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Priestess Nightstar
Amarr Special Space Marines
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Posted - 2010.09.22 22:47:00 -
[1]
As my title says. What is best to use on the Pally, beams or pulses.
I currently use T2 beams on my Baddy and want to know if they are just as good?
I plan to use it for PvE.
Thanks in advance.
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Mal Kuni
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Posted - 2010.09.22 23:29:00 -
[2]
Tachyons.
Multifrequency covers over 90% of mission engagement ranges. You will need faction tracking computer to do it effectively and possibly faction tracking enhancer.
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NoNah
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Posted - 2010.09.23 00:54:00 -
[3]
Pulses.
The tracking aswell as the rate of fire means you'll get better performance out of it, not to mention you don't really want to kill anything outside of 35-45km where you can salvage it reasonably quick. Parrots, commence!
Postcount: 204378
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Cambarus
Dead poets society The Laughing Men
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Posted - 2010.09.23 01:05:00 -
[4]
Originally by: NoNah Pulses.
The tracking aswell as the rate of fire means you'll get better performance out of it, not to mention you don't really want to kill anything outside of 35-45km where you can salvage it reasonably quick.
This. Tachyons are better for raw damage projection, but you're in a marauder, the whole point of using it is that you salvage and loot on the go, so you want to be killing things within 40km anyway, and pulses are fine at that range. |

Azureite
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Posted - 2010.09.23 01:08:00 -
[5]
Originally by: Cambarus
Originally by: NoNah Pulses.
The tracking aswell as the rate of fire means you'll get better performance out of it, not to mention you don't really want to kill anything outside of 35-45km where you can salvage it reasonably quick.
This. Tachyons are better for raw damage projection, but you're in a marauder, the whole point of using it is that you salvage and loot on the go, so you want to be killing things within 40km anyway, and pulses are fine at that range.
^what they said
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2010.09.23 01:39:00 -
[6]
tachys all the way, what does more dps at 40km, pulse with scorch or tachy with multifrequency?
besides tachs are great at killing the trash spawns all the way out to lock range. waiting for every single spawn to get in range it just a waste of time.
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FT Diomedes
Gallente The Fimbriani Shadow of xXDEATHXx
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Posted - 2010.09.23 05:07:00 -
[7]
Both.
Pulse lasers use a lot of Scorch L very fast. So, ammo usage is a pain. But, you can fit an AB on your ship. If you are going gate-to-gate in a plex or mission, the ability to fit a 100mn AB is very nice.
Tachyon's can use Multifrequency L for more DPS and reliably take care of everything within tractor beam range. If you have to shoot at something further away, you can swap up to another crystal - this is very nice for long ranged targets.
I switch back and forth as my mood changes. I find that the Paladin is pure win whether it has T2 Tachyons or T2 Pulse lasers. --- This doesn't even seem to be a regular case of rats fleeing the sinking ship. Seems more like the rats are on fire, the ship is on fire, and the sea is full of drunk Russians. - Jacob Etienne |

Lance Fighter
Amarr
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Posted - 2010.09.23 05:31:00 -
[8]
the pally can do well in either configuration, but its worth it to note that you could get away with a pulse/ab/cap injector setup on the pally, and pulse does indeed do more raw dps at close range
Originally by: Cat o'Ninetails so i'm pretty much anti cat at the moment (lol)
x
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Riho
Gallente Magnificent Beavers The 0rphanage
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Posted - 2010.09.23 09:10:00 -
[9]
tachs... as it does more dps at higher ranges. <3 1k dps tach fits :) ---------------------------------- Fighting for something
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Josorna
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Posted - 2010.09.23 09:55:00 -
[10]
Edited by: Josorna on 23/09/2010 09:58:41 Tachs, except for AE4 (assuming in Amarr space). So much more damage for all ranges above ~20km or so.
And for all the pulsefans here, your tractor is 40km, and most of the targets spawn around or over that range. With tachs you can shoot them to that 40km range with multifreq, thus dealing more damage over pulses with scorch, and even using less money to ammo too due to slower deteriorating of faction vs t2 crystals. Your MF range with pulse is like 15-25km max, rest are scorched. Tachs handle that and all the way up to like 50km with MF, and as said, why wait for targets to come close when you can just shoot them to 40km mark. And even more should it be needed (like when blizing those Gurista assaults that pop up every now and then in Amarr space)
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Priestess Nightstar
Amarr Special Space Marines
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Posted - 2010.09.23 11:15:00 -
[11]
Thanks for all tin advice guys. Now, do I stack the turrets or leave them be? |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2010.09.23 11:18:00 -
[12]
I leave em be, as 1 gun will kill a frig, 2 guns will kill most cruisers, and 4 guns will alpha most bcs. and plenty of times a battleship will take a few volleys then die to 1 more shot, if you are paying attention you can move the other 3 guns to the next target.
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NoNah
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Posted - 2010.09.23 11:26:00 -
[13]
I personally run a macro to activate all turrets meaning I get the luxury of grouped weapons(most of the time) yet the precision of ungrouped.
Also, note how the nightmare is quite different from the paladin. The fitting allows for tachyons, it doesn't salvage or loot as it goes and it gets a good tracking bonus to help with the projection. Hence, if you want tachyons go nightmare if you want pulses go paladin. Parrots, commence!
Postcount: 968280
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Star P'ergish
Minmatar DELUXE INVEST
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Posted - 2010.09.23 13:28:00 -
[14]
Tachyons all the way , those who use pulses on Paladin are cheap noobs who do not have skills for and don't own a Vargur. Change the ship don't change your turrets. If you donĘt care where you are, you ainĘt lost. |

NoNah
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Posted - 2010.09.23 13:30:00 -
[15]
Originally by: Star P'ergish Tachyons all the way , those who use pulses on Paladin are cheap noobs who do not have skills for and don't own a Vargur. Change the ship don't change your turrets.
Pulsevargur ftw! ;) Parrots, commence!
Postcount: 184277
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Star P'ergish
Minmatar DELUXE INVEST
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Posted - 2010.09.23 13:34:00 -
[16]
Originally by: NoNah
Originally by: Star P'ergish Tachyons all the way , those who use pulses on Paladin are cheap noobs who do not have skills for and don't own a Vargur. Change the ship don't change your turrets.
Pulsevargur ftw! ;)
Who is talking about pulse Vargur get your reading and understanding skills up , AC is the way to go! If you donĘt care where you are, you ainĘt lost. |

Anon Amarr
Amarr The Executives IT Alliance
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Posted - 2010.09.23 13:50:00 -
[17]
Originally by: Star P'ergish
Originally by: NoNah
Originally by: Star P'ergish Tachyons all the way , those who use pulses on Paladin are cheap noobs who do not have skills for and don't own a Vargur. Change the ship don't change your turrets.
Pulsevargur ftw! ;)
Who is talking about pulse Vargur get your reading and understanding skills up , AC is the way to go!
"change the ship dont change your turrets" Either tachyons or pulses, and tachyons on the vargur is just insane...
Anyway! Pulses > tachyons on paladin, because you dont want to shoot anything relevant at long ranges (outside tractor range), and if you are shooting frigs the pulses have a range of 59+17, more than enough. When **** is close (about 25km) you switch to MF for extra damage compared to tachyons, and when its really close you switch your scripts on the dual comp for tracking scripts- you can still shoot frigs with mf from pulse, tachyons... not so much. Also, with pulses you get cap injector and afterburner =) With tachyons however, its hard to get cacp stable enough to do anything but shooting because its hard to incorporate the cap injector.
If you wnat tachyons (and by all means, do!) you want the Nightmare. tracking bonus = extra damage.
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fuxinos
Caldari Guys 0f Sarcasm
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Posted - 2010.09.23 13:57:00 -
[18]
WTH?
Why do people tell other people to use Pulse on a Paladin?
Tachyons with IMP Navy Multis deal faaaar more dps from 0 to 40KM then Pulses with Scorch.
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NoNah
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Posted - 2010.09.23 13:58:00 -
[19]
I guess I have to take this more slowly. Yes the vargur is awesome. As is the tachyon paladin and the pulse paladin. But to illustrate the difference versus an amarr ship - I was going to plot a graph for you, but I figured the reply would be to the "omg, lol setup" or something equally verbal. But hey, instead paste your vargur and tachyon paladin setups so that we can compare, will you? I mean this thread is crying desperately for some simulation. Parrots, commence!
Postcount: 908943
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Star P'ergish
Minmatar DELUXE INVEST
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Posted - 2010.09.23 14:07:00 -
[20]
Edited by: Star P''ergish on 23/09/2010 14:10:38
Originally by: Anon Amarr
Originally by: Star P'ergish
Originally by: NoNah
Originally by: Star P'ergish Tachyons all the way , those who use pulses on Paladin are cheap noobs who do not have skills for and don't own a Vargur. Change the ship don't change your turrets.
Pulsevargur ftw! ;)
Who is talking about pulse Vargur get your reading and understanding skills up , AC is the way to go!
"change the ship dont change your turrets" Either tachyons or pulses, and tachyons on the vargur is just insane...
Anyway! Pulses > tachyons on paladin, because you dont want to shoot anything relevant at long ranges (outside tractor range), and if you are shooting frigs the pulses have a range of 59+17, more than enough. When **** is close (about 25km) you switch to MF for extra damage compared to tachyons, and when its really close you switch your scripts on the dual comp for tracking scripts- you can still shoot frigs with mf from pulse, tachyons... not so much. Also, with pulses you get cap injector and afterburner =) With tachyons however, its hard to get cacp stable enough to do anything but shooting because its hard to incorporate the cap injector.
If you wnat tachyons (and by all means, do!) you want the Nightmare. tracking bonus = extra damage.
I wouldn't usually comment but it ****es me off when people who never actualy fly a ship are giving advise to others...
Cap stability on Paladin wtf are you talking about who needs this? 5 minutes everything running is more than enough and never never use injectors on a mission boat. The beauty of tachyons is you can use faction crystals which last for ages compare to scorch and they give you an immense alpha pulses don't. this is a basic cheap navy fit for Paladin: [Paladin, Paladin Mission (Cheap) ] Imperial Navy Armor Thermic Hardener Imperial Navy Armor EM Hardener Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Large Armor Repairer
Cap Recharger II Cap Recharger II Shadow Serpentis Tracking Computer Shadow Serpentis Tracking Computer
Tachyon Beam Laser II Tachyon Beam Laser II Tachyon Beam Laser II Tachyon Beam Laser II Small Tractor Beam I Small Tractor Beam I Salvager II
Large Capacitor Control Circuit II Large Capacitor Control Circuit II
Acolyte II Vespa II
enjoy:)
P.S.Use AC Vargur for when not facing Sansha , Blood , Galente (EA 1-4)ect ect.
Edit: Forgot to write my implants: CC8,CR8,AX-2,G2-Epsilon,CX-2 If you donĘt care where you are, you ainĘt lost. |

Anon Amarr
Amarr The Executives IT Alliance
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Posted - 2010.09.23 14:07:00 -
[21]
Originally by: fuxinos WTH? Why do people tell other people to use Pulse on a Paladin? Tachyons with IMP Navy Multis deal faaaar more dps from 0 to 40KM then Pulses with Scorch.
its true. they do. So why not let the pulses use IN MF as well and compare again? up to 25km (assuming 2 tracking comps) the pulses out dps the tachyons, assuming staionary targets. the trakcing on the pulses > tracking on tachyons anyway, so they always win at shorter distances. so the tachyons are better in the 25-40 km range, assuming your ship will do nothing but sit fairly still and shoot. If you need to rep- you cant shoot very much. if you need to move to a gate or something, you will be stuck in slow-mode. I for one find myself spending more time shooting smaller ships than battleships, and since battleships are the only ships orbiting in the 25-50km range, I dont usually have a problem fielding pulses. And I usually like to run the repper as well as move while shooting. Thats why Id say its good to use pulses =)
Pros- deals more damage inside 25km to everything. Can use repper while firing. Can use afterburner.
Cons - does less damage to targets in the 25-40 km range.
Thats how easy it is =)
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Star P'ergish
Minmatar DELUXE INVEST
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Posted - 2010.09.23 14:14:00 -
[22]
Originally by: Anon Amarr
Originally by: fuxinos WTH? Why do people tell other people to use Pulse on a Paladin? Tachyons with IMP Navy Multis deal faaaar more dps from 0 to 40KM then Pulses with Scorch.
THIS!
If you need to rep- you cant shoot very much.
Stopped reading right there. If you donĘt care where you are, you ainĘt lost. |

Anon Amarr
Amarr The Executives IT Alliance
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Posted - 2010.09.23 14:15:00 -
[23]
Originally by: Star P'ergish
I wouldn't usually comment but it ****es me off when people who never actualy fly a ship are giving advise to others...
Cap stability on Paladin wtf are you talking about who needs this? 5 minutes everything running is more than enough and never never use injectors on a mission boat. P.S.Use AC Vargur for when not facing Sansha , Blood , Galente (EA 1-4)ect ect.
Just because I dont lose my paladin doesnt mean I dont fly it =) I dunno, I dont have a single ship thats cap stable, thats what the injector is for, pwnage. sure cap boosters cost alot, porbably almost 20 000 isk per mission/anom, but Im a generous kinda guy. And they do drop as lewt so its not like theres any extra trouble anyway.
So, the major difference between our setups is that you have 2 large t2 cap circuits, while my setups use... something else. in my case its repper rigs, for when something goes horribly wrong =)
Ofcourse, mine is also used for 00 anoms solo, so I sometimes need the added security and semi-invulnerability to neuts.
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.09.23 14:16:00 -
[24]
Tachyons for all missions except the Angel ones where the extra tracking from Pulses pays of in spades (Angels love to hug you).
Just be aware of which ships TD you and blow them to kingdom come ASAP, they will double or triple completion time if left alone (10km Tachyon Aurora range is no fun).
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Josorna
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Posted - 2010.09.23 14:18:00 -
[25]
Edited by: Josorna on 23/09/2010 14:20:05
Originally by: Anon Amarr If you need to rep- you cant shoot very much.
This comment begs for replying. Why on earth couldn't you rep while shooting without being capstable? The abaddon fit I used for missioning before switching to paladin had whopping 3m 55s minutes of captime when running repper (stable at 60% without) but guess what? I never had to stop shooting when I ran repper. Point is, run it only for however much is needed, keep it idle otherwise. Result? You shoot, then rep which drains your cap some, then stop repairing and cap goes back up. It had no problems whatsoever on any of the lvl 4's.
Now, we switch to paladin. The fit posted, which is exactly as mine is, besides I run only with CCC I. And again, I have no problems in any missions. The cap generally stays even higher than what Abaddon had due to increased damage / repair rates that Paladin offer, which correspond to faster nuking enemies to 0 damage done, and repairing more / cap used.
And then, for your pros / cons. What benefit is dealing more to <25km when most rats never get inside that due to starting >40km and getting melted to that range by tachs?
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NoNah
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Posted - 2010.09.23 14:18:00 -
[26]
Originally by: fuxinos WTH?
Why do people tell other people to use Pulse on a Paladin?
Tachyons with IMP Navy Multis deal faaaar more dps from 0 to 40KM then Pulses with Scorch.
Clearly.
Of course a graph will never tell the actual truth, especially as it's only versus a battleship, so the lower tracking ships will be at an advantage. But hey, lets ignore that for now.
Oh and about your setup, I took the liberty of adding implants and scripts(tracking), as I already had them in the character. Changing it to either optimal or none at all would both just worsen the case, of course, but I'd be happy to replot if you find that an issue. Oh and the implants are obviously the same thing, only damage ones included, tracking/optimal would... do little to nothing. Parrots, commence!
Postcount: 114313
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fuxinos
Caldari Guys 0f Sarcasm
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Posted - 2010.09.23 14:25:00 -
[27]
Originally by: Anon Amarr
Originally by: fuxinos WTH? Why do people tell other people to use Pulse on a Paladin? Tachyons with IMP Navy Multis deal faaaar more dps from 0 to 40KM then Pulses with Scorch.
its true. they do. So why not let the pulses use IN MF as well and compare again? up to 25km (assuming 2 tracking comps) the pulses out dps the tachyons, assuming staionary targets. the trakcing on the pulses > tracking on tachyons anyway, so they always win at shorter distances. so the tachyons are better in the 25-40 km range, assuming your ship will do nothing but sit fairly still and shoot. If you need to rep- you cant shoot very much. if you need to move to a gate or something, you will be stuck in slow-mode. I for one find myself spending more time shooting smaller ships than battleships, and since battleships are the only ships orbiting in the 25-50km range, I dont usually have a problem fielding pulses. And I usually like to run the repper as well as move while shooting. Thats why Id say its good to use pulses =)
Pros- deals more damage inside 25km to everything. Can use repper while firing. Can use afterburner.
Cons - does less damage to targets in the 25-40 km range.
Thats how easy it is =)
Well, you pro an cons are kinda weird.
First we compare guns and not what you can perma run at the same time.
Second, a Tach Paladin can run repper and guns too for a very long time.
And to throw you Pulses of, you need to wait till you enemies come down to 25km wich mostly takes quite some time, not to mention a lot never come down to 25KM.
Pulses simply are weaker, you can turn it around any way you want.
The only thing they are good for is when your lazy and dont give a **** about mission speed.
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NoNah
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Posted - 2010.09.23 14:30:00 -
[28]
Originally by: fuxinos
Pulses simply are weaker, you can turn it around any way you want.
The only thing they are good for is when your lazy and dont give a **** about mission speed.
Technically if mission speed is your emphasis you wouldn't be in a paladin in the first place, but a nightmare, and using tachyons of course as it doesn't have any reason to pop them within the 40km mark. The Paladin is quite poor if you don't salvage/loot.
Also, if you actually manage your missions that is, aggro in order, pop triggers in advance etc you'll have them inside your 40km range constantly, if you know where they spawn and how they behave getting them inside the ranges you prefer is really a piece of cake. That said, it's much easier and handier to just grab tachyons, sit back and fire them in turn. That is - if you don't care about mission income. ;) Parrots, commence!
Postcount: 401319
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Khalessa
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Posted - 2010.09.23 14:36:00 -
[29]
Originally by: NoNah I personally run a macro to activate all turrets meaning I get the luxury of grouped weapons(most of the time) yet the precision of ungrouped.
Huh? o.O
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Star P'ergish
Minmatar DELUXE INVEST
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Posted - 2010.09.23 14:40:00 -
[30]
It is time for Liang to appear and sort it out for good. If you donĘt care where you are, you ainĘt lost. |

NoNah
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Posted - 2010.09.23 14:41:00 -
[31]
Originally by: Khalessa
Originally by: NoNah I personally run a macro to activate all turrets meaning I get the luxury of grouped weapons(most of the time) yet the precision of ungrouped.
Huh? o.O
Press a button, all guns goes pewpewpew.
Since they're instant a turret won't fire if the target is already dead. This means if you have 8 turrets, the target dies at 2, the remaining 6 will instead fire att the next target, and the next and the next. If you have them grouped all 8 will fire at the first ship, meaning you have effectively 25% of the damage output as if you had them ungrouped. Parrots, commence!
Postcount: 457129
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Josorna
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Posted - 2010.09.23 14:43:00 -
[32]
Originally by: NoNah Oh and about your setup, I took the liberty of adding implants and scripts(tracking)
And you "forgot" the damage implants on tach paladin... Without implants, scorched paladin deals way less damage than tach paladin does.
Now, let's see a fixed graph
Image
Lightblue is Pulse Paladin, blue Scorchpaladin, red Tachpaladin with tracking scripts and green Tachpaladin with range scrips.
All fits with 4 guns (MP II or Tach II), 2x SS TC, 3x IN HS, rest irrevelant.
All fits without implants so we don't accidentally forget them... But, we can clearly see that all ranges above ~24km, with exception of about 62-63km, tach paladin comes on top. And even that 62-63km can be fixed with next crystals, but that's not the point here. Point still is that there's no point in pulses for most missions since you are shooting to 30-40km if you want your wrecks to be salvaged. Not many ships get below 30km range so it's irrevelant, and thus Tach > pulse, simple as it is.
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NoNah
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Posted - 2010.09.23 14:45:00 -
[33]
Originally by: Josorna
Originally by: NoNah Oh and about your setup, I took the liberty of adding implants and scripts(tracking)
And you "forgot" the damage implants on tach paladin... Without implants, scorched paladin deals way less damage than tach paladin does.
Now, let's see a fixed graph
Image
Lightblue is Pulse Paladin, blue Scorchpaladin, red Tachpaladin with tracking scripts and green Tachpaladin with range scrips.
All fits with 4 guns (MP II or Tach II), 2x SS TC, 3x IN HS, rest irrevelant.
All fits without implants so we don't accidentally forget them... But, we can clearly see that all ranges above ~24km, with exception of about 62-63km, tach paladin comes on top. And even that 62-63km can be fixed with next crystals, but that's not the point here. Point still is that there's no point in pulses for most missions since you are shooting to 30-40km if you want your wrecks to be salvaged. Not many ships get below 30km range so it's irrevelant, and thus Tach > pulse, simple as it is.
Actually, no, I did not forget any implants. However, I very much don't agree with your pulse setups. Try something along the lines of:
[Paladin, Pulse - MF] Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Armor Thermic Hardener II Armor Thermic Hardener II True Sansha Large Armor Repairer
100MN Afterburner II Heavy Capacitor Booster II, Cap Booster 800 Tracking Computer II, Optimal Range Tracking Computer II, Optimal Range
Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Small Tractor Beam I Small Tractor Beam I Salvager II
Large Energy Burst Aerator II Large Auxiliary Nano Pump I Parrots, commence!
Postcount: 141420
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Josorna
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Posted - 2010.09.23 14:57:00 -
[34]
Edited by: Josorna on 23/09/2010 14:59:47
Originally by: NoNah Also, lots of ships in lots of mission actually spawn within 30km, so yes, that is very very relevant. Oh and that a normal tachyon paladin won't actually be able to fit the above. Oh, and what speed and signature is that abaddon of yours?
Normal tach paladin fits that no problem, this is the same that was posted earlier here except with CCC I, which is what I run.
[Paladin, Tach MF TS] Armor EM Hardener II Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Heat Sink Imperial Navy Large Armor Repairer Imperial Navy Heat Sink Imperial Navy Heat Sink Armor Thermic Hardener II
Cap Recharger II Cap Recharger II Shadow Serpentis Tracking Computer, Tracking Speed Shadow Serpentis Tracking Computer, Tracking Speed
Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Salvager II Small Tractor Beam I Small Tractor Beam I
Large Capacitor Control Circuit I Large Capacitor Control Circuit I
Grid usage is 16875 / 16875, which is without any implants whatsoever. As for the Abaddon, it's 470m moving at 111m/s. If I fit AB on it bringing the speed to 243m/s, all that changes is that pulses outdamage tachs for 25km instead of 24km.
But, as for fitting 4HS in pulse, it's personal preferences. I wouldn't since it leaves 3-slot tank. With pulse, the enemies get closer than with tachs before they die, thus applying more damage and requiring more tank. Sure, you still have the Burst Aerator II there, which changes the range from 24 to 26km (or 27km for ABing abaddon).
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FT Diomedes
Gallente The Fimbriani Shadow of xXDEATHXx
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Posted - 2010.09.23 15:07:00 -
[35]
Originally by: Star P'ergish Tachyons all the way , those who use pulses on Paladin are cheap noobs who do not have skills for and don't own a Vargur. Change the ship don't change your turrets.
Actually, I do have a Vargur with maxed skills. Against Rogue Drones, the Paladin beats it hands down. --- This doesn't even seem to be a regular case of rats fleeing the sinking ship. Seems more like the rats are on fire, the ship is on fire, and the sea is full of drunk Russians. - Jacob Etienne |

Anon Amarr
Amarr The Executives IT Alliance
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Posted - 2010.09.23 15:24:00 -
[36]
Originally by: Star P'ergish
Originally by: Anon Amarr
Originally by: fuxinos WTH? Why do people tell other people to use Pulse on a Paladin? Tachyons with IMP Navy Multis deal faaaar more dps from 0 to 40KM then Pulses with Scorch.
THIS! If you need to rep- you cant shoot very much.
Stopped reading right there.
So, according to the graph you were right. Tachyons beat pulses at ranges 32.5-37.5 km when shooting at battleships or things slower and larger. Assuming you dont want emergency cap or afterburner. (your fitting, my fitting, and neither of us got any implants)
http://ploader.net/files/25a3d0e1fb61e173e293fa26b82e6368.jpg
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Anon Amarr
Amarr The Executives IT Alliance
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Posted - 2010.09.23 15:32:00 -
[37]
gees you guys talk alot while Im watching the day9 daily =)
anyway, you cant expect to use identical setups for tachyons as for pulses, we refuse thos constraints, especially considering you are using 320+ worth of rigs we just dont need. or want. =)
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fuxinos
Caldari Guys 0f Sarcasm
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Posted - 2010.09.23 15:38:00 -
[38]
Edited by: fuxinos on 23/09/2010 15:40:07
Originally by: NoNah
Originally by: fuxinos
Pulses simply are weaker, you can turn it around any way you want.
The only thing they are good for is when your lazy and dont give a **** about mission speed.
Technically if mission speed is your emphasis you wouldn't be in a paladin in the first place, but a nightmare, and using tachyons of course as it doesn't have any reason to pop them within the 40km mark. The Paladin is quite poor if you don't salvage/loot.
Also, if you actually manage your missions that is, aggro in order, pop triggers in advance etc you'll have them inside your 40km range constantly, if you know where they spawn and how they behave getting them inside the ranges you prefer is really a piece of cake. That said, it's much easier and handier to just grab tachyons, sit back and fire them in turn. That is - if you don't care about mission income. ;)
Lol, Nigthmare/Paladin comparriosn is a diffrent thing.
Anyway, your just pointing ou were Tachys are stronger lol.
Tachys deal more damage after 25km, and having something below 25km, except frigates, is rare.
The only thing Pulses are better at are killing things below 25KM range at best, killing stuff between 25KM and 100KM is a thing for Tachys.
And if your realy play for salvaging while missiong you would know that most npcs pop between 30-40KM range and not between 0-25KM.
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NoNah
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Posted - 2010.09.23 20:21:00 -
[39]
Edited by: NoNah on 23/09/2010 20:25:07
Originally by: fuxinos Stuff
Just now did I notice your corpname. You really had me going there. There's characters for implying sarcasm you know?
And no, as already shown above, tachyons are not stronger even in the 25-40km spectrum - unless the targets are standing still or have a very low transversal, and if they do that means they're either entering or leaving said spectra and hence you've done something wrong. Either you triggered them to late or you didn't kill them while they were close.
Originally by: Josorna Random fit not even close to what was suggested.
Now go on and fit that RoF rig, especially to the pulse setups and show me new graphs. That said, I already linked a graph with just those conditions. A moving apoc, versus a paladin(had to make 2 graphs, one with mf one with scorch) with pulses and a tachyon setup using the same setup both you and however the other fellow was. The tachyon paladin did outdamage the pulse paladin even in said graph - versus moving targets of average size - as long as they were more than 70km away. Parrots, commence!
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Helmh0ltz
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Posted - 2010.09.23 22:48:00 -
[40]
Managed to fit a single Tachyon on my Harbringer. Tried it out in a level 4......not very effective. Tried it again with Mega Pulse Laser IIs, managed to fit two this time, the pulses were definitely more effective. ====== Your signature is freakishly huge for this forum. Please resize according to the forum rules, thanks. Shadow. |

Penjual Sayur
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Posted - 2010.09.24 09:08:00 -
[41]
Fit tachs if you want to play it like a golem. Sit at warp in point and pew2 away. Fit MPs if you like to chase down rats (and it's easier to achieve cap stability). Your choice really.
I did play with both weapon system, I prefer using the tachs though. 1-shot frigs at 60-70km is handy.
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Talsha Talamar
Amarr Nebula Rasa Holdings Nebula Rasa
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Posted - 2010.09.24 12:01:00 -
[42]
Pulses + 2TC + Locus Rig in 80% of the cases.
Tachyons as has been said have a corridor at maybe 30 to 50 km where they outperform Pulses as set up above.
Pulses get out ca. 64 + 16 km with sorch with that setup. Most Blood/Sansha missions have the NPCs sitting at max 80ish.
At this range they still instapop frigates and take 1-2 cycles for cruisers.
They have a higher rof, which pretty much evens out the higher tachy alph imho.
They allow for more flexibility with the fitting, a T2 Burst rig works fine for exampe :)
Pulses vastly outperform Tachys in the range of < 30 km. In missions where a Web instead of an AB makes sense, Pulse + 2TC + Web allow to pop any high transveral cruiser and even most elite frigs in seconds. There are missions where I cba to deploy my drones anymore.
The real advantage of tachys imho is that you never need to switch crystals ;)
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NoNah
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Posted - 2010.09.24 12:41:00 -
[43]
Originally by: Penjual Sayur Fit tachs if you want to play it like a golem. Sit at warp in point and pew2 away. Fit MPs if you like to chase down rats (and it's easier to achieve cap stability). Your choice really.
I did play with both weapon system, I prefer using the tachs though. 1-shot frigs at 60-70km is handy.
Oh come on... the tachyon vs pulse trolling was bad enough. You did not just drop the cruise golem bomb did you? Parrots, commence!
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Priestess Nightstar
Amarr Special Space Marines
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Posted - 2010.09.25 17:24:00 -
[44]
Looking at all the advice here, I think I will stick with the beams, but I may have a play around until I find a fit that works well for me.
Thanks for the fits as well, it will give me more ideas how to fit.

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