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Pteranodon
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Posted - 2008.06.16 15:51:00 -
[1]
Edited by: Pteranodon on 16/06/2008 15:50:52 I have just finished training BS5 for my Raven & am now fnishing off my Drake skills before moving to cruise 5 & then torps.
What skills do I need for uber torps & what are they fired from. I can't find a specific launcher or are they just fired from cruise missile launchers-what would be the best launcher?. Sorry for the noob question but as you guessed....I know not much.
The objective for torps is a Golem as my shield tank skills are getting quite good but that will be in the next 3 months or so.
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Sokratesz
Rionnag Alba
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Posted - 2008.06.16 16:01:00 -
[2]
Torpedoes are fired from siege launchers, have no use in PVE and are mostly effective against battlecruisers and larger, but even then benefit greatly from a targetpainter or targetpainter drones.

I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Bahhs Deep
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Posted - 2008.06.16 16:07:00 -
[3]
Originally by: Sokratesz Torpedoes are fired from siege launchers, have no use in PVE and are mostly effective against battlecruisers and larger, but even then benefit greatly from a targetpainter or targetpainter drones.
Torps are much better for 0.0 ratting than cruise missiles if you fit a mwd. Kills high-end rats very quickly. :D

List of People I WILL NOT offer ransoms to. Inoue Zael,Hawk Pryde,Edward England,Kid Brat,Lord Scourge,Slayerseb, Blind John |

Pteranodon
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Posted - 2008.06.16 16:09:00 -
[4]
Edited by: Pteranodon on 16/06/2008 16:09:19
Originally by: Sokratesz Torpedoes are fired from siege launchers, have no use in PVE and are mostly effective against battlecruisers and larger, but even then benefit greatly from a targetpainter or targetpainter drones.
Don't understand the no use for PVE. The Golem is recognised as a mission running ship & torps are the preferred damage dealing weapon particulary with it's target painting bonus so I would be interested in exploring the no good for PVE aspect of your answer with regard to the Golem. Thanks for answering the initial question.
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Ecky X
Universal Securities
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Posted - 2008.06.16 16:12:00 -
[5]
Without any range bonuses, torps don't hit past 20km. 
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Pteranodon
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Posted - 2008.06.16 16:13:00 -
[6]
Originally by: Ecky X Without any range bonuses, torps don't hit past 20km. 
Would you not train these for maximum effect & range as part of the requirements to use them for PVE?
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Sokratesz
Rionnag Alba
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Posted - 2008.06.16 16:15:00 -
[7]
Edited by: Sokratesz on 16/06/2008 16:16:02
Originally by: Pteranodon
Originally by: Ecky X Without any range bonuses, torps don't hit past 20km. 
Would you not train these for maximum effect & range as part of the requirements to use them for PVE?
With max skills your range on a Golem is 30km, closer to 25 in fact taking your own and targets movement into account. Good luck closing in to that space while tanking their dps. The speed gained in killing the rats will be offset by the time you spend running around getting in range.

I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Pteranodon
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Posted - 2008.06.16 16:17:00 -
[8]
Originally by: Sokratesz Edited by: Sokratesz on 16/06/2008 16:16:02
Originally by: Pteranodon
Originally by: Ecky X Without any range bonuses, torps don't hit past 20km. 
Would you not train these for maximum effect & range as part of the requirements to use them for PVE?
With max skills your range on a Golem is 30km, closer to 25 in fact taking your own and targets movement into account. Good luck closing in to that space while tanking their dps. The speed gained in killing the rats will be offset by the time you spend running around getting in range.
So- would I be better sticking with Cruise missiles on the Golem? as my principal interest for this ship is safer PVE with a good tank.
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Arazel Chainfire
USC Militia
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Posted - 2008.06.16 16:54:00 -
[9]
I'm sorry, but torps work great for PvE - much better than cruise IMO.
However, to use them effectively you must have at minimum 5/4/4 range skills (only works with the raven hull, missile bombardment gives 50% flight time, missile projection gives 50% speed, and caldari BS gives 50% missile speed). Anything less than those skills and you just won't have the range to be effective. 5/5/5 is definately something that you want to aim for asap. The other thing that is needed is t2 seige launchers, for multiple reasons.
The max range of torps without any rigs (plain t1) is 30km. Javelin torps extend that range to between 40 and 45km. However, you can also add 2 missile flight speed rigs, and one missile flight time rig (on a golem, just use 2 flight speed), and you can extend javelin torp range to over 60km. Add in implants and that range is bumped up to almost 70km - more than enough for any mission. However, this means that you need to make some sacrifices in your setup.
The first thing that you need to remember is that you cannot have a permatank - it just doesn't work (possible exception with complex medium boosters, but I'm not positive about that). You will also want at least one target painter to be able to hit battleships for full damage, and increase your damage against smaller targets. Don't use torps against frigs/destroyers, and preferably not against cruisers unless you have run out of other targets. Also, against anything smaller than a battleship use javelins because they have a smaller explosion radius (350 as opposed to 450). It is also up to you on whether or not you want to have an afterburner. This however would leave you with few mids indeed to run a tank.
On a golem, I would go with torps long before i would go with cruise. CNR i would perfer cruise due to fitting problems though. Another thing is that the golem has better cap than a CNR without using cap modules, and has an extra mid in which you can put another cap module or a cap booster. If you go with the cap booster, you'll also have a very large cargo bay to hold extra charges and torp ammo. That being said, I run a cap boosted torp raven, and as long as I pay attention to what I'm doing and don't grab full stage aggro I have enough cap and ammo to run any lvl 4 that I've come across.
-Arazel
Originally by: Tsanse Kinske
Mutual Incomprehension is one of the Four Horsemen of most internet arguments, I guess, along with Unfettered Hostility, Overwhelming Vagueness, and Lack of Evidence.
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Sokratesz
Rionnag Alba
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Posted - 2008.06.16 17:05:00 -
[10]
Javelins are needlessly expensive and do only a bit more dps than cruise missiles. Afterburner will take ages to get in range and MWD doesn't work in most missions, the 5% missile implants are very expensive and missile rigs gimp your fit.
In short: not practical.

I refuse to respect religious beliefs, and i refuse to respect people who hold them. |
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Gypsio III
Bambooule
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Posted - 2008.06.16 17:23:00 -
[11]
Not practical? Whenever I've read a Golem thread, the torp fit has seemed to be the standard fit for L4s. From playing on EFT, the range doesn't seem to be much of a problem, and Jav torps are cheap relative to faction torps, which are often recommended for Golem.
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Sokratesz
Rionnag Alba
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Posted - 2008.06.16 17:51:00 -
[12]
Originally by: Gypsio III Not practical? Whenever I've read a Golem thread, the torp fit has seemed to be the standard fit for L4s. From playing on EFT, the range doesn't seem to be much of a problem, and Jav torps are cheap relative to faction torps, which are often recommended for Golem.
They also do alot less DPS making them a poor choice in comparison to cruise missiles. Also, there are plenty of rats that will orbit at range way past 30km and in chasing them you will have to get to under 15km to even hit them as they will be moving away at full speed. The time spent racing around the mission will subsequently undo the advantage gained from killing them faster, as well as make it near impossible to do them semi AFK.

I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Leandro Salazar
The Blackguard Wolves
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Posted - 2008.06.16 17:51:00 -
[13]
Edited by: Leandro Salazar on 16/06/2008 17:53:15
Originally by: Sokratesz Javelins are needlessly expensive and do only a bit more dps than cruise missiles. Afterburner will take ages to get in range and MWD doesn't work in most missions, the 5% missile implants are very expensive and missile rigs gimp your fit.
In short: not practical.
You just don't seem to have much of a clue about professional mission running. Torps work perfectly fine and putting cruise on a Golem is a total waste. Jav torps are cheap, the golem has only four launchers and no RoF bonus, so ammo cost it completely negligible even with faction torps. And I actually fire more faction torps than jav torps on my missions even without intentionally burning towards the NPCs, which is indeed usually an excercise in futility, even if just because it screws up your wreck clumps. It all comes down to knowing the missions in and out and position your ship accordingly. Of course, for that an AB is quite helpful. And it might have something to do with what race you run for, people keep on mentioning missions with all NPCs 70+km away (which would indeed be kinda impractical for a torp golem), but I hardly ever get anything like that running for Amarr...
And everything you write gives me the impression that you don't know that you can actually switch ammo during the mission...
Make suicide ganking more difficult!
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Twin blade
The Triangle Unlimited Horizons
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Posted - 2008.06.16 18:43:00 -
[14]
Torps are hard to use on a basic raven and be good for lvl4's.
Torps are best used on golems and typhoons if you mission run.
Golem has Tp bonus and the range to make them good.
Typhoon will catch any NPC ship that won't come with 20km.
Use cruise on a ravev and if you buy a Navy versions but torps for Golem if you ever bother to buy one. Death is great rember where all dying to get there. |

supr3m3justic3
ACE'S OVER 8'S The Kano Organisation
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Posted - 2008.06.16 18:49:00 -
[15]
Even if you could hit past 30k your target painter wont....so whats the point?
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Leandro Salazar
The Blackguard Wolves
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Posted - 2008.06.16 19:12:00 -
[16]
Originally by: supr3m3justic3 Even if you could hit past 30k your target painter wont....so whats the point?
Uhm, my painters have 39km optimal and 72km falloff, and I have only trained the range skills to 2 and 3 so far...
Make suicide ganking more difficult!
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Pax Empyrean
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Posted - 2008.06.16 19:36:00 -
[17]
Originally by: supr3m3justic3 Even if you could hit past 30k your target painter wont....so whats the point?
Never used target painters much, have you?
Target painters have huge falloff, much greater than their optimal range. You can also increase their range with skills.
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Xaen
Caritas.
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Posted - 2008.06.16 20:12:00 -
[18]
Originally by: Pteranodon So- would I be better sticking with Cruise missiles on the Golem? as my principal interest for this ship is safer PVE with a good tank.
I did AE Bonus room last night. Here's how I roll:
[Golem, Current] Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Caldari Navy X-Large Shield Booster Heavy Capacitor Booster II, Cap Booster 800 Explosion Dampening Field II Ballistic Deflection Field II Heat Dissipation Field II Invulnerability Field II Invulnerability Field II
Cruise Missile Launcher II, Devastator Cruise Missile Cruise Missile Launcher II, Devastator Cruise Missile Cruise Missile Launcher II, Devastator Cruise Missile Cruise Missile Launcher II, Devastator Cruise Missile Small Tractor Beam I Salvager I Salvager I
Warhead Calefaction Catalyst I Bay Loading Accelerator I
Hammerhead II x5 Hobgoblin II x5
Forget torps. I came up with a setup that would get javelins out to 56k, which sounds great... But good luck hitting the turrets in AE that are 75km away with torps.
I generally like to wait unil rats are within 40km so I can tractor the wrecks without moving my fat ass, but the thought of trying to do the bonus room with torps and having those tech III batteries firing at me from outside torp range gives me the willies. Not in an 800M ISK ship dude. - Support fixing the UI|Suggest Jita fixes|Compact logs |

Sokratesz
Rionnag Alba
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Posted - 2008.06.16 20:27:00 -
[19]
Xaen, swap an invul for a boost amp, does much more.

I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Bronson Hughes
The. Conspiracy
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Posted - 2008.06.16 20:30:00 -
[20]
Edited by: Bronson Hughes on 16/06/2008 20:31:57 Running most missions using only T1 torp launchers (i.e. no Javelin torps, max torp range 30km or less) can be painfully slow; you can kill stuff really quick but you spend a lot of time moving from target to target. Torps don't really shine for most missions until you get T2 launchers and Javelin torps; you lose some DPS but the range helps offset the travel time involved. Most missions will require both faction and Javelin torps to complete efficiently.
However, even with wonderful support skills and Javelin torps, there are still some missions where you're better off using cruise missiles because of the huge ranges involved.
In short, train both torps and cruises to T2 and use the one that best suits the mission and your tastes. Neither one is better overall, they excel in different areas.
EDIT:
Originally by: Sokratesz Xaen, swap an invul for a boost amp, does much more.
QFT. Using a shield booster, especially an XL one, on a PvE battleship without at least one shield boost amp is borderline criminal. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
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Opertone
SIEGE.
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Posted - 2008.06.16 20:31:00 -
[21]
Originally by: Arazel Chainfire I'm sorry, but torps work great for PvE - much better than cruise IMO.
However, to use them effectively you must have at minimum 5/4/4 range skills (only works with the raven hull, missile bombardment gives 50% flight time, missile projection gives 50% speed, and caldari BS gives 50% missile speed). Anything less than those skills and you just won't have the range to be effective. 5/5/5 is definately something that you want to aim for asap. The other thing that is needed is t2 seige launchers, for multiple reasons.
The max range of torps without any rigs (plain t1) is 30km. Javelin torps extend that range to between 40 and 45km. However, you can also add 2 missile flight speed rigs, and one missile flight time rig (on a golem, just use 2 flight speed), and you can extend javelin torp range to over 60km. Add in implants and that range is bumped up to almost 70km - more than enough for any mission. However, this means that you need to make some sacrifices in your setup.
The first thing that you need to remember is that you cannot have a permatank - it just doesn't work (possible exception with complex medium boosters, but I'm not positive about that). You will also want at least one target painter to be able to hit battleships for full damage, and increase your damage against smaller targets. Don't use torps against frigs/destroyers, and preferably not against cruisers unless you have run out of other targets. Also, against anything smaller than a battleship use javelins because they have a smaller explosion radius (350 as opposed to 450). It is also up to you on whether or not you want to have an afterburner. This however would leave you with few mids indeed to run a tank.
On a golem, I would go with torps long before i would go with cruise. CNR i would perfer cruise due to fitting problems though. Another thing is that the golem has better cap than a CNR without using cap modules, and has an extra mid in which you can put another cap module or a cap booster. If you go with the cap booster, you'll also have a very large cargo bay to hold extra charges and torp ammo. That being said, I run a cap boosted torp raven, and as long as I pay attention to what I'm doing and don't grab full stage aggro I have enough cap and ammo to run any lvl 4 that I've come across.
-Arazel
brilliant, i fully support
now flying faction fitted raven with torps and rigs and 3% implants... a lot of micromanagement, but kills BS in couple volleys
torps are ideal for high end rats in 0.0, confirmed
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Xaen
Caritas.
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Posted - 2008.06.16 20:32:00 -
[22]
Originally by: Leandro Salazar
Originally by: Sokratesz Javelins are needlessly expensive and do only a bit more dps than cruise missiles. Afterburner will take ages to get in range and MWD doesn't work in most missions, the 5% missile implants are very expensive and missile rigs gimp your fit.
In short: not practical.
You just don't seem to have much of a clue about professional mission running. Torps work perfectly fine and putting cruise on a Golem is a total waste. Jav torps are cheap, the golem has only four launchers and no RoF bonus, so ammo cost it completely negligible even with faction torps. And I actually fire more faction torps than jav torps on my missions even without intentionally burning towards the NPCs, which is indeed usually an excercise in futility, even if just because it screws up your wreck clumps. It all comes down to knowing the missions in and out and position your ship accordingly. Of course, for that an AB is quite helpful. And it might have something to do with what race you run for, people keep on mentioning missions with all NPCs 70+km away (which would indeed be kinda impractical for a torp golem), but I hardly ever get anything like that running for Amarr...
And everything you write gives me the impression that you don't know that you can actually switch ammo during the mission...
lmao @ "professional mission running"
And you don't get a lot of missions with rats past 70km? Ahh yes, you run amarr. Try caldari where there are several spawns pushing 100km. Have fun slowboating around.
Tell me, how do you hit the 4-5 batteries in AE room 3 or 4 that are 70km away in a torp ship? How do you hit the ones in the bonus room that are doing all that thermal damage and are 65km+ away? How do you tank it without a cap injector? Warp out eight times? There goes all the time you saved by doing higher damage with torps.
I've done pretty extensive EFT research, torps DO do more damage, even against cruisers, but if the rats aren't coming toward you they're completely impractical. I'll even concede that t2/faction torps are more practical on a golem than anything else, but you're still burning a lot of ISK for the supposed gains. And you have to completely gimp your tanking ability to fit torps and push them out far enough.
I'd much prefer to sit in one spot killing everything, and never have to warp out, thanks. My cruise golem does this all fantastically. Screw the target painter, the cycle time much longer than the launcher cycle time is a PITA. I'd much rather protect my 800M ISK ship with another hardener.
It's an efficient ISK printing machine, not an interceptor. If you have to fit an afterburner, you're doing it wrong. - Support fixing the UI|Suggest Jita fixes|Compact logs |

Exlegion
New Light Hydra Alliance
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Posted - 2008.06.16 20:34:00 -
[23]
Running missions for the Caldari on a torp-fitted Golem is inefficient. You'll spend needless time chasing after BS's that insist in keeping their distance of 50km+. If you run missions in low sec you'll need to use drones to kill the smaller targets. And that translates to greater vulnerability when being probed down. Using Javelin torps vs standard cruise missiles equates to a minute increase in DPS. And as already mentioned you'll heavily sacrifice tank in the process. Personally I'd go the cruise route. But in the end what matters is what you feel more comfortable with.
 One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Gang Starr |

Boz Well
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Posted - 2008.06.16 20:53:00 -
[24]
Originally by: Sokratesz Edited by: Sokratesz on 16/06/2008 16:16:02
Originally by: Pteranodon
Originally by: Ecky X Without any range bonuses, torps don't hit past 20km. 
Would you not train these for maximum effect & range as part of the requirements to use them for PVE?
DURRRRRRRRRRRR 
Fixed.
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Leandro Salazar
The Blackguard Wolves
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Posted - 2008.06.16 21:30:00 -
[25]
Originally by: Xaen Tell me, how do you hit the 4-5 batteries in AE room 3 or 4 that are 70km away in a torp ship? How do you hit the ones in the bonus room that are doing all that thermal damage and are 65km+ away? How do you tank it without a cap injector? Warp out eight times? There goes all the time you saved by doing higher damage with torps.
I dont hit those batteries at all as the only thing you need to kill to pass through the gate is the single BS. :P I also don't do the bonus room as I currently have no Diamond tag, but from the past I remember tanking it was a joke for a faction pimped shieldtanker.
Nor is my tanking ability gimped in any way, I even lived through EA 3 stage aggro (as in, killing all the triggers before anything else) on just my lowly Pith B large booster and T2 hardeners. I actually have spare medslots for both AB and Sensor booster. Warping out does not happen either as warping out in any mission except maybe EA 5 when you do it the first time is epic fail in a Golem.
Now it might very well be as you say that caldari offer missions impractical for a Golem. But for Amarr missions, especially as backup to a proper Laser boat, the torp golem is the best thing since sliced bread.
Make suicide ganking more difficult!
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Opertone
SIEGE.
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Posted - 2008.06.17 04:14:00 -
[26]
the sole enjoyment from dealing massive damage is immense...
i am all up for raging caldari close up
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Helen
coracao ardente
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Posted - 2008.06.17 06:37:00 -
[27]
Originally by: Xaen
Originally by: Leandro Salazar
Originally by: Sokratesz Javelins are needlessly expensive and do only a bit more dps than cruise missiles. Afterburner will take ages to get in range and MWD doesn't work in most missions, the 5% missile implants are very expensive and missile rigs gimp your fit.
In short: not practical.
You just don't seem to have much of a clue about professional mission running. Torps work perfectly fine and putting cruise on a Golem is a total waste. Jav torps are cheap, the golem has only four launchers and no RoF bonus, so ammo cost it completely negligible even with faction torps. And I actually fire more faction torps than jav torps on my missions even without intentionally burning towards the NPCs, which is indeed usually an excercise in futility, even if just because it screws up your wreck clumps. It all comes down to knowing the missions in and out and position your ship accordingly. Of course, for that an AB is quite helpful. And it might have something to do with what race you run for, people keep on mentioning missions with all NPCs 70+km away (which would indeed be kinda impractical for a torp golem), but I hardly ever get anything like that running for Amarr...
And everything you write gives me the impression that you don't know that you can actually switch ammo during the mission...
lmao @ "professional mission running"
And you don't get a lot of missions with rats past 70km? Ahh yes, you run amarr. Try caldari where there are several spawns pushing 100km. Have fun slowboating around.
Tell me, how do you hit the 4-5 batteries in AE room 3 or 4 that are 70km away in a torp ship? How do you hit the ones in the bonus room that are doing all that thermal damage and are 65km+ away? How do you tank it without a cap injector? Warp out eight times? There goes all the time you saved by doing higher damage with torps.
I've done pretty extensive EFT research, torps DO do more damage, even against cruisers, but if the rats aren't coming toward you they're completely impractical. I'll even concede that t2/faction torps are more practical on a golem than anything else, but you're still burning a lot of ISK for the supposed gains. And you have to completely gimp your tanking ability to fit torps and push them out far enough.
I'd much prefer to sit in one spot killing everything, and never have to warp out, thanks. My cruise golem does this all fantastically. Screw the target painter, the cycle time much longer than the launcher cycle time is a PITA. I'd much rather protect my 800M ISK ship with another hardener.
It's an efficient ISK printing machine, not an interceptor. If you have to fit an afterburner, you're doing it wrong.
But see this is where everyone is going wrong, torps are fine for pve use and a afterburner is near a mandatory fit for a mission running ship in 0.0. So to be honest you all need to fit what you think works best if you get a lot of npcs at 100km then you probably are better off with cruise considering time to ab in range with torps etc. If you get a lot of npcs within a 60km range then torps are going to complete that mission a hell of alot faster.
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Imaos
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Posted - 2008.06.17 06:50:00 -
[28]
Originally by: Arazel Chainfire
The max range of torps without any rigs (plain t1) is 30km. Javelin torps extend that range to between 40 and 45km. However, you can also add 2 missile flight speed rigs, and one missile flight time rig (on a golem, just use 2 flight speed),...
You want flight time and flight speed rig on a golem as the rigs got a stacking penalty towards themselves. Also with flight time rigs the torps travel longer at max speed giving a little more advantage.
Imaos ------------------------------------------
Originally by: NoNah
My friend, this is EVE, as it's a space oriented game, they couldn't have trolls. We have Caldari.
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GI0VANNI
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Posted - 2008.06.17 07:33:00 -
[29]
Torps are fantastic for PVE if you have the skills to use the properly. I fly the Golem on missions, I can pop BS' in 4 to 6 volleys, BC's in 1 volley and cruisers in 2 volleys, and then I have t2 med drones to finish off anything smaller. With my skills in missiles I can get my torps to hit at 59k, and I find that ample on near enough every level 4 mission.
Gio
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Qui Shon
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Posted - 2008.06.17 07:47:00 -
[30]
Odd to see a thread like this pop up again, when it's long been established practical torp ranges are around 40 and 60km, respectively for T1 and Javs, with perfect skills going a little higher.
Originally by: Xaen
And you don't get a lot of missions with rats past 70km? Ahh yes, you run amarr. Try caldari where there are several spawns pushing 100km. Have fun slowboating around.
Obviously you should choose the right tool for the job, OR the right job for the tool. (Insert silly joke about being one)
After having reached what I think are the Domis limits (within a sensible budget) running for Caldari, Minmatar and Gallente, I'm now in Amarr space because that's where lasers work best. I.e. I chose the job where my chosen tool would be the most effective. Using lasers, obviously only on the correct rats, I could increase efficiency in mission completion compared to doing them in the venerable warhorse, working for any faction. Still there are problems like TD, that really hurt efficiency if soloing.
Now I'm back to finishing off T2 torps + range skills because even out here I get that damn AE, as well as the odd Guri missions. Also, thanks to 100% changeable damage type, it will complete my missioning toolset, so I can relocate anywhere and still be nearly as efficient as now.
Quote:
It's an efficient ISK printing machine, not an interceptor. If you have to fit an afterburner, you're doing it wrong.
Yes, if you *have* to fit one. However, an AB can cut several minutes out of many missions, regardless of ship (as long as it's an efficient missionship) and there is no reason not to fit one where it's beneficial.
For example WC. I do it so one longrange ship takes on the rats in the first room, here cruise would be ideal but my alts Domi makes do, while the second and third rooms do not need range, just massive dps and a good tank, which is the domain of torp ships. If I was soloing it, I'd bet good isk a T2 torp setup would be far faster then a cruise setup, even though it has to burn within 60km of the spawns in the first room. Or just skip it with hacker cards, of course. First room has two spawns, both second rooms have 4 spawns, as does the final room, so it's not a big loss to skip the first room. If you kill all rats it's 70-80km travel in total, roughly 30+30+20 between gates, and an AB does wonders for that.
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