista base is absolutely horrendous, especially with that bounty, lowest of all the bases without even the loot blood base gives and taking two to four times as long. At max burner reward and taking only 6 minutes it might be worth running over normal lv4 blitz missions (not even the good ones) but only just. heck it might be as good as blood base, almost :P
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
|
Matthias Dete
Union of Lonely Pilots
1
|
Posted - 2015.11.22 22:00:32 -
[71] - Quote
Just did the Blood Burner Agent for the first time and lost with the alternative cheaper fit
I got the burner armour down to half before I lost cap completely.
I think I activated the cap booster to soon each time it ran down. Should I have waited till cap was zero and tank at about 60% before activating tank and rep?
Also, I'm guessing the 'keep at range 100km' in the guide is an error. Should it be 10k? |
Andromeda Cesaille
Federal Navy Academy Gallente Federation
2
|
Posted - 2015.11.22 23:16:58 -
[72] - Quote
Having massive issues with applying ECM in the team burners (seems to only work once per ship?). The first few i did was a breeze in my rail enyo, but then a day ago or so, the ECM problem started (together with what feels like a tank buff to the remote repper ships but that might just be in my head). Maybe i was just lucky on the first ones i did. |
Hasikan Miallok
Republic University Minmatar Republic
1666
|
Posted - 2015.11.23 00:34:10 -
[73] - Quote
Andromeda Cesaille wrote:Having massive issues with applying ECM in the team burners (seems to only work once per ship?). The first few i did was a breeze in my rail enyo, but then a day ago or so, the ECM problem started (together with what feels like a tank buff to the remote repper ships but that might just be in my head). Maybe i was just lucky on the first ones i did.
Edit: Burner navitas does not "flee" after successful ECM hence my 225 dps OH rails are not enough to kill the other one before reps start again. No idea what's going on tbh
My understanding is the logi reps so much htat no sane DPS can ovecome them meaning you are pretty much committed to getting the ECM to work.
The ECM itself has always been rather random. Its hard to tell if you are seeing a genuine change in ECM or getting a run of bad luck. |
Andromeda Cesaille
Federal Navy Academy Gallente Federation
2
|
Posted - 2015.11.23 00:49:32 -
[74] - Quote
Hasikan Miallok wrote: My understanding is the logi reps so much htat no sane DPS can ovecome them meaning you are pretty much committed to getting the ECM to work.
The ECM itself has always been rather random. Its hard to tell if you are seeing a genuine change in ECM or getting a run of bad luck.
The major problem now (apart from landing ECM) is that the logi:s doesn't flee anymore for some reason, they just stay in normal range which means you have very little time to kill the other one (too little time for me, i've had to quit both missions) . Two separate missions in a row has been like this now. Would love to hear from some other people running these missions.
I'm doing everything exactly as i did before and suddenly it doesn't work. |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2080
|
Posted - 2015.11.23 01:53:26 -
[75] - Quote
Outside of the super reps part things seemed fine, at least as of a few days ago.
@ChainsawPlankto
|
Andromeda Cesaille
Federal Navy Academy Gallente Federation
2
|
Posted - 2015.11.23 02:27:34 -
[76] - Quote
Exact same thing with team hawk now. Almost 100% sure they've increased the difficulty of the team burners within the last 24h, kiting does not work. Whether it is intentional or not is another question. |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2080
|
Posted - 2015.11.23 03:07:30 -
[77] - Quote
just killed a burner vengeance (still in mission pocket), and the logi ran away. separation was ~70km.
@ChainsawPlankto
|
Anize Oramara
The Arch Dashing Dashers
605
|
Posted - 2015.11.23 06:45:43 -
[78] - Quote
Matthias Dete wrote:Just did the Blood Burner Agent for the first time and lost with the alternative cheaper fit I got the burner armour down to half before I lost cap completely. I think I activated the cap booster to soon each time it ran down. Should I have waited till cap was zero and tank at about 60% before activating tank and rep? Also, I'm guessing the 'keep at range 100km' in the guide is an error. Should it be 10k? I'll give it a go and check to make sure, how's your dps skills? You should be using less than half the cap charges if your dps skills are decent.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
Anize Oramara
The Arch Dashing Dashers
605
|
Posted - 2015.11.23 06:49:12 -
[79] - Quote
Andromeda Cesaille wrote:Having massive issues with applying ECM in the team burners (seems to only work once per ship?). The first few i did was a breeze in my rail enyo, but then a day ago or so, the ECM problem started (together with what feels like a tank buff to the remote repper ships but that might just be in my head). Maybe i was just lucky on the first ones i did.
Edit: Burner navitas does not "flee" after successful ECM hence my 225 dps OH rails are not enough to kill the other one before reps start again. No idea what's going on tbh
Edit 2: Same thing with team vengeance Yea, currently I'm completely skipping team burners. They're doable, the problem is the ECM as you've noticed is just so frustratingly random. OH or not it doesn't really make a difference so just skipping them until they fix the bug seems to be the best option.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
Ploing
Blue Republic RvB - BLUE Republic
38
|
Posted - 2015.11.23 12:50:50 -
[80] - Quote
did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
|
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Anize Oramara
The Arch Dashing Dashers
605
|
Posted - 2015.11.23 12:54:44 -
[81] - Quote
Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey!
On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
Estella Osoka
Perkone Caldari State
878
|
Posted - 2015.11.23 14:52:32 -
[82] - Quote
Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then.
Last time I did Gone Berserk, it was the left side that was the completion trigger. I think they made it random. |
Anize Oramara
The Arch Dashing Dashers
606
|
Posted - 2015.11.23 17:22:33 -
[83] - Quote
Estella Osoka wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Last time I did Gone Berserk, it was the left side that was the completion trigger. I think they made it random. Was this on sisi or on live?
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
Estella Osoka
Perkone Caldari State
878
|
Posted - 2015.11.23 18:12:50 -
[84] - Quote
Anize Oramara wrote:Estella Osoka wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Last time I did Gone Berserk, it was the left side that was the completion trigger. I think they made it random. Was this on sisi or on live?
That was live. I went through the right side and it didn't work, so I then went down the left side and that gave me the completion trigger.
You can test it by putting your self as a squad commander in a fleet so you can tag targets. |
Anize Oramara
The Arch Dashing Dashers
607
|
Posted - 2015.11.23 18:17:10 -
[85] - Quote
Estella Osoka wrote:Anize Oramara wrote:Estella Osoka wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Last time I did Gone Berserk, it was the left side that was the completion trigger. I think they made it random. Was this on sisi or on live? That was live. I went through the right side and it didn't work, so I then went down the left side and that gave me the completion trigger. You can test it by putting your self as a squad commander in a fleet so you can tag targets. I've been keeping an eye on the patch notes and can't remember any mention of it. Why does CCP do this to themselves
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|
Arji Hekki
School of Applied Knowledge Caldari State
0
|
Posted - 2015.11.23 18:21:31 -
[86] - Quote
Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then.
Now that you mentioned it... I can confirm that Gone Berserk is weird on SISI. I followed the eve-survival tip to only kill the right side group ( your guide mentions it too ) but it didn't complete. I had to kill everything to complete the mission. |
Anize Oramara
The Arch Dashing Dashers
607
|
Posted - 2015.11.23 18:38:12 -
[87] - Quote
Arji Hekki wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Now that you mentioned it... I can confirm that Gone Berserk is weird on SISI. I followed the eve-survival tip to only kill the right side group ( your guide mentions it too ) but it didn't complete. I had to kill everything to complete the mission. Thanks. I've updated my guide to reflect this. Soon as I can get a beserk on Tranq I'll test and confirm. If so Bug report time (since it's not in any patch notes). Who knows what else broke if something as random as this did. It'd be great if anyone else that has experienced this and is willing, do the same
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Estella Osoka
Perkone Caldari State
878
|
Posted - 2015.11.23 18:47:46 -
[88] - Quote
Anize Oramara wrote:Arji Hekki wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Now that you mentioned it... I can confirm that Gone Berserk is weird on SISI. I followed the eve-survival tip to only kill the right side group ( your guide mentions it too ) but it didn't complete. I had to kill everything to complete the mission. Thanks. I've updated my guide to reflect this. Soon as I can get a beserk on Tranq I'll test and confirm. If so Bug report time (since it's not in any patch notes). Who knows what else broke if something as random as this did. It'd be great if anyone else that has experienced this and is willing, do the same
If it is broke, could be due to the Crimson Harvest event. |
Anize Oramara
The Arch Dashing Dashers
607
|
Posted - 2015.11.23 19:29:55 -
[89] - Quote
Everything and their mother broke due to the event.
Haven't gotten the mission yet but ran Two attack of the drone missions and no problems there so far.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Matthias Dete
Union of Lonely Pilots
1
|
Posted - 2015.11.23 20:31:50 -
[90] - Quote
Anize Oramara wrote:Matthias Dete wrote:Just did the Blood Burner Agent for the first time and lost with the alternative cheaper fit I got the burner armour down to half before I lost cap completely. I think I activated the cap booster to soon each time it ran down. Should I have waited till cap was zero and tank at about 60% before activating tank and rep? Also, I'm guessing the 'keep at range 100km' in the guide is an error. Should it be 10k? I'll give it a go and check to make sure, how's your dps skills? You should be using less than half the cap charges if your dps skills are decent.
Most skills are maxed although I had only just trained small autocannon specialization to lvl 1. I'm training it up now.
I used about 4 cap charges before I ran out.
Looking at the combat log I was doing about 99 actual dps. It looks like initial dps was high but then settled down to about 150 per hit. I don't know if that is low due to distance as I was about 3.5 km from the target. |
|
Anize Oramara
The Arch Dashing Dashers
607
|
Posted - 2015.11.23 20:42:39 -
[91] - Quote
Matthias Dete wrote:Anize Oramara wrote:Matthias Dete wrote:Just did the Blood Burner Agent for the first time and lost with the alternative cheaper fit I got the burner armour down to half before I lost cap completely. I think I activated the cap booster to soon each time it ran down. Should I have waited till cap was zero and tank at about 60% before activating tank and rep? Also, I'm guessing the 'keep at range 100km' in the guide is an error. Should it be 10k? I'll give it a go and check to make sure, how's your dps skills? You should be using less than half the cap charges if your dps skills are decent. Most skills are maxed although I had only just trained small autocannon specialization to lvl 1. I'm training it up now. I used about 4 cap charges before I ran out. Looking at the combat log I was doing about 99 actual dps. It looks like initial dps was high but then settled down to about 150 per hit. I don't know if that is low due to distance as I was about 3.5 km from the target. Yea getting specialization up will make a huge difference. You will run out of cap, that's normal, just OH the armor repper and keep feeding it cap charges (Make sure you're cargo is full of navy 400s) and make sure the webber is running. You wont get closer, at most you might get to within 3km. It's very much an endurance burner but the extra dps form the spec to 4 at least will help a lot.
Only OH the guns when you get the burner to about 25% armor.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Matthias Dete
Union of Lonely Pilots
1
|
Posted - 2015.11.23 21:21:30 -
[92] - Quote
Thats great thanks Anize |
Hasikan Miallok
Republic University Minmatar Republic
1669
|
Posted - 2015.11.24 06:39:50 -
[93] - Quote
If we are talking the Unified Daredevil for some odd reason I have had less success against the Dramiel Burner with that than with a Vengeance.
Then again against the Dramiel I lose a lot more ships with identical skills and fit on TQ than I do in SISI (virtually no losses on SISI) so sometimes RND comes into it in a big way. |
Anize Oramara
The Arch Dashing Dashers
609
|
Posted - 2015.11.24 09:00:03 -
[94] - Quote
Hasikan Miallok wrote:If we are talking the Unified Daredevil for some odd reason I have had less success against the Dramiel Burner with that than with a Vengeance.
Then again against the Dramiel I lose a lot more ships with identical skills and fit on TQ than I do in SISI (virtually no losses on SISI) so sometimes RND comes into it in a big way.
Yea I had some issues with the Dram initially as well. The tank on the one in my guide seems sufficient where even wrecking shots aren't an issue anymore. Just OH the Explosive hardener.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Bumblefck
Kerensky Initiatives
9202
|
Posted - 2015.11.24 14:04:04 -
[95] - Quote
I shall file this under 'U' and 'I' for 'Useful' and 'Interesting' :)
Got a HoleySheet1 corpse? I'll buy it for 200m!
Bumble's Space Log
|
Hasikan Miallok
Republic University Minmatar Republic
1677
|
Posted - 2015.11.26 13:36:07 -
[96] - Quote
One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. |
Anize Oramara
The Arch Dashing Dashers
613
|
Posted - 2015.11.26 13:53:36 -
[97] - Quote
Hasikan Miallok wrote:One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. I just tested and you are actually correct. Even if you accept a burner mission, there is still no penalty for quitting the mission. Was a little surprised at that.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Hasikan Miallok
Republic University Minmatar Republic
1678
|
Posted - 2015.11.26 22:41:16 -
[98] - Quote
Anize Oramara wrote:Hasikan Miallok wrote:One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. I just tested and you are actually correct. Even if you accept a burner mission, there is still no penalty for quitting the mission. Was a little surprised at that.
Yep.
Which basically means if you have the spare time and have the ISK to blow on a ship or two you can actually test burner fits on TQ without standing loss for failing. |
Rigel Scorpius
TEREX Industries
0
|
Posted - 2015.11.26 23:02:48 -
[99] - Quote
Has there been any updates on the Team Burner issues? I've tried both the Enyo and Vengeance lately multiple times and have yet been able to break the armor tank on even one of the logi's. My latest attempt is with a 2x LML Garmur setup, max skills, T2 rigs, etc. OH putting out over 515dps. The Hawk on the other hand goes down the same as before with no issues and I've yet to draw the Jaguar lately so I can't comment on that one... |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2099
|
Posted - 2015.11.27 09:28:15 -
[100] - Quote
Hasikan Miallok wrote:One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. also useful when you get connection problems :<
pro tip: don't go back and try to complete when you have connection problems
@ChainsawPlankto
|
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Anize Oramara
The Arch Dashing Dashers
620
|
Posted - 2015.11.27 11:31:27 -
[101] - Quote
I've been able to more thoroughly test the Barghest as a credible alternative to the Machariel and it's pretty solid all things considered. The buff changes are live on singularity and with all the mass testing I've been enjoying (The visuals really are absolutely amazing once they fixed most of the driver crashes) I got enough SP to fly an effectively maxed out barghest to test. The buff adds about 100dps to the RHML Barghest in the form of higher volleys so it's a really welcome boost.
For the most part the RHML Barghest seem to compete favorably in the following misisons:
- Attack of the drones: This can be a bit random as the number of ships spawning is not fixed. Can make good use of a full flight of medium drones
- The assault (Serpentis): Very nice for sniping the scramming frigs in the 2nd room (always a pita for the mach) and to hit the ships in the 3rd room as soon as you land
- Gone Beserk: It can theoretically finish the mission on a single clip but with the bug/changes to the mission it might get dropped in favor of other missions
- Stop the thief: slightly quicker kill time makes up for slightly slower warp speed so either works.
- Dread Pirate scarlet: Slightly slower than Mach but not by much. No arty snipe fit possible but for people not running an arty mach the Bagrhest works fine.
There are a couple missions where a cruise Barghest would work far better and that is something I am going to test next as I should have T2 cruises now.
- Pirate Invasion (Angel): With 6(or was it 7?) BS that needs to be killed it needs at least 2 reloads of RHML making it slightly slower than the Mach although infinitely easier to tank. I think I might get better mileage with the cruise missiles.
- Attack of the Drones: Cruises might feature here better than the RHML.
- I want to believe in a blockade blitz but with triggers being random (the eve survival guide isn't 100% accurate either) it'd be a bit of a crap shoot from what I've tested so far. That said Cruises (and a MJD) would trump RHML fit.
I might revisit certain other missions too, just in case.
End of the day the Mach is still the top dog, but it's nice seeing a ship that can keep pace with it in almost all missions. I was never a fan of how the Mach looked so having a ship like the Barghest be a legitimate alternative is great.
ps. Anyone got any ideas for the new utility high? A drone link augmentator isn't really useful in any real way, an auto targeting thingy doesn't actually jive with blitzing and I already have a tractor on it. Neut to make it slightly more gank resistant? Although again, with blitzing people have trouble scanning you down before you're done with the site.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Arthur Aihaken
CODE.d
4759
|
Posted - 2015.11.27 18:43:05 -
[102] - Quote
Anize Oramara wrote:The buff adds about 100dps to the RHML Barghest in the form of higher volleys so it's a really welcome boost. The buff should only add about 3% to total DPS...? (the change was from 8.75 to 9.00 effective launchers)
I am currently away, traveling through time and will be returning last week.
|
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2102
|
Posted - 2015.11.27 21:28:28 -
[103] - Quote
I've been testing a cruise barghest
with blockade the main issue I've had is the first spawn trigger seems random, sometimes you see it and only need 1 kill, sometimes you need to kill the whole first wave. Past that the trigger spawns in the same place and is usually the high bounty one Gist Malakim/Gist Nephilim according to eve survival, and the completion trigger I think is always the Seraphim. mjd/mwd whatever works with MWD just need to burn out away from the scram frigs. looks to take 5-9 mins depending on what happens. should carefully note the initial spawn. I've had multiple of one ship and killing one triggers the next spawn, sometimes it is the last one.
gone berserk. with scourge fury one volley the cruisers, 2 volley the hydra, 3 volley the other 2 bs. Although if you can do it in one reload with RHML that would probably be faster but I guess it involves at least some volley counting. guessing 2 for cruisers 4-6 for bs?
pirate invasion it works well, but I think I'll probably stick with the mach. lol hail, usually done before they even hit my armor tank.
AotD. never tried it. usually don't run it
smash the supplier: easy blitz. kite everything and bash the tower. although I tend to avoid it for the -2.4% amarr standings hit.
assault yea I want to try the rhml version on that. which ammo do you use? I was thinking navy for the scram frigs, and reload to fury for the last room, not sure exactly how long the warp is or if it would be better to just use one ammo and do it all in one reload?
@ChainsawPlankto
|
Anize Oramara
The Arch Dashing Dashers
648
|
Posted - 2015.11.29 09:16:21 -
[104] - Quote
Attack of the drones has the same isk/m, even with the 30sec wait, of Gone Beserk and Stop the thief.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Arthur Aihaken
CODE.d
4773
|
Posted - 2015.11.29 16:39:17 -
[105] - Quote
Chainsaw, out of curiosity - what's your fit? (do you find the Barghest gets hung up a lot on stuff?)
I am currently away, traveling through time and will be returning last week.
|
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2107
|
Posted - 2015.11.29 21:36:19 -
[106] - Quote
This is what I've been playing around with. on a character with max missile skills and 5% implants. Can swap a painter for a prop mod (or even both for some missions). Heat the painter (or use 2) when shooting cruisers and so far I've been able to 1 volley cruisers with fury missiles. I've also been looking at using a signal amp or sensor booster, long lock times annoy me, and with the MJD being able to hit past the base 95km lock range could be useful. Upgrading to faction BCUs might help out a bit, as with the cruisers it is close, and I've seen a few BS in low structure, and with 1 painter w/o heat cruisers end up in very low structure. Maybe even a faction target painter? Or perhaps just drop an HVO for a t2 rigor. Also would like to get a nano or two on there to help out with the agility, but that is low priority.
should also try some crash boosters. I'd be tempted, to use standard as none of the penalties really hurt the barghest much, but some of those penalties would hurt other ships.
also it likes to bounce off the station a whole heck of a lot... should probably start using a short insta just to clear the station. [Barghest, weeee] Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II Missile Guidance Enhancer II Missile Guidance Enhancer II
Pithum C-Type Medium Shield Booster Adaptive Invulnerability Field II 500MN Cold-Gas Enduring Microwarpdrive Large Micro Jump Drive Missile Guidance Computer II, Missile Precision Script Missile Guidance Computer II, Missile Precision Script
Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile [empty high slot]
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
typically just use light drones, should probably try some sentry drones, might help with low structure pick offs. Has room for a drone link augmentor so long range sentries could work.
@ChainsawPlankto
|
Arthur Aihaken
CODE.d
4785
|
Posted - 2015.12.03 01:23:58 -
[107] - Quote
Chainsaw Plankton wrote:This is what I've been playing around with. Three Faction BCUs are basically the equivalent of four T2 BCUs, so that would give you an extra low slot for a nano or something. I'd probably go with a Faction TP instead of the MJD myself, but otherwise it's a solid fit. And yeah, it bounces off everything.
I am currently away, traveling through time and will be returning last week.
|
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2124
|
Posted - 2015.12.03 02:27:18 -
[108] - Quote
at that point I'd probably just fit a 4th t2 bcu :p
looking forward to seeing what happens with the slight dps bump, and 10% boost to missile guidance mods in December.
that specific fit was for blitzing the blockade. don't really need painters to apply to bs (I think?) at this point I could do it mwd only, but for learning I like the MJD as you can jump away from the scram frigs if they ever catch up. For other missions the painters are much more appreciated.
@ChainsawPlankto
|
Arthur Aihaken
CODE.d
4785
|
Posted - 2015.12.03 03:27:43 -
[109] - Quote
Chainsaw Plankton wrote:at that point I'd probably just fit a 4th t2 bcu :p looking forward to seeing what happens with the slight dps bump, and 10% boost to missile guidance mods in December. Do they have a module that reduces your physical size by 33%? Well, I'm not overly excited about the +3% DPS increase. The 17% reduction in ammunition consumption will be good. I would've preferred another low slot instead of another utility high so it had more potential as an armor tank.
I am currently away, traveling through time and will be returning last week.
|
Xenon 101
Deep Core Mining Inc. Caldari State
2
|
Posted - 2015.12.04 02:42:46 -
[110] - Quote
CCP Lebowski wrote:Hey folks, as Ploing mentioned above, I've observed no differences between the burner missions before and after the Parallax released.
Lets confirm a couple things before we continue:
- Burner missions should be entirely unchanged after Parallax - Any changes to Drifters would have no effect on Burners (Drifters use a completely new AI system)
That being said, it's clear people are experiencing something different after this patch and I'm looking further into this to find out exactly whats going on. To that end can people please post the fits they are using that are now not fairing as well after the patch.
Thanks!
I'm having trouble with Burner Vengeance Team, before it was easy breaking a logi( Inquisitor) ship tank. I'm flying a maxed out 280 DPS Wolf. Now looks like CCP increased the logi repp amount significantly so its impossible to do this mission solo. I guess this is a stealth nerf for solo mission players? It happened before so I'm not surprised.
My setup :
[Wolf, Burner-Vengeance] Capacitor Flux Coil II Gyrostabilizer II Gyrostabilizer II Centii A-Type Small Armor Repairer Capacitor Flux Coil II
Federation Navy Stasis Webifier Coreli A-Type 1MN Afterburner
200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II Rocket Launcher II
Small Anti-EM Pump II Small Capacitor Control Circuit II
Caldari Navy Inferno Rocket x1137 Republic Fleet Phased Plasma S x1420 Caldari Navy Nova Rocket x732
Rock solid 280 dps, cap stable perma repp can tank damage all day.
I couldnt even get a Burner logi's ship to 50% armor with overheat.......I submitted a bug report
It is what it is adapt or die.
Xenon 101 |
|
Yadaryon Vondawn
Alius Itineris Virtus
74
|
Posted - 2015.12.04 16:22:26 -
[111] - Quote
Experienced the same thing today with the Hawk team burner. Nearly burned out everything and escaped narrowly. Definitely not how it is supposed to be, did this particular mission quite a few times but it is impossible now. |
Xenon 101
Deep Core Mining Inc. Caldari State
2
|
Posted - 2015.12.06 14:44:40 -
[112] - Quote
Yadaryon Vondawn wrote:Experienced the same thing today with the Hawk team burner. Nearly burned out everything and escaped narrowly. Definitely not how it is supposed to be, did this particular mission quite a few times but it is impossible now.
Looks like Logi runs out of cap eventually, after 10 min ( and 1 set of Scorch S) shield goes down quick..... had to to some setup modifications .
Here is my cap stable setup :
[Retribution, Burner-Hawk] Heat Sink II Heat Sink II Republic Fleet Armor Kinetic Hardener Coreli B-Type Kinetic Plating Corpii A-Type Small Armor Repairer
Cap Recharger II Cap Recharger II
Small Focused Pulse Laser II Small Focused Pulse Laser II Small Focused Pulse Laser II Small Focused Pulse Laser II
Small Anti-Kinetic Pump II Small Auxiliary Nano Pump II
Scorch S x5 ( Make sure you have enough laser crystals......)
189.9 DPS with my skills, 91 % Armor Kinetic resistance . It tanks great, armor stays at 95%, overtanked but it works great, maybe more dps will be better but I'm not sure if I'll have enough cap boosters for 15 min fight, I can swap a cap recharger for a cap booster and have an extra heatsink in lows, no way to test this on SISI.
|
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2144
|
Posted - 2015.12.06 17:19:42 -
[113] - Quote
The nice thing about team burners is that you don't need any tank, you can just kite the NPCs. And then you can just ECM the logi ships and dunk the burner. Polarized rocket + ECM garmur seems to be the standard fit and has been working well for me. Although if you want to stick to amarr this is what I've been using, mostly for the caldari team burner. When things are normal you can ecm one logi and kill the burner with the other one repping it, although right now I'd probably just ECM the one logi and dps the other and then go for the burner. I tested it vs the gallente one and it works there too. Should probably work vs amarr, but will have trouble vs minmatar as it isn't fast enough to kite it.
[Retribution, Burner ecm kite] Heat Sink II Heat Sink II Heat Sink II Overdrive Injector System II Co-Processor II
1MN Y-S8 Compact Afterburner BZ-5 Neutralizing Spatial Destabilizer ECM
Small Focused Beam Laser II, Imperial Navy Multifrequency S Small Focused Beam Laser II, Imperial Navy Multifrequency S [empty high slot] Small Focused Beam Laser II, Imperial Navy Multifrequency S Small Focused Beam Laser II, Imperial Navy Multifrequency S
Small Energy Locus Coordinator II Small Energy Locus Coordinator II
@ChainsawPlankto
|
Ploing
Blue Republic RvB - BLUE Republic
38
|
Posted - 2015.12.08 14:21:03 -
[114] - Quote
teamburners are fixed. |
Varyah
I am Forever of the Stars
18
|
Posted - 2015.12.08 16:55:38 -
[115] - Quote
Never did Burners, but interested in finally start doing them, so I checked the guide (thank you!). But I stumbled upon two instances of 'keep at range 100km' - is this a typo? Should this be 10km?
Quote:A.5. Wolf GÇô Blood Agent [...] Activate web and guns and keep at range 100km. [...]
Quote:A.7. Hawk GÇô Serpentis Agent [...] Activate both webs and keep at range 100km or orbit at 14km. [...]
|
Ploing
Blue Republic RvB - BLUE Republic
38
|
Posted - 2015.12.08 17:05:42 -
[116] - Quote
Varyah wrote:Never did Burners, but interested in finally start doing them, so I checked the guide (thank you!). But I stumbled upon two instances of 'keep at range 100km' - is this a typo? Should this be 10km? Quote:A.5. Wolf GÇô Blood Agent [...] Activate web and guns and keep at range 100km. [...]
Quote:A.7. Hawk GÇô Serpentis Agent [...] Activate both webs and keep at range 100km or orbit at 14km. [...]
this is a typo.
|
Shiloh Templeton
Center for Advanced Studies Gallente Federation
465
|
Posted - 2015.12.08 17:40:13 -
[117] - Quote
Ploing wrote:teamburners are fixed. Meaning ECM isn't required on the polarized Garmur now? |
Ploing
Blue Republic RvB - BLUE Republic
38
|
Posted - 2015.12.08 18:17:51 -
[118] - Quote
Shiloh Templeton wrote:Ploing wrote:teamburners are fixed. Meaning ECM isn't required on the polarized Garmur now?
yes.
but they screwed up freight delivery. as you land there are rats right now. |
Andromeda Cesaille
Federal Navy Academy Gallente Federation
2
|
Posted - 2015.12.08 19:03:50 -
[119] - Quote
Lost a pimped daredevil to anomic agent worm. He was scrammed and he still outran me with OH MWD. BEWARE |
Ploing
Blue Republic RvB - BLUE Republic
38
|
Posted - 2015.12.08 19:30:24 -
[120] - Quote
Andromeda Cesaille wrote:Lost a pimped daredevil to anomic agent worm. He was scrammed and he still outran me with OH MWD. BEWARE
can-¦t confirm. ran it right now with an enyo.
|
|
Hasikan Miallok
Republic University Minmatar Republic
1722
|
Posted - 2015.12.08 23:07:28 -
[121] - Quote
Ploing wrote:Shiloh Templeton wrote:Ploing wrote:teamburners are fixed. Meaning ECM isn't required on the polarized Garmur now? yes. but they screwed up freight delivery. as you land there are rats right now.
I usually run that with a very tanky interceptor built specifically for this and the Recons. Could be interesting. |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2155
|
Posted - 2015.12.09 00:24:21 -
[122] - Quote
Shiloh Templeton wrote:Ploing wrote:teamburners are fixed. Meaning ECM isn't required on the polarized Garmur now? @Ploing awesome what I came here to check
@shiloh. maybe not, but ECM is rather awesome and will probably speed up time to kill. I think I'll swap to 2 ecm 1 target painter.
Ploing wrote:Varyah wrote:Never did Burners, but interested in finally start doing them, so I checked the guide (thank you!). But I stumbled upon two instances of 'keep at range 100km' - is this a typo? Should this be 10km? Quote:A.5. Wolf GÇô Blood Agent [...] Activate web and guns and keep at range 100km. [...]
A.7. Hawk GÇô Serpentis Agent [...] Activate both webs and keep at range 100km or orbit at 14km. [...]
this is a typo.
I don't necessarily think so, the point is to fly away so it is always trying to approach you (at least somewhat as they are faster than you). Although I think a more typical range like 6km makes sense as you or the burner can get caught on the structure.
vs the serpentis one I don't know if it makes sense to. although some movement may help reduce its hit quality meaning you have to tank slightly less.
@ChainsawPlankto
|
Ploing
Blue Republic RvB - BLUE Republic
39
|
Posted - 2015.12.09 09:53:33 -
[123] - Quote
Hasikan Miallok wrote:
I usually run that with a very tanky interceptor built specifically for this and the Recons. Could be interesting.
not really, cause you are zipping in out too fast. but some will perhaps panicking |
Hasikan Miallok
Republic University Minmatar Republic
1726
|
Posted - 2015.12.09 12:21:12 -
[124] - Quote
Ploing wrote:Hasikan Miallok wrote:
I usually run that with a very tanky interceptor built specifically for this and the Recons. Could be interesting.
not really, cause you are zipping in out too fast. but some will perhaps panicking
I am thinking this is one of a whole batch of reported changes seemingly designed to bring a bit of tedium and grind back to the process of making ISK.
|
Anize Oramara
The Arch Dashing Dashers
662
|
Posted - 2015.12.09 13:09:43 -
[125] - Quote
Hasikan Miallok wrote:Ploing wrote:Hasikan Miallok wrote:
I usually run that with a very tanky interceptor built specifically for this and the Recons. Could be interesting.
not really, cause you are zipping in out too fast. but some will perhaps panicking I am thinking this is one of a whole batch of reported changes seemingly designed to bring a bit of tedium and grind back to the process of making ISK. It is the hallmark of all Free 2 play games afteral
(I don't actually buy into Eve going F2P, yet.)
I've updated the guide to 1.04. - Garmur section updated - Forword updated - Mission section got a big update. I've tested most missions and added a few alternatives. Bascially Beserk and Attack of the drones are no longer viable. Tested The assault, Pirate invasion, Recon 1 and 2, Cargo delivery and Rogue slave trader and all are still viable.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
|
Anize Oramara
The Arch Dashing Dashers
662
|
Posted - 2015.12.09 15:29:47 -
[126] - Quote
So an interesting little issue I've managed to solve for those interested. The Jaguar burner logis has always had this annoying habit of sometimes being just outside of range of the faction rockets. So I experimented with using javelins in my standard DPS fit and it actually works great. There isn't a very big dps difference, all things considered, and the extra range also helps overcome the whole missile range vs server ticks issue that's a particularly big problem with the Garmur. Just makes the site less frustrating over all in case anyone was having similar issues with the Jaguar Team burner.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
|
Yadaryon Vondawn
Alius Itineris Virtus
81
|
Posted - 2015.12.09 17:48:29 -
[127] - Quote
Has anyone run the team burners? Can anyone confirm that the bug where their tank is unbreakable is fixed? |
Ploing
Blue Republic RvB - BLUE Republic
39
|
Posted - 2015.12.09 18:18:20 -
[128] - Quote
Ploing wrote:teamburners are fixed.
one page back.
|
Yadaryon Vondawn
Alius Itineris Virtus
81
|
Posted - 2015.12.09 18:20:17 -
[129] - Quote
Ploing wrote:Ploing wrote:teamburners are fixed. one page back.
Ah seems I missed it, thanks. Just ran one and experienced it myself aswell :) |
Ploing
Blue Republic RvB - BLUE Republic
39
|
Posted - 2015.12.09 18:29:56 -
[130] - Quote
|
|
Arthur Aihaken
CODE.d
4815
|
Posted - 2015.12.10 01:30:49 -
[131] - Quote
So Team Burners are fixed, and L4 missions that once were blitzable are no more....
I am currently away, traveling through time and will be returning last week.
|
Jerry T Pepridge
Meta Game Analysis and Investment INC.
458
|
Posted - 2015.12.10 03:22:36 -
[132] - Quote
Arthur Aihaken wrote:So Team Burners are fixed, and L4 missions that once were blitzable are no more....
What did you expect after posting ridiculous amounts of isk/hour in highsec?
life lesson, loose lips sink ships. |
Arthur Aihaken
CODE.d
4816
|
Posted - 2015.12.10 04:54:57 -
[133] - Quote
Jerry T Pepridge wrote:What did you expect after posting ridiculous amounts of isk/hour in highsec? life lesson, loose lips sink ships. My numbers were with three (3) characters and shooting everything (no blitzing, no Burners). Looting optional.
I am currently away, traveling through time and will be returning last week.
|
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2166
|
Posted - 2015.12.10 04:57:42 -
[134] - Quote
based off of one try: Adding falloff to the nos + painter gila seems pretty good at holding aggro. It was decent but being able to activate the nos at ~30km seems a lot better than 16km. I went triple DDA in the lows, not sure the BCU does a whole lot. Have mobile depot + mtu for loot, and an extra thermal resist amp to swap to, and shield power relays if the tank drops too much.
[Gila, Burner Ashimmu] Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II
Phased Weapon Navigation Array Generation Extron Pithum B-Type EM Ward Amplifier Pithum B-Type EM Ward Amplifier Large Shield Extender II Large Shield Extender II Large Shield Extender II
Rapid Light Missile Launcher II Rapid Light Missile Launcher II Corpum C-Type Medium Energy Nosferatu Rapid Light Missile Launcher II Rapid Light Missile Launcher II
Medium Anti-Thermal Screen Reinforcer II Medium Core Defense Field Purger II Medium Core Defense Field Purger II
'Augmented' Hammerhead x2 Vespa I x8
Tracking Speed Script x1 Caldari Navy Inferno Light Missile x444 Scourge Fury Light Missile x508 Optimal Range Script x1
@ChainsawPlankto
|
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2166
|
Posted - 2015.12.10 06:11:07 -
[135] - Quote
Arthur Aihaken wrote:Jerry T Pepridge wrote:What did you expect after posting ridiculous amounts of isk/hour in highsec? life lesson, loose lips sink ships. My numbers were with three (3) characters and shooting everything (no blitzing, no Burners). Looting optional. I think that was a generic "you" referring to whomever was throwing out anything over 200/hour.
that said if CCP isn't tracking this stuff I'd be way surprised. Hell I'd have an app and race mission runners like horses. I bet so and so hits 1m lp first. I'll bet you a beer someone else does first! (okay probably a gross exaggeration). but anyways for how long it took them, I really wouldn't be surprised if a lot of it was just bugs with the script they used to make missions bigger so different rooms don't accidentally end up on the same grid.
they showed an LP generation graph at one point (without scale) and then showed the graph with that one week or so of FW madness* and it was so huge you didn't see the rest of the graph
*they decided that FW kill rewards should be based on the kill report value, well some people started trading 1% implants for obscene amounts of isk, and generated massive kill reports which earned them massive amounts of LP, so they could just buy more 1% implants and blow them up again. I think CCP confiscated nearly all of the proceeds and gave some reimbursement for all the isk sunk buying 1% implants. and hard capped values for the kill reports.
@ChainsawPlankto
|
Jerry T Pepridge
Meta Game Analysis and Investment INC.
458
|
Posted - 2015.12.10 06:37:20 -
[136] - Quote
theres alot more to this game than endlessly completing level 4 missions, and min/maxing LP.
dont look at this as nerf, look at it as a kick in the ass you needed to try other content.
anyone measuring this game in isk/hour is very short sighted. |
Anize Oramara
The Arch Dashing Dashers
664
|
Posted - 2015.12.10 07:14:45 -
[137] - Quote
Jerry T Pepridge wrote:theres alot more to this game than endlessly completing level 4 missions, and min/maxing LP.
dont look at this as nerf, look at it as a kick in the ass you needed to try other content.
anyone measuring this game in isk/hour is very short sighted. For the record I have done hi sec, low sec and nullsec exploration, ratting, anoms and missions. I have solo day tripped into C1s and C2s and lived for months in C3s, C4s, C5s, and C6 space. I have flown capitals, lokis and links in sleeper escalations and then shipped billions of isk worth of loot to Jita. I have run incursions (though not in low or null). I have mined in every security space including wormholes. I have sucked every type of gas. I dabbled in production and trading and quickly found it to not be for me. I have been part of solo fights, FW, small gangs in Low and Null, ganking in High and large Nullsec fights. I have Blobsed and Hunted, Cynoed and moved capitals through Low and Null. I have bombed battleship fleets, ground Sov and towers and gate camped.
While I respect your opinion on how we should play the game, I have tried most things in eve and I do not expect to be doing this for ever either. This is what I personally enjoy doing right now, in particular helping other people utilize the content to it's full potential. It gives me the warm and fuzzies.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
|
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2167
|
Posted - 2015.12.10 07:32:46 -
[138] - Quote
Jerry T Pepridge wrote:theres alot more to this game than endlessly completing level 4 missions, and min/maxing LP.
exactly, like rambling on the forums! woohoo nerf proof!
@ChainsawPlankto
|
Arthur Aihaken
CODE.d
4818
|
Posted - 2015.12.10 12:26:35 -
[139] - Quote
Chainsaw Plankton wrote:exactly, like rambling on the forums! woohoo nerf proof! Don't forget essential ship spinning.
I am currently away, traveling through time and will be returning last week.
|
Anize Oramara
The Arch Dashing Dashers
708
|
Posted - 2015.12.18 20:04:45 -
[140] - Quote
Updated Guide to 1.06 with cheap Garmur fit and Javelin advice for Jaguar.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
|
|
Arthur Aihaken
CODE.d
4885
|
Posted - 2015.12.21 11:05:35 -
[141] - Quote
Anize Oramara wrote:Updated Guide to 1.06 with cheap Garmur fit and Javelin advice for Jaguar. Good addition with the Javelins for the Jaguar (the Burner escorts constantly drift out of range otherwise).
I am currently away, traveling through time and will be returning last week.
|
Anize Oramara
The Arch Dashing Dashers
709
|
Posted - 2015.12.21 12:26:18 -
[142] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Updated Guide to 1.06 with cheap Garmur fit and Javelin advice for Jaguar. Good addition with the Javelins for the Jaguar (the Burner escorts constantly drift out of range otherwise). It's so obvious I'm a little ashamed I didn't think about it earlier.
Also have you guys seen the value of SOE LP lately? These exploration events are doing amazing things for my wallet.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
|
Arthur Aihaken
CODE.d
4885
|
Posted - 2015.12.21 12:34:16 -
[143] - Quote
Anize Oramara wrote:Also have you guys seen the value of SOE LP lately? These exploration events are doing amazing things for my wallet. I have not. Do tell...
I am currently away, traveling through time and will be returning last week.
|
Anize Oramara
The Arch Dashing Dashers
709
|
Posted - 2015.12.21 13:07:17 -
[144] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Also have you guys seen the value of SOE LP lately? These exploration events are doing amazing things for my wallet. I have not. Do tell... I've been keeping an eye on Probe launcers and I've seen them steadily going up in price but I haven't checked Stratios BPCs in a while. Checked for BPCs on contract today and saw a grand total of 2
From the looks of it SOE LP should be trading at around 2k isk per LP if you sell directly to buy orders. If you put up your own sell orders you can probably get much higher on probe launchers.
Man we sure are over farming that SOE LP market amirite.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
|
Arthur Aihaken
CODE.d
4885
|
Posted - 2015.12.21 13:15:24 -
[145] - Quote
Anize Oramara wrote:I've been keeping an eye on Probe launcers and I've seen them steadily going up in price but I haven't checked Stratios BPCs in a while. Checked for BPCs on contract today and saw a grand total of 2 From the looks of it SOE LP should be trading at around 2k isk per LP if you sell directly to buy orders. If you put up your own sell orders you can probably get much higher on probe launchers. Man we sure are over farming that SOE LP market amirite. 2k ISK/LP at a minimum - probably 2.4k ISK/LP if you take your time (and build your own launchers). I'm really surprised there aren't more ganking fleets in SoE hubs. Seems like a no-brainer...
I am currently away, traveling through time and will be returning last week.
|
lRedRevelationl
Snuff Box Snuffed Out
0
|
Posted - 2015.12.28 11:48:28 -
[146] - Quote
Having been playing around with these for the sake of trying something new, I figured I'd record an hour's snapshot to show that the 200m ISK/Hr figure is entirely possible.
https://www.youtube.com/watch?v=f73pSoAMjN4
This was by no means a perfect run, due to running low on standings I had to be a little less picky with the missions I accepted. I also took into account purchasing drones/ammo/MTU that I accidentally left behind etc.
Thanks for the guide! |
Arthur Aihaken
CODE.d
4908
|
Posted - 2015.12.28 12:40:17 -
[147] - Quote
lRedRevelationl wrote:Having been playing around with these for the sake of trying something new, I figured I'd record an hour's snapshot to show that the 200m ISK/Hr figure is entirely possible. That was fun watching, thanks!
I am currently away, traveling through time and will be returning last week.
|
Anize Oramara
The Arch Dashing Dashers
718
|
Posted - 2016.01.03 19:28:19 -
[148] - Quote
Wow that's pretty awesome, thanks for putting that together! Sucks that you didn't get any quick agent or team burners but I'm pretty fond of the angel base myself. I liked how I'm not the only one that undocks and only then remembers the drones
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
|
Anize Oramara
The Arch Dashing Dashers
725
|
Posted - 2016.01.08 00:41:27 -
[149] - Quote
Updated guide with slightly modified Barghest fit and RHML vs Cruise comparison: There's no point in running cruise on the Barghest. Only 30dps difference between RHML Fury and Faction Cruise while RHML has much higher burst and application. Pretty surprised really.
Barghest confirmed for 2nd best Blitz ship.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.13 15:20:08 -
[150] - Quote
Subscribed to thread :)
Keep up the good work.
Also nice vid lRedRevelationl :D |
|
David Therman
University of Caille Gallente Federation
116
|
Posted - 2016.01.13 19:52:03 -
[151] - Quote
So I've been giving this whole blitz set-up a go as per your guide (minus the high-grade implants and the 5% projection implant, 3% is fine for me), and so far it's been relatively smooth sailing. I'm still testing out a couple of them on Sisi (nearly lost the Vagabond on the Serp Base due to 4 or 5 wrecking shots within a dozen or so seconds), but by and large they all do the job. I'm still trying to find a cheaper alternative to the Othrus for the Blood Base, mind; I've already lost 4 ships on the test server, the blinged Othrus being one of them.
Nevertheless, +1 for the guide as a whole.
|
Anize Oramara
The Arch Dashing Dashers
732
|
Posted - 2016.01.13 20:54:07 -
[152] - Quote
David Therman wrote:So I've been giving this whole blitz set-up a go as per your guide (minus the high-grade implants and the 5% projection implant, 3% is fine for me), and so far it's been relatively smooth sailing. I'm still testing out a couple of them on Sisi (nearly lost the Vagabond on the Serp Base due to 4 or 5 wrecking shots within a dozen or so seconds), but by and large they all do the job. I'm still trying to find a cheaper alternative to the Othrus for the Blood Base, mind; I've already lost 4 ships on the test server, the blinged Othrus being one of them. Nevertheless, +1 for the guide as a whole. Pleasure :)
I do sometimes skip the blood base, depending on how I feel. There's plenty of alternatives like the Gila, I'm just not a fan of using drones for these.
Oh and with the Vagabond, make sure you're always moving and always approach at an angle. Sometimes I don't even use the cap booster.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
Ploing
Blue Republic RvB - BLUE Republic
42
|
Posted - 2016.01.14 00:33:13 -
[153] - Quote
David Therman wrote:So I've been giving this whole blitz set-up a go as per your guide (minus the high-grade implants and the 5% projection implant, 3% is fine for me), and so far it's been relatively smooth sailing. I'm still testing out a couple of them on Sisi (nearly lost the Vagabond on the Serp Base due to 4 or 5 wrecking shots within a dozen or so seconds), but by and large they all do the job. I'm still trying to find a cheaper alternative to the Othrus for the Blood Base, mind; I've already lost 4 ships on the test server, the blinged Othrus being one of them. Nevertheless, +1 for the guide as a whole.
https://forums.eveonline.com/default.aspx?g=posts&m=6263651#post6263651
try this cerberus fit on sisi.
i use a variant with 3 bcu and it worked well. with a calefaction you get over 700 dps with fury for the ashimu.
|
MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.14 10:24:41 -
[154] - Quote
David Therman wrote:So I've been giving this whole blitz set-up a go as per your guide (minus the high-grade implants and the 5% projection implant, 3% is fine for me), and so far it's been relatively smooth sailing. I'm still testing out a couple of them on Sisi (nearly lost the Vagabond on the Serp Base due to 4 or 5 wrecking shots within a dozen or so seconds), but by and large they all do the job. I'm still trying to find a cheaper alternative to the Othrus for the Blood Base, mind; I've already lost 4 ships on the test server, the blinged Othrus being one of them. Nevertheless, +1 for the guide as a whole.
Yeah you have to keep up the angle, even taking it quite a lot wider than you may think and adjust as you move in.
I did have a close call with the Ashimu burner yesterday, 80% structure is close enough for me :p not sure why but that one run felt a little harder. I've found that using the synth blue pill makes a surprising amount of difference and is cheap enough to pop pretty much all the time.
Also I realised I don't have the Guided missile skill..... Training that ASAP as I imagine it'll make a fair bit of difference to my damage application. |
MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.14 18:38:28 -
[155] - Quote
OOHHHH that was a question, why T1 Hornets for the Ashimu burner?
Any particular reason or just for costs? |
Ploing
Blue Republic RvB - BLUE Republic
42
|
Posted - 2016.01.14 21:45:40 -
[156] - Quote
MrsPotatoHead wrote:OOHHHH that was a question, why T1 Hornets for the Ashimu burner?
Any particular reason or just for costs?
Edit:
Ok......
Lesson learnt. But it certainly buys you a little time :p
hehe. t1 drones are also recommended for other burners. but as a sample 2 t1 drones launches at the angel base and 3 t2 later are also save. |
Ploing
Blue Republic RvB - BLUE Republic
42
|
Posted - 2016.01.14 21:51:50 -
[157] - Quote
Ploing wrote:MrsPotatoHead wrote:OOHHHH that was a question, why T1 Hornets for the Ashimu burner?
Any particular reason or just for costs?
Edit:
Ok......
Lesson learnt. But it certainly buys you a little time :p hehe. t1 drones are also recommended for other burners. but as a sample 2 t1 drones launched at the angel base and 3 t2 later are also save.
|
Bumblefck
Kerensky Initiatives
10270
|
Posted - 2016.01.14 22:08:50 -
[158] - Quote
Yes, I learnt the lesson about only using cheap drones for Burners...painfully, lol
OTOH, unloading nearly 2m LPs split between 2 characters (even dumping onto sell orders) is a surprisingly rewarding experience!
Got a HoleySheet1 corpse? I'll buy it for 200m!
Bumble's Space Log
|
Ploing
Blue Republic RvB - BLUE Republic
42
|
Posted - 2016.01.14 22:31:57 -
[159] - Quote
Bumblefck wrote:Yes, I learnt the lesson about only using cheap drones for Burners...painfully, lol
worm ?? |
Bumblefck
Kerensky Initiatives
10270
|
Posted - 2016.01.14 22:42:17 -
[160] - Quote
Ploing wrote:love your "pancake" sentence.
Got a HoleySheet1 corpse? I'll buy it for 200m!
Bumble's Space Log
|
|
David Therman
University of Caille Gallente Federation
116
|
Posted - 2016.01.15 20:58:03 -
[161] - Quote
I'm not 100% sure, but that might have been one of the fittings I lost while trying that mission out, or something very similar anyway. Nevertheless, I'll give it another go when the next mirror goes up.
And actually doing the Serp Base on TQ was a lot easier then my dummy run a few days back (didn't get so much as a scratch until #2), which means I've either tidied up my approach runs, or they've done something to the tracking of the Talos' on Sisi. Maybe someone could have a look into that, if they have the time? |
Arthur Aihaken
CODE.d
4937
|
Posted - 2016.01.16 05:05:54 -
[162] - Quote
I hate all the Base Burners. Particularly the Guristas super carrier.
I am currently away, traveling through time and will be returning last week.
|
Bumblefck
Kerensky Initiatives
10293
|
Posted - 2016.01.16 12:20:23 -
[163] - Quote
Arthur Aihaken wrote:I hate all the Base Burners. Particularly the Guristas super carrier.
I agree, the Guristas one is worthless. The Angel Base one, though, is trivial (especially if you replace a mag stab on the Vigilant with another medium repper), and the Serpentis one - although challenging - is actually quite straightforward. But I understand your reticence, especially compared with the ease of doing the Burner Team missions
Got a HoleySheet1 corpse? I'll buy it for 200m!
Bumble's Space Log
|
Ploing
Blue Republic RvB - BLUE Republic
42
|
Posted - 2016.01.16 13:05:31 -
[164] - Quote
David Therman wrote:I'm not 100% sure, but that might have been one of the fittings I lost while trying that mission out, or something very similar anyway. Nevertheless, I'll give it another go when the next mirror goes up.
remember to heat the shield booster. |
Anize Oramara
The Arch Dashing Dashers
734
|
Posted - 2016.01.17 17:01:01 -
[165] - Quote
Updated Guide and thread regarding stealth changes to missions and CCP's answer.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
Arthur Aihaken
CODE.d
4939
|
Posted - 2016.01.17 18:35:39 -
[166] - Quote
Anize Oramara wrote:Updated Guide and thread regarding stealth changes to missions and CCP's answer. What's CCP's answer?
I am currently away, traveling through time and will be returning last week.
|
Anize Oramara
The Arch Dashing Dashers
734
|
Posted - 2016.01.17 18:55:09 -
[167] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Updated Guide and thread regarding stealth changes to missions and CCP's answer. What's CCP's answer? Guess I should say lack of answer but it doesn't matter. Not going to discuss it further.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
Hasikan Miallok
Republic University Minmatar Republic
1847
|
Posted - 2016.01.17 22:24:17 -
[168] - Quote
Anize Oramara wrote: Guess I should say lack of answer but it doesn't matter. Not going to discuss it further.
What Answer ?
Who told you about the Answer?
There is no Answer.
Please come quietly and help us with our inquiries.
|
aldhura
Bartledannians Nite Owls
32
|
Posted - 2016.01.18 09:23:23 -
[169] - Quote
lRedRevelationl wrote:Having been playing around with these for the sake of trying something new, I figured I'd record an hour's snapshot to show that the 200m ISK/Hr figure is entirely possible. https://www.youtube.com/watch?v=f73pSoAMjN4 This was by no means a perfect run, due to running low on standings I had to be a little less picky with the missions I accepted. I also took into account purchasing drones/ammo/MTU that I accidentally left behind etc. Thanks for the guide!
Nice work, but you estimating income, to actually make that income you need to include the time of exchanging the lp and going to sell said items on the market..... still an awesome job, but not 200mil p/h
Bartledannians Corporation is recruiting
Nite Owls Alliance is recruiting
|
Anize Oramara
The Arch Dashing Dashers
734
|
Posted - 2016.01.18 12:07:33 -
[170] - Quote
aldhura wrote:lRedRevelationl wrote:Having been playing around with these for the sake of trying something new, I figured I'd record an hour's snapshot to show that the 200m ISK/Hr figure is entirely possible. https://www.youtube.com/watch?v=f73pSoAMjN4 This was by no means a perfect run, due to running low on standings I had to be a little less picky with the missions I accepted. I also took into account purchasing drones/ammo/MTU that I accidentally left behind etc. Thanks for the guide! Nice work, but you estimating income, to actually make that income you need to include the time of exchanging the lp and going to sell said items on the market..... still an awesome job, but not 200mil p/h This is a common misconception at to how this works but understandable. Generally you blitz for a week or more, maybe even a month. You'd end up with say a mill or three LP. You'd grab your cloaky hauler, rigged with Hyperspacial velocity rigs and fitted with nanos and head on to the closest SOE station near whatever trading hub has the best prices. You grab the launchers/probes/BPCs/etc. and drop them off at the trading hub directly to buy orders. This all should take less than 30min.
Warning: Napkin Math ahead!
Lets say you spent 20h blitzing this month (Equates to 1.5 to 2mill LP). That means the 30 minutes spent doing your market stuff is only 5% of the the time making your money. Obviously the longer you can go without cashing out the smaller this 'wasted' %. Now personally I average around 225mill to 250mill/h so lets low ball it and go with 225mill/h. Take off 5% of that and we come to 213.75mill/h.
Now to head off your 'but he only made 200mill/h'. This is the problem with 1h benchmarks. Not to take anything away from the video or his mission running skills at all (He runs pirate invasion WAY more efficiently than me and I've actually changed how I run it as a result) but 1h benchmarks is not the most accurate. it's heavily susceptible to random spikes, high and low due to loot, missions, etc. I've found 3h runs to be relatively steady in terms of isk/h and this would indicate accuracy. A great loot drop would be evened out as would a bad string of missions. Not getting any team or good agent burners really impacted the run hard. I generally get at least a dozen or so team burners over the 3 hours, sometimes 4 or 6 in a row.
But yea, great video regardless.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
|
MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.18 15:00:51 -
[171] - Quote
Anize Oramara wrote:
1. Team Burner: Jaguar and Wrecking hits
The Team Burner Jaguar has this habit of every few sites hitting the player orbiting at around 25-26km with a 900+ damage 'wrecking' hit. I've had this happen to me a lot of times and so far I've been lucky in that it hasn't happened twice in the same site. Wrecking hits are very rare when so far outside of falloff but once they roll a 'hit' it completely disregards range and transversal and does I believe 4x the damage. Two hits in a row will nuke the garmur.
You have two choices, warp out of the pocket, repair and come back or try your luck. So far I've tried my luck every time and nothing bad happened yet but it's up to each individual player.
Ha, I hadn't actually read this until now. I experienced this for the first time last night Only one volley, but it dropped me to 28% armor.
Definitely made it a little tense all of a sudden. |
Ploing
Blue Republic RvB - BLUE Republic
42
|
Posted - 2016.01.18 15:25:09 -
[172] - Quote
MrsPotatoHead wrote:Anize Oramara wrote:
1. Team Burner: Jaguar and Wrecking hits
The Team Burner Jaguar has this habit of every few sites hitting the player orbiting at around 25-26km with a 900+ damage 'wrecking' hit. I've had this happen to me a lot of times and so far I've been lucky in that it hasn't happened twice in the same site. Wrecking hits are very rare when so far outside of falloff but once they roll a 'hit' it completely disregards range and transversal and does I believe 4x the damage. Two hits in a row will nuke the garmur.
You have two choices, warp out of the pocket, repair and come back or try your luck. So far I've tried my luck every time and nothing bad happened yet but it's up to each individual player.
Ha, I hadn't actually read this until now. I experienced this for the first time last night Only one volley, but it dropped me to 28% armor. Definitely made it a little tense all of a sudden.
it-¦s a nice *uppps* feeling at the first time
|
lRedRevelationl
Snuff Box Snuffed Out
3
|
Posted - 2016.01.18 19:42:55 -
[173] - Quote
Anize Oramara wrote:aldhura wrote:lRedRevelationl wrote:Having been playing around with these for the sake of trying something new, I figured I'd record an hour's snapshot to show that the 200m ISK/Hr figure is entirely possible. https://www.youtube.com/watch?v=f73pSoAMjN4 This was by no means a perfect run, due to running low on standings I had to be a little less picky with the missions I accepted. I also took into account purchasing drones/ammo/MTU that I accidentally left behind etc. Thanks for the guide! Nice work, but you estimating income, to actually make that income you need to include the time of exchanging the lp and going to sell said items on the market..... still an awesome job, but not 200mil p/h This is a common misconception at to how this works but understandable. Generally you blitz for a week or more, maybe even a month. You'd end up with say a mill or three LP. You'd grab your cloaky hauler, rigged with Hyperspacial velocity rigs and fitted with nanos and head on to the closest SOE station near whatever trading hub has the best prices. You grab the launchers/probes/BPCs/etc. and drop them off at the trading hub directly to buy orders. This all should take less than 30min. Warning: Napkin Math ahead! Lets say you spent 20h blitzing this month (Equates to 1.5 to 2mill LP). That means the 30 minutes spent doing your market stuff is only 5% of the the time making your money. Obviously the longer you can go without cashing out the smaller this 'wasted' %. Now personally I average around 225mill to 250mill/h so lets low ball it and go with 225mill/h. Take off 5% of that and we come to 213.75mill/h. Now to head off your 'but he only made 200mill/h'. This is the problem with 1h benchmarks. Not to take anything away from the video or his mission running skills at all (He runs pirate invasion WAY more efficiently than me and I've actually changed how I run it as a result) but 1h benchmarks is not the most accurate. it's heavily susceptible to random spikes, high and low due to loot, missions, etc. I've found 3h runs to be relatively steady in terms of isk/h and this would indicate accuracy. A great loot drop would be evened out as would a bad string of missions. Not getting any team or good agent burners really impacted the run hard. I generally get at least a dozen or so team burners over the 3 hours, sometimes 4 or 6 in a row. But yea, great video regardless.
Worth noting as well I lowballed the LP value at around 1800isk/LP which was about 10% less than buy order value in jita. |
Anize Oramara
The Arch Dashing Dashers
734
|
Posted - 2016.01.18 20:32:34 -
[174] - Quote
The LP value has been pretty high recently.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
Tipa Riot
Federal Navy Academy Gallente Federation
2107
|
Posted - 2016.01.20 19:50:24 -
[175] - Quote
The Barghest as a mission ship with rapid heavies looks promising. Tried it on SiSi yesterday and it was working well, but the reload break is annoying ...
I'm my own NPC alt.
|
Anize Oramara
The Arch Dashing Dashers
736
|
Posted - 2016.01.21 11:59:29 -
[176] - Quote
Tipa Riot wrote:The Barghest as a mission ship with rapid heavies looks promising. Tried it on SiSi yesterday and it was working well, but the reload break is annoying ... Yup, as a generalist mission boat it's OK but nothing amazing to write home about, DPS over time is just too low. As a Blitzing ship however it's very competitive and probably one of the top few because of burst dps.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.21 12:51:39 -
[177] - Quote
Too risky for the DPS gain or worth the risk?
Playing around on eft so as of yet this is untested in game.
Opinions?
[Machariel, Blitz Machariel - T2] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Nanofiber Internal Structure II Overdrive Injector System II 1600mm Steel Plates II
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script 500MN Microwarpdrive II Caldari Navy Large Shield Extender
Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Caldari Navy Warden x4 Hobgoblin II x5
|
Anize Oramara
The Arch Dashing Dashers
736
|
Posted - 2016.01.21 14:02:10 -
[178] - Quote
Interesting idea but regardless of the question if it will or will not survive most of even the blitzing missions (I have my doubts), you would lose whatever time or isk you saved from the higher DPS to having to repair your armor between missions. Polarized works on marauders because they effectively get 2 or more rep modules for the cap usage of one. They're effectively all duel rep fit with 50% cap usage bonus. You can't replicate that with a few buffer modules.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
Hasikan Miallok
Republic University Minmatar Republic
1857
|
Posted - 2016.01.21 14:02:12 -
[179] - Quote
MrsPotatoHead wrote: 1600mm Steel Plates II Small Tractor Beam II
Neither of these things belong on a mission blitz boat.
The steel plate is not going to do much other than slow you down. |
MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.21 14:15:42 -
[180] - Quote
Hasikan Miallok wrote:MrsPotatoHead wrote: 1600mm Steel Plates II Small Tractor Beam II
Neither of these things belong on a mission blitz boat. The steel plate is not going to do much other than slow you down.
Yeah. Hmmm well what about the below, I know it's dual tank but it should provide enough burst tank to see you through all of the blitzable missions.
I think I'll hit the test server and try out the obsenity and provide feedback as to how quick it dies.
[Machariel, Blitz Machariel - Polar] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Nanofiber Internal Structure II Nanofiber Internal Structure II Large Ancillary Armor Repairer, Nanite Repair Paste
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script 500MN Microwarpdrive II X-Large Ancillary Shield Booster, Cap Booster 400
Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Caldari Navy Warden x4 Hobgoblin II x5 |
|
Anize Oramara
The Arch Dashing Dashers
737
|
Posted - 2016.01.21 14:36:47 -
[181] - Quote
Hasikan Miallok wrote:MrsPotatoHead wrote: 1600mm Steel Plates II Small Tractor Beam II
Neither of these things belong on a mission blitz boat. The steel plate is not going to do much other than slow you down. The tractor is actually an integral part of at least two of the blitzing missions.
You know, the numbers in EFT seem to be checking out, this means that something like this might be interesting to test out though this is what I would run. The question is just if the increase in DPS will offset the decrease in range:
[Machariel, Blitz Machariel - polar] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Co-Processor II Co-Processor II Tracking Enhancer II
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script X-Large Ancillary Shield Booster, Cap Booster 400 X-Large Ancillary Shield Booster, Cap Booster 400 Shadow Serpentis 500MN Microwarpdrive
Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Hobgoblin II x5 Curator II x4
Dunno, might just be crazy enough to work, or it'll flop completely, only one way to be sure :)
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.21 14:52:56 -
[182] - Quote
Anize Oramara wrote: Dunno, might just be crazy enough to work, or it'll flop completely, only one way to be sure :)
Muhahaha, supporting my madness!
Part of the inspiration comes from a Vindicator which I know is well used in Gurstias space which relies on Polarized weapons and an active shield tank, it basically spits out somewhere in the range of 2500 DPS and allows you to make mince meat of the NPC ships.
Obviously the tactic is somewhat different as you're within spitting distance of the NPC ships. |
Anize Oramara
The Arch Dashing Dashers
740
|
Posted - 2016.01.26 14:06:59 -
[183] - Quote
A little secret: I actually don't like the Mach all that much. As ship looks go it's pretty far down my list of favorite ships. So since I recently retrained Mini BS5 (Long story) I'm finally back in my 2nd favorite sub cap, the Vargur. I'm still in the process of testing but for now the below fit will beat your normal non-polarised mach in Angel Pirate invasion by at least 30 seconds, travel time included (has the same align time, only 2au/s slower warp). Also it takes almost exactly 2min to murder all the BS so no waiting for bastion either.
[Vargur, New Setup 1] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Gyrostabilizer II Inertial Stabilizers II
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Large Micro Jump Drive Pith C-Type X-Large Shield Booster Shield Boost Amplifier II
Polarized 800mm Repeating Cannon, Hail L Polarized 800mm Repeating Cannon, Hail L Polarized 800mm Repeating Cannon, Hail L Polarized 800mm Repeating Cannon, Hail L Bastion Module I [empty high slot] [empty high slot] [empty high slot]
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Garde II x2
Fun fact, if you MJD asap to the wrecked carrier object, about 95km away from warp in, the spawn that usually aggros (Including 2 scramming frigs) never aggros. Might mean a MJD fitted Machariel would be superior to the MWD fitted one I'm using currently.
It's a purpose built design that probably wont see any use outside of a few missions and I have a feeling the Polarized Machariel I'm working on will do even better so who knows. I wonder how fast it's possible to do these missions.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Arthur Aihaken
CODE.d
4951
|
Posted - 2016.02.10 11:54:29 -
[184] - Quote
How do we get this thread stickied? .....
Anize, when you get a chance and if you haven't done so already, you should add that Onyx fit for the Blood Base Burner.
I am currently away, traveling through time and will be returning last week.
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David Therman
University of Caille Gallente Federation
120
|
Posted - 2016.02.13 20:50:48 -
[185] - Quote
Apart from the Guristas Base, I think I've got every other burner nailed down... but one that still makes me quite nervous is the Jaguar. After I got slapped with a wrecking shot while orbiting at 25 (I thought it was because the orbit hadn't stabilised), I moved that to 28. I tend to do the team burners semi-afk, so I was rudely interrupted earlier this evening by the Jag landing a wrecker at 28km, while the Garm was orbiting steadily... that Jag is scary. |
Ploing
Blue Republic RvB - BLUE Republic
48
|
Posted - 2016.02.14 10:06:45 -
[186] - Quote
David Therman wrote:Apart from the Guristas Base, I think I've got every other burner nailed down... but one that still makes me quite nervous is the Jaguar. After I got slapped with a wrecking shot while orbiting at 25 (I thought it was because the orbit hadn't stabilised), I moved that to 28. I tend to do the team burners semi-afk, so I was rudely interrupted earlier this evening by the Jag landing a wrecker at 28km, while the Garm was orbiting steadily... that Jag is scary.
use javelins and orbit @30 and change a mgc for a sebo.
|
Hasikan Miallok
Republic University Minmatar Republic
1906
|
Posted - 2016.02.15 04:15:33 -
[187] - Quote
Ploing wrote:David Therman wrote:Apart from the Guristas Base, I think I've got every other burner nailed down... but one that still makes me quite nervous is the Jaguar. After I got slapped with a wrecking shot while orbiting at 25 (I thought it was because the orbit hadn't stabilised), I moved that to 28. I tend to do the team burners semi-afk, so I was rudely interrupted earlier this evening by the Jag landing a wrecker at 28km, while the Garm was orbiting steadily... that Jag is scary. use javelins and orbit @30 and change a mgc for a sebo.
Or just use a non-polarized LML/ECM fit for the jag, more range and more survivability, takes longer to get the kill though. |
Arthur Aihaken
CODE.d
5003
|
Posted - 2016.02.25 15:04:13 -
[188] - Quote
You will need near-perfect skills to fit this, but this is a cheap low-sec alternative for the Team Burner Garmur fit. With mid-grade Nomads and a EM-705 it will align out in 1.47s - enough to beat most gate camps.
[Garmur, Garmur LS]
Ballistic Control System II Ballistic Control System II Inertial Stabilizers II
5MN Y-T8 Compact Microwarpdrive Phased Weapon Navigation Array Generation Extron Missile Guidance Computer II, Missile Range Script Missile Guidance Computer II, Missile Range Script
Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket
Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition II Small Low Friction Nozzle Joints I
I am currently away, traveling through time and will be returning last week.
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Anize Oramara
The Arch Dashing Dashers
754
|
Posted - 2016.02.28 17:43:59 -
[189] - Quote
Guide updated to v1.1
Also probably going to let my subs for all my accounts expire and go into cold storage. The whole CCP giving me the finger over the mission changes has left a bad taste in my mouth (it was the last straw honestly so it was coming) and a short hiatus did not improve my feeling towards it, CCP or the game unfortunately. The changes don't change anything but CCP's 'customer service' leaves a lot to be desired.
I expect there to come changes and I may or may not on occasion check back in and update the guide. Hopefully at least some of the info will stay relevant for a while still.
Also no you may not have my stuff or my SP.
Fly safe and all that.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
Ploing
Blue Republic RvB - BLUE Republic
52
|
Posted - 2016.02.28 21:26:50 -
[190] - Quote
can understand why you do this.
o7 |
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Glathull
Warlock Assassins
1249
|
Posted - 2016.02.28 21:46:15 -
[191] - Quote
Anize Oramara wrote:Guide updated to v1.1
Also probably going to let my subs for all my accounts expire and go into cold storage. The whole CCP giving me the finger over the mission changes has left a bad taste in my mouth (it was the last straw honestly so it was coming) and a short hiatus did not improve my feeling towards it, CCP or the game unfortunately. The changes don't change anything but CCP's 'customer service' leaves a lot to be desired.
I expect there to come changes and I may or may not on occasion check back in and update the guide. Hopefully at least some of the info will stay relevant for a while still.
Also no you may not have my stuff or my SP.
Fly safe and all that.
Sorry to hear you're going dark for a while. You're a great resource to the community, and I'm sure many people besides me appreciate your work.
Fly safe in real life. Hope to see you back here in the future.
o7
I honestly feel like I just read fifty shades of dumb. --CCP Falcon
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Imalia Bloodlines
Imalia Bloodlines Warfare and Trading Corporation
9
|
Posted - 2016.02.28 23:25:37 -
[192] - Quote
Anize Oramara wrote:Guide updated to v1.1
Also probably going to let my subs for all my accounts expire and go into cold storage. The whole CCP giving me the finger over the mission changes has left a bad taste in my mouth (it was the last straw honestly so it was coming) and a short hiatus did not improve my feeling towards it, CCP or the game unfortunately. The changes don't change anything but CCP's 'customer service' leaves a lot to be desired.
I expect there to come changes and I may or may not on occasion check back in and update the guide. Hopefully at least some of the info will stay relevant for a while still.
Also no you may not have my stuff or my SP.
Fly safe and all that. Not sure what changes to missions you are referring to?
Also, thanks to your guide, people destroyed SoE lp, its now down to 1600 isk wohoo. Might want to consider pulling that guide if you are quitting for real. |
Anize Oramara
The Arch Dashing Dashers
755
|
Posted - 2016.02.29 01:13:05 -
[193] - Quote
Imalia Bloodlines wrote:Anize Oramara wrote:Guide updated to v1.1
Also probably going to let my subs for all my accounts expire and go into cold storage. The whole CCP giving me the finger over the mission changes has left a bad taste in my mouth (it was the last straw honestly so it was coming) and a short hiatus did not improve my feeling towards it, CCP or the game unfortunately. The changes don't change anything but CCP's 'customer service' leaves a lot to be desired.
I expect there to come changes and I may or may not on occasion check back in and update the guide. Hopefully at least some of the info will stay relevant for a while still.
Also no you may not have my stuff or my SP.
Fly safe and all that. Not sure what changes to missions you are referring to? Also, thanks to your guide, people destroyed SoE lp, its now down to 1600 isk wohoo. Might want to consider pulling that guide if you are quitting for real. Various undocumented changes to mission triggers. Again, they don't actual change anything, just the way CCP chose to handle it. As to your other point, it's been discussed ad nauseam.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
|
Arthur Aihaken
CODE.d
5007
|
Posted - 2016.02.29 08:00:19 -
[194] - Quote
o7. Hope we'll see you again in the future...
I am currently away, traveling through time and will be returning last week.
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MrsPotatoHead
State War Academy Caldari State
5
|
Posted - 2016.02.29 14:23:52 -
[195] - Quote
Thanks for the guide, sad to see you leave.
o7
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Tipa Riot
Federal Navy Academy Gallente Federation
2242
|
Posted - 2016.02.29 16:00:29 -
[196] - Quote
Arthur Aihaken wrote:You will need near-perfect skills to fit this, but this is a cheap low-sec alternative for the Team Burner Garmur fit. With mid-grade Nomads and a EM-705 it will align out in 1.47s - enough to defeat the vast majority of gate camps you may encounter.
You probably know that it doesn't matter whether your align time is 1.9 or 1.1s due to server ticks. Just you may be able to safe a couple of billion in implants ...
I'm my own NPC alt.
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Tipa Riot
Federal Navy Academy Gallente Federation
2242
|
Posted - 2016.02.29 17:54:09 -
[197] - Quote
Anize Oramara wrote: Various undocumented changes to mission triggers. Again, they don't actual change anything, just the way CCP chose to handle it. As to your other point, it's been discussed ad nauseam.
Why so negative? My guess is, that whenever there is a perceived change, the previous mode of the mission was buggy and got fixed as a side effect from other changes. Honestly we don't have a "right" to get blitzable missions for maximum payout ... sad to see, that there is no other area you can find fun in EvE ...
I'm my own NPC alt.
|
Anize Oramara
The Arch Dashing Dashers
756
|
Posted - 2016.03.01 06:58:44 -
[198] - Quote
Tipa Riot wrote:Anize Oramara wrote: Various undocumented changes to mission triggers. Again, they don't actual change anything, just the way CCP chose to handle it. As to your other point, it's been discussed ad nauseam.
Why so negative? My guess is, that whenever there is a perceived change, the previous mode of the mission was buggy and got fixed as a side effect from other changes. Honestly we don't have a "right" to get blitzable missions for maximum payout ... sad to see, that there is no other area you can find fun in EvE ... Eh, it's not the end of the world. I spent 4 months going through official and unofficial channels without getting even a single yes or no from CCP. If they don't care then it's hard to justify investment from my side.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.1
|
Estella Osoka
Perkone Caldari State
1102
|
Posted - 2016.03.01 14:33:49 -
[199] - Quote
If missions was all you were doing in this game, then it might be a good thing you are taking a hiatus. Lot more to EVE than just missions. |
Tipa Riot
Federal Navy Academy Gallente Federation
2243
|
Posted - 2016.03.01 16:42:48 -
[200] - Quote
Anize Oramara wrote:Tipa Riot wrote:Anize Oramara wrote: Various undocumented changes to mission triggers. Again, they don't actual change anything, just the way CCP chose to handle it. As to your other point, it's been discussed ad nauseam.
Why so negative? My guess is, that whenever there is a perceived change, the previous mode of the mission was buggy and got fixed as a side effect from other changes. Honestly we don't have a "right" to get blitzable missions for maximum payout ... sad to see, that there is no other area you can find fun in EvE ... Eh, it's not the end of the world. I spent 4 months going through official and unofficial channels without getting even a single yes or no from CCP. If they don't care then it's hard to justify investment from my side. But we care, your findings and guide are very helpful.
I'm my own NPC alt.
|
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MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.07 14:32:36 -
[201] - Quote
Next up - how to gank all these mission running ships efficiently to bring the SOE LP back up in value |
saVVage RuS
Garoun Investment Bank Gallente Federation
0
|
Posted - 2016.03.08 08:15:44 -
[202] - Quote
Did anyone notice anything differen't today? I was doing my usual blitzing through these burner missions when I came upon the Gurista (worm) burner mission. I use a daredevil for this particular mission and keep the target at a specific range (in this case my optimal is 1.5km so I keep at range 1.5km) after I have shut off its mwd. So I mwd in and scram its mwd and use my keep at range key to order my ship to keep at range 1.5km. Insta popped. Now typically that worm will insta pop my specific fit if you fail to get very close to it (1.5km usually does pretty well on the damage.) after two volleys. So I just assume maybe I messed up, didnt OH a hardener and just got unlucky with a crazy volley or something. I come back with another daredevil and this time double check my hardeners are both OH, my warp scram is OH. everything is good to go. Turn on all my modules and keep at range 1.5km this time I get it and im tanking it for a good amount of time, and i notice something is off. Im not doing my usual amount of damage and im taking MORE damage than usual. This is when I notice that my ship, despite being vastly faster than the worm, is staying at around 3km range. This is obviously very bad because the worm does massive damage at that range. so I go to look at my default keep at range setting, its 1.5km like I want it, I try 500m and still it keeps at 3km. I make sure my mwd is working (it is) and my speed bar is obviously huge because the mwd is on and it has PLENTY of room to increase its speed but it will not keep at anything other than 3km. So I pop again. Third times the charm right? This time i set to 500m, get everything right, and again it stays at 3km even when keep at range is 500m with plenty of speed for it to increase to close that distance. The enemy is only moving at around 360 m/s when im moving at 4k+ so I'm massively confused at this point and I manually click my speed on the speed bar down there to 500, and only then does it close the gap closer than 3km. I complete the mission after losing around 200 million isk for the two daredevils. Was there some mechanic change behind the "keep at range" command or something recently?
TL:DR: Was the "keep at range" command changed in any way recently? |
MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.08 10:22:10 -
[203] - Quote
saVVage RuS wrote:
TL:DR: Was the "keep at range" command changed in any way recently?
You need to turn your mwd OFF once you get to range on the worm.
|
saVVage RuS
Garoun Investment Bank Gallente Federation
0
|
Posted - 2016.03.08 19:58:41 -
[204] - Quote
MrsPotatoHead wrote:saVVage RuS wrote:
TL:DR: Was the "keep at range" command changed in any way recently?
You need to turn your mwd OFF once you get to range on the worm. Not really. If you turn off the mwd you are moving at around the same speed of the target, and youll be dead long before you can get to the range you want. I figured it out although ive never had to do this before. Basically I just pulse the mwd with the command active, this forces the ship to accelerate and close the distance because of the burst of speed. For some reason I can't get this keep at range command to work in this mission anymore. I don't know why this started happening, never had an issue with it before. Costed me quite a bit to learn this new lesson though. |
MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.08 21:48:20 -
[205] - Quote
saVVage RuS wrote:MrsPotatoHead wrote:saVVage RuS wrote:
TL:DR: Was the "keep at range" command changed in any way recently?
You need to turn your mwd OFF once you get to range on the worm. Not really. If you turn off the mwd you are moving at around the same speed of the target, and youll be dead long before you can get to the range you want. I figured it out although ive never had to do this before. Basically I just pulse the mwd with the command active, this forces the ship to accelerate and close the distance because of the burst of speed. For some reason I can't get this keep at range command to work in this mission anymore. I don't know why this started happening, never had an issue with it before. Costed me quite a bit to learn this new lesson though.
"For Worm Mission: OH both armour hardeners, Warp Scram(1 cycle) and Guns. OH MWD for 1 cycle ONLY(Optional). Keep at range 1.5km. Activate all tank modules. Once within 10km activate Scram and deactivate MWD. Once within 3km activate Guns and turn off OH on Shadow Serpentis Armor Kinetic Hardener. Activate Cap Booster once cap is low."
Straight from the guide which you obviously have used aswell. I have done and do this mission plenty enough to know exactly how to do it and have NEVER died in this mission. Your call though. |
Anize Oramara
The Arch Dashing Dashers
757
|
Posted - 2016.03.08 22:02:54 -
[206] - Quote
The worm burner uses missiles. Missiles' damage applied depends on the target's sig radius. MWD blows your sig radius way up, especially so on unbonussed ships like T1 and pirate ships. However, speed reduces the damage dealt by missiles. This is why on the approach to the burner worm, so long as have the hardners on and OH and the rep going you'll be fine. The problem is as soon as you reach your target you need to turn off your MWD or you will take full damage from the missiles because you're no longer speed tanking them. Sometimes you'll have outpaced a volley or two and having a couple volleys hit you at once with your MWD on but your ship effectively standing still means you'll go insta pop.
Another side affect of trying to keep at range while running an MWD is that you tend to follow at a longer range than you actually set. This is because of your speed with the MWD. It's just how it is. Once you're within scram range of the worm you need to turn your MWD off or you will die and you will not be able to get in a stable following range.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.1
|
saVVage RuS
Garoun Investment Bank Gallente Federation
0
|
Posted - 2016.03.08 23:03:00 -
[207] - Quote
I know about the mwd turning off once im within my optimal range. My issue is getting to that range (which my keep at range apparently has trouble doing with the mwd on.) inside my scram range. If i turn off my mwd before my optimal it takes a very long time for my ship to get inside its optimal. Thats why I said if I just pulse it back on I can get the effect I want (to get closer than this 3km my "keep at range" apparently seems to have trouble passing. I was just confused as to why it just doesnt immediately close that distance when Im moving at 4km+ and can clearly get to that range very easily when the target is moving at 360 m/s. I wasn't aware of this "thats just how it is" thing where supposedly MWD work differently with keep at range. I've found a solution though like I said though. Althrough I would just prefer if keep at range worked and actually put your ship at your optimal with mwd on so then you can turn it off and be at perfect range. |
MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.09 12:48:31 -
[208] - Quote
saVVage RuS wrote: I know about the mwd turning off once im within my optimal range. My issue is getting to that range (which my keep at range apparently has trouble doing with the mwd on.) inside my scram range. If i turn off my mwd before my optimal it takes a very long time for my ship to get inside its optimal. Thats why I said if I just pulse it back on I can get the effect I want (to get closer than this 3km my "keep at range" apparently seems to have trouble passing. I was just confused as to why it just doesnt immediately close that distance when Im moving at 4km+ and can clearly get to that range very easily when the target is moving at 360 m/s. I wasn't aware of this "thats just how it is" thing where supposedly MWD work differently with keep at range. I've found a solution though like I said though. Althrough I would just prefer if keep at range worked and actually put your ship at your optimal with mwd on so then you can turn it off and be at perfect range.
Well I'm having no issues with it at all. Still working as it has done, so nothing apparent wrong with the keep at range.
You just need to burn at it, click keep at range, land scram kill mwd. Job done. You may be a little away from it but the gap is easily closed without the need to pulse the mwd.
|
Povlig Hemah
Ezoterics
0
|
Posted - 2016.03.16 05:14:30 -
[209] - Quote
Here is cheap and very usefull fit to blitz "Dread Pirate Scarlet" mission using GARMUR: [Garmur, Scarlet] Ballistic Control System II Micro Auxiliary Power Core II Nanofiber Internal Structure II
5MN Quad LiF Restrained Microwarpdrive Warp Disruptor II 1MN Afterburner II Republic Fleet Medium Shield Extender
Rocket Launcher II, Mjolnir Rage Rocket Rocket Launcher II, Mjolnir Rage Rocket Rocket Launcher II, Mjolnir Rage Rocket
Small Hyperspatial Velocity Optimizer II Small Hyperspatial Velocity Optimizer II Small Hyperspatial Velocity Optimizer II
In Cargo: 2k of Mjolnir Rage Rocket Gate Key
============ Use MWD to reach 1st and 2nd gate. In 2nd pocket with Scarlet activate AB to approach Scarlet, lock target, activate Warp Disruptor, set orbit 5km, overheat Rocket Launcher to kill her faster.
This fit costs around 80kk. Average time to blitz this mission - 5 minutes. |
Huffy Dragon
Another Corp..
4
|
Posted - 2016.03.20 12:40:27 -
[210] - Quote
I recently took a look at mission running. So far I ran ~50 missions on SISI, finalizing fits suited for my SP etc. I want to get some input on agent-standings:
So far I was able maintain my standing for SOE by running only burner missions and recon. Has this been plain luck or can people with more experience confirm this?
While running for empire factions, i got considerably more non-burner missions. For empire corps I was not able to keep my agent standing above -2 by running only burners. Has this been bad luck or can people with more experience confirm this? |
|
Shiloh Templeton
Center for Advanced Studies Gallente Federation
508
|
Posted - 2016.03.20 15:14:26 -
[211] - Quote
Huffy Dragon wrote: So far I ran ~50 missions on SISI, finalizing fits suited for my SP etc.
So far I was able maintain my standing for SOE by running only burner missions and recon. Has this been plain luck or can people with more experience confirm this?
While running for empire factions, i got considerably more non-burner missions. For empire corps I was not able to keep my agent standing above -2 by running only burners. Has this been bad luck or can people with more experience confirm this? Wow, you are dedicated.
I think it was luck, you will need to wait 4 hours or run some non-ideal missions occasionally. Each agent seems to have it's own pool of missions so you will get different results from different agents.
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Anize Oramara
The Arch Dashing Dashers
772
|
Posted - 2016.04.24 17:26:37 -
[212] - Quote
Updated the guide to v1.2
Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons.
Thanks for everyone who sent mails on corrections and info. I really appreciate it
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
|
Arthur Aihaken
CODE.d
5033
|
Posted - 2016.04.24 19:26:46 -
[213] - Quote
Anize Oramara wrote:Updated the guide to v1.2 Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons. Thanks for everyone who sent mails on corrections and info. I really appreciate it Glad to see you're still here. What's your opinion on the new Heavy Stasis Grappler? Is there a place in the blitzing world for it?
I am currently away, traveling through time and will be returning last week.
|
Anize Oramara
The Arch Dashing Dashers
772
|
Posted - 2016.04.24 22:26:23 -
[214] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Updated the guide to v1.2 Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons. Thanks for everyone who sent mails on corrections and info. I really appreciate it Glad to see you're still here. What's your opinion on the new Heavy Stasis Grappler? Is there a place in the blitzing world for it? The only place where it *might* have any use at all would be The Assault on the Barghest and even then I think a normal web or even paint might be better.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
|
Anize Oramara
The Arch Dashing Dashers
772
|
Posted - 2016.04.26 18:43:05 -
[215] - Quote
So as per my guide I've been running the Onyx and it's slow if safe. The Orthus is faster but it's a little iffy on the tank. I'm testing the Cerberus but since I don't have HAC5 yet (and missing one or two other lv5 missile skills) I think it has potential for very high SP pilots. Basically the onyx fit made to work on the Cerb.
To give you an idea the Onyx kills a sentinel in slightly less than 1 full load of RLM but takes 3 reloads of Scourge Fury to kill the Ahimu. The Cerb requires even less of 1 full clip for the sentinels (but not enough to kill 2 in one load) but only requires 2 scourge fury reloads.
Tank wise it has better enough tank than he Orthrus to not run into any issues and has a way bigger cargo bay than either so you can use an MTU to make up for the lack of a tractor.
[Cerberus, Blood Base] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System True Sansha Reactor Control Unit
Republic Fleet Large Shield Extender Republic Fleet Large Shield Extender X-Large Ancillary Shield Booster Pithum C-Type EM Ward Amplifier Pithum C-Type EM Ward Amplifier
Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II
Medium Anti-EM Screen Reinforcer II Medium Warhead Calefaction Catalyst II
Hornet I x3
Caldari Navy Inferno Light Missile x760 Navy Cap Booster 400 x43 Scourge Fury Light Missile x778
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
|
Arthur Aihaken
CODE.d
5036
|
Posted - 2016.04.29 14:55:04 -
[216] - Quote
Anize, just a suggestion for ammunition on the Garmur fit vs. the Team Jaguar. In my experience I've found that it's better to just orbit @25km and wait about 10 seconds for all targets to settle into their orbits - then you can just use standard Caldari Navy Mjolnir rockets instead of Mjolnir Javelin. The initial wait is easily offset by the decreased time to kill the Burner Bursts.
I am currently away, traveling through time and will be returning last week.
|
Anize Oramara
The Arch Dashing Dashers
772
|
Posted - 2016.04.29 17:07:40 -
[217] - Quote
Arthur Aihaken wrote:Anize, just a suggestion for ammunition on the Garmur fit vs. the Team Jaguar. In my experience I've found that it's better to just orbit @25km and wait about 10 seconds for all targets to settle into their orbits - then you can just use standard Caldari Navy Mjolnir rockets instead of Mjolnir Javelin. The initial wait is easily offset by the decreased time to kill the Burner Bursts. So the main issue I've found the with Jag when orbiting at 25km is that unless you have really good range skills and an implant, the funky way missile range 'works' means some missiles will get lost to the aether when shooting at the logi since their range is pretty variable. There's also no feedback to the player unless the player specifically combs through the logs. I see this the most clearly on the Serpentis Burner when I run the Hawk. It used to a pretty tought mission but that was because some missiles would just go poof for not reason.
This is so that the build, at least for this guide, is a lot more consistent. If just using caldari mjolnir works then bu all means.
On a side note I ran the Cerb again and the stupid random ai struck again. They didn't go after the drones and I took a little bit of armor and structure damage. Again though I don't have HAC5 so missing some resists and dps. Going to experiment with shield maintenance bots.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Arthur Aihaken
CODE.d
5037
|
Posted - 2016.04.29 17:52:12 -
[218] - Quote
Anize Oramara wrote:So the main issue I've found the with Jag when orbiting at 25km is that unless you have really good range skills and an implant, the funky way missile range 'works' means some missiles will get lost to the aether when shooting at the logi since their range is pretty variable. There's also no feedback to the player unless the player specifically combs through the logs. I see this the most clearly on the Serpentis Burner when I run the Hawk. It used to a pretty tought mission but that was because some missiles would just go poof for not reason. Perfect frigate and missile skills are a must for flying the Garmur. Light Missile Specialization V isn't necessarily required - but everything that relates to application and range definitely is. For those unwilling or unable to run missile implants, I offer the following modified fit. It requires a single Faction ballistic control system which allows you to run a T2 missile guidance enhancer. This bumps your range by 1-2km as well as adding 12% to your existing damage application.
Without any missile implants whatsoever I'm getting 229.5 DPS @31km (270 DPS @32km overheated). I've also tried this with a Faction target painter but I'm not sure there's a noticeable difference over the meta version. And you absolutely, positively need to fly it in red.
[Garmur, Red Baron]
Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket
Dread Guristas Ballistic Control System Ballistic Control System II Missile Guidance Enhancer II
5MN Y-T8 Compact Microwarpdrive Phased Scoped Target Painter Missile Guidance Computer II, Missile Range Script Missile Guidance Computer II, Missile Range Script
Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition II Small Warhead Flare Catalyst I
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Bumblefck
Kerensky Initiatives
11831
|
Posted - 2016.04.29 20:16:47 -
[219] - Quote
Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :)
Got a HoleySheet1 corpse? I'll buy it for 200m!
Bumble's Space Log
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Arthur Aihaken
CODE.d
5037
|
Posted - 2016.04.29 21:07:11 -
[220] - Quote
Bumblefck wrote:Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :) I've been debating that, actually. You may be on to something here - three MGCs could be the ticket.
I am currently away, traveling through time and will be returning last week.
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Bumblefck
Kerensky Initiatives
11847
|
Posted - 2016.04.30 10:08:59 -
[221] - Quote
Arthur Aihaken wrote:Bumblefck wrote:Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :) I've been debating that, actually. You may be on to something here - three MGCs could be the ticket.
I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup.
The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too!
No proper scientific testing done, though :)
Perfection is a dish best served like wasabi .
Bumble's Space Log
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Arthur Aihaken
CODE.d
5041
|
Posted - 2016.04.30 14:13:24 -
[222] - Quote
Bumblefck wrote:I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup.
The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too!
No proper scientific testing done, though :) The only thing I found is that your missile range really takes a hit. With a range implant, this is somewhat mitigated - but you're still relegated to Javelin rockets against the Jaguar. For me, as I'm running without missile implants this is kind of a deal killer. What I have found is this: Substituting a Faction BCS and dropping the co-processor for a T2 MGE delivers about 20-30% more DPS when combined with a TP. I was previously getting hits in the 200-210 range and with this new setup it's jumped to 260-270 per volley. It's easily taken several minutes off completing Team Burners.
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Anize Oramara
The Arch Dashing Dashers
772
|
Posted - 2016.04.30 16:46:37 -
[223] - Quote
Bumblefck wrote:Arthur Aihaken wrote:Bumblefck wrote:Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :) I've been debating that, actually. You may be on to something here - three MGCs could be the ticket. I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup. The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too! No proper scientific testing done, though :) So one thing you need to remember is that MGCs are exactly like Tracking comps and well like any other module when it comes to stacking penalties.
That is to say having 2 or 3 modules give the same (smaller) bonus rather than having 1 or two of them give one (bigger) bonus and another one or two give another (bigger) bonus means you don't lose the effectiveness of those bonuses.
Basically it's better to script, especially in PvE where the variables are mostly known/fixed.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Arthur Aihaken
CODE.d
5041
|
Posted - 2016.04.30 17:35:19 -
[224] - Quote
Anize Oramara wrote:So one thing you need to remember is that MGCs are exactly like Tracking comps and like any other module when it comes to stacking penalties.
That is to say having 2 or 3 modules give the same (smaller) bonus rather than having 1 or two of them give one (bigger) bonus and another one or two give another (bigger) bonus means you don't lose the effectiveness of those bonuses.
Basically it's better to script, especially in PvE where the variables are mostly known/fixed. Definitely. This is why I'm gaining almost no range from the MGE; it's the extra 12% damage application I'm really after.
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Bumblefck
Kerensky Initiatives
11850
|
Posted - 2016.04.30 18:55:47 -
[225] - Quote
Arthur Aihaken wrote:Bumblefck wrote:I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup.
The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too!
No proper scientific testing done, though :) The only thing I found is that your missile range really takes a hit. With a range implant, this is somewhat mitigated - but you're still relegated to Javelin rockets against the Jaguar. For me, as I'm running without missile implants this is kind of a deal killer. What I have found is this: Substituting a Faction BCS and dropping the co-processor for a T2 MGE delivers about 20-30% more DPS when combined with a TP. I was previously getting hits in the 200-210 range and with this new setup it's jumped to 260-270 per volley. It's easily taken several minutes off completing Team Burners.
I only really use Mjolnir Javelins against the Bursts - against the Jaguar itself, Navy Scourges all the way.
I think the extra damage you are seeing, as you say, comes more from the Faction BCU and MGE rather than the TP. But I'm very probably wrong on this.
Quote:So one thing you need to remember is that MGCs are exactly like Tracking comps and like any other module when it comes to stacking penalties.
I never have the stacking penalties out of mind, ever! The thing was, though, I remember trying the Team Garmur fit before fiddling with it - and the TP seemed to (annoyingly) cap the fit out. Switched it for the 3rd MGC and I seemed to get much the same result. Bear in mind that was a while ago and my memory is a little hazy.
Anyway, it's all grist to the mill. Thanks!
Perfection is a dish best served like wasabi .
Bumble's Space Log
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Arthur Aihaken
CODE.d
5042
|
Posted - 2016.04.30 19:25:12 -
[226] - Quote
Bumblefck wrote:I only really use Mjolnir Javelins against the Bursts - against the Jaguar itself, Navy Scourges all the way.
I think the extra damage you are seeing, as you say, comes more from the Faction BCU and MGE rather than the TP. But I'm very probably wrong on this. I find having to use Javelin on the bursts takes the longest. Now it doesn't! I'm definatel getting another 2.5% damage with the Faction BCS, but I think the balance is from the MGE. It doesn't seem like that extra 12% would make that much of a difference, but it is noticeable.
PS. Pretty sure that calibration adds up to 350. You're probably thinking the calefaction catalyst...
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Bumblefck
Kerensky Initiatives
11850
|
Posted - 2016.04.30 19:30:42 -
[227] - Quote
You're right! My bad :)
Perfection is a dish best served like wasabi .
Bumble's Space Log
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Arthur Aihaken
CODE.d
5044
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Posted - 2016.04.30 22:54:32 -
[228] - Quote
So I've started to expand my Burner experience beyond Team Burners, and the one thing that keeps appearing over and over is the degree to which everything needs to be overheated. I can understand cap boosters to some extent, but having to fit and routinely overheat a few hundred million of Faction and Deadspace modules seems like bordering on lunacy - especially since you're turning a lot of these fits into 400m ISK flying pinatas. Are there no fits that require less micromanagement and abuse on equipment? Do any of the new cap batteries have any impact?
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Ploing
Blue Republic RvB - BLUE Republic
63
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Posted - 2016.04.30 23:47:42 -
[229] - Quote
Arthur Aihaken wrote:So I've started to expand my Burner experience beyond Team Burners, and the one thing that keeps appearing over and over is the degree to which everything needs to be overheated. I can understand cap boosters to some extent, but having to fit and routinely overheat a few hundred million of Faction and Deadspace modules seems like bordering on lunacy - especially since you're turning a lot of these fits into 400m ISK flying pinatas. Are there no fits that require less micromanagement and abuse on equipment? Do any of the new cap batteries have any impact?
the overheating is only because burners are cheaters.
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Arthur Aihaken
CODE.d
5046
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Posted - 2016.05.01 21:56:26 -
[230] - Quote
Ploing wrote:the overheating is only because burners are cheaters. Quoted for truth. I was just wondering if there was a way to "cheat" back without having to overheat or fit Officer modules.
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Taria Shikkoken
Science and Trade Institute Caldari State
0
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Posted - 2016.05.01 22:09:25 -
[231] - Quote
That's the whole point of burner missions, you don't get 200m isk/h for nothing. |
Arthur Aihaken
CODE.d
5046
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Posted - 2016.05.01 22:14:59 -
[232] - Quote
Taria Shikkoken wrote:That's the whole point of burner missions, you don't get 200m isk/h for nothing. 200m ISK/hour isn't solely from Burner missions, but your point is well taken.
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Anize Oramara
The Arch Dashing Dashers
772
|
Posted - 2016.05.03 06:57:41 -
[233] - Quote
Just a general post as to the why around bling fits and OH for those wondering.
OH does two things, it increases tank so you can reduces the tank requirement to then increase the dps and increases DPS so you can decrease the required tank even further. All this equates into completing the burner faster. So if you are happy with reducing the time it takes to complete burners you might be able to get away with less/no OH and with less bling by replacing dps modules with more tank. The fits and skills and implants in the guide is all about decreasing the 'time' component as much as possible and as is realistic.
If you look hard enough you might find some less bling fits, especially in the burner mega thread but because of the way the burner repairing threshold works, over that repair threshold additional dps greatly increases the speed that you complete burners. So yes, the burners cheat by having stats 'similar' to ships that are faction and DED fit (with links) that are overheating those modules without burning them out. The advantage the player has of course is that it's (mostly) predictable AI and fixed fits so you can build ships around those cheats.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Arthur Aihaken
CODE.d
5055
|
Posted - 2016.05.03 10:08:59 -
[234] - Quote
I wish there were more Burner missions you could complete with universal fits like the Team Garmur, ie: where you basically only every have to switch out the ammunition, you never have to worry about capacitor, overheating, replacing drones, cap charges or otherwise repairing damaged modules every mission.
I do realize the 'unified' Daredevil fits are close, although for all intents and purposes you're really running 2-3 different fits.
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Anize Oramara
The Arch Dashing Dashers
774
|
Posted - 2016.05.03 10:50:58 -
[235] - Quote
Arthur Aihaken wrote:I wish there were more Burner missions you could complete with universal fits like the Team Garmur, ie: where you basically only every have to switch out the ammunition, you never have to worry about capacitor, overheating, replacing drones, cap charges or otherwise repairing damaged modules every mission.
I do realize the 'unified' Daredevil fits are close, although for all intents and purposes you're really running 2-3 different fits. Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
|
Arthur Aihaken
CODE.d
5056
|
Posted - 2016.05.03 10:55:37 -
[236] - Quote
Anize Oramara wrote:Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running. What the heck do you need three Battleships for? I can see maybe one or two for clearing and blitzing... The only upside of all the unique hulls is that it requires you to train up a lot of base gunnery and small-medium ship skills that you wouldn't necessarily invest in otherwise. And with the acquisition of skill injectors this isn't quite as arduous process as it used to be.
I don't think anything will make the Gurista Base worth running short of redesigning it.
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Arthur Aihaken
CODE.d
5056
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Posted - 2016.05.03 10:58:23 -
[237] - Quote
On a separate issue... If you have Minmatar Cruiser V, can you get away with a pair of stasis webs on the Vigilant fit? Would be nice to turf the mobile depot and permanently affix a 50MN MWD. Also, since the Hornet I's die in a hail of fire - how much benefit do they actually have? (I find that by the third Sentinel they're all dead anyway)
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Anize Oramara
The Arch Dashing Dashers
774
|
Posted - 2016.05.03 11:06:38 -
[238] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running. What the heck do you need three Battleships for? I can see maybe one or two for clearing and blitzing... The only upside of all the unique hulls is that it requires you to train up a lot of base gunnery and small-medium ship skills that you wouldn't necessarily invest in otherwise. And with the acquisition of skill injectors this isn't quite as arduous process as it used to be. I don't think anything will make the Gurista Base worth running short of redesigning it. Well I have the Barghest for any lv4 blitz mission that can be done in one or two reloads. Right hand of Zazz, Thief, The Assault and Slave Trader if I'm desperate. The Machariel is currently fit with 1400 arties purely for Scarlet. It's the fastest aligning, sub warp and warp ship capable of 1 shotting Scarlet so great for getting through all the gates and grabbing the can. Then I have My Polarized Vargur that I use primarily for Angel Pirate Invasion (MJD, Bastion, Blap 6 BS at less than 10km with Hail, warp away) but I sometimes use it when I'm a bit bored and just want to murder all the things in Gone Bezerk or Attack of the drones.
I'm thinking about putting together a Cruise Barghest for blockade and such but that seems a bit excessive.
The game is as interesting and intricate as you make it.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
774
|
Posted - 2016.05.03 11:20:21 -
[239] - Quote
Arthur Aihaken wrote:On a separate issue... If you have Minmatar Cruiser V, can you get away with a pair of stasis webs on the Vigilant fit? Would be nice to turf the mobile depot and permanently affix a 50MN MWD. Also, since the Hornet I's die in a hail of fire - how much benefit do they actually have? (I find that by the third Sentinel they're all dead anyway) It might be but it'd get chancy I think. I haven't really tested that. I know some people used to replace 1 web with either a tracking comp or a paint but I don't know if just two Webs is enough.
As for the Hornet 1s, they serve the singular purpose of dieing so you can live, they're super cheap. They're ablative armor basically, distracting and sometimes resetting the aggro on the Dramiels. This much is constant. Usually I lose 2-4 to help my tank and then pull them in once there's only 2 Drams left (I then stop OH the hardeners). Soon as I web the last Dram I send 5 hornets after the transport to get a head start on damaging him. Might be worth taking 5 T2s and sending them at the transport once you web the last Dram.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
|
Arthur Aihaken
CODE.d
5056
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Posted - 2016.05.03 12:08:54 -
[240] - Quote
Anize Oramara wrote:[quote=Arthur Aihaken]It might be but it'd get chancy I think. I haven't really tested that. I know some people used to replace 1 web with either a tracking comp or a paint but I don't know if just two Webs is enough. Right now I only have Minmatar Cruiser III with 3 webs @78%, so I was just curious if 2 webs @90% would yield a similar result (I don't have my stacking penaly spreadsheet handy). I realize the drones act like ablative armor - just wondering if they're needed in this capacity or if they could be dispatched after the transport instead.
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Arthur Aihaken
CODE.d
5056
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Posted - 2016.05.03 12:19:59 -
[241] - Quote
I've been running a blaster fit Kronos for all my clearing and blitzing. It's not as fast as a Machariel, but it can hang in through missions like Damsel, Beserk, Worlds and the Extravaganzas. I think it may be possible to volley Scarlet in the first room with Void, but you'd have to close to within 10km.
The challene is finding the right implant set that lends itself to all fits. Right now I'm on the fence between a set of Genolutions with a WS-618, Ogdin, EM-805 vs. High-grade Ascendancies, Shaqil Speed, EM-706 and Zor. Slots 9 and 10 are the 6% rate of fire for turrets and launchers. Better fitting, capacitor and tracking with the first; better speeds with the second.
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Taria Shikkoken
Science and Trade Institute Caldari State
0
|
Posted - 2016.05.03 19:44:26 -
[242] - Quote
A question about the Serpentis burner - Daredevil. The guide mentions a Target Painter should be fitted, and other guides I found mention the same thing, but according to http://games.chruker.dk/eve_online/npc_ships.php?supergroup=25 the Daredevil only has a sig radius of 18m, which is more than enough for Caldari Navy Scourge Rocket and with 2x Warhead Rigor II's it's on par with T2 Scourge Rage Rocket. Is this site wrong or is the Target Painter redundant? |
Arthur Aihaken
CODE.d
5056
|
Posted - 2016.05.03 23:45:29 -
[243] - Quote
Anize - no Cerberus option for the Serpentis Base?
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Anize Oramara
The Arch Dashing Dashers
776
|
Posted - 2016.05.04 06:06:37 -
[244] - Quote
Taria Shikkoken wrote:A question about the Serpentis burner - Daredevil. The guide mentions a Target Painter should be fitted, and other guides I found mention the same thing, but according to http://games.chruker.dk/eve_online/npc_ships.php?supergroup=25 the Daredevil only has a sig radius of 18m, which is more than enough for Caldari Navy Scourge Rocket and with 2x Warhead Rigor II's it's on par with T2 Scourge Rage Rocket. Is this site wrong or is the Target Painter redundant? You can test pretty easily during the fight by activating/deactivating the paint and seeing what damage you do since missile/rocket damage is relatively consistent.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
776
|
Posted - 2016.05.04 15:16:17 -
[245] - Quote
Arthur Aihaken wrote:Further to my previous post regarding the Serpentis Base mission, I'm amending it with the following revised fit. This setup is safe, this is fast - and most importantly, it's cap stable. You can run this thing for a hundred missions without worrying on having to stock up on missiles, drones or cap boosters. Yes, it is a bit on the pricer side - but considering the hull is half the investment that's not bad.
No overheating - no resupplying - no repairs. It doesn't get any easier than that. The most expensive item (and deal breaker with this fit) is the 'Thurifer' Large Cap Battery. You don't have enough grid with anything else.
With implants and V skills this has a 75.5km range (although you'll get half of that since you're damped) and does 761 DPS with drones, applied 100%. Your active shield tank (sustainable) is 1102.2 HP/s. This is actually about 10-15% more tank than my previous Cerberus fit and also more than the Vagabond fit in the guide. By running a passive damage control it also gives you a bit of 'GTFO' room in the form of a hull and armor buffer in the event you clip one or more of the sentry turrets (please don't).
..Snip..
The fit also has enough flexibility such that you could slightly decrease damage, increase tank or buff targeting range to offset damps by substituting a Signal Amplifier II in place of the DC and a Medium Ionic Field Projector II in place of the Warhead Calefaction rig. This actually gives you an insane 195km targeting range which is probably enough to compensate for any damps. There's a couple of problems with that fit but the Cerb is a perfectly capable alternative to the Vaga.
First off the big difference between the Vaga and the Cerb is that the Vaga goes well over 1km/s faster. There is two things this extra speed helps with; traveling from ship to ship (the main time sink in this mission) and speed tanking. So the Cerb will need to both approach at a steeper angle to keep transversal high enough and will take longer to start combat. It can make up for this by having higher resists and by doing way more damage.
So lets have a look at what's wrong with your fit. First off you will rarely need to tank and MWD at the same time so cap stable is a waste. I understand the issue with unstable internet but if you have unstable internet then burners are NOT something you should be doing in the first place. No amount of cap stability will save you in burners since they all point you. The Medium cap booster uses normal cap 800s. These are extremely cheap and easy to get. Heck you can manufacture them yourself if you want. There is 0 reason to not run one. In fact, I've had some missions where I don't even use the cap booster but sometimes you get a little unlucky on wrecking hits so the extra bit of cap on call is nice.
Also, the Cerb has 150m3 more cargo space.
Since burst tanking is actually far superior for this mission in particular because of the somewhat frequent wrecking shots you'll get a Pith Shield booster is better than a Gist. As a bonus it uses less PG. For the rest of the tanking stuff you have fit, the base therm resist is already higher than that of the Vaga so no need for the rig. The Vaga does get a boost bonus though so keeping the Boost Amp is a good idea. So overall the Cerb tank is stronger than that of the Vaga with near identical modules fitted.
With the changes to damage controls and hull resists, not to mention the extremely strong kin/therm base armor resists on the Cerb, a DCU is not a requirement for the Cerb (or the Vaga for that matter but it can afford it slot wise). This means you can at least up the speed a tiny bit by fitting an Overdrive.
The MWD should be switched to a Corelum for cap usage.
Rapid lights are a horrible choice for a weapon system for this mission for a couple of reasons. First off you're shooting at BCs so the application advantage gets wasted. Secondly even taking into account the burst damage (You wont kill one of these BCs in a single reload I'm sure) and the very generous implant bonuses you give it, it's STILL 100 dps less than HAMs and if you take reloads into account it's only barely over HALF of HAMs. Because of the damps there is no reason to not run HAMs. There is the tiny problem of PG when going with hams so you'll need a T1 Ancil rig but the Calefaction rig is still good.
Basically if I were to use a Cerb for this mission this is what I would be running, and even then I think it's slightly over tanked. You'll spend more time flying to each rat but you'll kill them a lot faster than the Vaga.
[Cerberus, Serpentis Base copy 1] Ballistic Control System II Ballistic Control System II Ballistic Control System II Overdrive Injector System II
Corelum B-Type 50MN Microwarpdrive Kinetic Deflection Amplifier II Pith C-Type Large Shield Booster Medium Electrochemical Capacitor Booster I, Cap Booster 800 Shield Boost Amplifier II
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Medium Ancillary Current Router I Medium Warhead Calefaction Catalyst II
Hobgoblin II x3
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Arthur Aihaken
CODE.d
5058
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Posted - 2016.05.04 16:27:17 -
[246] - Quote
Anize Oramara wrote:There's a couple of problems with that fit but the Cerb is a perfectly capable alternative to the Vaga.
First off the big difference between the Vaga and the Cerb is that the Vaga goes well over 1km/s faster. There is two things this extra speed helps with; traveling from ship to ship (the main time sink in this mission) and speed tanking. So the Cerb will need to both approach at a steeper angle to keep transversal high enough and will take longer to start combat. It can make up for this by having higher resists and by doing way more damage.
The Cerberus is more than capable of speed tanking, and by using a Gistum C-type instead of a Corelum C-Type it reduces your signature bloom (it's cap stable at this point so the extra cap usage is somewhat moot).
Quote:So lets have a look at what's wrong with your fit. First off you will rarely need to tank and MWD at the same time so cap stable is a waste. I understand the issue with unstable internet but if you have unstable internet then burners are NOT something you should be doing in the first place. No amount of cap stability will save you in burners since they all point you. The Medium cap booster uses normal cap 800s. These are extremely cheap and easy to get. Heck you can manufacture them yourself if you want. There is 0 reason to not run one. In fact, I've had some missions where I don't even use the cap booster but sometimes you get a little unlucky on wrecking hits so the extra bit of cap on call is nice. This has nothing to do with Internet stability and more to do with the fact that I hate having to drag along cap booster 800's.
Quote:Since burst tanking is actually far superior for this mission in particular because of the somewhat frequent wrecking shots you'll get a Pith Shield booster is better than a Gist. As a bonus it uses less PG. For the rest of the tanking stuff you have fit, the base therm resist is already higher than that of the Vaga so no need for the rig. The Vaga does get a boost bonus though so keeping the Boost Amp is a good idea. So overall the Cerb tank is stronger than that of the Vaga with near identical modules fitted. Even with wrecking shots the Gist is still superior. Power grid isn't an issue with this fit, either.
Quote:With the changes to damage controls and hull resists, not to mention the extremely strong kin/therm base armor resists on the Cerb, a DCU is not a requirement for the Cerb (or the Vaga for that matter but it can afford it slot wise). This means you can at least up the speed a tiny bit by fitting an Overdrive. The MWD should be switched to a Corelum for cap usage. I actually decided to go with a signal amplifier so I could begin attacking the Talos at maximum missile range.
Quote:Rapid lights are a horrible choice for a weapon system for this mission for a couple of reasons. First off you're shooting at BCs so the application advantage gets wasted. Secondly even taking into account the burst damage (You wont kill one of these BCs in a single reload I'm sure) and the very generous implant bonuses you give it, it's STILL 100 dps less than HAMs and if you take reloads into account it's only barely over HALF of HAMs. Because of the damps there is no reason to not run HAMs. There is the tiny problem of PG when going with hams so you'll need a T1 Ancil rig but the Calefaction rig is still good. Yes, with drones you can actually kill a Talos with one clip - and since it takes at least 35 seconds transiting to each Talos you're covered. I suspect HMLs would also be a viable alternative, so I'm going to play around with that a bit as well.
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.04 16:58:59 -
[247] - Quote
-Speed It's not that theCerb isn't capable of speed tanking, it does fine speed tanking. The problem is it is 50% slower than the Vaga. That's a LOT. Remember you will need to fly over to the wrecks anyways to collect loot, and you need to be within 54km for drones as well. It's all nice and well being able to shoot at it from the start but you need to get to where the rat is no matter how you look at it and it goes a lot slower.
-Cap boosters Not much here to say regarding something as irrelevant as the problem you have
- Shield booster No, the pith is superior because you're not facing constant damage. Gist will work fine yes but it's more expensive both in isk and PG for no advantage.
Signal Amp - Again, reducing your already slow speed means you're taking longer to get to where you need to go anyways.
Post your run time from clicking activate gate to warping out (after looting the last wreck) and I'll have a look at how it compares, both to the Vaga and the Cerb.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Arthur Aihaken
CODE.d
5058
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Posted - 2016.05.04 17:14:55 -
[248] - Quote
Anize Oramara wrote:-Speed It's not that theCerb isn't capable of speed tanking, it does fine speed tanking. The problem is it is 50% slower than the Vaga. That's a LOT. Remember you will need to fly over to the wrecks anyways to collect loot, and you need to be within 54km for drones as well. It's all nice and well being able to shoot at it from the start but you need to get to where the rat is no matter how you look at it and it goes a lot slower. -Cap boosters Not much here to say regarding something as irrelevant as the problem you have - Shield booster No, the pith is superior because you're not facing constant damage. Gist will work fine yes but it's more expensive both in isk and PG for no advantage. Signal Amp - Again, reducing your already slow speed means you're taking longer to get to where you need to go anyways. Post your run time from clicking activate gate to warping out (after looting the last wreck) and I'll have a look at how it compares, both to the Vaga and the Cerb. You can shoot at further range with the Cerberus, so it doesn't need to be as fast. Looting three Burners at a slightly slower pace is preferable to running three different Burner missions. Hate cap boosters - let's just leave it at that. Yes, the Gist is more expensive - but some of the Frigate builds for standard Burners easily approach the same price, so... The signal amp allows me to start shooting at upwards of 70km, so again respectfully we'll have to agree to disagree on this point.
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Arthur Aihaken
CODE.d
5080
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Posted - 2016.05.14 22:07:57 -
[249] - Quote
As an addendum to the Cerberus fit for the Serpentis Base Burner, I can confirm that with full missile skills you can in fact destroy each Talon with a single clip (and several volleys to spare) of Fury light missiles. I've also found that the Hobgoblin II drones die too quickly and that Hornet IIs are far superior. I've also revised my fit to replace the Signal Amplifier II with a Nanofiber Internal Structure II and the Medium Anti-Thermal Screen Reinforcer II rig with a Medium Polycarbonate Engine Housing I rig. These boost overall velocity by about 15% and greatly improve acceleration rates.
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 02:55:10 -
[250] - Quote
Minor update to the guide. For the Onyx fit use CN Scourge instead of CN Inferno. You do about 10%-12% more damage after resists and added an alternative Serp Agent fit for high skilled (good missile application skills) pilots that kills the rat slightly faster and tanks slighter easier. Should use less cap boosters.
[Hawk, Serpentis Agent] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Federation Navy Stasis Webifier Pithum C-Type Medium Shield Booster 'Micro' Cap Battery Federation Navy Stasis Webifier Small Electrochemical Capacitor Booster I
Rocket Launcher II Rocket Launcher II 125mm Railgun II Rocket Launcher II Rocket Launcher II
Small Bay Loading Accelerator II Small Warhead Rigor Catalyst I
Caldari Navy Uranium Charge S x982 Navy Cap Booster 400 x20 Caldari Navy Scourge Rocket x1227
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5110
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Posted - 2016.05.22 03:54:13 -
[251] - Quote
This portion in the guide should really be revised, as it's somewhat misleading...
Quote:Qualities that make the Machariel the premier blitzing ship: GÇó Excellent range (70km+ falloff) GÇó Very high base DPS (well over 1k dps) With V skills and no implants, this fit tops out at 1017 DPS. This is to a range of about 20km; at 60km it drops to 600 DPS and 500 DPS at 70km. It should be further noted that none of the ammunition is damage-specific, so approximately 25% of DPS will be hitting the wrong resistances (which translates into an additional 10-25% DPS loss). While sentry drones add 168 DPS with V skills, this is limited to a range of about 57km (Curator, Wardens and Bouncers only). You can gain 5-10% from smashing or wrecking shots, but you can also lose a corresponding amount to poorer quality shots or misses.
In a perfect world, if you're shooting at stationary targets out to 20km you'll get well over 1k DPS. In reality, since engagements will typically be in the 40-60km range, targets are going to be moving and will have different damage resistance profiles - a more realistic number is probably in the 600-800 DPS range. This is inclusive of drones, which you can't necessarily deploy and leave to their own devices - as they have a tendency to get picked off.
I'm merely pointing this out because the Machariel has received this "mythic" reputation when in reality, aside from warp speed, it doesn't necessarily perform any better than other Pirate ships or Marauders in terms of dealing and applying DPS.
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 04:58:57 -
[252] - Quote
If you can find any errors or can give me a fit/ship that can do what the Machariel/Barghest does in the time they do it then I am more than willing to amend my guide, as I have done in the past.
The latest change is in fact because of just such a comment. I love testing something that will make running burners or missions faster or easier and will add it to the guide.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5114
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Posted - 2016.05.22 18:37:08 -
[253] - Quote
Anize Oramara wrote:If you can find any errors or can give me a fit/ship that can do what the Machariel/Barghest does in the time they do it then I am more than willing to amend my guide, as I have done in the past.
The latest change is in fact because of just such a comment. I love testing something that will make running burners or missions faster or easier and will add it to the guide. I may very well take you up on that... Do you have a set list of "blitzable" missions? There are possibly one or two that could be added to the list ("Massive Attack") as they have blitzable qualities and can be completed within a similar (though not identical) timeframe.
I've also been looking at Fuzzworks over the past week and there are a few standard (non-SoE) corporations getting very, very close to SoE ISK/LP conversion ratios on some items. It also reveals that players are for the most part not getting these obscene 2000+ ISK/LP conversion rates - but more in the 1400-1600 range.
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 19:01:43 -
[254] - Quote
This list of blitzable missions is in the guide. The primary criteria for these missions is that they are completed fast since they can't compete with burners. Secondary is good isk/min. No normal lv4 mission, except *maybe* for Scarlet and Recon 1, comes anywhere close to burner isk/m. Rogue Slave Trader is borderline viable and only because the 2nd mission in the chain is comparable to other lv4 blitz missions on my list and the first while having pretty bad rewards is completed really fast. I generally only run these two if I'm low on standing otherwise I even skip them.
Also I don't include main faction missions (Anti-Amarr for example) as the faction standings cost is high over the long run.
So just because a mission has 'blitzable qualities' does not mean it qualifies to be on the list.
The isk/lp rate has settled somewhat at a lower 1400-1600 rate depending on if you are willing to list and update probe launcher prices. I'm not aware of any other faction that can deal with the volume of items SOE can and still stay steady on isk/lp. It's always been a fact that people with market savvy can get much higher returns on smaller volumes of items at LP stores other than SOE.
I did a recent test run again and, mostly due to increased skills and tightening of run times/ship fits, I was able to still get well over 250mill/h with a sub 1400isk/lp conversion rate. I've also noticed the faction module drop rate on the burners is either down or more likely, just getting the short end of the RNG stick.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5114
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Posted - 2016.05.22 20:51:37 -
[255] - Quote
Anize Oramara wrote:This list of blitzable missions is in the guide. The primary criteria for these missions is that they are completed fast since they can't compete with burners. Secondary is good isk/min. No normal lv4 mission, except *maybe* for Scarlet and Recon 1, comes anywhere close to burner isk/m. Rogue Slave Trader is borderline viable and only because the 2nd mission in the chain is comparable to other lv4 blitz missions on my list and the first while having pretty bad rewards is completed really fast. I generally only run these two if I'm low on standing otherwise I even skip them.
Also I don't include main faction missions (Anti-Amarr for example) as the faction standings cost is high over the long run.
So just because a mission has 'blitzable qualities' does not mean it qualifies to be on the list.
The isk/lp rate has settled somewhat at a lower 1400-1600 rate depending on if you are willing to list and update probe launcher prices. I'm not aware of any other faction that can deal with the volume of items SOE can and still stay steady on isk/lp. It's always been a fact that people with market savvy can get much higher returns on smaller volumes of items at LP stores other than SOE.
I did a recent test run again and, mostly due to increased skills and tightening of run times/ship fits, I was able to still get well over 250mill/h with a sub 1400isk/lp conversion rate. I've also noticed the faction module drop rate on the burners is either down or more likely, just getting the short end of the RNG stick. I may have a few that are on the fence, if only because they typically spawn in the same system. I have to run them a few more times to see if there's any efficiency to be gained.
Main Faction missions are very lucrative outside of SoE agents, and are the only missions that rival Burners for ISK/hour.
Faction drops are almost non-existent on Burners now, and the drops that do happen are of the token 1m ISK variety (usually ammunition or worthless modules). It would not surprise me if these got a stealth nerf without any fanfare, but I quit running them beacuse I found I wasn't generally making much more from the Burners as regular missions by the time transit was factored in. And wouldn't you know it, now that I've quit running them all I get are Burner missions...
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 23:07:58 -
[256] - Quote
I did an isk/m comparison, with time from accept/undock to complete/dock of every blitzable and non blitzable mission with the highest and fastest DPS mission boats available to me, including full clear+salvage some time last year. This is what I based what I consider viable blitzable missions off of. That is what you will need to show to convince me of a mission or ship viability.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5114
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Posted - 2016.05.22 23:49:03 -
[257] - Quote
Anize Oramara wrote:I did an isk/m comparison, with time from accept/undock to complete/dock of every blitzable and non blitzable mission with the highest and fastest DPS mission boats available to me, including full clear+salvage some time last year. This is what I based what I consider viable blitzable missions off of. That is what you will need to show to convince me of a mission or ship viability. I'm having a trial run with a Rattlesnake fit that looks like it might make the cut. DPS is comparable (and potentially a bit higher) than the Machariel, faster align and substantially more tank. Slower in warp speed and maximum velocity, but it does seem to blitz nicely (ran Dread Scarlet in under 4min).
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.23 00:07:02 -
[258] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:I did an isk/m comparison, with time from accept/undock to complete/dock of every blitzable and non blitzable mission with the highest and fastest DPS mission boats available to me, including full clear+salvage some time last year. This is what I based what I consider viable blitzable missions off of. That is what you will need to show to convince me of a mission or ship viability. I'm having a trial run with a Rattlesnake fit that looks like it might make the cut. DPS is comparable (and potentially a bit higher) than the Machariel, faster align and substantially more tank. Slower in warp speed and maximum velocity, but it does seem to blitz nicely (ran Dread Scarlet in under 4min). Dread scarlet is a rather special case where if you're NOT running with arties that 1 shot scarlet the first time you run into her you're missing out on 5mill isk. You will need to be much, MUCH faster than a Mach to beat it in isk/m. I have a Mach set up exclusively just for Scarlet.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5114
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Posted - 2016.05.23 00:35:46 -
[259] - Quote
Anize Oramara wrote:Dread scarlet is a rather special case where if you're NOT running with arties that 1 shot scarlet the first time you run into her you're missing out on 5mill isk. You will need to be much, MUCH faster than a Mach to beat it in isk/m. I have a Mach set up exclusively just for Scarlet. Yes, that first room in Dread Scarlet is indeed a special case. You do realize that it will probably take around 130 runs to pay for that investment, right? There's no other battleship that can come even remotely close in terms of overall DPS, speed and maneuverability. Even the Barghest falls short (and due to the huge freakin size it clips into so many things that it's more of a hinderance than anything else). There are also only a handful of missions that you can complete in a full clip with the Barghest, and Assault and Pirate Invasion aren't one of them. Torpedo Machariel would be a riot...
I'm going to keep running some trials, but it's not looking at all encouraging... Did anyone ever come up with a Polarized fit for blitzing, or is it just impractical at this point?
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.23 01:15:16 -
[260] - Quote
Arthur Aihaken wrote:I'm going to keep running some trials, but it's not looking at all encouraging... Did anyone ever come up with a Polarized fit for blitzing, or is it just impractical at this point? I use a polarized MJD Vargur with Hail for Angle Pirate Invasion. I land 6-8km away from the 6 BS Spawn and kill all 6 in less than 2 bastion cycles.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5119
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Posted - 2016.05.23 01:27:51 -
[261] - Quote
Just a short side note regarding the Machariel... I've been following an interesting discussion on turret (drone) shot quality. Specifically, the chance of wrecking (1%), penetrating and smashing hits and what if any factors contribute to these. Most load-outs feature four damage modules, but there's mounting evidence to suggest that a tracking enhancer for at least the fourth damage module is more beneficial to improve overall damage. In addition, three tracking enhancers are actually more beneficial than three optimal range-scripted tracking computers.
Thus, a shield Machariel fit with tracking enhancers would seem to be the most efficient - as it will ensure higher quality shots and therefore more overall damage. Having fully swallowed the Machariel kool-aid, I might also suggest a flight of Geckos might be more in-line with the 'move and shoot' aspect of the Machariel since they've come down considerably in price. So here is an alternate fit for consideration. On an unrelated note, it's hilarious hitting Guristas @100km+ with Barrage L...
I designed this to work with Genolution implants because they're cheaper than a set of Ascendancies (even mid-grade) and they give a lot of benefits, including a huge boost to speed and inertia. It's the same basic price as the armor fit with the exception of the Faction Gyros (but 3 Faction are equivalent to 4 T2, so you pick up a free slot for the T2 Inertial Stabilizer). I've placed a T2 Large Cap Battery in the mid but this could just as easily accommodate a T2 Sensor Booster or Large Micro Jump Drive.
DPS is comparable (with V skills, implants and drones it's showing just shy of 1375 DPS), align is 2 seconds faster and the maneuverability and speed are also vastly improved (1705m/s top speed). You can run the Gist X-Type large shield booster for just over 13 minutes, and thus far it's been more than sufficient for most blitzing missions.
[Machariel, Machariel]
800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L 800mm Repeating Cannon II, Republic Fleet EMP L Small Tractor Beam II
Gist X-Type 500MN Microwarpdrive Adaptive Invulnerability Field II Large Cap Battery II Adaptive Invulnerability Field II Gist X-Type Large Shield Booster
Domination Gyrostabilizer Domination Gyrostabilizer Domination Gyrostabilizer Signal Amplifier II Tracking Enhancer II Tracking Enhancer II Tracking Enhancer II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Hornet II x5 Gecko x2
Republic Fleet EMP L x10000 Republic Fleet Phased Plasma L x10000
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Arthur Aihaken
CODE.d
5119
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Posted - 2016.05.23 03:39:02 -
[262] - Quote
What about the Wildcat Strike? Quickly shoot 11 Drone frigates/cruisers, hit the gate and you're done. Quick 5m mission that doesn't take very long at all to run.
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The Bigpuns
Touring New Eden Haven.
162
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Posted - 2016.05.23 07:53:37 -
[263] - Quote
Three tc's scripted 2 range and 1 tracking give almost identical bonuses to 3 te's, but with the benefit that you can re-script them as needed. I still see tc's as superior. |
Arthur Aihaken
CODE.d
5119
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Posted - 2016.05.23 08:47:53 -
[264] - Quote
The Bigpuns wrote:Three tc's scripted 2 range and 1 tracking give almost identical bonuses to 3 te's, but with the benefit that you can re-script them as needed. I still see tc's as superior. How many players run them like this though?
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.23 09:15:57 -
[265] - Quote
Arthur Aihaken wrote:The Bigpuns wrote:Three tc's scripted 2 range and 1 tracking give almost identical bonuses to 3 te's, but with the benefit that you can re-script them as needed. I still see tc's as superior. How many players run them like this though? I do when applicable, purely depends on the mission/room/spawn. Even on my Vargur I run 3 TCs, two tracking and 1 range by default unless I missjump. Then I have the option of swapping out to 2 or 3 range.
The main advantage of having 3 TCs is that you can have more range OR more tracking than a 3 TE fit (or roughly the same stats) and you can get all of it in the same mission. You don't have to refit in station, you can make the changes on your way to the mission or in the mission itself.
Regardless the difference between the two, and by extension armor vs shield, is relatively minor when it comes to blitz times and the huge gulf between the Mach/Barghest and every other BS or Blitz ship I've tested.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Taria Shikkoken
Science and Trade Institute Caldari State
0
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Posted - 2016.05.23 10:46:00 -
[266] - Quote
What about the Garmur for Scarlet? Someone mentioned it somewhere and it's cheap and fast in doing the mission (thought I don't have any exact numbers).
For blitzing I use the Barghest, 1140 DPS with my skills with such good application is unbeatable and the missions I do with it never require reloads anyway.
@Arthut Aihaken, about faction loot. My 1B ISK from faction loot (and other assorted valuable loot) per about 2M LP might disagree with your statement of it being non-existent. |
Anize Oramara
The Arch Dashing Dashers
776
|
Posted - 2016.05.23 11:36:22 -
[267] - Quote
Eh, like I said faction drops is RNG, same as exploration. I wouldn't worry too much about it.
Re Scarlet, just about anything will 'work'. However only an arty BS (or Nado) will get the extra 5mill from killing Scarlet twice.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5122
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Posted - 2016.05.23 16:56:08 -
[268] - Quote
Taria Shikkoken wrote:@Arthut Aihaken, about faction loot. My 1B ISK from faction loot (and other assorted valuable loot) per about 2M LP might disagree with your statement of it being non-existent. I'm glad someone is getting decent drops then, because it certainly isn't me...
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Arthur Aihaken
CODE.d
5122
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Posted - 2016.05.23 23:28:16 -
[269] - Quote
Has anyone figured out a way to make a go of the Guristas Supercarrier Burner? Would a smart-bombing setup be feasible at all?
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Tulia
Libertod Industries
0
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Posted - 2016.05.24 17:58:27 -
[270] - Quote
Anize Oramara wrote:Eh, like I said faction drops is RNG, same as exploration. I wouldn't worry too much about it.
Re Scarlet, just about anything will 'work'. However only an arty BS (or Nado) will get the extra 5mill from killing Scarlet twice.
I've been able to alpha Scarlett off the grid with a blaster kronos and a cruise golem, sometimes even takes two volleys from the kronos and still manage to get her. |
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Radh'Uku
jest33
4
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Posted - 2016.05.24 18:15:24 -
[271] - Quote
Taria Shikkoken wrote:What about the Garmur for Scarlet? Someone mentioned it somewhere and it's cheap and fast in doing the mission (thought I don't have any exact numbers).
For blitzing I use the Barghest, 1140 DPS with my skills with such good application is unbeatable and the missions I do with it never require reloads anyway.
@Arthut Aihaken, about faction loot. My 1B ISK from faction loot (and other assorted valuable loot) per about 2M LP might disagree with your statement of it being non-existent.
Speaking about faction loot...do npcs in team burners drop some?cause i didnt try looting them..too lazyonly one that seems to favor me is serpentis base got loot as high as 500mil in one run |
The Bigpuns
Touring New Eden Haven.
163
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Posted - 2016.05.24 19:13:48 -
[272] - Quote
Tulia wrote:Anize Oramara wrote:Eh, like I said faction drops is RNG, same as exploration. I wouldn't worry too much about it.
Re Scarlet, just about anything will 'work'. However only an arty BS (or Nado) will get the extra 5mill from killing Scarlet twice. I've been able to alpha Scarlett off the grid with a blaster kronos and a cruise golem, sometimes even takes two volleys from the kronos and still manage to get her.
Eh? Want to see a video of that, I thought you could only do it with arty or tachs... |
Arthur Aihaken
CODE.d
5123
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Posted - 2016.05.24 21:45:22 -
[273] - Quote
Tulia wrote:I've been able to alpha Scarlett off the grid with a blaster kronos and a cruise golem, sometimes even takes two volleys from the kronos and still manage to get her. There's no way to alpha Scarlet with cruise missiles in the first room; or are you scrambling her first?
I am currently away, traveling through time and will be returning last week.
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.24 23:57:41 -
[274] - Quote
Tulia wrote:Anize Oramara wrote:Eh, like I said faction drops is RNG, same as exploration. I wouldn't worry too much about it.
Re Scarlet, just about anything will 'work'. However only an arty BS (or Nado) will get the extra 5mill from killing Scarlet twice. I've been able to alpha Scarlett off the grid with a blaster kronos and a cruise golem, sometimes even takes two volleys from the kronos and still manage to get her. To be clear, you run into scarlet a potential of 3 times. Once you go through the first acceleration gate you see her for the first time. Activating any module on her instantly has her jump out. The only ship I am aware of that does enough instant alpha (over 4500 applied 'instant' damage) every single time is an arty boat. It's possible a kronos could get lucky with a smashing or wrecking hit but I don't think it'd be guaranteed. You get her 5mill bounty if you manage to alpha her here. After the 2nd acceleration gate you run into scarlet AGAIN even if you killed her the first time you run into her. This time she does not instantly warp away and this is where most people kill her if you have enough dps. Missile boats and even high dps AFs can do it. You get the social implant as well as another 5mill bounty here. IF you don't kill her here, you will find her in the last room (and no social implant I believe). If you do kill her here she will not be in the last room.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.25 00:00:57 -
[275] - Quote
Radh'Uku wrote:Taria Shikkoken wrote:What about the Garmur for Scarlet? Someone mentioned it somewhere and it's cheap and fast in doing the mission (thought I don't have any exact numbers).
For blitzing I use the Barghest, 1140 DPS with my skills with such good application is unbeatable and the missions I do with it never require reloads anyway.
@Arthut Aihaken, about faction loot. My 1B ISK from faction loot (and other assorted valuable loot) per about 2M LP might disagree with your statement of it being non-existent. Speaking about faction loot...do npcs in team burners drop some?cause i didnt try looting them..too lazy only one that seems to favor me is serpentis base got loot as high as 500mil in one run Yes, every single burner has the potential to drop faction loot, I've gotten loot from nearly every one of them I believe. Interestingly the team burners drop empire faction loot. It does seem to be awfully rare though. I have a theory (cant be proven) that burners only drop a fixed amount of faction loot in a set time and so with more people running burners, the drops are more spread out. But that's neither here nor there.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5125
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Posted - 2016.05.25 00:19:37 -
[276] - Quote
Anize Oramara wrote:Yes, every single burner has the potential to drop faction loot, I've gotten loot from nearly every one of them I believe. Interestingly the team burners drop empire faction loot. It does seem to be awfully rare though. I have a theory (cant be proven) that burners only drop a fixed amount of faction loot in a set time and so with more people running burners, the drops are more spread out. But that's neither here nor there. So has anyone figured out how to run the Guristas Supercarrier Burner - or is it completely a lost cause?
I am currently away, traveling through time and will be returning last week.
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.25 00:29:58 -
[277] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Yes, every single burner has the potential to drop faction loot, I've gotten loot from nearly every one of them I believe. Interestingly the team burners drop empire faction loot. It does seem to be awfully rare though. I have a theory (cant be proven) that burners only drop a fixed amount of faction loot in a set time and so with more people running burners, the drops are more spread out. But that's neither here nor there. So has anyone figured out how to run the Guristas Supercarrier Burner - or is it completely a lost cause? You can run it fine, it just isn't worth running and it never will be. Too much raw ehp you have to burn through.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Arthur Aihaken
CODE.d
5125
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Posted - 2016.05.25 00:48:49 -
[278] - Quote
Anize Oramara wrote:You can run it fine, it just isn't worth running and it never will be. Too much raw ehp you have to burn through. That's what I was getting at, ie: an efficient way of running it.
I am currently away, traveling through time and will be returning last week.
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Tulia
Libertod Industries
0
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Posted - 2016.05.26 14:48:05 -
[279] - Quote
The Bigpuns wrote:Tulia wrote:Anize Oramara wrote:Eh, like I said faction drops is RNG, same as exploration. I wouldn't worry too much about it.
Re Scarlet, just about anything will 'work'. However only an arty BS (or Nado) will get the extra 5mill from killing Scarlet twice. I've been able to alpha Scarlett off the grid with a blaster kronos and a cruise golem, sometimes even takes two volleys from the kronos and still manage to get her. Eh? Want to see a video of that, I thought you could only do it with arty or tachs...
I've had her slip by if I don't immediately attack right out of warp, but that's my fault then rather than the platform.
My usual approach is to have the guns (or painters/missiles) active and wait for warp to drop, then immediately activate them on Scarlet. A Kronos usually gets her in a single shot, a Golem does it in one volley. The way that the Golem's cruises move (over 10-13km/sec) makes targets blow up faster than the game registers the travel time animation, it feels like a turret boat sometimes |
Arthur Aihaken
CODE.d
5135
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Posted - 2016.05.27 02:40:22 -
[280] - Quote
Tulia wrote:I've had her slip by if I don't immediately attack right out of warp, but that's my fault then rather than the platform. My usual approach is to have the guns (or painters/missiles) active and wait for warp to drop, then immediately activate them on Scarlet. A Kronos usually gets her in a single shot, a Golem does it in one volley. The way that the Golem's cruises move (over 10-13km/sec) makes targets blow up faster than the game registers the travel time animation, it feels like a turret boat sometimes Are you sure you're not thinking of the third room? As soon as you fire ion Scarlet n the second room Shewarps off - missiles don't even have time to land (even if you're firing from point blank range).
I am currently away, traveling through time and will be returning last week.
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Henry Plantgenet
Center for Advanced Studies Gallente Federation
76
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Posted - 2016.06.01 09:57:12 -
[281] - Quote
Has anyone tried to put up a HIC bubble and HIC scramming scarlet in the first room? I'm just wondering if NPCs can still "warp" when under such duress in a mission.
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.06.01 10:06:51 -
[282] - Quote
Henry Plantgenet wrote:Has anyone tried to put up a HIC bubble and HIC scramming scarlet in the first room? I'm just wondering if NPCs can still "warp" when under such duress in a mission.
You would only be able to put up a HIC bubble in Null but I've never heard of a scram/infinipoint working/being used. I mean it sounds like something someone would have tried so I assume the reason it's not a thing is because it doesn't work. I can try it with an onyx+infinipoint next time but due to how old these mission are the behavior of Scarlet the first time you meet her seems scripted rather than her actually warping off so I think a scram would probably not actually do anything.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Abbaddona
Dont Worry Be Wrecked Freedom Among the Stars
49
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Posted - 2016.08.05 11:28:01 -
[283] - Quote
nice guide |
Nya Kittenheart
Science and Trade Institute Caldari State
23
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Posted - 2016.08.05 20:24:44 -
[284] - Quote
Question why recommend Onyx over Gila for Ashimmu anomic base ?
Btw thanks for compiling that guide |
Bumblefck
Kerensky Initiatives
12745
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Posted - 2016.08.05 20:52:12 -
[285] - Quote
Nya Kittenheart wrote:Question why recommend Onyx over Gila for Ashimmu anomic base ? Btw thanks for compiling that guide
No annoying drones to micromanage, probably better tank too
Perfection is a dish best served like wasabi .
Bumble's Space Log
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Nya Kittenheart
Science and Trade Institute Caldari State
23
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Posted - 2016.08.05 22:00:18 -
[286] - Quote
I definitivily hear the drone argument ,but gila is still 3 or 4 rlml reload faster than the onyx that s close to 2 mn shaved off ..Tank never was a issue as once the 2 sentinels dies ashimmu can t break your tank anymore. By my experience both sentinels dies just in time to reload fury in my RLML to get the Ashimmu ,maybe worth to do testing and update the section.
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Glenn Humplik
Marlowe's Rift
0
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Posted - 2016.08.06 18:45:24 -
[287] - Quote
Thanks for the guide. It's been a big help coming back after a while due to the changes. I found a fit for the Blood Anomic Base Ashimmu and Sentinels encounter that I think is an improvement because it's cheaper with more gank and tank, albeit at the cost of having to use a deployable tractor.
[Cerberus, Cheaper Ashimmu Burner]
Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Gistum C-Type EM Ward Amplifier Caldari Navy Large Shield Extender X-Large Ancillary Shield Booster Caldari Navy Large Shield Extender Gistum C-Type EM Ward Amplifier
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Medium Anti-EM Screen Reinforcer II Medium Ancillary Current Router II
Hornet I x3
Scourge Fury Light Missile x3930 Caldari Navy Scourge Light Missile x3930 Navy Cap Booster 400 x36 Mobile Tractor Unit x1
Use initial overheated XLASB charges around peak recharge to get the most out of the tank. I missed an overheat cycle and didn't quite top up before the reload once the Sentinels were down but had more than enough room for errors even with my suboptimal skills. Upgrading the resists to B-Type is likely worth it. Using an Anti-Explosive rig is a tempting change I'd consider as the Sentinels are firing Barrage and the explosive hole is deep compared to the benefit from a 3rd stacking penalized EM rig. |
David Therman
University of Caille Gallente Federation
156
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Posted - 2016.08.07 13:53:35 -
[288] - Quote
Did the Serp Anomic Base a couple of weeks ago, I noticed one or two crucial changes have occurred since the last time I ran it. The first was the change in max lock range which also boosted the Talos', meaning that two will be firing into you regardless of which one you pick (my tank barely held). The other change is that they switch targets a fair bit quicker, about 10 seconds or so before they cycle to the next... just something to bear in mind. |
Tergola
School of Applied Knowledge Caldari State
0
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Posted - 2016.08.11 19:29:36 -
[289] - Quote
I just came back to the game after a big brake and I found all these new missions. Can anyone please tell me if there's a cheap fit for the Anomic agent missions? |
Nya Kittenheart
Science and Trade Institute Caldari State
27
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Posted - 2016.08.11 21:04:44 -
[290] - Quote
Tergola wrote:I just came back to the game after a big brake and I found all these new missions. Can anyone please tell me if there's a cheap fit for the Anomic agent missions? For anomic agents and anomic agent only i d not recommend to downgrade from the exact fit or named equivalent,daredevil and wolf are expensive frigate (mostly daredevil) ,and downgrade will only cause a massive failure sooner or later. If you re starting be prepared to get some expensive lose for all kind of reasons but that will be soon rewarded. Have fun 07 |
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