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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1574
|
Posted - 2013.10.22 15:27:00 -
[31] - Quote
Sleban wrote:There's an assumption that all dual rep Incursii are using blasters. What happens if the dual repper is using 125mm rails?
You need AB/web to use rails.
Otherwise you will just have a lot of fights where you can't hit ****. BYDI recruitment closed-ish |

Sleban
Pole Shift Incorporated
3
|
Posted - 2013.10.22 15:56:00 -
[32] - Quote
Gentlemen - I see and accept to a degree the points you're both making about the tracking on rails. But it isn't correct to assume that the tracking on rails, without a web, is so completely bobbins that they don't hit at all or don't do any damage. They do.
And therein lies the tradeoff you make with a dual-rep rail incursus. You are in a marathon, not a sprint. It just takes longer to get the job done. |

Stalking Mantis
In Exile. Imperial Outlaws.
351
|
Posted - 2013.10.22 16:22:00 -
[33] - Quote
Sleban wrote:This is a bit of a theorycrafting battle, but assume, as you suggest, the preferred optimal on both sides is 6km so the Condor can get the neut running nicely.
Here's the incursus fit so you can see what I'm talking about:
3 x 125mm Railgun IIs with CNA.
1MN Afterburner II Faint Epsilon Warp Scrambler I Small Capacitor Booster II with Navy Cap Booster 400s
Damage Control II Tracking Enhancer II Small Armor Repairer II Small Ancilliary Armour Repairer with Nanite
Small Anti-Explosive Pump I Small Auxiliary Nano Pump I Small Nanobot Accelerator I
Hobgoblin II
The Incursus does 112 DPS including the drone with max skills, has EHP of 3440, reps 102.3 EHP per second before the Nanite runs out - and can cap boost 400GJ every 22-23 seconds for 13 rounds - almost precisely 300 seconds.
The Condor does 112 DPS with max skills (assuming faction Scourge rockets), has EHP of 3847.5 and is cap stable at 46.7% even with the neut running. Which is nice.
Condor's shield recharge 16.4 EHP per second, I believe.
Assuming no evasive moves - just standing and blapping at optimal - this gives the incursus about 70-80 seconds of play before the cap starts running out and the shield reppers stop working - although, again, it can quickly reboost once the reloading cycle is complete.
60-70 seconds is more than enough for the incursus to see off the Condor, IMHO. It certainly won't be a pushover for the Condor. But, as always, pilot skill comes into play.
Rails without a web. Condor orbits at 500 meters. Dead Incursus. |

Stalking Mantis
In Exile. Imperial Outlaws.
351
|
Posted - 2013.10.22 16:31:00 -
[34] - Quote
Proper Rail Incursus |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1575
|
Posted - 2013.10.22 16:47:00 -
[35] - Quote
Sleban wrote:Gentlemen - I see and accept to a degree the points you're both making about the tracking on rails. But it isn't correct to assume that the tracking on rails, without a web, is so completely bobbins that they don't hit at all or don't do any damage. They do.
And therein lies the tradeoff you make with a dual-rep rail incursus. You are in a marathon, not a sprint. It just takes longer to get the job done.
They don't.
Stop being bad.
I'm basing that on over 150 kills with an Incursus.
And stalking,
1. Trimark? wtf? bad 2. Needs moar magstab 3. Use an AAR. BYDI recruitment closed-ish |

JAF Anders
Quantum Cats Syndicate Samurai Pizza Cats
138
|
Posted - 2013.10.22 18:48:00 -
[36] - Quote
Zappity wrote:Dual rep is most useful for hunting larger ratting ships. That's about it. Fit Incursus for speed and deeps or reach and deeps.
Literally everything is useful for hunting larger ratting ships. QCATS is Recruiting: https://forums.eveonline.com/default.aspx?g=posts&t=146180 |

Sleban
Pole Shift Incorporated
3
|
Posted - 2013.10.22 22:20:00 -
[37] - Quote
Quote:They don't.
Stop being bad.
I'm basing that on over 150 kills with an Incursus.
All joking aside, are you actually seriously suggesting that rails do no damage, at any range, unless your opponent is webbed?
Seriously?
I know they're not "F1 and win" like rockets, but it simply isn't correct that the tracking on rails is so awful that they don't hit against anything other than a static, webbed target. At 500m, agreed, they struggle, but we started this debate talking about 7km as the range at which the repping incursus was going to get owned by rockets. They hit fine at 7km. |

The Lobsters
The Operation
45
|
Posted - 2013.10.23 00:03:00 -
[38] - Quote
You can kill them eventually with patience, but if you can't be 'effed to waste your life doing it I would,recommend a scram kit arty Rifter. It has enough alpha to smash through the reps and chip away at their hull till they pop. Fitting an LML condor or kestrel for damage can work to. Light missiles have large volley damage. Active tanks hate large volleys.
With a bit of luck they'll burn out a rep.
Neut td plate slasher can pull it off too.
That said, I haven't actually tried this since the rep changes went through. Usually I just warp off from boredom. That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1577
|
Posted - 2013.10.23 00:49:00 -
[39] - Quote
Sleban wrote:Quote:They don't.
Stop being bad.
I'm basing that on over 150 kills with an Incursus. All joking aside, are you actually seriously suggesting that rails do no damage, at any range, unless your opponent is webbed? Seriously? I know they're not "F1 and win" like rockets, but it simply isn't correct that the tracking on rails is so awful that they don't hit against anything other than a static, webbed target. At 500m, agreed, they struggle, but we started this debate talking about 7km as the range at which the repping incursus was going to get owned by rockets. They hit fine at 7km.
and without a web how exactly are you going to keep an opponent from orbiting you close? do tell.
I know that rails hit fine at 7 km.. But you need the web to keep your enemies there. BYDI recruitment closed-ish |

Sleban
Pole Shift Incorporated
4
|
Posted - 2013.10.23 11:45:00 -
[40] - Quote
Quote:and without a web how exactly are you going to keep an opponent from orbiting you close? do tell.
I know that rails hit fine at 7 km.. But you need the web to keep your enemies there.
I'm about to deliver a 'LOL' answer to that, so take it in the spirit in which it is intended....
Easy. Just rep long enough that out of sheer boredom they log off in combat, run out of rockets, or the downtime happens. |

Sleban
Pole Shift Incorporated
4
|
Posted - 2013.10.23 11:47:00 -
[41] - Quote
That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1580
|
Posted - 2013.10.23 11:50:00 -
[42] - Quote
Sleban wrote:Quote:and without a web how exactly are you going to keep an opponent from orbiting you close? do tell.
I know that rails hit fine at 7 km.. But you need the web to keep your enemies there. I'm about to deliver a 'LOL' answer to that, so take it in the spirit in which it is intended.... Easy. Just rep long enough that out of sheer boredom they log off in combat, run out of rockets, or the downtime happens.
0/10 BYDI recruitment closed-ish |

Zappity
Kurved Space
595
|
Posted - 2013.10.23 19:27:00 -
[43] - Quote
Sleban wrote:That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to. [Incursus, 125mm] Small Ancillary Armor Repairer, Nanite Repair Paste Damage Control II Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I
1MN Afterburner II J5b Phased Prototype Warp Scrambler I Fleeting Propulsion Inhibitor I
125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S
Small Processor Overclocking Unit I Small Semiconductor Memory Cell I Small Auxiliary Nano Pump I
Hobgoblin II x1
Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills. Zappity's Adventures for a taste of lowsec. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1582
|
Posted - 2013.10.23 19:31:00 -
[44] - Quote
Zappity wrote:Sleban wrote:That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to. [Incursus, 125mm] Small Ancillary Armor Repairer, Nanite Repair Paste Damage Control II Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I 1MN Afterburner II J5b Phased Prototype Warp Scrambler I Fleeting Propulsion Inhibitor I 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S Small Processor Overclocking Unit I Small Semiconductor Memory Cell I Small Auxiliary Nano Pump I Hobgoblin II x1 Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills.
Protip
meta 3 dcu. BYDI recruitment closed-ish |

Zappity
Kurved Space
595
|
Posted - 2013.10.23 20:12:00 -
[45] - Quote
Ooh, that is pro. Good stuff. Zappity's Adventures for a taste of lowsec. |

Taoist Dragon
Convicts and Savages Shadow Cartel
641
|
Posted - 2013.10.23 20:37:00 -
[46] - Quote
Bah!
[Incursus, Brawler - Rail]
Magnetic Field Stabilizer II Small Ancillary Armor Repairer, Nanite Repair Paste Adaptive Nano Plating II Adaptive Nano Plating II
1MN Afterburner II X5 Prototype Engine Enervator J5b Phased Prototype Warp Scrambler I
150mm Railgun II, Federation Navy Antimatter Charge S 150mm Railgun II, Federation Navy Antimatter Charge S 150mm Railgun II, Federation Navy Antimatter Charge S
Small Hybrid Collision Accelerator I Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I
Hobgoblin II x1
Screw a DCU. You rep armour not hull. Fit real guns and blap the crap out of them before they know what hit them!
160dps at 8.6km range, 175dps tank while paste loaded. Most things just die. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1583
|
Posted - 2013.10.23 20:47:00 -
[47] - Quote
Taoist Dragon wrote:Bah!
[Incursus, Brawler - Rail]
Magnetic Field Stabilizer II Small Ancillary Armor Repairer, Nanite Repair Paste Adaptive Nano Plating II Adaptive Nano Plating II
1MN Afterburner II X5 Prototype Engine Enervator J5b Phased Prototype Warp Scrambler I
150mm Railgun II, Federation Navy Antimatter Charge S 150mm Railgun II, Federation Navy Antimatter Charge S 150mm Railgun II, Federation Navy Antimatter Charge S
Small Hybrid Collision Accelerator I Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I
Hobgoblin II x1
Screw a DCU. You rep armour not hull. Fit real guns and blap the crap out of them before they know what hit them!
160dps at 8.6km range, 175dps tank while paste loaded. Most things just die.
No DCU?
ohh god..
I have to get Ohm to kick you from corp now...  BYDI recruitment closed-ish |

Tetsuo Tsukaya
Pixel Navigators
186
|
Posted - 2013.10.23 21:06:00 -
[48] - Quote
Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks |

Yang Aurilen
The Black Talon Training Corp Talons Of Blood
3
|
Posted - 2013.10.23 23:07:00 -
[49] - Quote
Tetsuo Tsukaya wrote:Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me.
Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1584
|
Posted - 2013.10.23 23:09:00 -
[50] - Quote
Yang Aurilen wrote:Tetsuo Tsukaya wrote:Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me. Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors.
The difference between rails and lml's is that you actually have to pilot your ship to apply dps with railguns
Its not just press f1 and keep away like lml's BYDI recruitment closed-ish |

Yang Aurilen
The Black Talon Training Corp Talons Of Blood
3
|
Posted - 2013.10.23 23:12:00 -
[51] - Quote
Garviel Tarrant wrote:Yang Aurilen wrote:Tetsuo Tsukaya wrote:Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me. Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors. The difference between rails and lml's is that you actually have to pilot your ship to apply dps with railguns Its not just press f1 and keep away like lml's So manual piloting or keep at range at x KM? I heard orbiting kills your DPS on turrets. |

Taoist Dragon
Convicts and Savages Shadow Cartel
641
|
Posted - 2013.10.23 23:56:00 -
[52] - Quote
Yang Aurilen wrote:Garviel Tarrant wrote:Yang Aurilen wrote:Tetsuo Tsukaya wrote:Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me. Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors. The difference between rails and lml's is that you actually have to pilot your ship to apply dps with railguns Its not just press f1 and keep away like lml's So manual piloting or keep at range at x KM? I heard orbiting kills your DPS on turrets.
If you orbit using long range weapons other than LM you are bad and deserve to be killed!
TBH for my incursus (and beam tormentor tbh) I just keep at range at about 7km setting. Most of the time I'm faster/more agile than my opponents plated brawler and just melt them. Works against AF's as well if they are short range brawly fit. Love messing with enyo's who just fit blasters and void (cos OMG THOSE DEEPS!)
I just keep an eye on the combat logs to see what is going on. Then manually fly if I need to manage tracking etc. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Sleban
Pole Shift Incorporated
5
|
Posted - 2013.10.24 07:13:00 -
[53] - Quote
Garviel Tarrant wrote:Zappity wrote:Sleban wrote:That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to. [Incursus, 125mm] Small Ancillary Armor Repairer, Nanite Repair Paste Damage Control II Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I 1MN Afterburner II J5b Phased Prototype Warp Scrambler I Fleeting Propulsion Inhibitor I 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S Small Processor Overclocking Unit I Small Semiconductor Memory Cell I Small Auxiliary Nano Pump I Hobgoblin II x1 Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills. Protip meta 3 dcu.
I've spent a lot of time tinkering with the scram kite, so a few more refinements to consider:
- Use the meta 3 X5 Prototype Engine Enervator instead of the Fleeting if you've the CPU skills - uses 1 more CPU to fit but saves you almost a million ISK. - With some of the money you save, fit the Faint Epsilon Warp Scrambler I to give you that extra few meters of range. - Pseudoelectron Containment Field I instead of the DCII, as suggested. - rigs wise, if you're the fitting skills IMHO the optimum scenario is Small Hybrid Burst Aerator I / Small Hybrid Locus Coordinator I (gets the range of Navy antimatter with the 125s up to 7,762m, so you're still at optimal for longer) and, perhaps controversially, Small Anti-Explosive Pump I to fill that hole in your resists. - I prefer the plate on this.
So therefore I consider the absolute final word in 125mm rail 7km AB / scram kite fitting to be this:
[Incursus, 125mm] Small Ancillary Armor Repairer, Nanite Repair Paste Pseudoelectron Containment Field I Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I
1MN Afterburner II Faint Epsilon Warp Scrambler I X5 Prototype Engine Enervator
125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S
Small Hybrid Burst Aerator I Small Hybrid Locus Coordinator I Small Anti-Explosive Pump I
Hobgoblin II x1
With the skills to fit this, you're looking at EHP 4497 / 166 DPS with overheated guns. Cap lasts 52 seconds with all mods on.
|

Sleban
Pole Shift Incorporated
5
|
Posted - 2013.10.24 07:43:00 -
[54] - Quote
Quote:So manual piloting or keep at range at x KM? I heard orbiting kills your DPS on turrets.
I also prefer Keep at Range at 7km when using the 7km scram kite incursus. I believe it helps your tracking a small amount, but I also believe it's slightly better than orbitting for keeping the scram / web locked on as with orbiting I find there's some gaffing about where your ship tries to adjust its range first, then gets into the orbit. If you're both AB / Webbed / Scrammed then the likelihood is that you don't need to worry so much about orbiting and your rails are hitting well. Then it usually comes down to your DPS / EHP vs theirs.
Manual piloting is much more useful if you're running an MWD kiting ship with the 24km long point, especially against another kite - typically to get yourself into range (the 'spiralling' technique), and either keep at range or enable yourself to wriggle out with the 'stop start+overheat' technique if things go sour. The benefit of 'speed tanking' - orbiting at speed with the MWD on - I think is pretty much negligible compared to the sig radius increase that makes you more hittable with it on. The only exception is if you're in an interceptor that has reduced sig radius, or a drone kite where you've nothing to lose.
However, it's not easy in a quick frigate fight, so in a kite vs kite scenario where I'm using the WDII with 24km range (Federation Navy Comet being an example) I also prefer keep at range. I tend to do the following:
- set keep at range at 18,000 to 18,500. Enough of a range buffer to keep the point on, but also to keep you out of range of web / scram. - If you're winning the fight, and your opponent starts trying to wriggle out with slingshotting etc, then overheat the long point and consider dropping your keep at range to 15km. A WDII keeps overheated for quite a while and gives you another 4km range. I prefer to heat it half-way throughout a fit anyway as most times people will try and escape.
Although there will no doubt be someone along soon to advise me that I'm talking rubbish, have no idea how to fit or fight and 'manual piloting' at slow speeds is better than keep at range. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1586
|
Posted - 2013.10.24 09:43:00 -
[55] - Quote
Sleban wrote:Garviel Tarrant wrote:Zappity wrote:Sleban wrote:That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to. [Incursus, 125mm] Small Ancillary Armor Repairer, Nanite Repair Paste Damage Control II Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I 1MN Afterburner II J5b Phased Prototype Warp Scrambler I Fleeting Propulsion Inhibitor I 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S Small Processor Overclocking Unit I Small Semiconductor Memory Cell I Small Auxiliary Nano Pump I Hobgoblin II x1 Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills. Protip meta 3 dcu. I've spent a lot of time tinkering with the scram kite, so a few more refinements to consider: - Use the meta 3 X5 Prototype Engine Enervator instead of the Fleeting if you've the CPU skills - uses 1 more CPU to fit but saves you almost a million ISK. - With some of the money you save, fit the Faint Epsilon Warp Scrambler I to give you that extra few meters of range. - Pseudoelectron Containment Field I instead of the DCII, as suggested. - rigs wise, if you're the fitting skills IMHO the optimum scenario is Small Hybrid Burst Aerator I / Small Hybrid Locus Coordinator I (gets the range of Navy antimatter with the 125s up to 7,762m, so you're still at optimal for longer) and, perhaps controversially, Small Anti-Explosive Pump I to fill that hole in your resists. - I prefer the plate on this. So therefore I consider the absolute final word in 125mm rail 7km AB / scram kite fitting to be this: [Incursus, 125mm] Small Ancillary Armor Repairer, Nanite Repair Paste Pseudoelectron Containment Field I Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I 1MN Afterburner II Faint Epsilon Warp Scrambler I X5 Prototype Engine Enervator 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S Small Hybrid Burst Aerator I Small Hybrid Locus Coordinator I Small Anti-Explosive Pump I Hobgoblin II x1 With the skills to fit this, you're looking at EHP 4497 / 166 DPS with overheated guns. Cap lasts 52 seconds with all mods on.
Ok lets have some more pro tips from me then
1. x5 uses less cpu than fleeting not more. 2. jb5 for life 3. Collision is better on this, alpha so nice. 4. keep at range should be the default thing to use in it, along with some manual piloting and the occasional align out and overheat everything (Useful against daredevils) BYDI recruitment closed-ish |

Sleban
Pole Shift Incorporated
5
|
Posted - 2013.10.24 11:52:00 -
[56] - Quote
Quote:1. x5 uses less cpu than fleeting not more.
You're right. I stand corrected. I had always assumed it used more. Fleeting does generate an extra 2% of velocity reduction, but I suppose that's hardly worth sweating for the extra million the Fleeting costs above the X5.
It's cheaper, aye, but the extra 375m reach of Faint Epsilon is worth the additional cash, IMHO. Plus it uses 3GJ of cap every 5s, compared to 3.75GJ for the J5b.
Quote:3. Collision is better on this, alpha so nice.
Considering my original fit, and with guns overheated, the stats with either are:
Burst: 146DPS / volley 317 every 1.63 seconds / cap lasts 56s with all the relevant mods active.
Collision: 145DPS / volley 337 every 1.78 seconds / cap lasts 58s.
Alpha is nice if you're going to be one or two shotting something. With volleys of 337, though, not likely to happen.
Burst gives you 34 volleys before cap runs out = 10,788 damage
Collision gives you 32 = 10,784 damage.
Not a massive amount in it over the long haul, although burst gives you that extra volley every 10 volleys compared to Collision.
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1587
|
Posted - 2013.10.24 12:51:00 -
[57] - Quote
Sleban wrote:Quote:1. x5 uses less cpu than fleeting not more. You're right. I stand corrected. I had always assumed it used more. Fleeting does generate an extra 2% of velocity reduction, but I suppose that's hardly worth sweating for the extra million the Fleeting costs above the X5. It's cheaper, aye, but the extra 375m reach of Faint Epsilon is worth the additional cash, IMHO. Plus it uses 3GJ of cap every 5s, compared to 3.75GJ for the J5b. Quote:3. Collision is better on this, alpha so nice. Considering my original fit, and with guns overheated, the stats with either are: Burst: 146DPS / volley 317 every 1.63 seconds / cap lasts 56s with all the relevant mods active. Collision: 145DPS / volley 337 every 1.78 seconds / cap lasts 58s. Alpha is nice if you're going to be one or two shotting something. With volleys of 337, though, not likely to happen. Burst gives you 34 volleys before cap runs out = 10,788 damage Collision gives you 32 = 10,784 damage. Not a massive amount in it over the long haul, although burst gives you that extra volley every 10 volleys compared to Collision.
pro tip 343. J5B FOR LIFE. pro tip 243553. Calculating how many shots you have before your cap runs out is absolutely pointless.
Also the burst/collision thing is just a matter of preference, i just like collision :P BYDI recruitment closed-ish |

The Lobsters
The Operation
45
|
Posted - 2013.10.24 13:10:00 -
[58] - Quote
[quote=Sleban]Quote:
Not a massive amount in it over the long haul, although burst gives you that extra volley every 10 volleys compared to Collision.
The burst also decreases your overheat time, your guns will burn out quicker than the collision guy. That can be important in a frig fight. That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Zappity
Kurved Space
597
|
Posted - 2013.10.24 18:36:00 -
[59] - Quote
The increased volley damage is useful for breaking through active tanks. It chips just that bit more of the hull away every time.
I like the extra 2.5% velocity reduction of the meta 4 web. Think about speed in terms of an overheated prop mod and the amount becomes significant. Especially if you (or your opponent) is using blasters or 150 autos. Zappity's Adventures for a taste of lowsec. |
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