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Gronsak
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Posted - 2006.02.04 11:28:00 -
[1]
Originally by: Sky Hunter Dont forget the agility and size. When engaging a BS youll have to take all the damage it has to offer.
stop telling them this. i want lots and lots of t2 bc kills.
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Gronsak
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Posted - 2006.02.04 18:10:00 -
[2]
Originally by: Hllaxiu
Originally by: Skyblue
Originally by: Aloysius Knight and just think both will get eaten by a nos domi or typhoon 
nope. med cap boosters will stop nossing.
Not really. They'll stop medium nossing, but not much heavy nossing.
a med cap injecter with 800s roughly ofsets 3.5-4 heavy nos.
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Gronsak
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Posted - 2006.02.04 18:35:00 -
[3]
Originally by: Spartan III He has a few bill worth of pirate implants that effect his armor and he takes that into combat in his pod so why not another bill worth in the ship to protect the pod.
has nothing to do with isk.
its which ship is better. a close range gedden or an absol. or a astar vs blasterthron
and in 95% of cases its the BS.
[specially if u kit the BS up with the same value of isk. 500mils t2 bc vs 500mils BS, the bs should win most times]
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Gronsak
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Posted - 2006.02.04 23:01:00 -
[4]
800 cap every 24sec with med injecter with 800s.
single named heavy nos [120 cap per 12 sec] = 220 cap sucked per 22 sec =800/220=3.6 heavy nos
so one med cap injecter with 800s cancles out 3 heavy nos easilly
a nos domi on average has 4 heavy nos. so its gona be stealing 60cap per 12sec. if u have a med nos on your taget. you can sustain 4 heavy noses on you and ur cap will be stable
med cap injecter with 800s makes u near enough nos proof.
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Gronsak
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Posted - 2006.02.04 23:04:00 -
[5]
Originally by: Hllaxiu
Originally by: Gronsak
Originally by: Hllaxiu
Originally by: Skyblue
Originally by: Aloysius Knight and just think both will get eaten by a nos domi or typhoon 
nope. med cap boosters will stop nossing.
Not really. They'll stop medium nossing, but not much heavy nossing.
a med cap injecter with 800s roughly ofsets 3.5-4 heavy nos.
No it doesn't. But you can believe whatever you want, I've already flown in battle, killed with and lost the ship you claim is nos proof so I'll trust my own combat experience.
what ever. my hac combat experience tells me that a med cap injecter with 800s means i can fight nos domis and run my tank + guns
and my math ability tells me 1 med cap injecter ofsets 3.6 heavy good named nos.
pick with ever u want
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Gronsak
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Posted - 2006.02.05 00:53:00 -
[6]
Originally by: Hllaxiu Edited by: Hllaxiu on 05/02/2006 00:48:52
Originally by: Gronsak
what ever. my hac combat experience tells me that a med cap injecter with 800s means i can fight nos domis and run my tank + guns
Tank + guns... since we're talking about an Astarte...
Peak cap recharge rate: 2.4(2250*1.25*.75/(500*.75)) = +13.5 Medium electrochem w/800 charges: 800/22 = +36.36 2x medium nos: +12 4x Heavy nos: 4*120/12 = -40 5x heavy neutron blasters w/Null M: -11.27 1x web, + 1x warp disruptor: -4.76 1x medium armor rep 2: -17.7 1x Explosive Hardener II: -1.5 Total: -13.33 cap/sec
EDIT: Assuming the following setup: Hi: 5x Heavy neutron blaster II, 2x Medium Nos 2 Med: 1x Y-T8 Overcharged Hydrocarbon I MWD, 1x X5 Prototype I Engine Enervator, Initiated Warp Jammer I, Medium Electrochem Capacitor Booster I Low: Medium Armor Repairer II, Armor Explosive Hardener II, Energized Adaptive Nano Membrane II, 2x Magnetic Field Stabilizer II, Reactor Control I
Also, using Void ammo, cap usage on guns is 14.07. Antimatter is the same as null.
This post has been brought to you by post RMR bookmark copying boredom...
good enough for 200sec. which is plenty of time in a pvp battle. and this is assumeing u are being nosed by 4 heavy nos. even in small gang fights it is unlikely that they will single you out to be nosed.
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Gronsak
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Posted - 2006.02.05 00:54:00 -
[7]
Originally by: j0sephine "so one med cap injecter with 800s cancles out 3 heavy nos easilly"
One thing to note...
volume of '800' cap charge: 40 m3 total size of Astarte cargo bay: 400 m3
so even with the cargo bay filled fully with the charges, it's only good for ~4 min of combat. Realistically it'll be 2-3 mins, since you'd want to actually have some ammo as well...
(oh, and that calculation ignores completely cap which will be spent on running multiple cap-hungry hybrid turrets *and* repairer(s) to deal with incoming damage... meaning, it's likely to run out quite a bit faster theoretical musing would suggest)
2mins is long enough for most fights wouldnt u agree. and i always make the laser users and other with space carry spare 800s to get new ones after a fight.
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