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ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.10 08:17:00 -
[1] - Quote
New pirate faction cruisers are out, and they breathed some new energy into the best looking cruiser i know  Two fits, depending on your preferance, mine is the second lol What do the grand members of the Ships & Modules think... critisism welcome....
[Ashimmu, Small Gang DPS] 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Medium Capacitor Booster II, Navy Cap Booster 400 Stasis Webifier II Faint Warp Disruptor I
Medium Unstable Power Fluctuator I True Sansha Medium Nosferatu Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Hammerhead II x3 Hobgoblin II x2
Dps has always been... lacking, on the ashimmu, but with 400-470dps and a set of bonused tackle and the ability to shut of hardeners and reps... things have certainly changed for the better 
[Ashimmu, Fleet Full Neut] Damage Control II Armor Explosive Hardener II Armor Kinetic Hardener II Corelum C-Type Energized Thermic Membrane Energized Adaptive Nano Membrane II 1600mm Reinforced Rolled Tungsten Plates I
Experimental 10MN Microwarpdrive I Stasis Webifier II Faint Warp Disruptor I Stasis Webifier II
Medium Diminishing Power System Drain I Medium Unstable Power Fluctuator I True Sansha Medium Nosferatu Medium Unstable Power Fluctuator I Medium Diminishing Power System Drain I
Medium Anti-EM Pump II Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Hammerhead II x3 Hobgoblin II x2
This has unbonused drone damage for dps, which is enough to pwn a frig or 2 (double webbed and so heavily neuted you could turn your point off). But thats off topic, this is an awesome addition to a small to medium gang. Expect to be primaried, but with the new changes this little cruiser is hard to get rid of (6 slot tank )
Bring lots of nanite paste 
No Worries |

Dato Koppla
Elite Guards
593
|
Posted - 2014.06.10 08:30:00 -
[2] - Quote
For starters, Corpum C-Type nos are cheaper and better than True Sansha and though they take up more powergrid, I'd try my best to fit them on there. Also T2 trimarks are quite cheap and give a sizeable boost to tank, I'd definitely go for those. I like the 3/2 for the nos/neut though. Other than that, faction webs would be nice but that's a personal preference/wallet thing. |

Lloyd Roses
Artificial Memories Vertical.
620
|
Posted - 2014.06.10 08:37:00 -
[3] - Quote
You should reiterate on the second fit. An ashimmu with 3 c-type NOS and 2 neuts should land at 108k EHP with links. (126 with hardeners OH). So, plate, 3 hardeners, eanm, dcu and three trimark IIs. The anti-em pump is a waste. "I honestly thought I was in lowsec"
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ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.10 08:39:00 -
[4] - Quote
Dato Koppla wrote:For starters, Corpum C-Type nos are cheaper and better than True Sansha and though they take up more powergrid, I'd try my best to fit them on there. Also T2 trimarks are quite cheap and give a sizeable boost to tank, I'd definitely go for those. I like the 3/2 for the nos/neut though. Other than that, faction webs would be nice but that's a personal preference/wallet thing.
All fair points will definetly look at T2 trimarks... Corpum's "neut" less but have a bit longer range, i went for more neut power. Faction webs i felt put the price up a little too much for the benifit they gave... (save them for my huginn lol)
No Worries |

ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.10 08:49:00 -
[5] - Quote
Lloyd Roses wrote:You should reiterate on the second fit. An ashimmu with 3 c-type NOS and 2 neuts should land at 108k EHP with links. (126 with hardeners OH). So, plate, 3 hardeners, eanm, dcu and three trimark IIs. The anti-em pump is a waste.
Would be interested to see this fit.... i can get 108k OH'ed with the tank you suggested (not 126) and thats with a 1% CPU, and not including the more CPU intensive c-type nos's???
I also like resists more than an already inflated buffer... (im not going into an alpha fleet situation lol)
No Worries |

Lloyd Roses
Artificial Memories Vertical.
620
|
Posted - 2014.06.10 09:10:00 -
[6] - Quote
ChromeStriker wrote:Lloyd Roses wrote:You should reiterate on the second fit. An ashimmu with 3 c-type NOS and 2 neuts should land at 108k EHP with links. (126 with hardeners OH). So, plate, 3 hardeners, eanm, dcu and three trimark IIs. The anti-em pump is a waste. Would be interested to see this fit.... i can get 108k OH'ed with the tank you suggested (not 126) and thats with a 1% CPU, and not including the more CPU intensive c-type nos's??? I also like resists more than an already inflated buffer... (im not going into an alpha fleet situation lol)
http://puu.sh/9n6k1/4119532410.png cold, http://puu.sh/9n6l7/1ba522aa96.png hot. I should get CS V for my booster. My Ashimmu's got only C-type NOS. It 's just there to show that the fitting is sufficient to either turn two C-types to B-types OR one c-type to an A-type. "I honestly thought I was in lowsec"
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Rose Roses
Artificial Memories Vertical.
0
|
Posted - 2014.06.10 09:16:00 -
[7] - Quote
Lloyd Roses wrote: I should get CS V for my booster.
Or atleast the 10hrs re-train for rangefinding V...
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ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.10 09:32:00 -
[8] - Quote
Lloyd Roses wrote:ChromeStriker wrote:Lloyd Roses wrote:You should reiterate on the second fit. An ashimmu with 3 c-type NOS and 2 neuts should land at 108k EHP with links. (126 with hardeners OH). So, plate, 3 hardeners, eanm, dcu and three trimark IIs. The anti-em pump is a waste. Would be interested to see this fit.... i can get 108k OH'ed with the tank you suggested (not 126) and thats with a 1% CPU, and not including the more CPU intensive c-type nos's??? I also like resists more than an already inflated buffer... (im not going into an alpha fleet situation lol) http://puu.sh/9n6k1/4119532410.png cold, http://puu.sh/9n6l7/1ba522aa96.png hot. I should get CS V for my booster. My Ashimmu's got only C-type NOS. It 's just there to show that the fitting is sufficient to either turn two C-types to B-types OR one c-type to an A-type.
The faction hardener really make the fit lol i like it! Still goint to keep the shorter ranged, heavier nos's but very nice 
I very much stand corrected 
No Worries |

Maeltstome
Twisted Insanity. The Kadeshi
482
|
Posted - 2014.06.10 12:24:00 -
[9] - Quote
Once you cap out yourself and cap out your target, Neuts become useless. Nos cycle faster and are better for killing cap boosted setups that Neuts are.
Nos, nos, more nos. |

Lloyd Roses
Artificial Memories Vertical.
620
|
Posted - 2014.06.10 12:27:00 -
[10] - Quote
We're wormholes here. We need to make the most out of 5 slots, we can't just cyno in a blob of poorly fitted ships.
Thus: 2 neuts, 3 nos. 5 neuts with guardian chain. "I honestly thought I was in lowsec"
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ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.10 12:44:00 -
[11] - Quote
Maeltstome wrote:Once you cap out yourself and cap out your target, Neuts become useless. Nos cycle faster and are better for killing cap boosted setups that Neuts are.
Nos, nos, more nos.
Lloyd Roses wrote:We're wormholes here. We need to make the most out of 5 slots, we can't just cyno in a blob of poorly fitted ships.
Thus: 2 neuts, 3 nos. 5 neuts with guardian chain.
haha neuts and nos work better than just nos as Roses says, you dont need to run the neuts once theyre cap is out for a start, and you can always move onto another target if theyre in range The idea is to cap out the target asap and keep them there, one or 2 nos's can keep them there (unless cap boosted) the rest is gravy. If you cap yourself out your doing it wrong.
No Worries |

Maeltstome
Twisted Insanity. The Kadeshi
482
|
Posted - 2014.06.10 14:53:00 -
[12] - Quote
ChromeStriker wrote:Maeltstome wrote:Once you cap out yourself and cap out your target, Neuts become useless. Nos cycle faster and are better for killing cap boosted setups that Neuts are.
Nos, nos, more nos. Lloyd Roses wrote:We're wormholes here. We need to make the most out of 5 slots, we can't just cyno in a blob of poorly fitted ships.
Thus: 2 neuts, 3 nos. 5 neuts with guardian chain. neuts and nos work better than just nos as Roses says, you dont need to run the neuts once theyre cap is out for a start, and you can always move onto another target if theyre in range  The idea is to cap out the target asap and keep them there, one or 2 nos's can keep them there (unless cap boosted) the rest is gravy. If you cap yourself out your doing it wrong.
Nos was nerfed years ago for a reason, a very good reason. This ship removes that nerf and you continue to use neuts? If you are in a fleet, capping out targets, use the curse or Bhaalgorn. |

Butzewutze
Imperial Academy Amarr Empire
36
|
Posted - 2014.06.10 15:00:00 -
[13] - Quote
Maeltstome wrote:ChromeStriker wrote:Maeltstome wrote:Once you cap out yourself and cap out your target, Neuts become useless. Nos cycle faster and are better for killing cap boosted setups that Neuts are.
Nos, nos, more nos. Lloyd Roses wrote:We're wormholes here. We need to make the most out of 5 slots, we can't just cyno in a blob of poorly fitted ships.
Thus: 2 neuts, 3 nos. 5 neuts with guardian chain. neuts and nos work better than just nos as Roses says, you dont need to run the neuts once theyre cap is out for a start, and you can always move onto another target if theyre in range  The idea is to cap out the target asap and keep them there, one or 2 nos's can keep them there (unless cap boosted) the rest is gravy. If you cap yourself out your doing it wrong. Nos was nerfed years ago for a reason, a very good reason. This ship removes that nerf and you continue to use neuts? If you are in a fleet, capping out targets, use the curse or Bhaalgorn.
The problem with nos wasn't only that it caps your target out but that you can sustain mad activetanks with that cap at the same time. No active tanks here in that thread tho...
|

ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.10 15:08:00 -
[14] - Quote
Quote:Nos was nerfed years ago for a reason, a very good reason. This ship removes that nerf and you continue to use neuts? If you are in a fleet, capping out targets, use the curse or Bhaalgorn.
What else would you use 5 nos's for then to cap someone out? If your doing that you might as well throw in a couple of neuts to speed up the process... the ashimmu has a bonus to neuts too 
Bhaalgorn is a bit of a step up lol, and the curse has a bit of trouble in an armour gang (still a great ship)...
Now if you'd said a geddon id have understood... tho a bit slow for small gang stuff
No Worries |

Kosetzu
S1lver Flame
111
|
Posted - 2014.06.10 15:08:00 -
[15] - Quote
I haven't had the time to test the Ashimmu as much as the Cruor, but going all nos does give you the ability to hold down more targets at the same without having cap issues because some of the targets require a neut. Unless you're facing a huge buffer tanked ship with capless weapons nos will do just fine in shutting down a critical part of their ships, be it the tank or the guns, or both if lucky.
Even after this huge change with nos you still need to actually consider what to engage which should make a lot of the issues moot in my opinion. |

Butzewutze
Imperial Academy Amarr Empire
36
|
Posted - 2014.06.10 15:18:00 -
[16] - Quote
Trying to bring another light into this thread. How about this:
[Ashimmu, New Setup 1] Medium Armor Repairer II Medium Armor Repairer II Medium Ancillary Armor Repairer, Nanite Repair Paste Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II
Experimental 10MN Microwarpdrive I Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800 J5b Phased Prototype Warp Scrambler I X5 Prototype Engine Enervator
Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Medium Diminishing Power System Drain I Medium Unstable Power Fluctuator I
Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I Medium Ancillary Current Router I
Hammerhead II x3 Hobgoblin II x2
Clicky
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Lloyd Roses
Artificial Memories Vertical.
620
|
Posted - 2014.06.10 15:34:00 -
[17] - Quote
You're still overlooking that, no matter how much special effects and nifty magic involved, a neut still drains a capacitor at 250% the speed of a Nos. Is NOS good and viable? Yes. Are neuts vastly superior ? Yes.
So, having only gangs of 10 people max, do you want the fit with the special effects or the one that is vastly more proficient at its job? "I honestly thought I was in lowsec"
|

Charlie Firpol
Noob Mercs Monkeys with Guns.
227
|
Posted - 2014.06.10 16:22:00 -
[18] - Quote
I would love to get some numbers about the cap usage of these Ashimmus. My first feeling was "I would just fit all NOS" too. How much cap pressure can your Ashimmu take before it has to stop using Neuts? |

Maeltstome
Twisted Insanity. The Kadeshi
482
|
Posted - 2014.06.10 16:28:00 -
[19] - Quote
Lloyd Roses wrote:You're still overlooking that, no matter how much special effects and nifty magic involved, a neut still drains a capacitor at 250% the speed of a Nos. Is NOS good and viable? Yes. Are neuts vastly superior ? Yes.
So, having only gangs of 10 people max, do you want the fit with the special effects or the one that is vastly more proficient at its job?
Ed: in the case of that ashimmu fit I linked above, it got neuts and NOS in a mix so that your hardeners don't go out and you can ditch the cap chain. Also, more free mids for second web. I would use more neuts, but 3-2 is rock solid, comparably carefree and 2 neuts already instacap a proteus mid-fight.
Your logic is backwards. The smaller the gang, the more versatile each member has to be. You'd be better running 3 nos and 2 energy transfers to pump cap into other ships with neuts in utility highs.
Or better yet, slap some Guns onto it and burn peoples cap by doing damage. It's also infinitely better against a brick ship who doesn't use cap; At least then you can kill them.
I use 2x webs, but you can easily swap one for a shield booster just to hammer through capacitor and increase tank. |

ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.10 17:07:00 -
[20] - Quote
Charlie Firpol wrote:I would love to get some numbers about the cap usage of these Ashimmus. My first feeling was "I would just fit all NOS" too. How much cap pressure can your Ashimmu take before it has to stop using Neuts?
The 3/2 set ups above are cap stable in nos range
No Worries |

Maeltstome
Twisted Insanity. The Kadeshi
482
|
Posted - 2014.06.10 17:45:00 -
[21] - Quote
ChromeStriker wrote:Under a 5 man gang i would agree... after that you can start specialising ships... dedicated tackle, logi, neuts, dps... depends on whats called for or what you want to fly... I dont even know what your thinking with the energy transfer stuff.... apart from being unusable, why would you do that when your own neuts are substantially better  There is a fit with guns.... and a brick tanked ship with no hardeners, prop, EWAR or possibly weapons isnt much of a threat... Do you even neut? Why would you have a shield booster on an armour ship???? burn through cap? you know these nos's donGÇÖt need that... you sir are talking backwards...
The Ashimu is not a specialised ship. It has 3 bonuses that are independant of one another. I'd much rather have a Curse with multiple neuts and benefit from the range bonus in order to avoid being crunked at <10k ranged.
The biggest benefit of running Nos is the faction vairiants allowing you to sit at 19km and still be fully effective. Neuts without a range bonus on a medium/small hull puts you in suicide engagement range. |

Lloyd Roses
Artificial Memories Vertical.
621
|
Posted - 2014.06.10 18:05:00 -
[22] - Quote
Maeltstome wrote:ChromeStriker wrote:Under a 5 man gang i would agree... after that you can start specialising ships... dedicated tackle, logi, neuts, dps... depends on whats called for or what you want to fly... I dont even know what your thinking with the energy transfer stuff.... apart from being unusable, why would you do that when your own neuts are substantially better  There is a fit with guns.... and a brick tanked ship with no hardeners, prop, EWAR or possibly weapons isnt much of a threat... Do you even neut? Why would you have a shield booster on an armour ship???? burn through cap? you know these nos's donGÇÖt need that... you sir are talking backwards... The Ashimu is not a specialised ship. It has 3 bonuses that are independant of one another. I'd much rather have a Curse with multiple neuts and benefit from the range bonus in order to avoid being crunked at <10k ranged. The biggest benefit of running Nos is the faction vairiants allowing you to sit at 19km and still be fully effective. Neuts without a range bonus on a medium/small hull puts you in suicide engagement range.
While those words are very true in honourable 1v1 samurai pvp, the topic here is *gangs*. It also means that your *keeping range* is BS, simply cause each side has 4+ 35km webs on field. That number going up to double-digit is all but rare.
So, does a curse have better range? Yes. Does it help? No.
Bottom line, you can fly two different neutships - a legion or an ashimmu. The legion got drone dps and 60-80% more ehp (~135k unlinked, 190k linked), the ashimmu got uncontested cap-stability - if he fits at least 2 NOS - and webs, together with roughly 2-3x the tank a curse will get.
The curse got TD (which is pretty useless if your mortal enemy consists of geckos, gardes, ogres and praetors) and longer range webs (which is pretty useless if you don't get to your range or get blapped off field because big guns now got tracking on you)+
Hope that helps. Don't fly recons closer than you need to, or you go the way of the SMA Falcon.
EDIT: Important! Keep in mind that inside w-space, you spawn less than ~10km from the hole, with the majority of times landing at roughly 2.5km off the hole. That also means that - if you camp a connection, nothing will spawn further than ~7.5km off you. "I honestly thought I was in lowsec"
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0rch1d
Aggressive Salvage Services LLC
14
|
Posted - 2014.06.10 21:03:00 -
[23] - Quote
Damn. I just sold mine.
Wasn't really keen on using it anyway. Looked bitchin' tho. |

Luwc
Biohazard. WINMATAR.
141
|
Posted - 2014.06.11 06:48:00 -
[24] - Quote
Curse. http://hugelolcdn.com/i/267520.gif |

ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.11 07:19:00 -
[25] - Quote
Fit for armour and see how far you get (half the ehp)
Curse is awesome, ashimmu is different.
No Worries |

Camper101
Nocturnal Romance Cynosural Field Theory.
1002
|
Posted - 2014.06.11 13:09:00 -
[26] - Quote
My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.
Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.
In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs. 2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.
My name is Hans. The "L" stands for danger. |

ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.11 13:44:00 -
[27] - Quote
Camper101 wrote:My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps. Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another. In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.
One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation 
Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor.
No Worries |

Maeltstome
Twisted Insanity. The Kadeshi
482
|
Posted - 2014.06.11 13:48:00 -
[28] - Quote
ChromeStriker wrote:Camper101 wrote:My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps. Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another. In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs. One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation  Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor.
Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse. |

ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.11 14:03:00 -
[29] - Quote
Maeltstome wrote:ChromeStriker wrote:Camper101 wrote:My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps. Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another. In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs. One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation  Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor. Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse.
All depends on the neuts lol... Curse gets its damage from drones, ashimmu from lasers, so the curse can get more neuts with out sacraficing dmg... and once the ashimmu is capped... its screwed
No Worries |

iu'ra
Doom Generation THE H0NEYBADGER
4
|
Posted - 2014.06.11 18:48:00 -
[30] - Quote
With an HG Talisman set would the NOS suck more than unbonused neuts without HG Talismans in an equal amount of time? |

Another Altlol
Imperial Academy Amarr Empire
4
|
Posted - 2014.06.11 20:40:00 -
[31] - Quote
Will the NOS continue to siphon the full cap amount to you, regardless of the target ships cap level?
I.E if the enemy is neuted out will NOS be capturing the same or significantly less cap?
Just wondering because it would make it a bit more difficult to keep an enemy capped out if you're running the dual web with no booster, as you would need to switch the NOS onto someone new to keep yourself stable. I guess you could leave one of the medium neuts on the old target to keep them locked down.
|

iu'ra
Doom Generation THE H0NEYBADGER
4
|
Posted - 2014.06.11 20:56:00 -
[32] - Quote
Another Altlol wrote:Will the NOS continue to siphon the full cap amount to you, regardless of the target ships cap level?
I.E if the enemy is neuted out will NOS be capturing the same or significantly less cap?
Just wondering because it would make it a bit more difficult to keep an enemy capped out if you're running the dual web with no booster, as you would need to switch the NOS onto someone new to keep yourself stable. I guess you could leave one of the medium neuts on the old target to keep them locked down.
It will continually suck cap regardless of the enemy's cap level but if it sucks 160GJ and they only have 84.125GJ then you only get 84.125GJ. I don't believe this ship can draw cap from nothing |

Another Altlol
Imperial Academy Amarr Empire
4
|
Posted - 2014.06.11 21:18:00 -
[33] - Quote
Ah okay, thought I'd check, haven't had much experience with neut ships and Guardians can generate it out of thin air after all :D
So if you have 3/2 setup is the best idea to neut out your closest target then throw 2 neut and 2 nos onto your next target while keeping 1 neut on your original so that you keep them from regaining enough cap to do anything useful?
Any useful tips appreciated. |

ChromeStriker
0ne Percent. Odin's Call
734
|
Posted - 2014.06.12 08:05:00 -
[34] - Quote
Another Altlol wrote:Ah okay, thought I'd check, haven't had much experience with neut ships and Guardians can generate it out of thin air after all :D
So if you have 3/2 setup is the best idea to neut out your closest target then throw 2 neut and 2 nos onto your next target while keeping 1 neut on your original so that you keep them from regaining enough cap to do anything useful?
Any useful tips appreciated.
All based on cycle time and whether you think your target is cap boosted either locally or like a guardian from another source...
Nos's have a quick cycle time but less neuting power, so are good for keeping a target capped out without the chance of cycling hardeners for example. However you must also remember you will not be getting as much cap due to the enemy being empty so you run the risk of capping yourself out.
Neuts cycle slower but neut more, so an enemy may be able to generate enough cap between cycles to use something. Runing two neuts in tandem (one then the other halfway through it cycle) helps mitigate this.
My usual practice is to work on a primary bases, cap out your primary, once your confident he's out keep the neuts on him Then have your nos's on a secondary or tertiary target (if in range).
If you can only get hold of one target, i use the nos's to keep him capped.
Obviously this is up for a lot variation due to circumstance....
No Worries |

Camper101
Nocturnal Romance Cynosural Field Theory.
1002
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Posted - 2014.06.12 13:02:00 -
[35] - Quote
ChromeStriker wrote:Maeltstome wrote:ChromeStriker wrote:Camper101 wrote:My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps. Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another. In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs. One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation  Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor. Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse. All depends on the neuts lol... Curse gets its damage from drones, ashimmu from lasers, so the curse can have more neuts with out sacraficing dmg... and once the ashimmu is capped... its screwed
To say it again: with 2 medium NOS a shimmu does not get below 20% Capacitor. Even under Neuts from a Curse. You never ever cap out once you are in Nos range. And again: I ran 2 medium armor reppers and my lasers while i had a full rack of Curse neuts on me.
Edit: Reppers pulsed every Nos Cycle that means ofc, tackle ran forever. (A type NOS has silly cycle times, especially with talismans)
sadly, a curse usually does not fly alone, so you're screwed anyways :P 2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.
My name is Hans. The "L" stands for danger. |

ChromeStriker
0ne Percent. Odin's Call
734
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Posted - 2014.06.12 13:29:00 -
[36] - Quote
Camper101 wrote:ChromeStriker wrote:Maeltstome wrote:ChromeStriker wrote:Camper101 wrote:
My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.
Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.
In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.
One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation  Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor. Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse. All depends on the neuts lol... Curse gets its damage from drones, ashimmu from lasers, so the curse can have more neuts with out sacraficing dmg... and once the ashimmu is capped... its screwed To say it again: with 2 medium NOS a shimmu does not get below 20% Capacitor. Even under Neuts from a Curse. You never ever cap out once you are in Nos range. And again: I ran 2 medium armor reppers and my lasers while i had a full rack of Curse neuts on me. (Might want to add that good staggered neuts will mess with you still but you can't shut down the NOSes so you will have to disengage or run into danger of being Nos'd out in the curse.) Edit: Reppers pulsed every Nos Cycle that means ofc, tackle ran forever. (A type NOS has silly cycle times, especially with talismans) sadly, a curse usually does not fly alone, so you're screwed anyways :P
Hmm would like to test this... i cant believe you can run all that under bonused neuts... sounds to me like the curse wasnt cycling properly?
And yeah... solo curses are rare and far between lol
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Camper101
Nocturnal Romance Cynosural Field Theory.
1002
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Posted - 2014.06.12 13:47:00 -
[37] - Quote
ChromeStriker wrote:
Hmm would like to test this... i cant believe you can run all that under bonused neuts... sounds to me like the curse wasnt cycling properly?
And yeah... solo curses are rare and far between lol
Well with pimp each Nos gets 3.3s cycle time, so yes, you can run a lot, but i guess it was not cycled properly. Problem is still that running Neuts costs cap, NOSes don't, you do not want to stay close to blood ships for extended periods of time usually :)
2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.
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Aralieus
The Inf1dels Spaceship Samurai
219
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Posted - 2014.06.13 02:17:00 -
[38] - Quote
Not to derail this thread but I hope they give pilgrim and curse that lovely nos bonus Oderint Dum Metuant |

Camper101
Nocturnal Romance Cynosural Field Theory.
1002
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Posted - 2014.06.13 06:36:00 -
[39] - Quote
Aralieus wrote:Not to derail this thread but I hope they give pilgrim and curse that lovely nos bonus
Sadly that would leave the Blood Ships no longer unique, which was the idea :P
2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.
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ChromeStriker
0ne Percent. Odin's Call
735
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Posted - 2014.06.13 07:25:00 -
[40] - Quote
Camper101 wrote:Aralieus wrote:Not to derail this thread but I hope they give pilgrim and curse that lovely nos bonus Sadly that would leave the Blood Ships no longer unique, which was the idea :P
Just so, Curse is still master of projection and perfect for larger fleet fights (and the TD can be useful too).
Pilgrim has a cloak.... because cloak.... cloak....
The ashimmu is similar but seperate to the curse, being armour tanked and having shorter range changes its play style alot... It also doesnt have a cloak...
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