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Thread Statistics | Show CCP posts - 4 post(s) |

Valleria Darkmoon
Heretic Army Atrocitas
109
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Posted - 2013.02.11 09:35:00 -
[1] - Quote
The one thing the Phantasm does have going for it is phenomenal fittings as the posted fit shows, you can practically just throw on whatever you think you want and just keep at it until the slots are full then notice you have empty rigs and you don't even need one for fitting. The cap issue is very strenuous, even injected it feels as if it's addicted to cap boosters and committed to the idea of overdosing at that.
In reality though both the Phantasm and the Ashimmu fall into the same category but for different reasons. Both look amazing and I like seeing them in space just so I can spin them around, but neither one really works as well as something else you could fly instead for a similar price tag.
Zealot > Phantasm Curse > Ashimuu
The only thing I might be able to see is a Phantasm that can engage a small frigate gang alone and kill them all, abundance of mids and CPU can get you a web(s) easily and your tracking bonus can take care of the rest, not sure where I'm really going with this and not ultimately sure what it would look like, but possible I suppose. (This would make a great video to watch if someone can pull it off by the way, I offer no prize for this other than my undying respect and possibly, if you ask nicely, an in game mail in which I declare you my personal hero for life). |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
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Posted - 2014.04.09 17:41:00 -
[2] - Quote
Drake Doe wrote:I think the phantasm is going to be pretty damn op with 5 lows in 10mn or 100mn ab setups. Now it can fit a 100mn without destroying it's dps. The problem with the 100MN AB fit is that with the 100% speed bonus you're getting ~2701 m/s without links or implants (according to CCP Rise) which sounds really nice except that keep in mind you will have no agility to speak of. I can't remember if they changed the Phantasm's agility in the F&I thread but with its current stats it has an align time of over 37 seconds with max skills and without anything other than the AB fit to it. So both of these stats can be improved.
The issue is that at that speed with agility that bad it will be a nightmare trying to stay in point/gun range. I was a big fan of the 100MN Oracle before its agility was nerfed but that because large pulses with scorch have optimal over 50 km making it possible to hold damage on target. I'm, shall we say, less than convinced that it will be easy to prevent people using your overshoot to break point range.
I think the better option would be the 10MN fit with snakes and/or skirmish links as all you're getting there is a big move in the right direction for your critical damage mitigation ratio of speed to signature. |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
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Posted - 2014.04.10 07:00:00 -
[3] - Quote
I should add that if you are fitting an AB to a phantasm instead of an MWD you won't lose a chunk of your capacitor which will help quite a bit with the phantasm's poor cap especially since the capacitor is getting a bit of a buff. |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
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Posted - 2014.04.10 07:02:00 -
[4] - Quote
Lucine Delacourt wrote:Valleria Darkmoon wrote:Drake Doe wrote:I think the phantasm is going to be pretty damn op with 5 lows in 10mn or 100mn ab setups. Now it can fit a 100mn without destroying it's dps. The problem with the 100MN AB fit is that with the 100% speed bonus you're getting ~2701 m/s without links or implants (according to CCP Rise) which sounds really nice except that keep in mind you will have no agility to speak of. I can't remember if they changed the Phantasm's agility in the F&I thread but with its current stats it has an align time of over 37 seconds with max skills and without anything other than the AB fit to it. So both of these stats can be improved. The issue is that at that speed with agility that bad it will be a nightmare trying to stay in point/gun range. I was a big fan of the 100MN Oracle before its agility was nerfed but that because large pulses with scorch have optimal over 50 km making it possible to hold damage on target. I'm, shall we say, less than convinced that it will be easy to prevent people using your overshoot to break point range. I think the better option would be the 10MN fit with snakes and/or skirmish links as all you're getting there is a big move in the right direction for your critical damage mitigation ratio of speed to signature. I too am leaning towards the 10mn fit. With a little pimp you will be able to crank a pretty high, non scram-able speed. Throw a nano or 2 in the lows, some snakes, halos or crystals in your head, and some skirmish/siege links and you should be able to tank/mitigate a fair amount of damage. Obviously we will have to see how it actually plays but I have high hopes. Republic fleet or Shadow Serpentis look pretty good for the cost going deadspace REALLY boosts the cost for not a huge amount more benefit.
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Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
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Posted - 2014.04.15 06:46:00 -
[5] - Quote
VanKenMar wrote:Forget about 100MN AB Phanatsm..as someone wrote here align 37 sec with short range dps, pointless, one more thing..less cpu and gp, will be very tight fit. 10MN AB looks like the proper fit. Of coursce i will try 100mn ab fit, but i think it will be useless. With short or even long point if enemy is smart, just cross Your course and before You will be able to turn (more like switch off ab) he dissapear in warp speed. That was me and the 37 second align time with 100MN was with only the AB fitted to the ship and a clean clone, without links. A quick recheck of the notes for the Phantasm and none of the mobility stats are changing other than the base speed of the ship so even though I'm using current EFT stats the align time won't change.
With 2 T2 nanos and 2 T2 polycarbs with links you can get the align time down to ~21 seconds and if you are really nutty you can get it down to 15.5 with a full nomad set plus all of the above. At this point though you are sinking at least a couple billion into a faction cruiser (if you include the cost of your clone and link Loki) so at what point would you deem the upgrade no longer worth it? Another thing to note as well is that with only the 100MN AB and HPLs fitted the fit is already over on PG using the current Phantasm and the PG is going DOWN with the patch. Getting a little into the speculative now but it sounds as if getting any kind of tank onto the ship will be very difficult if you oversize the AB so a Rapier and you're sunk. 20 km disappears very quickly at probably over 3 km/s even if your target isn't moving at all, this is especially true when you are looking at taking at least 20 seconds to turn back around. I just don't think 20 km optimal is going to be enough to be effective assuming you will have to downsize to FMPL and use scorch. Bottom line for me is I feel a faction 10MN AB and snakes is probably going to be the better way to go. Most oversized afterburners that work well use ships that project farther than 20 km, Oracles I mentioned already could hit over 50 km and old HML Tengus were another common one, again can hit well past 20 km. I'm just not seeing the benefit of the 100MN beyond escape ability which will undoubtedly fail you at some point. The only thing you will kill is tacklers that are trying to hold webs on you and if you don't kill them his friends will kill you.
As for the scan res, unless it is getting nerfed, it is a little low for a cruiser but the lock time difference amounts to a fraction of a second in most cases though it would be nice to see it get bumped up just a little.
I'll need to get into the ship with an updated EFT to really check all this out though before I make final decisions. |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
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Posted - 2014.04.15 06:49:00 -
[6] - Quote
iddyh wrote:I have not seen any patch notes about phantasm change...
Here you are good sir.
https://forums.eveonline.com/default.aspx?g=posts&t=335364&find=unread
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