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Conor Todaki
ASTER MINER
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Posted - 2011.01.01 22:18:00 -
[1]
Here's a bit of EFT warrioring but before I cross-train lemme just see if this looks right:
[Myrmidon, Solo PvP Active] Damage Control II Medium Armor Repairer II Medium Armor Repairer II Medium Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Medium Capacitor Booster II, Cap Booster 800 Medium Capacitor Booster II, Cap Booster 800 Y-T8 Overcharged Hydrocarbon I Microwarpdrive Warp Scrambler II X5 Prototype I Engine Enervator
Light Neutron Blaster II, Antimatter Charge S Light Neutron Blaster II, Antimatter Charge S Heavy Electron Blaster II, Antimatter Charge M Heavy Electron Blaster II, Antimatter Charge M Heavy Electron Blaster II, Antimatter Charge M Heavy Electron Blaster II, Antimatter Charge M
Medium Auxiliary Nano Pump I Medium Nanobot Accelerator I Medium Nanobot Accelerator I
Active Drones Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Inactive Drones Warrior II x5 (Frig killers) Vespa EC-600 x5 (Gtfo)
Has 1000 DPS tank overloaded for 1 minute with exile booster and 830 without Overloaded. It puts out around 500 DPS and can run for awhile with plenty of cap boosters. Compared to the other BCs this owns and could probably fight more than one at a time.
This just seems crazily over powered to me? Tell me if i'm wrong.
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Feligast
Minmatar Intentionally Destructive
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Posted - 2011.01.01 22:23:00 -
[2]
You better hope every fight you're in stays within scram range.
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NoLimit Soldier
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Posted - 2011.01.01 22:49:00 -
[3]
I agree, we should nerf the Myrmidon.
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Seraph Castillon
Gallente
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Posted - 2011.01.01 22:55:00 -
[4]
Your not they first one to come across that fit ... It's pretty awesome yes. But for it to work you have to get the jump on your target or trick it to get in scram range. Both aren't easy considering the slow locking speed and lack of manoeuvrability and speed. It's nothing for gangs either. Too slow, not enough range and well ... active tanks will only help so much when there are 10 guys shooting ya.
If you get jumped by multiple targets there is no chance of escape and neuts really screw with your tank.
In short, yes it's a great fit, as long as the "solo" is mutual. It rarely is.
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Daneel Trevize
Black Viper Nomads
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Posted - 2011.01.02 00:53:00 -
[5]
Cane with a web or 2 and 2 medium neuts would **** you at 10-12km, no? Drake can almost tank you as ships tank more than raw tank and do less than theoretical dps. Harb can also pew at range... you get the idea. |

The Djego
Minmatar Hellequin Inc.
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Posted - 2011.01.02 00:56:00 -
[6]
Originally by: Conor Todaki This just seems crazily over powered to me? Tell me if i'm wrong.
You are wrong.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Portmanteau
Fumar Puede Matar
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Posted - 2011.01.02 03:10:00 -
[7]
We just had the exact same thread about the Drake Linkage and the answer was the same for that. Horses for courses mate
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2011.01.02 05:03:00 -
[8]
Myrmidon excels at one thing and one thing only: Active tanking. Gallente ships excel at one thing and one thing only: Close range combat.
So basically, in an environment where active tanking is viable (solo/small gang combat), AND in the Myrmidon's preferred engagement range (<10km), the Myrmidon is gonna whoop your ass.
Now try applying a Myrmidon to a different scenario, say, in a reasonably sized gang of 5 BCs versus 5 BCs. 5 of your Myrms would get slaughtered by Drakes, Harbs, and armor Hurricanes.
Or to a scenario where range and speed matter. Pretty much any shield tanked BC (bar the Ferox) will be able to kite you outside scram/web range, kill your drones, and eventually take you down.
Compared to the Drake (nerf Drake rant) which excels at pretty much every role, the Myrm is fairly balanced.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2011.01.02 10:36:00 -
[9]
your ship is slow and very reliant on cap. just be aware of that.
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Marak Mocam
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Posted - 2011.01.02 11:08:00 -
[10]
Originally by: Aerilis Myrmidon excels at one thing and one thing only: Active tanking. Gallente ships excel at one thing and one thing only: Close range combat.
So basically, in an environment where active tanking is viable (solo/small gang combat), AND in the Myrmidon's preferred engagement range (<10km), the Myrmidon is gonna whoop your ass.
Now try applying a Myrmidon to a different scenario, say, in a reasonably sized gang of 5 BCs versus 5 BCs. 5 of your Myrms would get slaughtered by Drakes, Harbs, and armor Hurricanes.
Or to a scenario where range and speed matter. Pretty much any shield tanked BC (bar the Ferox) will be able to kite you outside scram/web range, kill your drones, and eventually take you down.
Compared to the Drake (nerf Drake rant) which excels at pretty much every role, the Myrm is fairly balanced.
The drake gets around the same type of stats when loaded up ugly like this but not much more nor less damage wise/tank wise. They're comparable ships in many ways. If you play with the following styles of fits, you'll find they can compare without too much difficulty.
(I really hate posting a fits - everyone loves trying to pick fits apart for this or that 'freak' situation or this or that different than intended use, etc...)
Here are the stats for a couple different fits -- Drake vs Myrm:
Both fit point and MWD. Both shield tanked. Myrm using 720mm Arties. Drake using HML's. Drake set to use Hobgoblins, Myrm using the usual mix but Hammerheads for DPS numbers -- a drake can't fit a full flight of mediums.
Drake:
Lows: DC II, 2x BCS II, PDS II Mids: 10MN MWD, Faint Point, X5 web, Invul II, Photon II, Large Shield II Highs: 7 HML II - faction missiles. Rigs: 3x Core Field Purgers. Drones: 5x Hobgoblin II's 59k EHP with 198 passive DPS tank. DPS: 394 with 1979 alpha.
Not a 'funky fit' nor anything... folks can mutter about this or that but it's a solid type of PvP fit for a Drake. On the other hand, the shield tanked myrm fit, with arties -- that's kind of funky but works.
Myrmidon:
Lows: DC II, RCU II, PDS II, 3x SPR II (NO damage mods fit). Mids: YT8 MWD, Warp Disruptor II, 2 Invul II, 1 Large Shield II (NO web) Highs: 6 720mm Artie II's - faction ammo. Drones: 5x Hammerheads -- whatever the hell else you want, you have room for more. Rigs: 2 Core Field Extenders, 1 Core Field Purger As I said - kind of a 'funky' fit. It ends up FASTER than a drake but let's look at the rest.
58k EHP -- LESS than the drake!!! 1.5k less. Not a lot at these levels but noticeable. 256 passive DPS tank -- MORE than the drake -- woopie - like 60 more (as in nice but not a 'saving grace'). DPS: 412 with 2505 Alpha - a nice little increase over the drake's 394 with it's sub 2k alpha. Rather noticeable.
With MWD the myrm moves at 1112 vs the drakes 1038. Not a lot but the myrm is faster.
Looking at them, there really isn't much of a difference in "performance" stats and a hell of a lot of such performance would be based upon the pilots comfort and the gang they're running with.
As such, I'd say the drake really isn't that over powered if you look at it slightly differently. The myrm is in the same ballpark and "good pilots" of both the above ships would have a hell of an interesting fight.
Now let's just avoid any talk about arties vs railguns. That topic... *mutter* *mutter* *mutter*
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Omara Otawan
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Posted - 2011.01.02 11:32:00 -
[11]
Originally by: Marak Mocam
Drake:
Lows: DC II, 2x BCS II, PDS II Mids: 10MN MWD, Faint Point, X5 web, Invul II, Photon II, Large Shield II Highs: 7 HML II - faction missiles. Rigs: 3x Core Field Purgers. Drones: 5x Hobgoblin II's 59k EHP with 198 passive DPS tank. DPS: 394 with 1979 alpha.
Not a 'funky fit' nor anything... folks can mutter about this or that but it's a solid type of PvP fit for a Drake.
Inb4 Lolpurgers.
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Lyris Nairn
Caldari GoonWaffe Goonswarm Federation
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Posted - 2011.01.02 11:56:00 -
[12]
Originally by: Omara Otawan
Originally by: Marak Mocam
Drake:
Lows: DC II, 2x BCS II, PDS II Mids: 10MN MWD, Faint Point, X5 web, Invul II, Photon II, Large Shield II Highs: 7 HML II - faction missiles. Rigs: 3x Core Field Purgers. Drones: 5x Hobgoblin II's 59k EHP with 198 passive DPS tank. DPS: 394 with 1979 alpha.
Not a 'funky fit' nor anything... folks can mutter about this or that but it's a solid type of PvP fit for a Drake.
Inb4 Lolpurgers.
Lolpurgers
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Mutnin
Amarr Mutineers
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Posted - 2011.01.02 13:58:00 -
[13]
Edited by: Mutnin on 02/01/2011 13:58:36
Originally by: Aerilis Myrmidon excels at one thing and one thing only: Active tanking. Gallente ships excel at one thing and one thing only: Close range combat.
So basically, in an environment where active tanking is viable (solo/small gang combat), AND in the Myrmidon's preferred engagement range (<10km), the Myrmidon is gonna whoop your ass.
Now try applying a Myrmidon to a different scenario, say, in a reasonably sized gang of 5 BCs versus 5 BCs. 5 of your Myrms would get slaughtered by Drakes, Harbs, and armor Hurricanes.
Or to a scenario where range and speed matter. Pretty much any shield tanked BC (bar the Ferox) will be able to kite you outside scram/web range, kill your drones, and eventually take you down.
Compared to the Drake (nerf Drake rant) which excels at pretty much every role, the Myrm is fairly balanced.
Not every damn ship in this game needs to be a blob tards wet dream. Not every ship in this game needs to work well with "others" ie gangs.. Can we not have 1 or 2 damn ships that are awesome solo ships yet not so great in gangs, with out people whining that they are unbalanced because they can't do everything.
The Myrm is awesome, if you want a gang support BC fly a Cane, Drake or Harb.. but quit whining about the awesomeness that is the Myrmidom.
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.01.02 16:09:00 -
[14]
Edited by: X Gallentius on 02/01/2011 16:15:38 Drake vs. Myrm: Drake wins. Dual web keeps him out of harms way and then he kits you to death. Your cap boosters run out. You die. QED.
IF you start engagement at 0, and IF he doesn't burn away before you get your lock, and you get your scrams on him, then you can win.
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Mutnin
Amarr Mutineers
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Posted - 2011.01.02 16:59:00 -
[15]
Originally by: X Gallentius Edited by: X Gallentius on 02/01/2011 16:15:38 Drake vs. Myrm: Drake wins. Dual web keeps him out of harms way and then he kits you to death. Your cap boosters run out. You die. QED.
IF you start engagement at 0, and IF he doesn't burn away before you get your lock, and you get your scrams on him, then you can win.
This topic is now about Drake whines..
I've fought that set up before in my small gun fit Myrm, which is also dual web fit, and the fight ended in a draw.
TBH though, a AC fit shield gank Myrm would have beat that fit. It's fast enough to get him scramed when over heating the MWD and once that Drake fit is scrammed it's done. Even if it can't catch the drake it can still hit with the 425's paired with TE's and it's gonna do enough damage that the drake is going to have to run b4 he can kill off your drones.
That fit is really only good when combined with a command loki for extra speed & point/web range. With out the bonus 20km is far too short of a distance to play in, with 2 ships of very close speed.
Personally, though when I'm in my Myrm I typically just avoid Drake because they tend to take too long to kill if I'm pirating and with you Gal militia guys your blob would arrive b4 I was half way through a typical Drake fit shields.
The point being the Myrm is awesome but just like any other ship in EVE, you have to properly pick your targets.
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Tadeu718
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Posted - 2011.01.02 18:12:00 -
[16]
You can also shield buffer a myrm throw a nano on it and use ACs because it doesnt get a damage bonus to blasters or rails anyway. Now after thats done you can do more then gatecamp in your myrm!!!!!
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.01.02 21:37:00 -
[17]
Edited by: X Gallentius on 02/01/2011 21:38:35 Replace Drake with Harb, Hurricane. Same deal with repper Myrm.
Anyways, there are great Myrm setups that easily kill Hurricanes and Harbs involving tracking disruptors. If you're a slug, however, which you have to be with those rigs, you're vulnerable.
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Conor Todaki
ASTER MINER
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Posted - 2011.01.02 22:49:00 -
[18]
Originally by: Marak Mocam
Originally by: Aerilis Myrmidon excels at one thing and one thing only: Active tanking. Gallente ships excel at one thing and one thing only: Close range combat.
So basically, in an environment where active tanking is viable (solo/small gang combat), AND in the Myrmidon's preferred engagement range (<10km), the Myrmidon is gonna whoop your ass.
Now try applying a Myrmidon to a different scenario, say, in a reasonably sized gang of 5 BCs versus 5 BCs. 5 of your Myrms would get slaughtered by Drakes, Harbs, and armor Hurricanes.
Or to a scenario where range and speed matter. Pretty much any shield tanked BC (bar the Ferox) will be able to kite you outside scram/web range, kill your drones, and eventually take you down.
Compared to the Drake (nerf Drake rant) which excels at pretty much every role, the Myrm is fairly balanced.
The drake gets around the same type of stats when loaded up ugly like this but not much more nor less damage wise/tank wise. They're comparable ships in many ways. If you play with the following styles of fits, you'll find they can compare without too much difficulty.
(I really hate posting a fits - everyone loves trying to pick fits apart for this or that 'freak' situation or this or that different than intended use, etc...)
Here are the stats for a couple different fits -- Drake vs Myrm:
Both fit point and MWD. Both shield tanked. Myrm using 720mm Arties. Drake using HML's. Drake set to use Hobgoblins, Myrm using the usual mix but Hammerheads for DPS numbers -- a drake can't fit a full flight of mediums.
Drake:
Lows: DC II, 2x BCS II, PDS II Mids: 10MN MWD, Faint Point, X5 web, Invul II, Photon II, Large Shield II Highs: 7 HML II - faction missiles. Rigs: 3x Core Field Purgers. Drones: 5x Hobgoblin II's 59k EHP with 198 passive DPS tank. DPS: 394 with 1979 alpha.
Not a 'funky fit' nor anything... folks can mutter about this or that but it's a solid type of PvP fit for a Drake. On the other hand, the shield tanked myrm fit, with arties -- that's kind of funky but works.
Myrmidon:
Lows: DC II, RCU II, PDS II, 3x SPR II (NO damage mods fit). Mids: YT8 MWD, Warp Disruptor II, 2 Invul II, 1 Large Shield II (NO web) Highs: 6 720mm Artie II's - faction ammo. Drones: 5x Hammerheads -- whatever the hell else you want, you have room for more. Rigs: 2 Core Field Extenders, 1 Core Field Purger As I said - kind of a 'funky' fit. It ends up FASTER than a drake but let's look at the rest.
58k EHP -- LESS than the drake!!! 1.5k less. Not a lot at these levels but noticeable. 256 passive DPS tank -- MORE than the drake -- woopie - like 60 more (as in nice but not a 'saving grace'). DPS: 412 with 2505 Alpha - a nice little increase over the drake's 394 with it's sub 2k alpha. Rather noticeable.
With MWD the myrm moves at 1112 vs the drakes 1038. Not a lot but the myrm is faster.
Looking at them, there really isn't much of a difference in "performance" stats and a hell of a lot of such performance would be based upon the pilots comfort and the gang they're running with.
As such, I'd say the drake really isn't that over powered if you look at it slightly differently. The myrm is in the same ballpark and "good pilots" of both the above ships would have a hell of an interesting fight.
Now let's just avoid any talk about arties vs railguns. That topic... *mutter* *mutter* *mutter*
Myrm would beat that drake if you used the fit i posted in the OP. It's not about comparing the similairly by shield tanking them both its about comparing them.
A lot of the arguments made in this thread are about kiting the myrm. A) I could always cross train ACs aswell and B) Drones have like 40km range.
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2011.01.02 22:51:00 -
[19]
Originally by: Mutnin Edited by: Mutnin on 02/01/2011 13:58:36
Originally by: Aerilis Myrmidon excels at one thing and one thing only: Active tanking. Gallente ships excel at one thing and one thing only: Close range combat.
So basically, in an environment where active tanking is viable (solo/small gang combat), AND in the Myrmidon's preferred engagement range (<10km), the Myrmidon is gonna whoop your ass.
Now try applying a Myrmidon to a different scenario, say, in a reasonably sized gang of 5 BCs versus 5 BCs. 5 of your Myrms would get slaughtered by Drakes, Harbs, and armor Hurricanes.
Or to a scenario where range and speed matter. Pretty much any shield tanked BC (bar the Ferox) will be able to kite you outside scram/web range, kill your drones, and eventually take you down.
Compared to the Drake (nerf Drake rant) which excels at pretty much every role, the Myrm is fairly balanced.
Not every damn ship in this game needs to be a blob tards wet dream. Not every ship in this game needs to work well with "others" ie gangs.. Can we not have 1 or 2 damn ships that are awesome solo ships yet not so great in gangs, with out people whining that they are unbalanced because they can't do everything.
The Myrm is awesome, if you want a gang support BC fly a Cane, Drake or Harb.. but quit whining about the awesomeness that is the Myrmidom.
Sorry if you misread my post as a whine. I love the Myrm. It's my 4th most used ship according to my KB, and the close range slugfesting it excels at is one of my favorite types of combat in Eve. I was simply explaining its limitations, and why it isn't OP.
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2011.01.02 22:55:00 -
[20]
Originally by: Conor Todaki
Myrm would beat that drake if you used the fit i posted in the OP. It's not about comparing the similairly by shield tanking them both its about comparing them.
A lot of the arguments made in this thread are about kiting the myrm. A) I could always cross train ACs aswell and B) Drones have like 40km range.
That Drake fit is complete and utter garbage. Well fit Myrm WILL kill a well fit Drake at close range though, but only because of its awesome reps. As for kiting the Myrm, yes you can use ACS, but you won't hit as hard or as well as a shield tanked ship will, especially with the lack of damage bonuses. Take the typical shield Hurricane for instance. It'll orbit at say, 15km. If you send your drones after him, he'll attack them with his own drones and force you to recall them or lose them. And at 15km, you'll barely be scratching him with your ACs while his will be doing much more damage to you.
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Space Pinata
Amarr Discount Napkin Industries
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Posted - 2011.01.03 06:47:00 -
[21]
The Myrm is overpowered 1v1.
This is not imbalanced as that is what it's designed to do.
In a fleet the myrm is terrible.
Not all ships are supposed to have identical stats and styles. That's why EVE has more than one ship. |

Marak Mocam
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Posted - 2011.01.03 08:26:00 -
[22]
Originally by: Conor Todaki Myrm would beat that drake if you used the fit i posted in the OP. It's not about comparing the similairly by shield tanking them both its about comparing them.
A lot of the arguments made in this thread are about kiting the myrm. A) I could always cross train ACs aswell and B) Drones have like 40km range.
True -- myrm can match or beat a drake in many situations - which was my point to the fellow about Drakes...
Originally by: X Gallentius Edited by: X Gallentius on 02/01/2011 16:15:38 Drake vs. Myrm: Drake wins. Dual web keeps him out of harms way and then he kits you to death. Your cap boosters run out. You die. QED.
IF you start engagement at 0, and IF he doesn't burn away before you get your lock, and you get your scrams on him, then you can win.
The usual...
1) The myrm fit has no cap booster. The cap life is around 3 minutes "all out".
2) Webs don't work out beyond 32km range, which is the optimal+fall off of the artillery fit. Overheated webs will get you to about 20km tops so kiting with webs won't work. You'll either be out of range to use webs or they'll only work until you get to their max range, which is well inside the range of the guns pounding on you.
3) myrms pack a good amount of drones. ECM is easily added to the mix and used anytime the pilot wants to recall/switch. Not quite so easy for a Drake packing it's max of 5 light drones in 1 flight.
etc...
Yes it would be a bit of a challenge. That isn't an "AC" fit -- it's an artillery fit and that changes most ranged issues with fighting it.
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Conor Todaki
ASTER MINER
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Posted - 2011.01.03 14:25:00 -
[23]
All in all i've already trained the Drake to it's full potential. (Atleast level 4 to all related skills, a lot 5) But I find myself doing solo work a lot so I need a beast active tank. I'm going to cross train myrm.
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heheheh
Phoenix Club
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Posted - 2011.01.03 14:54:00 -
[24]
They are deffo good ships but when those drones are popped, out of cap charges and you are out of blaster range, all you can do is wait to pop.
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Mutnin
Amarr Mutineers
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Posted - 2011.01.03 15:14:00 -
[25]
Edited by: Mutnin on 03/01/2011 15:18:21
Originally by: Conor Todaki All in all i've already trained the Drake to it's full potential. (Atleast level 4 to all related skills, a lot 5) But I find myself doing solo work a lot so I need a beast active tank. I'm going to cross train myrm.
Drake typically Isn't a good solo ship. It's damage output tends to not be that great. The Myrm on the other hand is a awesome solo ship (if well skilled) but it has it's limitations and you really need to pick your targets correctly.
The Myrms biggest limitation is it's speed/mobility and lack of GTFO ability. The Myrm is just one of those ships that tends to need to put it's self into do or die situations a lot. Meaning you either get a nice fight or you get blob ganked.
The shield tanked Hurricane is likely the best option for all around soloing. Yet thankfully the Myrm and Cane typically excel at different types of fights, which makes them both useful.
The Drake on the other hand, while lacking decent damage output has it's advantages better severed when flying with others. Lately I've been doing less soloing and more small gang PVP so I tend to fly the Drake more, because it can handle going up against the numbers a bit better with it's nice passive tank.
The Harbi is another good gang ship and can easily put out more damage than a Drake with a very good buffer tank, but range is where the Drake excels for smaller gang PVP and the Harbi tends to be more in your face and even with Scorch range is a bit limited in many situations.
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Space Pinata
Amarr Discount Napkin Industries
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Posted - 2011.01.03 16:41:00 -
[26]
Quote: They are deffo good ships but when those drones are popped, out of cap charges and you are out of blaster range, all you can do is wait to pop.
The drake is a great ship but when you're out of missiles, neuted to no hardeners, and being shot by 20 enemies all you can do is wait to pop.  |

Conor Todaki
ASTER MINER
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Posted - 2011.01.03 19:45:00 -
[27]
Basiclly you always have weaknesses and should train Caldari Gallente and Minmatar for all situations. 
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JeChecke
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Posted - 2011.01.03 23:32:00 -
[28]
Edited by: JeChecke on 03/01/2011 23:35:30
Your arty myrmidon setup is terrible. Get auto with barrage, you noob eft warrior "Hey, it has dps and range ! Tracking, what is that ?"
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So Sensational
GREY COUNCIL Nulli Secunda
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Posted - 2011.01.04 07:53:00 -
[29]
lol blasters on a non bonused ship
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Conor Todaki
ASTER MINER
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Posted - 2011.01.04 16:06:00 -
[30]
Originally by: So Sensational Edited by: So Sensational on 04/01/2011 08:28:04 lol blasters on a ship without a hybrid bonus
Meh, i have them trained so i use them.
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Isaac Apylon
As Far As The eYe can see Chained Reactions
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Posted - 2011.01.04 17:19:00 -
[31]
Edited by: Isaac Apylon on 04/01/2011 17:19:59 I really, really want to try a Pilgrim vs your fit. It would either go terribly, terribly wrong, or terribly, terribly well.
Edit: I suspect the latter.
http://desusig.crumplecorn.com/ |

So Sensational
GREY COUNCIL Nulli Secunda
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Posted - 2011.01.04 18:35:00 -
[32]
Originally by: Conor Todaki
Originally by: So Sensational Edited by: So Sensational on 04/01/2011 08:28:04 lol blasters on a ship without a hybrid bonus
Meh, i have them trained so i use them.
Get ACs, use the same setup, trust me.
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Soldarius
Caldari Northstar Cabal R.A.G.E
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Posted - 2011.01.05 06:17:00 -
[33]
I would like to point out that with a 400m3 cargohold, your Myrm can only hold 12 Cap booster 800 charges, each one of which completely fills a medium cap booster. Using two medium cap boosters simultaneously, your cap boosting will run out after 132 seconds, including reload time. 400m3/32m3=12.5units. 12units/2modules*(12sec cycle+10sec reload)=132sec of cap boost.
Because one cycle of both cap boosters fills your cap by more than 50%, you must micromanage your cap boosting with extraordinary diligence or you could easily run out of cap. In addition, one must look at the time spent between cycles. Your cap will be completely drained from 100% to absolutely 0 in 34 seconds with everything running.
I'm assuming they reload in the same manner as missile launchers. As in they fire, cycle once, then spend x seconds (10?) reloading? If this is so and my numbers are right, after they both fire once, they will cycle for 12 seconds, then spend another 10 reloading. That is 22 seconds of your total 34 seconds of cap life doing absolutely nothing except discharging, leaving you with only 12 seconds to remember to turn them back on. Is it workable? Sure. Chance of forgetting with everything going on (keeping distance, watching drone hp, other combat tasks)? Significant.
Also, I don't know what stats you are using for speed, but according to EFT with both ships set at all level 5s, no over heat, and using the same meta 4 MWD, the drake gets 1038m/s, while the myrm gets 982m/s.
Also checked on the tank. Myrm would ofc show a great tank with even damage distribution. But in actual combat, that is never the case, most especially against a drake, which will swap right to explosive missiles from kinetic. Even then, the dps gain from using exp missiles is not very big due to the kinetic bonus the drake gets.
The other and arguably the biggest issue with the blaster myrm is range. You have a max range of 5300 meters, 3.8 of which is falloff. You had better land right on top of your target or you are totally and thoroughly screwed, as it will simply kite you to death.
A quick run through of the numbers shows that in a raw slugfest a HAM drake would require roughly 990 seconds to kill your myrm. Myrm can eat through a well resisted active tanked drake in 152 seconds. These numbers were calculated using appropriate damage types and resists. My active tanked HAM drake fit to follow.
BCS II x2 PDS II DC II
MSB II Inv Fld IIx2 YT-8 MWD Warp Disr II MCB II w/400s
AML IIx7 w/Fulmination Rage
Rigs: Anti-EM Ancillary Current Router Field Extender
Drones: Warrior II x5
Originally by: Manowar With dreams to be a king first one should be a man.
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Artemis Rose
Clandestine Vector
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Posted - 2011.01.05 09:22:00 -
[34]
Edited by: Artemis Rose on 05/01/2011 09:22:04 Anything in the BC class that you can catch, you can definitely kill.
Unfortunately, EVE isn't about perfect 1v1, and the inability to disengage from targets will get you killed more often than you'd like.
*** Currently Playing: Trolls from Outer Space Current Equipment: VISAcard chain mail, +2 Amulet of Epic Whine, Self Banstick +2 WTB: +666 E-peen killboard stats |

Korg Leaf
Time Bandits.
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Posted - 2011.01.05 12:09:00 -
[35]
Originally by: Soldarius I would like to point out that with a 400m3 cargohold, your Myrm can only hold 12 Cap booster 800 charges, each one of which completely fills a medium cap booster. Using two medium cap boosters simultaneously, your cap boosting will run out after 132 seconds, including reload time. 400m3/32m3=12.5units. 12units/2modules*(12sec cycle+10sec reload)=132sec of cap boost.
Because one cycle of both cap boosters fills your cap by more than 50%, you must micromanage your cap boosting with extraordinary diligence or you could easily run out of cap. In addition, one must look at the time spent between cycles. Your cap will be completely drained from 100% to absolutely 0 in 34 seconds with everything running.
I'm assuming they reload in the same manner as missile launchers. As in they fire, cycle once, then spend x seconds (10?) reloading? If this is so and my numbers are right, after they both fire once, they will cycle for 12 seconds, then spend another 10 reloading. That is 22 seconds of your total 34 seconds of cap life doing absolutely nothing except discharging, leaving you with only 12 seconds to remember to turn them back on. Is it workable? Sure. Chance of forgetting with everything going on (keeping distance, watching drone hp, other combat tasks)? Significant.
Also, I don't know what stats you are using for speed, but according to EFT with both ships set at all level 5s, no over heat, and using the same meta 4 MWD, the drake gets 1038m/s, while the myrm gets 982m/s.
Also checked on the tank. Myrm would ofc show a great tank with even damage distribution. But in actual combat, that is never the case, most especially against a drake, which will swap right to explosive missiles from kinetic. Even then, the dps gain from using exp missiles is not very big due to the kinetic bonus the drake gets.
The other and arguably the biggest issue with the blaster myrm is range. You have a max range of 5300 meters, 3.8 of which is falloff. You had better land right on top of your target or you are totally and thoroughly screwed, as it will simply kite you to death.
A quick run through of the numbers shows that in a raw slugfest a HAM drake would require roughly 990 seconds to kill your myrm. Myrm can eat through a well resisted active tanked drake in 152 seconds. These numbers were calculated using appropriate damage types and resists. My active tanked HAM drake fit to follow.
BCS II x2 PDS II DC II
MSB II Inv Fld IIx2 YT-8 MWD Warp Disr II MCB II w/400s
AML IIx7 w/Fulmination Rage
Rigs: Anti-EM Ancillary Current Router Field Extender
Drones: Warrior II x5
I think you greatly underestimate the myrmidons tank or how long the cap actually lasts in a real situation
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Lenartowicz
FireStar Inc Majesta Empire
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Posted - 2011.01.05 18:39:00 -
[36]
what the f kind of drake fit is that?
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Indeterminacy
THORN Syndicate Controlled Chaos
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Posted - 2011.01.05 21:05:00 -
[37]
Originally by: Lenartowicz what the f kind of drake fit is that?
I know rite? Lol, he really needs to fit some purgers (3x).
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Medidranda Livoga
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Posted - 2011.01.06 00:34:00 -
[38]
Switch to 180mm medium autocannons for improved range and switchable damage types, fit T2 MWD/web/scram and 2 electrochemical injectors with navy charges. I think I would also just go with three nanobot accelerators since cap is plenty for 1vs1 or 1vs2 fight.
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Zarbane
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Posted - 2011.01.07 02:02:00 -
[39]
Edited by: Zarbane on 07/01/2011 02:08:56 [Myrmidon, Double repper] Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Medium Armor Repairer II Medium Armor Repairer II Armor Explosive Hardener II Tracking Enhancer II
Medium Capacitor Booster II, Cap Booster 400 Medium Capacitor Booster II, Cap Booster 400 Y-T8 Overcharged Hydrocarbon I Microwarpdrive Warp Disruptor II Stasis Webifier II
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M
Medium Ancillary Current Router I Medium Auxiliary Nano Pump I Medium Nanobot Accelerator I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Alternatively...
[Myrmidon, PvP, TD] Gyrostabilizer II Tracking Enhancer II 1600mm Reinforced Rolled Tungsten Plates I Armor Explosive Hardener II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive Fleeting Propulsion Inhibitor I Warp Disruptor II Balmer Series Tracking Disruptor I Balmer Series Tracking Disruptor I
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M
Medium Ancillary Current Router I Medium Projectile Collision Accelerator I Medium Polycarbon Engine Housing I
Hammerhead II x2 Ogre II x2 Hobgoblin II x1
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2011.01.07 02:22:00 -
[40]
Damage Controls are your friends.
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Zarbane
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Posted - 2011.01.07 03:01:00 -
[41]
Think a Damage Control would be better then an explosive hardener in this case?
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2011.01.07 03:21:00 -
[42]
Damage Control would be better than nearly any other module you can put in a low slot.
Just play around with the numbers in EFT, you'll see just how much of an improvement it is.
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Korg Leaf
Time Bandits.
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Posted - 2011.01.07 08:46:00 -
[43]
Drop the tracking enhancers on boths fits for a damage control really, possibly drop the guns on the dual rep fit down to 220s and lose that ancillery router rig then
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Jejju
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Posted - 2011.01.07 11:14:00 -
[44]
Originally by: Conor Todaki
(Triple Rep Myrm Fitting)
Has 1000 DPS tank overloaded for 1 minute with exile booster and 830 without Overloaded. It puts out around 500 DPS and can run for awhile with plenty of cap boosters. Compared to the other BCs this owns and could probably fight more than one at a time.
This just seems crazily over powered to me? Tell me if i'm wrong.
You might be right for the mythical 1v1, or on Sisi, but on the real server this fit will get owned.
The problem is that it is too slow. It is slower than any ship it can kill. If your opponent is solo they will run away, if they engage, they have a bunch a friends next door ready to gank you and you have no exit strategy. You might get the occasional kill by luck or from idiots, but that's true of any fit.
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Lugalzagezi666
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Posted - 2011.01.07 11:29:00 -
[45]
Originally by: Jejju ...
Wrong. But it takes some skills to choose/avoid fights in armor tanked bc so is not for noobs and incompetent pvpers. Also managing mars, cap boosters and drones isnt really easy, so i suggest it only to experienced pvpers. Also mythical 1v1s are not so mythical if you know what are you doing.
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Jejju
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Posted - 2011.01.07 14:06:00 -
[46]
Originally by: Lugalzagezi666
Originally by: Jejju ...
Wrong. But it takes some skills to choose/avoid fights in armor tanked bc so is not for noobs and incompetent pvpers. Also managing mars, cap boosters and drones isnt really easy, so i suggest it only to experienced pvpers. Also mythical 1v1s are not so mythical if you know what are you doing.
Just claiming that I'm wrong doesn't really help anyone. Could you explain how to find these 1v1's, how to catch ships with this set-up, and how to avoid getting blobbed?
Being specific would be useful. Could you maybe outline a couple of scenarios?
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Alvia Div
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Posted - 2011.01.07 23:56:00 -
[47]
Edited by: Alvia Div on 07/01/2011 23:58:38 as already suggested, ditch the blasters for autocannons, the ship isn't even bonused for hybrids, and you save loads of cap for the reppers. not to mention the awesomeness of ACs compared to blasters |

Omara Otawan
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Posted - 2011.01.08 00:34:00 -
[48]
Edited by: Omara Otawan on 08/01/2011 00:35:17
150mm rails arent that bad either, dont really eat a lot of cap and are pretty flexible in respect to range.
Some people swear on pulse laser myrms, but they are kinda hard to fit with triple reps.
You'll struggle to get more than 4 FMPs + 2 DLPs on there, eats a bit more cap than the rails, but good deal for ranged damage (given the things you'll struggle to catch are shield tanked BCs). They are quick on the switch to short range as well.
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Kalle Demos
Amarr Hysteria Nexus
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Posted - 2011.01.08 10:11:00 -
[49]
It would be so fun to watch you fight a pilgrim or a curse, I would go with a cane or a double rep myrm tbh, 3 reps is just stupid
Originally by: Kool StoryBro <---
Originally by: CCP Spitfire Spam post removed.
Random forum moments <0> |

Omara Otawan
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Posted - 2011.01.08 10:23:00 -
[50]
Originally by: Kalle Demos 3 reps is just stupid
Blanket statements are just stupid tbh.
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Lugalzagezi666
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Posted - 2011.01.08 11:28:00 -
[51]
Originally by: Jejju ...
Use scouts, intel channels, map/dotlan, alot of safespots /never warp to gate without at least scaning it from ss/, check ppl in local, look at their killboards, analyze scan to find out what ships are they using, dont take obvious baits, when fighting try to fight split them on gates and kill them 1 by 1. Learn when to deagro and jump, learn what you can kill in 1 minute/before you die.
If you are jumping into unscouted system that has 10 kills in last hour according to your map, you deserve to be blobed. If you take bait even guy baiting has absolutely no solo killmail on killboard, you deserve to be blobed. If you engage smaller ship and you are not aligning to ss while you are killing him, you deserve to die.
Dont forget when you are soloing in bc /except maybe 0.0 with bubble or stupid oponents/, you cant force your target to fight you, as he can simply reapproach gate and jump, mwd away or just warp. Think about it before fight and think about ships who can kill you 1v1 - and be very careful when engaging ships that cant do much else than tackle you for some time.
Also when looking for 1v1s go to more quiet systems, jumping into enemy core systems and looking for 1v1s is stupid /not that they need 20 ppl to kill you, they just want to get on your killmail/.
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Conor Todaki
ASTER MINER
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Posted - 2011.01.08 21:29:00 -
[52]
Ok, nice discussions going on, I'll probably cross-train ACs while i'm at it but i'll do it at the end and use myrm with blasters till it's done.
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Kn1v3s 999
Gallente Gung-Ho Guns
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Posted - 2011.01.10 03:36:00 -
[53]
thst' s why everyone use shield Cane and drakes, because Myrm is OP
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Aznwithbeard
Minmatar Noir. Noir. Mercenary Group
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Posted - 2011.01.12 07:10:00 -
[54]
Edited by: Aznwithbeard on 12/01/2011 07:15:10
Originally by: Conor Todaki Here's a bit of EFT warrioring but before I cross-train lemme just see if this looks right:
[Myrmidon, Solo PvP Active] Damage Control II Medium Armor Repairer II Medium Armor Repairer II Medium Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Medium Capacitor Booster II, Cap Booster 800 Medium Capacitor Booster II, Cap Booster 800 Y-T8 Overcharged Hydrocarbon I Microwarpdrive Warp Scrambler II X5 Prototype I Engine Enervator
Light Neutron Blaster II, Antimatter Charge S Light Neutron Blaster II, Antimatter Charge S Heavy Electron Blaster II, Antimatter Charge M Heavy Electron Blaster II, Antimatter Charge M Heavy Electron Blaster II, Antimatter Charge M Heavy Electron Blaster II, Antimatter Charge M
Medium Auxiliary Nano Pump I Medium Nanobot Accelerator I Medium Nanobot Accelerator I
Active Drones Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Inactive Drones Warrior II x5 (Frig killers) Vespa EC-600 x5 (Gtfo)
Has 1000 DPS tank overloaded for 1 minute with exile booster and 830 without Overloaded. It puts out around 500 DPS and can run for awhile with plenty of cap boosters. Compared to the other BCs this owns and could probably fight more than one at a time.
This just seems crazily over powered to me? Tell me if i'm wrong.
LOL blasters on a myrm. Who does that? dual 180s w/ a triple rep+2eanms / 220s with a dual rep + 3x active hardeners. range problem solved. 2x med boosters / eccm + scram and mwd. Everything dies - the end. Guns don't kill people. onowait. |

Schwester 6666
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Posted - 2011.01.21 13:50:00 -
[55]
Surly Triple Rep Myrmidon with Autocannons (Blasters wtf...?) is a Rock but it has 2 weak Points:
1. Range (even with 220 Vulcans) 2. Speed
so there is a good Chance to kill such a Myrmidon with a Hurricane if u fit & fly the Cane the right way. U just need to tweak the Cane little bit nano and utilize it with combat drones to possibly outtake that Monster 
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Korg Leaf
Time Bandits.
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Posted - 2011.01.21 13:57:00 -
[56]
Originally by: Schwester 6666 Surly Triple Rep Myrmidon with Autocannons (Blasters wtf...?) is a Rock but it has 2 weak Points:
1. Range (even with 220 Vulcans) 2. Speed
so there is a good Chance to kill such a Myrmidon with a Hurricane if u fit & fly the Cane the right way. U just need to tweak the Cane little bit nano and utilize it with combat drones to possibly outtake that Monster 
The triple rep myrm is only really good on gates where you can control the engagement range somewhat, a nano shield cane could kill one eventually but thats only if he starts the fight outside scram range, if not that cane will melt very quickly
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Schwester 6666
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Posted - 2011.01.21 14:06:00 -
[57]
Originally by: Korg Leaf
The triple rep myrm is only really good on gates where you can control the engagement range somewhat, a nano shield cane could kill one eventually but thats only if he starts the fight outside scram range, if not that cane will melt very quickly
Sure but which good Pilot would start the Fight in range of the myrm ? , that Pilot must be crazy... 
when i fight a myrm no matter what kind of ship i fly, i expect 2 things of a myrm: 1. maybe neuts 2. maybe scram & web
so when i know i can't tank a lot or i can't deal enough dps to melt the myrm fast enough no matter what tank she has... i start the fight offrange.
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Korg Leaf
Time Bandits.
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Posted - 2011.01.21 14:44:00 -
[58]
Originally by: Schwester 6666
Originally by: Korg Leaf
The triple rep myrm is only really good on gates where you can control the engagement range somewhat, a nano shield cane could kill one eventually but thats only if he starts the fight outside scram range, if not that cane will melt very quickly
Sure but which good Pilot would start the Fight in range of the myrm ? , that Pilot must be crazy... 
when i fight a myrm no matter what kind of ship i fly, i expect 2 things of a myrm: 1. maybe neuts 2. maybe scram & web
so when i know i can't tank a lot or i can't deal enough dps to melt the myrm fast enough no matter what tank she has... i start the fight offrange.
Yeah you dont always get that choice though, which was kinda my point. You catch a myrm on a gate in your cane, he will just burn back to the gate tanking you unless hes an idiot
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Wolodymyr
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Posted - 2011.01.23 08:09:00 -
[59]
Originally by: Conor Todaki Myrmidon seems to own everything of it's size.
Every fly a Drake? |

DarkAegix
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Posted - 2011.01.23 14:37:00 -
[60]
Nerf all Gallente ships! This is outrage! I cannot believe!? CCP fix the broken! What is happen!? Why Gallente good!?! Make stop! |

Aquana Abyss
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Posted - 2011.01.23 15:28:00 -
[61]
You're forgetting the massive vulnerablility of triple rep : cap warfare.
Against a dual Neut shield cane or two you will not last more than a minute despite having 2 cap boosters.
the DPS of the myrm is pretty crud, especially if the drones get popped. Triple rep is a good fit, but not invincible or overpowered in the slightest.
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Turin Agalder
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Posted - 2011.01.24 18:19:00 -
[62]
Originally by: Wolodymyr
Originally by: Conor Todaki Myrmidon seems to own everything of it's size.
Every fly a Drake?
That's my current ship of choice until myrm.
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Big Bob Hakuli
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Posted - 2011.01.26 12:28:00 -
[63]
Edited by: Big Bob Hakuli on 26/01/2011 12:35:39 The real problem with the ahip is that a t2 fitted and rigged myrm costs more than an unrigged dominix which is capable of outperforming it in virtually every way.
The op's post and fitting are classic examples of why inexperienced players shouldnt try to apply eft stats to the real game. We had far fewer of these ridiculous assertions when we had to work out our tank and dps with calculators.
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Conor Todaki
1st. Pariah Malefactor corp. The Gurlstas Associates
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Posted - 2011.01.26 22:59:00 -
[64]
Originally by: Big Bob Hakuli Edited by: Big Bob Hakuli on 26/01/2011 12:42:20 The real problem with the ship has always been that a t2 fitted and rigged myrm costs more than an unrigged dominix which is capable of outperforming it in virtually every way. That's why I highly reccomend shield tanking it with pulse lasers instead.
The op's post and fitting are classic examples of why inexperienced players shouldnt try to apply eft stats to the real game. We had far fewer of these ridiculous assertions when we had to work out our tank and dps with calculators.
Hey, you gotta invent a fit before you can fly it. I never said that this would definetly work as everything does need actual flying experience to perfect it.
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LordInvisible
Gallente Nova Ardour
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Posted - 2011.01.27 20:41:00 -
[65]
two points, didnt bother reading past 1st page tho:P
1. as big bob above me mentioned, u are getting into dominix's price range. Might consider adding 15more mil and getting alot more bang for buck.
2. drop DCU or EANM and fit one 1600mm plate, drop everything to small neutrons. What helps u three reppers if u dont have buffer for your reppers to kick in or between neut cycles when u have to reload cap boosters. -------------------------------------------------------------------------------- Quote: "For me EvE wasn't that much fun, many ppl refer to it as a nicely designed database front-end and that |

Gibbo5771
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Posted - 2011.01.27 22:58:00 -
[66]
you have 1 flight of DPS drones, once those are sorted the guy is only fighting the cap boosters in your cargo.
Seen it done, had it done, done it
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Brian Ballsack
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Posted - 2011.01.28 03:57:00 -
[67]
Back in the day a passive shield myrm was the shiet, did CCP nerf something which affects this ?
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