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Arthur Aihaken
CODE.d
5226
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Posted - 2017.01.26 19:36:36 -
[31] - Quote
Most players who run Golems utilize Fury ammunition, so your DPS numbers are off. So yes, a Golem will definately outperform a Paladin by a considerable margin against Serpentis, Guristas and Angels. As it can hit out past 125km without effort there are a few missions where it will also excel against Sansha, Blood and Drones as well. Against Mercenaries it's probably a toss-up as tachyons aren't great below a certain range and pulse with Scorch primarily puts out EM.
Drones are kind of a moot point since both the Paladin and Golem can field the same number of light drones. The Paladin certainly has more cargo space for salvaging as crystals literally take up nothing. You can also have a wide range of crystals to instantly adjust to range, so there's also that advantage. Lead time with cruise and counting volleys definately sucks on the Golem, and you need an insane amount of application to deal decent damage to frigates (switching to Precision helps).
I am currently away, traveling through time and will be returning last week.
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Takh Meir'noen
24th Imperial Recon
7
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Posted - 2017.01.26 20:31:26 -
[32] - Quote
Fury: Angel - 617 Blood - 626 Guristas - 626 Drones - 526 Sansha - 626 Serpentis - 563
With an explosion radius/velocity of 425 m / 109 m/s. Now your application to even BCs is impacted. I didn't list Fury on purpose.
The point of my examination was not to say "a Paladin is the best marauder". The point was to show that the Golem is not the best. None of them are. Except for outlier comparisons they end up being about the same--close enough that without doing the math there's no real difference. Yes, a Golem can use painters and rigs to improve their application on smaller ships. A Paladin can use an MJD to remove tracking from any application equation. Killing ships at 125k is mostly useless with MWDs and MJDs. A rail-kronos does less DPS than a tach-Paladin but TH/KN is typically a better damage mix. Vargur/Golem do the least, but can switch the the best damage type.
It's all a wash, typically.
A pulse Paladin has very little improvement over tachs since there's no Tachyon-Pulse. A blaster Kronos does STUPID dps at silly close range. It all balances out really. |
Arthur Aihaken
CODE.d
5226
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Posted - 2017.01.26 20:35:42 -
[33] - Quote
Takh Meir'noen wrote:With an explosion radius/velocity of 425 m / 109 m/s. Now your application to even BCs is impacted. I didn't list Fury on purpose. Before application... With application it's around 240/180, so even cruisers get clipped for full damage. Only frigates escape complete destruction.
I am currently away, traveling through time and will be returning last week.
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Takh Meir'noen
24th Imperial Recon
7
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Posted - 2017.01.26 21:36:01 -
[34] - Quote
Woah. How many rigs/modules are you devoting to pull that off? LOL |
aldhura
Vanilla.Corp
110
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Posted - 2017.01.26 21:46:15 -
[35] - Quote
Arthur Aihaken wrote:Sentenced 1989 wrote:Because slots matter, one slot for invul, one for booster, one for sebo, two for tracking computer, one for MWD. Having both MWD and MJD is wasting a slot. Invul and booster are self explanatory. Sebo cuts locking time of frigates from 15 seconds to like 7 seconds, two tracking computers add needed range on AC to hit at 50km, and then you have propulsion mode.
Personally I prefer MWD because it is more flexible. I understand safety net of MJD, but that is all that it is in missions in most cases. If you are not sure in your skills / tank - use MJD. Otherwise use MWD If you're running short-range weapons a MJD and MWD are basically a must. Otherwise you will lose a lot of potential DPS to being out-ranged by NPCs. An extra optimal range-scripted tracking computer won't solve that. If you have a myriad of targets a sensor booster isn't really going to help in the long-run, either. At best, it saves you a volley or two at the outset.
If you running a mjd you wasting time getting about, if you fitting a mwd and mjd, well.. then you wasting utility. I would love to see someone beat me to a mission gate with an mjd.. most gates are less than 100km, and by the time you have figured out how to triangulate that, I would have cleared the next room. |
Takh Meir'noen
24th Imperial Recon
7
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Posted - 2017.01.26 22:23:51 -
[36] - Quote
I run an MWD & MJD on my Paladin. The MWD is because I like pushing 1 km/s between gates. The MJD isn't a waste of utility--it is my utility.
Most of the time I land in a pocket and pop everything before it can get close enough for tracking to be an issue. But if tracking ever is an issue, just MJD, and it's no longer an issue. I can hit a ship with 0 transversal @ 86k with multis. When there's pockets with a bunch of stuff that starts on top of you, I drop an MTU, MJD away, kill it all, and MJD back. |
The Bigpuns
Touring New Eden Haven.
236
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Posted - 2017.01.26 22:24:57 -
[37] - Quote
As an aside to the golem dps application saga, if you are fitting your golem to apply good damage to small ships, you are wasting slots when shooting at battleships, which are the biggest hitpoint sink in most missions. Leave small ships to drones, or leave them to last and switch to precision to mop them up at the end of the pocket. Any way you look at it, efficiency is going to drop due to these problems that turret boats don't have.
On top of this, my other marauders all have a spare low slot after fitting four damage mods and tank if appropriate. This is normally used for an istab, which makes a fair difference to mission turn in times.
Other people have said, and I agree, golem is the most consistent of the marauders, but I find the three turret marauders will normally clear missions quicker, which is my preferred metric for both full clear and blitzing. |
Arthur Aihaken
CODE.d
5226
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Posted - 2017.01.26 22:47:29 -
[38] - Quote
The Bigpuns wrote:As an aside to the golem dps application saga, if you are fitting your golem to apply good damage to small ships, you are wasting slots when shooting at battleships, which are the biggest hitpoint sink in most missions. Leave small ships to drones, or leave them to last and switch to precision to mop them up at the end of the pocket. Any way you look at it, efficiency is going to drop due to these problems that turret boats don't have.
On top of this, my other marauders all have a spare low slot after fitting four damage mods and tank if appropriate. This is normally used for an istab, which makes a fair difference to mission turn in times. I rarely find I need the fourth damage module as you get more from three damage modules and a T2 rig. But you're right about the inertial stabilizers - they really cut down on travel and gate transit time.
I am currently away, traveling through time and will be returning last week.
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Takh Meir'noen
24th Imperial Recon
7
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Posted - 2017.01.26 22:50:13 -
[39] - Quote
Arthur Aihaken wrote:Takh Meir'noen wrote:With an explosion radius/velocity of 425 m / 109 m/s. Now your application to even BCs is impacted. I didn't list Fury on purpose. Before application... With application it's around 240/180, so even cruisers get clipped for full damage. Only frigates escape complete destruction.
angel frigates are ~35 sig w/ ~550 speed (275 orbit) angel destroyers are ~80 sig w/ 500 speed (250 orbit) angel cruisers are ~125 sig w/ 450 speed (225 orbit) angel battlecruisers are ~230 sig w/ 400 speed (200 orbit) angel battleships are ~350 sig w/ 350 speed (175 orbit)
So if you were at 240/180 (seriously how many modules/rigs does that take) that's 11% application to frigs, 27% to destroyers, 45% to cruisers, 87% to battlecruisers, and 100% to battleships. A target painter helps out (18% FF/41% DD/69% CC/100% BC), but that's *another* slot devoted to making Fury missiles apply to small targets. I'd run a Golem with 4 cruise, 4 bcs, 1 painter, and a load of precision/fury/faction cruise missiles.
Again, I'm not saying the Golem is bad--I'm just saying it's not a stand-out winner among Marauders. |
Takh Meir'noen
24th Imperial Recon
7
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Posted - 2017.01.26 23:00:26 -
[40] - Quote
Arthur Aihaken wrote:The Bigpuns wrote:As an aside to the golem dps application saga, if you are fitting your golem to apply good damage to small ships, you are wasting slots when shooting at battleships, which are the biggest hitpoint sink in most missions. Leave small ships to drones, or leave them to last and switch to precision to mop them up at the end of the pocket. Any way you look at it, efficiency is going to drop due to these problems that turret boats don't have.
On top of this, my other marauders all have a spare low slot after fitting four damage mods and tank if appropriate. This is normally used for an istab, which makes a fair difference to mission turn in times. I rarely find I need the fourth damage module as you get more from three damage modules and a T2 rig. But you're right about the inertial stabilizers - they really cut down on travel and gate transit time.
Something doesn't make sense to me. You said you have 240/180 with Fury Missiles. You also have 3 damage mods + a T2 damage rig. That means using MIDs, 1 LO, and 1 RIG (t1 rig at that) you are getting to 240/180.
If I run a T1 rigor + 4x t2 Missile Guidance w/ Precision script I get to 258 | 166.
Could you maybe just share your Golem fit? I think I'm just not good enough with the math to figure this out on my own. |
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Arthur Aihaken
CODE.d
5227
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Posted - 2017.01.26 23:15:56 -
[41] - Quote
Takh Meir'noen wrote:Something doesn't make sense to me. You're forgetting target painters and implants. I can't remember my fit offhand, but I have a rigor, a pair of precision-scripted missile T2 guidance computers, two Faction target painters and V skills.
I am currently away, traveling through time and will be returning last week.
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Takh Meir'noen
24th Imperial Recon
7
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Posted - 2017.01.27 02:36:08 -
[42] - Quote
Arthur Aihaken wrote:Takh Meir'noen wrote:Something doesn't make sense to me. You're forgetting target painters and implants. I can't remember my fit offhand, but I have a rigor, a pair of precision-scripted missile T2 guidance computers, two Faction target painters and V skills.
I didn't forget target painters--they don't change the explosion radius/velocity. You said you have 240 | 180 and I'm trying to figure that out. Based on what you stated your Fury has 278m | 145 m/s application. 2 faction target painters should yield... x2.49 size?
FF - 19% DD - 45% CC - 74% BC - 100% BS - 100%
So by devoting 5 slots (4 MID + 1 RIG) you get up to that application. Seems like a big investment just to apply better to cruisers, when you could just shoot precision instead.
BTW even with GP-806 & TN-906 fitted I'm only showing 261m | 154 m/s with Fury. This is EFT-Fu, so of course it's all 5 skills. I still don't understand how you're reaching 240 | 180.
With FOUR t2MGC + All Vs + GP-806 & TN-906 implants I get 243m | 176m/s using Fury. So... yeah. |
Anize Oramara
The Arch Dashing Dashers
832
|
Posted - 2017.01.27 10:09:13 -
[43] - Quote
aldhura wrote:If you running a mjd you wasting time getting about, if you fitting a mwd and mjd, well.. then you wasting utility. I would love to see someone beat me to a mission gate with an mjd.. most gates are less than 100km, and by the time you have figured out how to triangulate that, I would have cleared the next room. I would like to point out that it will typically take you all of 2 seconds to triangulate roughly the area since the gate activation bubble is actually pretty big. This was a pretty big discussion when the MJD came out and the MJD bonus was given to Marauder.. years? ago. MJDs are typically the superior prop mod for Marauders for around half the available missions. Not opinion, but demonstrated fact. Just swap out the prop mod in station. Once you get used to using the MJD after an hour or so you'll understand. It just is what it is.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
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Ruvin
Out of Sight.
211
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Posted - 2017.01.27 15:26:41 -
[44] - Quote
double prob master race. mjd and mwd ftw.
Opportunities multiply as they are seized.
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Donnachadh
United Allegiance of Undesirables
1151
|
Posted - 2017.01.27 15:49:10 -
[45] - Quote
Takh Meir'noen wrote:I didn't forget target painters--they don't change the explosion radius/velocity. You said you have 240 | 180 and I'm trying to figure that out. Based on what you stated your Fury has 278m | 145 m/s application. 2 faction target painters should yield... x2.49 size? You have to look at the whole damage equation, while you are correct that painters do not affect explosion radius or velocity they do affect sig radius. Faster, smaller explosions or larger targets really does not matter all that much they are both equally effective.
Applying damage and having enough damage to handle the BS / BC in missions is easy with a Golem and cruise you simply use T2 Fury ammo. Applying to smaller targets gets a bit more challenging so I go with this basic fit, not as good against the larger stuff, since I full clear it works better overall because it applies so well to the smaller stuff. 2 x T2 Rigors 4 x Faction BCS 2 x precision scripted T2 MGC With a pilot that has all applicable skills to level 5 and no implants. T2 fury - 948 dps, 166,556 range, 144.8 explosion velocity, 194.6 explosion radius. T2 precision - 677 dps, 111,037 range, 207.43 explosion velocity, 101.9 explosion radius
There is a lot left on the table as it were because I do not use implants. My mission character flies so many different ships and I hate the hassles of constantly clone jumping for implants so I simply stopped using them. Besides that they never made more than a few minutes difference in an average mission and I simply do not care about those few minutes so why bother. |
Takh Meir'noen
24th Imperial Recon
7
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Posted - 2017.01.27 16:21:23 -
[46] - Quote
Donnachadh wrote:Takh Meir'noen wrote:I didn't forget target painters--they don't change the explosion radius/velocity. You said you have 240 | 180 and I'm trying to figure that out. Based on what you stated your Fury has 278m | 145 m/s application. 2 faction target painters should yield... x2.49 size? You have to look at the whole damage equation, while you are correct that painters do not affect explosion radius or velocity they do affect sig radius. Faster, smaller explosions or larger targets really does not matter all that much they are both equally effective. Applying damage and having enough damage to handle the BS / BC in missions is easy with a Golem and cruise you simply use T2 Fury ammo. Applying to smaller targets gets a bit more challenging so I go with this basic fit, not as good against the larger stuff, since I full clear it works better overall because it applies so well to the smaller stuff. 2 x T2 Rigors 4 x Faction BCS 2 x precision scripted T2 MGC With a pilot that has all applicable skills to level 5 and no implants. T2 fury - 948 dps, 166,556 range, 144.8 explosion velocity, 194.6 explosion radius. T2 precision - 677 dps, 111,037 range, 207.43 explosion velocity, 101.9 explosion radius There is a lot left on the table as it were because I do not use implants. My mission character flies so many different ships and I hate the hassles of constantly clone jumping for implants so I simply stopped using them. Besides that they never made more than a few minutes difference in an average mission and I simply do not care about those few minutes so why bother.
I understand the purpose the target painters serve (I even showed their effect on application vs angels with your claimed fit), that's not what I'm disputing. To be blunt, I'm saying your numbers don't check out.
[Golem, L4 Donnachadh]
Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Missile Guidance Computer II, Missile Precision Script Missile Guidance Computer II, Missile Precision Script Republic Fleet Target Painter Republic Fleet Target Painter [Empty Med slot] [Empty Med slot] [Empty Med slot]
Cruise Missile Launcher II, Nova Fury Cruise Missile Cruise Missile Launcher II, Nova Fury Cruise Missile Cruise Missile Launcher II, Nova Fury Cruise Missile Cruise Missile Launcher II, Nova Fury Cruise Missile [Empty High slot] [Empty High slot] [Empty High slot] [Empty High slot]
Large Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II
There is the fit you described, right out of Pyfa. All 5 skills, no implants, Nova Fury (as I'm looking at Angels, a Paladin's worst matchup), 2x t2 MGC (precision script), 2x faction painter, 4x faction BCS (but you said before you run 3 + rigor), and 2x t2 rigor. I still don't see the same numbers you are claiming.
Fury: 243 radius | 145 velocity | 908 DPS Precision: 127 radius | 207 velocity | 648 DPS
So I'm trying to figure out why it's off. I understand that the application with 2 painters on this is going to be stellar. I really do. That doesn't change the fact that you are claiming explosion radius/velocity that doesn't match what Pyfa is kicking out, and DPS numbers that are too high. Wait. Nevermind I figured out the DPS, you aren't factoring reload time.
So the explosion radius is still off. I'd like to know if that's a problem with Pyfa, or your numbers. My buddy wants to use a Golem really bad and is training towards it--I'd like to be able to help him experiment with a solid fit, and I can't do that if Pyfa is wrong. |
Arthur Aihaken
CODE.d
5227
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Posted - 2017.01.27 17:06:46 -
[47] - Quote
Unless you're multi-boxing, missions are roughly going to take the same amount of time to clear - regardless of Marauder used. You can tweak your implants and fit to reduce travel time, increase DPS and improve damage application - but ultimately RNG is going to have as much of an impact as anything you do.
Some Marauders will excel in certain Empire space while others will be more effective against certain NPCs. The one thing that everyone can probably agree on is that Marauders are the most efficient way of clearing missions because you're using at least 25-50% less ammunition. Beyond that, it's really personal preference or bias that motivates us.
After a few thousand missions, most of you are going to find that full mission clearing, looting and salvaging with Marauders is boring as sin. It's fun to come back to occasionally but once you get to the point where you have V skills, +6 implants and have basically come within 0.1% of perfection - you're going to look for more exciting things to do in EVE. This typically entails more risk and thus the blitz/Burner method Anize has worked to perfect offers the most bang for your buck, a solid skill path and a way to pay for all the stuff you're going to eventually lose in EVE.
I am currently away, traveling through time and will be returning last week.
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aldhura
Vanilla.Corp
110
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Posted - 2017.01.27 19:45:45 -
[48] - Quote
Anize Oramara wrote:aldhura wrote:If you running a mjd you wasting time getting about, if you fitting a mwd and mjd, well.. then you wasting utility. I would love to see someone beat me to a mission gate with an mjd.. most gates are less than 100km, and by the time you have figured out how to triangulate that, I would have cleared the next room. I would like to point out that it will typically take you all of 2 seconds to triangulate roughly the area since the gate activation bubble is actually pretty big. This was a pretty big discussion when the MJD came out and the MJD bonus was given to Marauder.. years? ago. MJDs are typically the superior prop mod for Marauders for around half the available missions. Not opinion, but demonstrated fact. Just swap out the prop mod in station. Once you get used to using the MJD after an hour or so you'll understand. It just is what it is.
How long does it take you to get to a point in space/gate with an mjd if you are 56km away ?? try it and time it, then do the same with a 500mn mwd, and then come back and share which is the best option. Also I am shooting while I move, you lose some damage application time.
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Arthur Aihaken
CODE.d
5230
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Posted - 2017.01.28 07:13:59 -
[49] - Quote
The best option is both, and it's usually not a problem to fit both.
I am currently away, traveling through time and will be returning last week.
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aldhura
Vanilla.Corp
110
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Posted - 2017.01.28 19:00:06 -
[50] - Quote
Arthur Aihaken wrote:The best option is both, and it's usually not a problem to fit both.
Soooo in other posts you go on about damage application, and here you pretty much say .. yea go ahead, wast a slot for a second prop mod and lose out out more better damage application as the slot could have been used for TP's, Tracking etc.. |
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Arthur Aihaken
CODE.d
5232
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Posted - 2017.01.28 20:28:59 -
[51] - Quote
You do realize that Bastion is stacking penalized, yes? You don't necessarily gain enough damage application from one additional module than you would the ability to insantly jump 100km - especially where short range weapons are concerned.
I am currently away, traveling through time and will be returning last week.
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Arthur Aihaken
CODE.d
5233
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Posted - 2017.01.28 23:13:57 -
[52] - Quote
I always thought the Golem was the best all-around Marauder, but after zipping around in a Vargur this afternoon I think I may have been wrong all this time. For starters, the Vargur has a better native shield resist profile (25-30-40-50) that lacks the distinct EM hole of the Golem. This means you can effectively over-tank it with just a single adaptive invulnerability. It also has an extra low slot which you can use to boost its mobility to well over 1250m/s - this also makes it the fastest and most maneuverable Marauder.
The Kronos and Paladin both get a damage bonus but the Vargur is the only Marauder with a rate of fire bonus (the Golem gets nothing) - which gives it not only the highest potential DPS but the fastest rate of fire. It's also the only other Marauder besides the Golem that doesn't require capacitor to fire weapons (this allows you to run a cap-stable fit for the most part). Aside from the Paladin, it also has the highest ammunition capacity with autocannons (120) which means you're never reloading.
Because of the inherent tracking bonus with the Vargur you really only need to run a pair of optimal range-scripted tracking computers (Bastion penalizes the third anyway). This leaves room for a sensor booster to quickly lock targets (with Barrage the Vargur can hit out to 113km!)
Interesting enough I ran the numbers and a standard 800mm Vargur actually outperforms both a Polarized Vargur and Polarized Machariel past 40km. For the slight increase in short-range DPS it's really not worth giving up the tank since most targets are going to fall into that 35-60km 'sweet' zone anyway.
I am currently away, traveling through time and will be returning last week.
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Endecroix
One More Nightmare
35
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Posted - 2017.02.03 20:14:23 -
[53] - Quote
Paladin or Vargur depending on where you are space wise. Don't get me wrong I love the Golem but I feel it's not quite as good as the Vargur and the Paladin is supreme against certain NPCs. The Kronos is the poor relation.
With salvage being so bad with a few exceptions though I'd really be looking at a Mach and just blitzing through stuff. Marauders are more forgiving though if you can't give it your full attention eg multiboxing or real life intrusions. |
Kaiden krios
Mangueireiros
10
|
Posted - 2017.02.04 01:46:29 -
[54] - Quote
In my main account i have a Vargur, and in secondary i have a Kronos. In the past i had a Golem and a Paladin. All 4 marauders are excelents in their type of weapon with good bonus. In my opinion, Paladin is very good against all rats except Angels, and many missions are against them. Golem too but missiles are so boooooring (for me of corse).
My personal choise, Vargur, love it, Minmatar is in my blood lol. Like others said, the resists profiles, ACs dont use capacitor, good mobility and you can select damage type, and the range is very nice too. Kronos, not as good as Vargur, but is ok with Blaster and Void ammunition, and i love that sexy hull. |
Arthur Aihaken
CODE.d
5266
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Posted - 2017.02.04 15:34:58 -
[55] - Quote
You're not wrong about the Golem - missile are boring as sin. What's particularly grating is the initial launch for cruise missiles, because they just hang there for several seconds after leaving the tubes and continuing on their merry way. You're often a good chunk into your next cycle before they're even on their way to the target...
Target painters are effective, but again - annoying as h*ll to be constantly clicking to apply. Between counting volleys and timing cycles, it ends up being a lot of micromanagement and somewhat unfulfilling for a ship which you should be having a riot in.
The Golem is the best at taking out battleships bar-none because it can hit for 100% damage application every time at any range. It sucks against frigates, though - so you either waste time switching to Precision ammunition or waiting for your wing of light drones to take them out (usually losing 1 or 2 in the process).
I have a love-hate relationship with missiles. I really want to fly the Golem - it just sucks the fun factor out everything.
I am currently away, traveling through time and will be returning last week.
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Donnachadh
United Allegiance of Undesirables
1162
|
Posted - 2017.02.04 17:29:42 -
[56] - Quote
Takh Meir'noen wrote:So the explosion radius is still off. I'd like to know if that's a problem with Pyfa, or your numbers. My buddy wants to use a Golem really bad and is training towards it--I'd like to be able to help him experiment with a solid fit, and I can't do that if Pyfa is wrong. Are you actually using implants you aren't mentioning? Are you using boosters? What gives? Apologies for the delayed response, work issues limiting my time here.
I have no idea what the difference is. I just double checked between PYFA and EvEHQ and the numbers are off between the two but they are off by less than 1% we are considerably more than 1% off. I checked for updates to both programs and the most recent version of both is installed so I doubt that is it. If there is someone here that uses EFT could you run this fit and see what the numbers are. In the end other than talking points or simply for paper numbers it really does not matter if they match, you are on the front line so to speak and you are the one that will have to explain to your friend so go with what you have.
I never calculate reload times into numbers I post on a forum anywhere, there are to many variables at play. Calculating for a reload when the launchers / turrets are empty is no more accurate at predicting what you will actually achieve in any given circumstance than simply quoting the numbers without reload. I always found it better and less confusing to simply quote the numbers from the fit tool and allow those who read them to adjust based on their experiences and references.
The character that flies the Golem does have an "Inherent Implants 'Squire'Power Grid Management EG 603" implant because he needs that for a logi fit he flies as well, it is unlikely but I guess it is possible that is throwing off the numbers. Other than that simply the basic set of plus 4 attribute implants.
If your friend wants to fly a Golem the best fit will be what they like, not what you think they should fly. So my thoughts on that are to give them a wide range of possible fits, explain the advantages / disadvantages to all of them and let them decide which is right for them. I like cruise, my son likes torps, mine is better against the small ships his is better against the big stuff. A corp mate is paranoid about losing his Golem so he uses an MJD and works around the max range of the cruise missiles moving whenever anything gets to close for his comfort level. A friend likes to get up close and personal in his Golem so he is heavy on tank because he does not like to be tied in place with the bastion, He is experimenting with heavy and hams at the moment to see if they work better than the torps he started with. |
Arthur Aihaken
CODE.d
5273
|
Posted - 2017.02.04 18:08:54 -
[57] - Quote
And some of us run the Kronos, which is probably the greatest Marauder out there... Well, you have to at least give points for the "Space Police" (whoop, whoop)...
I am currently away, traveling through time and will be returning last week.
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Lucian Skord
Firesprites
4
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Posted - 2017.02.06 01:11:22 -
[58] - Quote
ive only played in vargur and golem, id say vargur for pve and golem pvp (if u dare ) |
Arthur Aihaken
CODE.d
5304
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Posted - 2017.02.06 01:35:20 -
[59] - Quote
Lucian Skord wrote:ive only played in vargur and golem, id say vargur for pve and golem pvp (if u dare ) I'd say Kronos if you like armor tanking.
I am currently away, traveling through time and will be returning last week.
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Banksy Rotsuda
School of Applied Knowledge Caldari State
0
|
Posted - 2017.02.21 15:37:02 -
[60] - Quote
Does not matter anymore now that bastion is officially having all ewar immunity removed.
First was 95% effective but could not get it right and had to revert back to 100% on several tries.
Now the word is all ewar immunity will be removed from bastion so it will be just like any other ship in that regard.
I for one welcome our new Guristas permajam overlords...
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