
Farjung
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Posted - 2006.04.27 17:54:00 -
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Originally by: Crellion Edited by: Crellion on 27/04/2006 17:18:11 Hmm, all other things equal (plate-dmg ctrl-mag stabs), 1 LARII 3 EANII or 2 LARII 2EANII? I ask cause I think the second might fit with Ions and the first only with electrons... so if they tank the same more or less...
[In anticipation of blaster fix: neutronsII with null popping cruisers ceptors at 30km 4tw \o/]
Second tanks more dps than the first, as long as you can keep the reps running.
As a general rule for solo blasterthron work I am now more inclined to go towards a heavier tank using 4 slots for hardening, and only one damage mod, than I was before. e.g. 3 x active hardeners, 1 damage control and 1 damage mod. I know some people that I respect a lot as blasterthron pilots even go for 5 slots, 3 actives, eanm II and damage control. While a damage mod increases your damage output by ~20%, it also increases your cap use/sec from guns by 10% or so. That eanm decreases the amount of damage you take by ~20%, but also increases your armor hitpoints by ~20% in effect, for no cap. If you've got good blaster and drone skills you shouldn't have any problems breaking most tanks anyway.
Something to think about, anyway. Obviously for multiple damage dealer gangs the principles of focus fire take over and you want to gear a lot more towards damage and buffer hp, rather than a regenerative tank. Eve seems not to favour middle of the road setups as a rule; taking it to extremes (full gank or full tank) seems to pay off best.
It's actually a tricky choice between single lar + 1600mm plate or dual lar and no plate (LUKEC will probably say it's a no brainer and that you should go for the plate, but I'm still not convinced that it is always the case). Some random numbers;
LAR II with repair systems 5 repairs 71.1 hp/s, for 35.6 cap/s. 1600mm tungsten with hull upgrades 5 is 4,200 armor hitpoints.
So, a 1600mm plate is 59.1 seconds worth of repair from a LAR II, whilst costing no cap, less grid and less cpu. However, if the fight lasts more than 59.1 seconds, dual lar comes out ahead, provided you can keep both reps running.
Some rough cap figures:
7 blasters -~25 cap/s 2 lar -71 cap/s Random other mods -~5 cap/s
Heavy nos +10 cap/s Heavy electrochem +55.2 cap/s
Natural recharge +14.6 cap/s at peak, average say 8 cap/s
In a typical fight if you're lucky you'll start at 80% cap - 3,375 cap, and you'll probably run MWD a couple of times, bringing it down to 2,100 or so. Your net cap with injector, guns, reps, nos, natural recharge taken into account is going to be roughly -28 cap/s... so you'll be out of cap after 75 seconds or so. Ofc if you start the fight under perfect conditions, full cap, in range so no need to run the MWD at all, hitting the injector immediately rather than waiting until your cap starts to look low, then you can keep dual lar running for a lot longer than just 75 seconds.
Main thing to take from this is if you're going to run dual lar, you must start the injector as soon as possible, rather than waiting until your cap is at 50-60%. ---
Reckless Wave of Mutilation |