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Thread Statistics | Show CCP posts - 30 post(s) |

Doed
Tyrfing Industries Viro Mors Non Est
38
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Posted - 2013.08.29 20:39:00 -
[1] - Quote
Ok....
Paladin, great changes
Golem, cap nerf.. Really?....
Kronos, removed 25m3 bandwidth so now it cant field 3 sentries making it even worse at pve.... Falloff bonus is odd but i can sorta see why
Vagur, capnerf again...
Scanres increase is great. Falloff bonus in bastion because scorch is kinda sad...
Overall speed nerf due to MJD is strange but ok...
For pve only paladin is really getting a buff, outside of bastion. Others get kinda nerfed. Esp Kronos..
Overall pretty disappointed. :/ |

Doed
Tyrfing Industries Viro Mors Non Est
38
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Posted - 2013.08.29 20:42:00 -
[2] - Quote
Two step wrote:I'd rather see a tracking penalty and a DPS increase. As is, where are you expecting these to be used? In nullsec, they will get eaten alive by bombers, in w-space they use too much mass (and can't fit into C1 holes where you really might like a mini-dread).
It seems to me like they will still be PVE boats, which you claimed you wanted to change.
I was kinda thinking the same... Lolhs and wh super niche is all they will see outside of pve.
|

Doed
Tyrfing Industries Viro Mors Non Est
38
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Posted - 2013.08.29 20:52:00 -
[3] - Quote
Id rather see full T2 resists and a bastion tank nerf, give bastion some other bonus instead if needed, t2 resists would give them somewhat ok ehp so they can take aleast some alpha. 2 rig slots and low base ehp can only do so much, even with massive rep bonuses and 30% resist |

Doed
Tyrfing Industries Viro Mors Non Est
43
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Posted - 2013.09.02 20:03:00 -
[4] - Quote
People who think Paladin and Kronos needs a web bonus to run lvl 4's are just terrible at shooting red dots, sorry.
Any other bonus as far as lvl 4's go is more useful. Optimal range on the Paladin is esp good.
Kronos seems abit odd though, should atleast get 100m3 bay with 75m3 bandwidth to do good'ish dps with rails at 40-50km mark again. and no, you can't really fit more damage mods as 4 damage mods + 1 T2 RoF rig is as far as it can push it's dps, and projection when you can MWD at 1100ms isn't really a problem, overall it's possible Kronos will run lvl 4's slower(apart from Blockade) and some gurista missions. |

Doed
Tyrfing Industries Viro Mors Non Est
44
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Posted - 2013.09.05 00:48:00 -
[5] - Quote
Caleb Seremshur wrote:Tyberius Franklin wrote:Caleb Seremshur wrote:Darkwolf mate are you serious all you have to do is put 1x em hardener in to your mids and you've got like 60% global resist profile.....
Level 4 missions... if you fail so bad you need 80% resists on a TECH TWO RESISTS BATTLESHIP then you should just biomass, I'm not even joking. I run an RNI with 2x invul fields and have NEVER come close to losing it in a level 4.. because I don't suck at this game. So basically waste more slots on tank, which ruins the point of using a marauder. That was the draw of a tanking bonus, to use fewer slots for tank. If a change negates that, it's not a good change for the ship so far as PvE is concerned. You have got to be joking. Wasting slots? It's one slot. Your average t1 ship fits 3-5? You really must be shitting me if you think that anyone will give you a ship that requires no tanking modules *at all* while being able to tank any level 4 (some of which can deal nearly 1k dps) without breaking a sweat? I don't bandy the term carebear around much but you sir clearly deserve the title if you do indeed such a severe degree of hand-holding and mollycoddling. You want my RNI fit? I'll get it for you. [Raven Navy Issue, Raven Navy Issue fit] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Drone Damage Amplifier II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Republic Fleet 100MN Afterburner Large Micro Jump Drive Large Shield Extender II Republic Fleet Target Painter Omnidirectional Tracking Link II Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Large Anti-Thermal Screen Reinforcer I Large Core Defense Field Extender II Large Ionic Field Projector I Vespa II x5 Hammerhead II x5 Zainou 'Snapshot' Cruise Missiles CM-605 Zainou 'Deadeye' Missile Projection MP-705 Zainou 'Deadeye' Guided Missile Precision GP-805 Zainou 'Deadeye' Target Navigation Prediction TN-905 Zainou 'Deadeye' Rapid Launch RL-1005 Vitals are: 1200dps - 117km range 80k EHP top speed of 460m/s + MJD The thing you must understand is that over a certain level you don't even need to fit tanking modules. Not significantly anyway. While the fit I've posted is pretty much just for running missions it could serve as a guideline for how to fit a golem so here goes Golem (odyssey 1.1) [Golem, Golem solo stuff] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Large Micro Jump Drive Adaptive Invulnerability Field II Pith X-Type Large Shield Booster Republic Fleet 100MN Afterburner EM Ward Field II Republic Fleet Target Painter Republic Fleet Target Painter Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Small Tractor Beam II Small Tractor Beam II Small Tractor Beam II Large Core Defense Capacitor Safeguard II Large Core Defense Capacitor Safeguard II Hobgoblin II x5 Hammerhead II x5 Low-grade Crystal Alpha Low-grade Crystal Beta Low-grade Crystal Gamma Low-grade Crystal Delta Low-grade Crystal Epsilon Low-grade Crystal Omega Zainou 'Deadeye' Missile Projection MP-705 Zainou 'Deadeye' Guided Missile Precision GP-805 Zainou 'Deadeye' Target Navigation Prediction TN-905 Zainou 'Deadeye' Rapid Launch RL-1005 As you can plainly see only 2 tanking modules + rigs to extend your tanking cycle vitals are 1100 dps Top speed 360 + MJD tank is 51k EHP, 220 sustained tank , 530 burst tank - 4min 30s cap life. If you need more than this you are terrible at this game. Even without the crystals you should be FINE for any level 4 I can think of.
I'm sorry but both of these fits are absolutely terrible, esp the RNI one. damage application vs anything smaller than a BS is horrid. doesn't matter if you do 1100 dps if you can only apply half of it vs cruisers.
So before you start calling others terrible, get a clue yourself. |

Doed
Tyrfing Industries Viro Mors Non Est
44
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Posted - 2013.09.05 01:03:00 -
[6] - Quote
Caleb Seremshur wrote:Doed wrote: I'm sorry but both of these fits are absolutely terrible, esp the RNI one. damage application vs anything smaller than a BS is horrid. doesn't matter if you do 1100 dps if you can only apply half of it vs cruisers.
So before you start calling others terrible, get a clue yourself.
Hello, 2x fully bonused target painters with cruise missiles. Come back tomorrow thanks.
You need 3 to 2 volley decent bounty elite cruisers. and your RNI which I pointed out as the worst has one. one unbonused TP. |

Doed
Tyrfing Industries Viro Mors Non Est
46
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Posted - 2013.10.02 21:12:00 -
[7] - Quote
No t2 resists so they remain absolutely garbage outside of Bastion(even worse than before due to mass agility and velocity, oh and drones! nerf) so they'll be crap outside of soloing or 2-3man PVE stuff.
I'm sorry but I'm absolutely NOT impressed with this. It's actually the Oddesey/Rubicon change(s) I'm least impressed with. |

Doed
Tyrfing Industries Viro Mors Non Est
48
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Posted - 2013.10.10 14:03:00 -
[8] - Quote
Kronos needs atleast a 75/100 drone bay, its dps with rails, navy AM 4 navy magstabs + t2 RoF rig is 1009, thats 70 less than the paladin while actually having more cap issues.
And your "amazing" blaster fit just doesnt have the range for most pve solo situations to be worthwhile. so no. give it dronebay.
And do whatever bastion nerf you need to do to make them useful outside of Bastion. |

Doed
Tyrfing Industries Viro Mors Non Est
50
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Posted - 2013.10.16 09:19:00 -
[9] - Quote
Id very much like to see the proposed changes before its "Lol too late patch is already going live in a week!"
Also, Kronos still has **** dps beyond 40km. due to lack of sentry drones.
Vargur has generally **** dps anyway if it needs to stand still(cant take advantage of its mobility, WHICH IT DOESNT HAVE ANYMORE)
Also, bastion module stacking penalized with other modules just screws torps and Golem so badly over its not even funny.
Vargur and blaster Kronos is even worse.
Im actually really disappointed, I seriously hope youre not releasing the Vargur and Kronos in this condition, also. more info about getting any sort of use outside of bastion? I seriously CAN NOT FATHOM you made it WORSE outside of Bastion than THEY CURRENTLY ARE. |

Doed
Tyrfing Industries Viro Mors Non Est
51
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Posted - 2013.10.16 14:00:00 -
[10] - Quote
Kronos is 5ms faster than the Paladin, but Paladin has less mass? what the duck?
Kronos still cant use its original 3 sentries, I can use 2 sentries or 5 medium drones(does ANYONE use medium drones for PVE? REALLY? SERIOUSLY?!?!?!?!?!?!) Paladin is still superior.
Torp Golem is still garbage.
Vargur is still ass. Mach with 4 bouncers that moves at lightspeed when needed or an immobile crap-dps Vargur? HMM THOUGH ONE!
What exactly did you accomplish here? sort of kinda nothing.
I have always had lvl 4s as my ISK income in this game. From what Ive gathered youve also done some PVE.
But from the looks of it you really dont have a clue on how you should balance things. Give Kronos back its 3 sentries.
Fix Vargur somehow as you dont want to make Bastion Mode give it any falloff whatsoever so its stuck at 1163 dps with 75km falloff and 4km optimal, while stationary. this is just sad.
Golem and torps is the same issue.
If you want them to rely on their "LOL MAIN WEPPENS" Atleast make them do some sort of damage.
TL;DR
If you arent running "insert x faction - Angels"
Paladin is great.
Kronos SUCKS
Golem sucks more
And Vargur sucks the most.
Good job. (irony) |

Doed
Tyrfing Industries Viro Mors Non Est
51
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Posted - 2013.10.16 14:18:00 -
[11] - Quote
Harvey James wrote:Also Ytterbium -have you considered replacing TP bonus on golem for an explosion radius bonus???
Thatd be a bad idea. |

Doed
Tyrfing Industries Viro Mors Non Est
53
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Posted - 2013.10.29 23:30:00 -
[12] - Quote
Crappy resists, **** out of bastion still and
Drones (bandwidth / bay): 50(-25) / 125
REALLY? I want my god damn Kronos to atleast be as good as it was pre-your-*******-stupid-rework of Marauders
This is BY FAR the worst rebalance approach done the last year.
Your "LOL BLASTERS MENY RANGE DPS" garbage doesn't work out in most situations due to stacking penalized bastion bonuses
And taking away a sentry from a ship that barely does acceptable dps is just pathetic and awful.
If you honestly think this is fine then I suggest we get a new dev to look at these ships.
When looking at their horrible performance out of bastion... Just get a new dev anyway. |

Doed
Tyrfing Industries Viro Mors Non Est
54
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Posted - 2013.11.06 09:27:00 -
[13] - Quote
Where's the 4th iteration that makes these ships non-GARBAGE outside of "wannabedread" mode?
And Kronos being bumped up to a level where it's worth flying?
Did you stop giving a damn? |

Doed
Tyrfing Industries Viro Mors Non Est
54
|
Posted - 2013.11.06 09:54:00 -
[14] - Quote
Kagura Nikon wrote:Anize Oramara wrote:chaosgrimm wrote:Anize Oramara wrote: ... Anyways, been running some more tests on sisi. The build is the following (or slightly modified depending on mission) [Vargur, Bastion] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Large Micro Jump Drive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Adaptive Invulnerability Field II Large Shield Booster II ... Large Projectile Ambit Extension I Large Projectile Collision Accelerator II ...
snipped to save space. I noticed you changed your rigs. There may be hope for you yet xD! At anyrate, i assume you posted the fit cause you'd like some review so here are a few things to consider, = RF gyros = Granted you may not wanna change all four, but at least 3 (the difference in benefit between RF and T2 by the fourth is small due to stacking penalties). I know you're on sisi atm and may not have access, but it is really something to consider. Changing all gyros to RF is around a 4.3% increase to DPS with your fit but it has another benefit as u'll see: = Changing Collision II to Burst II = On a bare bones T2 fit before implants your dps will increase less than 1% (~0.81%), kinda meh, but it doesnt scale the way you might think. For example, lets say you move to RF gyros, the difference between the Collision II and Burst II is now ~2.73%. Just a secondary perk of this change: i dont really have hard numbers for it, it will depend on your skills and implants as well, but this should help prevent overkill. my AC and all related gunnery skills are maxed. Lightly tanked cruisers are 1 shot and normal cruisers are 2 shot most of the time. frigs are normally killed in less than a full volley. As to the weight of total dmg increase due to a decrease in overkill... I have no idea and it would depend on the mission. = More = SS tracking comps (1.7% dmg inc @ 40km if all changed, but 2 SS TCs -> 3 T2 TC (~2.6%) (compared with current fit) drop a tracking comp for another prop (yeah, ull lose out on 2.6% @40KM, but moving ~2KM closer will inc dmg by ~2.85% on your current fit and of course that 2.85% will continue to increase the closer you get + most missions dont really need a mjd, so if you wanted to you could add the tc back when you dont need to jump. Most missions you dont need to jump anyway.) avoid using bastion to make use of mobility I know you disagree with me about the latter 2 points, but im hopeful after seeing you make the rig change, so imma make this attempt! If you like some of these suggestions and decide to modify your fit, I have a hunch you will start to... well, maybe not agree with me, but see and understand my point of view on these vargur changes xD. Ok, this is the SiSi build. This means getting access to shinies are a lot harder than on TQ. I would OBVIOUSLY be getting shinies. Not sure about the SS TCs as those are hidiously expensive but I already HAVE 3 Republic gyros and I bought a Gist X-type large though that will be ridiculously overkill. I bought it before rubicon changes announced so will probably sell it again so *might* get the SS TCs On TQ I run two ambit extender IIs but with the implant and Bastion and 3 TCs I get 82km Falloff with just the Ambit I so thats why the change. I'll grab theBurst over the collision though as I already figured out that it'd be better. As to the other stuff like I said in my post thats just the base build. in missions where I need to travel 20km to get to a gate I usually put on a MWD and use the depo to switch it out. I feel that with 82km falloff my dps at 40km is good enough. That is also why I am training for a paladin, to deal with sansha and blood while the vargur deals with angels, serps, mercs (oh man dat damsel <3 ), EOM and drones. THe rail cronos might do really well against EOM though. Guristas are still a bit of a pain though, not sure if Paladin because of range or vargur be cause of damage type. Anyways do your math with that build I posted (with shinies) with either 82km falloff (3 TCs) or 79km falloff (2 TCs) or if you want see what range I can get with SS (I have the 6% faloff implant, as good as a T2 ambit and change) The tank is fine though I did switch out a TC in blockade for a 3 module tank I have not gotten into armor except for Cargo Delivery. You realize 3 tc, bastion and ambit are all stak nerfed and you are effetively wastign slots? Anything more than 2 TC alongside bastion is a huge waste because of stack nerfing. Vargur as in SISI will be INFERIOR to current vargur. The paladin wil be superior, the golem a bit superior and the Kronos.. well that is harder to decide upon (blasters wil be way weaker, but rails stronger).
3rd TC is still worth it.
And yes Vargur is absolutely horrid along with Kronos, a 100 ms+ slower than on live. |

Doed
Tyrfing Industries Viro Mors Non Est
57
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Posted - 2013.11.09 08:36:00 -
[15] - Quote
Julie Thorne wrote:I have a few suggestions, tell me what you think:
1. Bastion range bonus: 15% optimal, 30% falloff, 20% missile speed, 20% flight time, no stacking penalty
First range is current SISI build, 2nd is with my suggestion. (All data is from EFT, therefore may be incorrect. Also my apologies, if it is hard to read.)
Pulse Paladin with 2x TC II, Conflag/INMF: 31.6km + 18.7km vs 30.8km + 21.3km (-0.8km + 2.6km) Tachyon Paladin with 2x TC II, INMF: 69.6km + 46.8km vs 67.8km + 53.3km (-1.8km + 6.5km) Blaster Kronos 1x TC II, 1x TE II, 5% falloff implant, Null: 18.8km + 40.5km vs 18.1km + 45.6km (-0.7km + 5.1km) Blaster Kronos 1x TC II, 1x TE II, 5% falloff implant, CNAM: 6.7km + 28.9km vs 6.5km vs 32.5km (-0.2km + 3.6km) Vargur 2x TC II, 5% falloff implant, RF Fusion: 4.6km + 70.8km vs 4.5km vs 80.5km (-0.1km + 9.7km) Vargur 2x TC II, 1x TE II 5% falloff implant, RF Fusion: 4.7km + 74.8km vs 4.7km + 89.7km (0km + 14.9km) Golem 2x Hydraulic Bay Thrusters II, 5% missile velocity implant, rage torp: 43.4km vs 53.9km (+10.5km) Golem 2x Hydraulic Bay Thrusters II, 5% missile velocity implant, CN torp: 52.1km vs 64.7km (+12.6km)
Paladin stays practically the same, Kronos gets a bit more falloff, Vargur and torp Golem finally see decent increases in range. Bastion gives twice as much falloff than optimal in line with TCs and recently rebalanced TEs. Ships which can (and need to) fit more than 2 range mods are not penalised for that any more.
2. Increase the PG requirement of bastion to 1100.
Tachyon Paladin is getting too good. It will be much better than the Nightmare. Even with this change it could still fit everything but with small compromises. Rest of the ships - including pulse Paladin - are unaffected.
3. Reverse the speed nerf. (It is too big of a nerf for the Vargur.)
Something along the lines of this.
Current bastion with it's stacking nerf PISSES all over the Vargur and Golem SO BADLY(Torp Golem obv)
It's a big "F YOU" in the face for those ships.
Tweak the freaking bonuses and make them not stacking penalized and give me my 75/125 dronebay back on my Kronos
These are STILL after 372 pages and like 2 months the biggest pile of **** changes to this game during the last 2 years.
Also. Vargur and Kronos is overnerfed in the speed department.
Why the frack is the Paladin almost able to keep up with a Vargur? which is designed to use AC's(yes I know it has grid for Arty but they're beoynd **** for pve)
Oh. and they all still SUCK outside of bastion. get your **** together.
|

Doed
Tyrfing Industries Viro Mors Non Est
57
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Posted - 2013.11.09 10:51:00 -
[16] - Quote
baltec1 wrote:Doed wrote: Oh. and they all still SUCK outside of bastion. get your **** together.
Outside of bastion the kronos warps faster, gets more range and a better tank than its t1 counterpart as well as having that mjd bonus. It is an interesting option for fleet work.
Yes, it's better than a T1 mega at almost 10 times the price unless the enemy has a Griffin. Or you fly a 7 low 3 mid Kronos(Mandatory mid for ECCM to get it on par with normal t1 ships)
It's also A LOT slower than the Mega.
It's ass. and at 40km it deals less damage than it does on live.
Oh. and it's stationary if you want to use this bastion stuff. which will be so stacking nerfed on ALL the Marauders they might aswell just take away the bonus.
Good job. (Sarcasm) |

Doed
Tyrfing Industries Viro Mors Non Est
58
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Posted - 2013.11.09 15:11:00 -
[17] - Quote
baltec1 wrote:Doed wrote:baltec1 wrote:Doed wrote: Oh. and they all still SUCK outside of bastion. get your **** together.
Outside of bastion the kronos warps faster, gets more range and a better tank than its t1 counterpart as well as having that mjd bonus. It is an interesting option for fleet work. Yes, it's better than a T1 mega at almost 10 times the price unless the enemy has a Griffin. Or you fly a 7 low 3 mid Kronos(Mandatory mid for ECCM to get it on par with normal t1 ships) It's also A LOT slower than the Mega. It's ass. and at 40km it deals less damage than it does on live. Oh. and it's stationary if you want to use this bastion stuff. which will be so stacking nerfed on ALL the Marauders they might aswell just take away the bonus. Good job. (Sarcasm) Cost is never factored into game balance. It also will not be needing ECCM for fleet work and at 40km it will be doing more damage thanks to its longer range than on TQ. It is not getting any nerf at all to its guns firepower. When in bastion the kronos will project blasters all the way out to 90-100km.
It's losing a sentry drone.
And noone will fly these in any sorts of pvp fleets.
Esp not "sniping fleets"
And no, it won't be doing more damage at 40km.
Go be bad elsewhere.
|

Doed
Tyrfing Industries Viro Mors Non Est
58
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Posted - 2013.11.09 15:27:00 -
[18] - Quote
baltec1 wrote:Doed wrote:
It's losing a sentry drone.
And? In most fleets I never get to launch drones anyway. Doed wrote:And noone will fly these in any sorts of pvp fleets. I sure will be for mega fleets and most likely for cruiser and perhaps even frig fleets. Doed wrote:Esp not "sniping fleets" Rail fit mega fleets it will be better. Doed wrote:And no, it won't be doing more damage at 40km.
Go be bad elsewhere.
Blaster fit it will be doing a lot more damage at 40km. Before calling other people bad you should probably test these ships before commenting on them because you clearly haven't
So with blasters which will be **** at 40km with the crappy ass stacking penalties it will do more damage?
HOLY **** THAT IS AMAZINGLY GOOD!
They got some buffs, but they also got some rather silly nerfs.
Fact remains that bastion just giving stacking penalized bonuses that doesn\t really allow some of the ships to reach decent range is just crap. Torp golem will remain inferior to a CNR unless there\s a million ships jamming. NPC defends will hurt the CM golems dps too much. And vargur won\t be able to reach far enough with AC\s to warrant using it.
Remove stacking penalties and tweak the bonuses some to make Torp Golem and AC Vargur worth flying.
Oh yeah. and Vargur and Kronos speed nerf is simply pathetic. they\re barely faster than the other 2. |

Doed
Tyrfing Industries Viro Mors Non Est
58
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Posted - 2013.11.09 22:20:00 -
[19] - Quote
baltec1 wrote:Doed wrote:
So with blasters which will be **** at 40km with the crappy ass stacking penalties it will do more damage?
HOLY **** THAT IS AMAZINGLY GOOD!
10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level) Its 10% better outside of bastion per level. That is a big buff to the range of blasters and their damage projection. Doed wrote: Fact remains that bastion just giving stacking penalized bonuses that doesn\t really allow some of the ships to reach decent range is just crap.
90-100km blasters is crap now?
it's not 10% better. you have to count your optimal range aswell and dropoff through falloff. if Bastion didn't get stacking nerfed so you could run 3 tracking comps and bastion for range on top of those bonuses it'd be something
It appears to me that you are terrible at math, and you have no idea how falloff mechanics work.
Oh. and I want to see your 90-100km Blaster Fit. I really do.
|

Doed
Tyrfing Industries Viro Mors Non Est
59
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Posted - 2013.11.10 11:23:00 -
[20] - Quote
baltec1 wrote:Doed wrote:
it's not 10% better. you have to count your optimal range aswell and dropoff through falloff. if Bastion didn't get stacking nerfed so you could run 3 tracking comps and bastion for range on top of those bonuses it'd be something
It appears to me that you are terrible at math, and you have no idea how falloff mechanics work.
Oh. and I want to see your 90-100km Blaster Fit. I really do.
That is a hull bonus not a bastion bonus. Again, you would know if you had bothered to test the ship.
10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)
Wow really, I didn't know! ' Let's say it again then in a more detailed manner, since you are clearly not very bright!
10% falloff is not 10% more range. it's 10% more falloff. halfway through your falloff your falloff starts becoming ****.
3 range scripted TC's before bastion on the new Kronos with falloff bonus from HULL included.
18(optimal) + 51(falloff) range with Null. 19 + 54 with Bastion instead of 22-23 + 63-64 km falloff it would have with Bastion NOT stacking penalized. which would actually make it worth fitting blasters for more than 2 lvl 4 missions or 2 hubs in 0.0
Bastion on top of those 3 TC's take it to 19+54, that's a downright pathetic increase. Past 46km this isn't really going to be a whole lot of damage. at 40km rails do more damage anyway, and rails will kill your ****** cruisers and frigs ALOT easier than your "lol 2% of the chance I can hit at 100km with my blasters! <100 dps! yeah!"
With falloff bonus that's about 24% more effective range, not 50%(10% more range per level as you claimed) |

Doed
Tyrfing Industries Viro Mors Non Est
59
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Posted - 2013.11.10 14:37:00 -
[21] - Quote
hmskrecik wrote:Doed wrote:Let's say it again then in a more detailed manner, since you are clearly not very bright! Let's say it in very simple terms, since you have clearly not bothered to try the ship on test server. Blaster Kronos on SiSi performs better than Rail Kronos on TQ in EVERY mission I could compare.
Tried and tested. was disappointed.
Works well for Damsel in Distress though. which was already good with blasters.
Oh, and Vengeance it's alot better
But that's it. |

Doed
Tyrfing Industries Viro Mors Non Est
59
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Posted - 2013.11.10 14:51:00 -
[22] - Quote
hmskrecik wrote:Doed wrote:Tried and tested. was disappointed. Since to me it performs already better it must mean either you didn't try hard enough on SiSi or that I fly it very badly on TQ.
Fit on TQ?
Fit on Sisi? |

Doed
Tyrfing Industries Viro Mors Non Est
59
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Posted - 2013.11.10 14:52:00 -
[23] - Quote
hmskrecik wrote:Dinsdale Pirannha wrote:But of course, the Paladin is still a doomed ship without its web bonus. Unless of course, you don't mind losing several million in small drones every mission. Have you tried to use cheaper, tech2 version?
Paladin is REALLY good after this change, Paladin being so good is the reason I dislike how lame the Kronos is in comparison. |

Doed
Tyrfing Industries Viro Mors Non Est
59
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Posted - 2013.11.10 15:53:00 -
[24] - Quote
hmskrecik wrote:Doed wrote:hmskrecik wrote:Doed wrote:Tried and tested. was disappointed. Since to me it performs already better it must mean either you didn't try hard enough on SiSi or that I fly it very badly on TQ. Fit on TQ? Fit on Sisi? Nothing too fancy. 4 guns DED repper Reactive hardener (+another hardener on TQ) 3 magstabs Burst Rig II 2x TC TE optionally AB MJD on SiSi Fill the rest of the slots to taste
[Kronos, Live] Core X-Type Large Armor Repairer Damage Control II (removed for CPR and another TC/Sebo on certain missions) Armor Thermic Hardener II Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Gist X-Type 100MN Microwarpdrive Tracking Computer II, Optimal Range Script Cap Recharger II Cap Recharger II
425mm Railgun II, Caldari Navy Antimatter Charge L 425mm Railgun II, Caldari Navy Antimatter Charge L 425mm Railgun II, Caldari Navy Antimatter Charge L 425mm Railgun II, Caldari Navy Antimatter Charge L Salvager II Small Tractor Beam II Drone Link Augmentor II
Large Hybrid Burst Aerator II Large Capacitor Control Circuit I
Warden II x3
Swap out hardner for CPR and add MJD for rails or another TC or Sebo for Buzz Kill etc for sisi
5% hardwirings, so 1007 dps with rails at 40km on live, 1076 ms with mwd on. MWD and repper were cheap when I bougt them like 2 years ago so not sure I'd sling out for a new set if I'd end up losing them.
[Kronos, Sisi Blasters 3TC] Core X-Type Large Armor Repairer Beta Reactor Control: Capacitor Power Relay I Damage Control II Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Gist X-Type 100MN Microwarpdrive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script
Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Salvager II Small Tractor Beam II Drone Link Augmentor II Bastion Thingy Module
Large Hybrid Burst Aerator II Large Capacitor Control Circuit I
Swap DCU for CPR and add TE when MJD is needed (swap out TC for the MJD obv)
Deals same damage at rails up to about 33-34km, at that point rails deal more damage, Blasters simply don't reach far enough to warrant using them on anything but a very few missions
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Doed
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Posted - 2013.11.10 17:08:00 -
[25] - Quote
hmskrecik wrote:Doed wrote: [Kronos, Live][....] [Kronos, Sisi Blasters 3TC][....]
Since you seem to joined this discussion quite recently you may have missed my posts where I state that I'd rather compare performance, not analyze stats and attributes. That said, your fits look solid with one caveat though: on SiSi you are supposed to use MJD. Not every time of course but when targets are at, say, 75km or up then you are better off with than without. I repeat, while blasters can hit at 100km it doesn't mean you are supposed to shoot at that range. You are supposed to MJD and shoot up close. The art part comes in learning how to slowboat/AB/MWD between those jumps so they are most effective. And earlier you mentioned you are disappointed. What results did you get so you came to that conclusion?
Swap DCU for CPR and add TE when MJD is needed (swap out TC for the MJD obv) (Taken from the post about fits I just posted)
rail fit dumps 1 hardner for CPR and adds another TC (MJD when needed) |

Doed
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Posted - 2013.11.11 09:42:00 -
[26] - Quote
Kagura Nikon wrote:Spc One wrote:Alvatore DiMarco wrote:Spc One wrote:Alvatore DiMarco wrote:Then maybe you should explain to me then why the Vargur and the Kronos both have tracking bonuses. Because tech 1 "Megathron" also has tracking bonus. Apocalypse also has optimal range bonus, that's why paladin should have it. Apocalypse also has a tracking bonus, that's why the Paladin should have it. Maybe paladin should have both bonuses optimal and tracking. That said it would look like this: Amarr Battleship skill bonus per level: 5% bonus to Capacitor capacity 7.5% bonus to Large Energy Turret optimal range 7.5% bonus to Large Energy Turret tracking Marauders skill bonus per level: 7.5% bonus to Armor Repair amount 5% bonus to Large Energy Turret damage Role Bonus: 100% bonus to Large Energy Turret damage 100% bonus to range and velocity of Tractor Beams 70% reduction to Micro Jump Drive reactivation delay Can fit Bastion Modules Good enough ? I still think tracking for paladin is overpowered. You can just remove the FAKE 5% capacitor capacity bonus. THis is a bonus that was removed form apocalypse YEARS ago becuasse its a FAKE bonus that shoudlbe rolle din the hull. If the paladin losses the RANGE bonus, then it become a useless piece of ****, alongside the other marauders. The range is the only thing that really ins increasing mission speed in this patch.
It already has 33% better cap/sec than the Kronos, which means it already has this bonus buildt in.. it just gets a second cap bonus which gives it absolutely beast cap. why complain about that?
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Doed
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Posted - 2013.11.11 12:22:00 -
[27] - Quote
Kagura Nikon wrote:Doed wrote:Kagura Nikon wrote:
You can just remove the FAKE 5% capacitor capacity bonus. THis is a bonus that was removed form apocalypse YEARS ago becuasse its a FAKE bonus that shoudlbe rolle din the hull.
If the paladin losses the RANGE bonus, then it become a useless piece of ****, alongside the other marauders.
The range is the only thing that really ins increasing mission speed in this patch.
It already has 33% better cap/sec than the Kronos, which means it already has this bonus buildt in.. it just gets a second cap bonus which gives it absolutely beast cap. why complain about that? Dont you get it? Its a bonus tied to a skillt hat wil ALWAYS be level 5. The bonus does not exist! They Made the ship expecting that cap and simply reduced the base cap by 25%. Bonuses tied to the t1 skill should never be upon base hull attributes, but upon weapons and modules modifiers.
I very much get it. YOU on the other hand DOES NOT get it. Is it really that complicated for you? really?
It has 8 cap/sec, kronos has 6 cap/sec, others got 5.5 and 5.6.
Amarr ships have always had slightly more cap/sec (apart from t2's etc because whoever desined the t2 command ships etc is a lazy clown)
Currently BEFORE said bonus is applied the Paladin has 33.33% more cap/sec than the Kronos, that's HUGE, that's like an officer cap relay buildt into it. add the 25% cap bonus and it's got 10 cap/sec compared to 6 on the Kronos(yes I am very much aware that this takes up 1 of it's bonuses)
You honestly think it's fine that Paladin would have 66.67% more cap/sec than the Kronos without any bonuses and over 78-80%+ more than Vargur and Golem? Please don't ever post on these forums again if you don't happen to have any clue about what you're saying.
Paladin is BEAST post changes, Golem is lame, Kronos is Lame, and Vargur is ASS.
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Doed
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Posted - 2013.11.11 23:12:00 -
[28] - Quote
Kagura Nikon wrote:Doed wrote:Kagura Nikon wrote:Doed wrote:Kagura Nikon wrote:
You can just remove the FAKE 5% capacitor capacity bonus. THis is a bonus that was removed form apocalypse YEARS ago becuasse its a FAKE bonus that shoudlbe rolle din the hull.
If the paladin losses the RANGE bonus, then it become a useless piece of ****, alongside the other marauders.
The range is the only thing that really ins increasing mission speed in this patch.
It already has 33% better cap/sec than the Kronos, which means it already has this bonus buildt in.. it just gets a second cap bonus which gives it absolutely beast cap. why complain about that? Dont you get it? Its a bonus tied to a skillt hat wil ALWAYS be level 5. The bonus does not exist! They Made the ship expecting that cap and simply reduced the base cap by 25%. Bonuses tied to the t1 skill should never be upon base hull attributes, but upon weapons and modules modifiers. I very much get it. YOU on the other hand DOES NOT get it. Is it really that complicated for you? really? It has 8 cap/sec, kronos has 6 cap/sec, others got 5.5 and 5.6. Amarr ships have always had slightly more cap/sec (apart from t2's etc because whoever desined the t2 command ships etc is a lazy clown) Currently BEFORE said bonus is applied the Paladin has 33.33% more cap/sec than the Kronos, that's HUGE, that's like an officer cap relay buildt into it. add the 25% cap bonus and it's got 10 cap/sec compared to 6 on the Kronos(yes I am very much aware that this takes up 1 of it's bonuses) You honestly think it's fine that Paladin would have 66.67% more cap/sec than the Kronos without any bonuses and over 78-80%+ more than Vargur and Golem? Please don't ever post on these forums again if you don't happen to have any clue about what you're saying. Paladin is BEAST post changes, Golem is lame, Kronos is Lame, and Vargur is ASS. Omg .. and HOW much cap TACHYONS use compared to the weapons the Kronos use? Clearly you are the one that does not have a clue. I play this game for 7 years, and there always were a reason for ammar have FAR more capacitor than other races. And my line of reasoning was EXACLTY the one CCP gave OFFICIALLY when they removed that SAME CAPACITOR BONUS form the old apoc. YES.. SAME BONUS!!!! That the paladin inherited because It was made BEFORE the APOC was changed and the Capacitor bonus was rolled INTO the hull. So shut up. If you are too young to remember when the APOC was changed you should not emit opinion on this. Trough tiercide CCP has been removign such bonuses, as in the VAgabond for example. For exact same reason, they are FAKE bonuses!
Played since 2004, I very much remember when paladin had the cap bonus. I even remember when Blackbirds fit Torps and Thoraxes flew around with 8 heavy drones. (didn'-¿t play when frigs fit CM's)
Removing the cap bonus would give it less cap/sec than it has on sisi now, as it would NOT be allowed to have that bonus buidlt into the hull ON TOP of the "bonus" it already has buildt in which balances out Tachs cap use and some extra. If you expect it to have 66% better than Kronos while shedding that bonus for a tracking bonus, Esp considering how powerful it is now, then you are a complete and utter moron.
But it's already proven by your comments that you're an idiot of a rather high magnitude.
So stop your insulting of people when you have absolutely no clue what balance is. you are dumb as F. |

Doed
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Posted - 2013.11.11 23:14:00 -
[29] - Quote
King Rothgar wrote:My experience using all 4 marauders on sisi for pve is as follows:
Paladin: Monster tachyon boat at 60-120km. Beyond that dps starts dropping hard due to low damage crystals. Pulses are also a viable option if going for lower level pve where incoming damage is negligible and neuts are rare (ie lvl4 missions).
Golem: Monster cruise missile boat, does as much dps at 249.9km as the paladin does at 60km. But it's also missiles, so yeah, damage tends to be mitigated a bit but overall it seems better against BC/BS npc's and structures. Top dog for high level pve. Torps should be useful in lvl4's as well using the MJD to get into range.
Kronos: Ok with railguns, I'd say slightly inferior to the Paladin but still pretty good. Range and dps are very similar, the real difference is simply optimal vs falloff. Hard to say how it will play out with a blaster fit in lvl4's. I don't think they quite have the range to work with a MJD.
Vargur: Of no value in high level pve. Even with arty, the range is just too short to out range neut towers and arty is ill suited to lvl4 missions. AC's can be used effectively with the MJD but work heavily in falloff. End result is a rather lackluster pve ship.
The only one I really tested in pvp was the vargur and although it draws the short straw in pve, it's a beast in small gang pvp. That tank combined with good tracking and average dps make for a real monster. An immobile monster with zero EW, but as a dps ship in a small gang with proper tackle, it's nasty. Same could probably be said for a torp golem though I didn't try it. I tried to make a decent Paladin PvP fit but was unimpressed by the results, never even bothered to undock it. I suspect the Kronos is similar. The whole active armor tanking thing just doesn't work very well in my experience.
Edit: I find the whole capacitor argument silly. Look at the overall ship, not individual bonuses. With the rep off, the paladin can fire tachyons with gleam all day without capping out using no cap increasing modules. But it can't run any sort of active tank like that or a prop mod. That makes it similar in overall cap state to the other 3 marauders.
1146 dps vs 1007 dps (Tach Paladin vs Rail Kronos), with over 10km more optimal range is more than a "slight difference"
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Doed
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Posted - 2013.11.12 09:48:00 -
[30] - Quote
Kagura Nikon wrote:Xequecal wrote:Jake Sake wrote:Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses. The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship. And those other hull bonuse son t2 hulls, based on the t1 skills ahve been mostly removed trough tiercide. That is my point. My original statement was that if they removed the range bonus for soemthiugn weaker like tracking Then they should integrate the cap bonus in the hull and give somethign on its place.
And what should be given in it's place ? that wouldn't be overpowered? if I may ask? Less cap use on guns with 4 turrets for even more ridiculous cap benefit to the Paladin? |

Doed
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Posted - 2013.11.12 09:55:00 -
[31] - Quote
Kagura Nikon wrote:Doed wrote:Kagura Nikon wrote:Xequecal wrote:Jake Sake wrote:Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses. The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship. And those other hull bonuse son t2 hulls, based on the t1 skills ahve been mostly removed trough tiercide. That is my point. My original statement was that if they removed the range bonus for soemthiugn weaker like tracking Then they should integrate the cap bonus in the hull and give somethign on its place. And what should be given in it's place ? that wouldn't be overpowered? if I may ask? Less cap use on guns with 4 turrets for even more ridiculous cap benefit to the Paladin? As I stated, that would be moslty needed if the RANGE bonus was to be removed as the guy just before myoriginal post was requiring. On the current scenario, with the range bonus the "lost" bonus is acceptable. But if paladin lost its only POWERFUl bonus, then the cap bonus would need to be gone for basically anything useful.
Actually, it'd still be better than the Kronos even with a tracking bonus and the cap bonus. which is kinda funny. Pulse Paladin would actually be worse than Kronos for short range tracking stuff though. but overall the Paladin is better with Pulses than the Kronos is with Blasters aswell.
But yeah, the Kronos is balls compared to the Paladin and CPP refuses to acknowledge it. |

Doed
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Posted - 2013.11.13 09:23:00 -
[32] - Quote
Kito Yularen wrote:Shivanthar wrote:And one way to do is to simply put more firepower on them ;) Have you seen my fun-proposal which is located top of yours? It is fun proposal   Honestly, I have to admit I hadn't read it (I only read the first 10 or so pages) but after reading your reply I made sure to. And I have to say, I love this idea. It could completely level the Marauder to act as a mini-dread should with 2-3K dps, and if they want to keep that balanced they could very easily make that 100% bonus only applicable when in bastion mode. Then neither PvE nor PvP'ers need lose anything. The ONLY possible clause that I can forsee shaking this idea would be that the need for PG and CPU could potentially skyrocket due to suddenly doubling your weapons.
Currently they're not exactly amazingly well balanced. but this idea is just bad. how is 3k dps while immune to EW and fielding a silly tank not breaking pve? and pvp? |

Doed
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Posted - 2013.11.13 09:35:00 -
[33] - Quote
Kito Yularen wrote:Doed wrote:Currently they're not exactly amazingly well balanced. but this idea is just bad. how is 3k dps while immune to EW and fielding a silly tank not breaking pve? and pvp? The same way that giving the same types of perks to dreadnaughts doesn't. It's unable to recieve remote repair or other positive effects, forcing it to rely on its own local tank which can be quickly and mercilessly overpowered by focused aggression. EDIT: And I'm sorry, but if I can solo any level 4 in a tengu with a SMALL shield booster, PvE is already broken.
Lvl 4's being broken is a known fact. being able to molest lvl 4's with 3k dps doesn't make it better. nor will this do very well for c4's etc if you can bring such overpowering dps with rather good tracking. |

Doed
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Posted - 2013.11.14 12:18:00 -
[34] - Quote
CCP Ytterbium wrote:Fyi, changed skill requirements on the Bastion Module from High Energy Physics 4 and Energy Grid Upgrades 5 to Advanced Weapon Upgrades 5 and Energy Grid Upgrades 5. This is made in an effort to respect the philosophy we introduced in the ship skill changes earlier this year. Mainly that Tech 2 ships with specialized modules should have them integrated into the hull training time whenever possible. As such, when training Marauders you will automatically gain access to the Bastion Module. And yes, we know it's late and know that you guys potentially trained for High Energy Physics 4 already, but we warned about training this skill at your own risk. If that can make you guys feel better, that means my own TQ characters spent time training High Energy Physics 4 for nothing as well 
You forgot to change Kronos bandwidth to 75 btw.
It would make it able to compete with Paladin (but only due to selectable damage type) with 3 sentries.
Rail Kronos + 3 Wardens, 1142 dps. (5% hardwirings) Tachyon Paladin + no drones at all, 1146 dps. (5% hardwirings)
Pulse Paladin also deals more damage than Blaster Kronos past like, 15 KM or so. With tracking being pretty even due to Paladins monster capacitor. Paladin actually needs less cap mods than Kronos even with Tachs fitted.
Paladin also has better optimal by atleast 10 KM, and if you switch ammo for some "real sniping" the Paladin is even more favored.
Oh, and it's like 2% faster than the Paladin now. instead of like 10%. |

Doed
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Posted - 2013.11.14 12:35:00 -
[35] - Quote
Alvatore DiMarco wrote:Doed wrote: You forgot to change Kronos bandwidth to 75 btw.
It would make it able to compete with Paladin (but only due to selectable damage type) with 3 sentries.
Rail Kronos + 3 Wardens, 1142 dps. (5% hardwirings) Tachyon Paladin + no drones at all, 1146 dps. (5% hardwirings)
Pulse Paladin also deals more damage than Blaster Kronos past like, 15 KM or so. With tracking being pretty even due to Paladins monster capacitor. Paladin actually needs less cap mods than Kronos even with Tachs fitted.
Paladin also has better optimal by atleast 10 KM, and if you switch ammo for some "real sniping" the Paladin is even more favored.
Oh, and it's like 2% faster than the Paladin now. instead of like 10%.
You aren't getting your sentries back - this has already been made explicitly clear. Try to understand it already. The Paladin also deals the most useless damage type in the whole everything - EM. So your real DPS is much less than that stupid paper DPS you seem to worship. PavlikX wrote:One thing annoyes me with new marauder idea entirely - you must calculate jump angles of MJD. Obviously there must be an option to do so automatically. With new skill (something like "MJD planning"). Anyone who like this jumps in modern version will not suffer too You don't have to use the MJD and even if you do it's not that hard to common-sense your approximate angles anyway.
Running either Kronos or Paladin you only want to shoot what it's best at. so Kronos isn't any worse off in that department. |

Doed
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Posted - 2013.11.14 21:23:00 -
[36] - Quote
So, in short.
Lasers are bad because angels and Guristas exsist. good reasoning.
And you can perfectly fine "EFT" damage when you know how well they track and what ranges they can do this hurting at. and what mobility your ship has.
Some of you people have absolutely garbage "excuses".
And I've tested both of them just to back up my "LOL EFT WARRIOR" comments. |

Doed
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Posted - 2013.11.15 00:36:00 -
[37] - Quote
Anize Oramara wrote:Doed wrote:So, in short.
Lasers are bad because angels and Guristas exsist. good reasoning.
And you can perfectly fine "EFT" damage when you know how well they track and what ranges they can do this hurting at. and what mobility your ship has.
Some of you people have absolutely garbage "excuses".
And I've tested both of them just to back up my "LOL EFT WARRIOR" comments. If you had even the faintest clue about pve you'd know that some rats, especially Angel, guirista and serp have high EM resistances, so high that the EFT damage gets cut in HALF. That said the palladin is god mode in Amarr space with sansha and blood rats. It does ok against serp since they are moderately weak against thermal.
High bounty Sansha and Blood already cut your EFT damage by over half in a Palaidin, Are you clueless or just terrible at math?
To an angel Seraphim(Highest bounty Angel BS) it'd do 288.41 DPS (1146 dps before resists) and 391.55 to an Angel Commander(Lowest bounty angel BS)
That's 25.1666(repeating)% of EFT dps to the Seraphim and 34.1666(repeating)% of EFT dps to the commander, half is 50%, not 25.16% or 34.16%.
To a Sansha's Tyrant(Top bounty Sansha BS) it'd do 546.91 dps which is 47.72338568935428% of EFT damage, this is already less than half ? how terrible at math are you?
Also, Kronos also sucks vs Angels(Not as bad as the paladin, but with so much lower dps it's actually not that huge of a difference), and it's worse vs drones and pretty even vs mercs compared to the Paladin. |

Doed
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Posted - 2013.11.15 01:00:00 -
[38] - Quote
Anize Oramara wrote:Doed wrote:Anize Oramara wrote:Doed wrote:So, in short.
Lasers are bad because angels and Guristas exsist. good reasoning.
And you can perfectly fine "EFT" damage when you know how well they track and what ranges they can do this hurting at. and what mobility your ship has.
Some of you people have absolutely garbage "excuses".
And I've tested both of them just to back up my "LOL EFT WARRIOR" comments. If you had even the faintest clue about pve you'd know that some rats, especially Angel, guirista and serp have high EM resistances, so high that the EFT damage gets cut in HALF. That said the palladin is god mode in Amarr space with sansha and blood rats. It does ok against serp since they are moderately weak against thermal. High bounty Sansha and Blood already cut your EFT damage by over half in a Palaidin, Are you clueless or just terrible at math? To an angel Seraphim(Highest bounty Angel BS) it'd do 288.41 DPS (1146 dps before resists) and 391.55 to an Angel Commander(Lowest bounty angel BS) That's 25.1666(repeating)% of EFT dps to the Seraphim and 34.1666(repeating)% of EFT dps to the commander, half is 50%, not 25.16% or 34.16%. To a Sansha's Tyrant(Top bounty Sansha BS) it'd do 546.91 dps which is 47.72338568935428% of EFT damage, this is already less than half ? how terrible at math are you? Also, Kronos also sucks vs Angels(Not as bad as the paladin, but with so much lower dps it's actually not that huge of a difference), and it's worse vs drones and pretty even vs mercs compared to the Paladin. EFT warriors make me giggle.
I was just proving how dumb your reply was.
And EVE PVE isn't exactly hard. and I'm fairly sure my setups are better at killing red crosses than yours. |

Doed
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Posted - 2013.11.15 20:04:00 -
[39] - Quote
Xqpvqsvs Qr'atyuqink wrote:Spc One wrote:Xqpvqsvs Qr'atyuqink wrote: Why Golem is the only marauder who doesnt have damage bonus or rof bonus (despite fact that for example Vargur can change damage types and got rof bonus)?
Raven has 6 launchers and 25% RoF. That makes 6 * 1.3333334 = 8 Golem has 4 * 2 = 8 So same as raven. Lets compare damage differences between T1 and T2 hulls:Tempest with 6x 1400mm T2 and EMP got 336dps Vargur with 4x 1400mm T2 and EMP got 359dps (so overall 7% increase in damage) Apocalypse with 8x Tachyons T2 and Multifrequency got 364dps Paladin with 4x Tachyons T2 and Multifrequency got 455dps (so overall 25% increase in damage) Megathron with 7x 425mm Rails T2 and Antimatter got 373dps Kronos with 4x 425mm Rails T2 and Antimatter got 400 dps (so overall 7% increase in damage) Raven with 6x Cruise Launcher T2 and Scourge got 362dps Golem with 4x Cruise Launchers T2 and Scourge got 362 dps ( nothing) +fact that u need to wait for missiles to reach target and waste med slot for something that should be build in If we talk about range difference:Tempest with 6x 1400mm T2 and EMP got 30+44km range Vargur with 4x 1400mm T2 and EMP got 30+66km range ( 22km better falloff) Apocalypse with 8x Tachyons T2 and Multifrequency got 45+25km Paladin with 4x Tachyons T2 and Multifrequency got 45+25km (no difference in range, but still 25% more damage) Megathron with 7x 425mm Rails T2 and Antimatter got 36+30km range Kronos with 4x 425mm Rails T2 and Antimatter got 36+38km range (8km better falloff) Raven with 6x Torpedo Launcher T2 and Scourge got 30km Golem with 4x Torpedo Launchers T2 and Scourge got 30km ( nothing, no damage increase, no range increase) +fact that u need to wait for missiles to reach target and waste med slot for something that should be build in
Bastion bonuses are GARBAGE for Vargur and Golem, most lame crap to be changed in the last year or so. Missile velocity bonus needs to be alot higher or not stacking penalized, Vargur doesn't benefit from bastion falloff anyway as you already fit 3 tcs (yeah ok, it gains 6.5% more falloff, woo!!)
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Doed
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Posted - 2013.11.15 21:17:00 -
[40] - Quote
Xqpvqsvs Qr'atyuqink wrote:Doed wrote: Bastion bonuses are GARBAGE for Vargur and Golem, most lame crap to be changed in the last year or so. Missile velocity bonus needs to be alot higher or not stacking penalized, Vargur doesn't benefit from bastion falloff anyway as you already fit 3 tcs (yeah ok, it gains 6.5% more falloff, woo!!)
Well we dont even have range mods for missiles.
I was thinknig dual Hydraulic Bay Thrusters and Torps, only 56% benefit from bastion on top of that yielding you about 46km range with navy torps... which is just lame when you're "rooted" in place. |

Doed
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Posted - 2013.11.17 14:25:00 -
[41] - Quote
passey wrote:Blaster kronos or rail kronos then?
Can get about 60km max range with my setup on blasters.
do u reckon that will be enough?
Gets about 1,100 with long range ammo 1400dps uo to 30km
No you cant do 1400 dps at 30km with blasters.
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