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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1616
|
Posted - 2015.09.08 03:06:37 -
[601] - Quote
d-bag thrashers on a gate/station, although personally I always use instas in SoE hubs so that takes care of the station bit...
a disco bs as a threat as well, although that's a bunch of isk to throw at you, and they have to know you have a shiny fit.
@ChainsawPlankto
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1616
|
Posted - 2015.09.08 05:13:35 -
[602] - Quote
I just idiot mode'd a polarized garmur. Killed the logi no problem, that actually went pretty fast, and was testing the difference between CN and Rage on the vengence, then I stopped paying attention to my orbit. Oh well cheap t2 fit. Plus my missile skills aren't all that great.
on the logi faction seemed better, I was doing 80 or 90 with rage and 150ish consistently with faction.
I was getting hits of 275 on shields and 180 on armor with cn thermal ammo Rage was jumping between shots... think I was on the edge of range and some were hitting and some not? don't know if missiles work like that? I was right on the edge of range for a bit.
[ 2015.09.08 04:34:13 ] (combat) 94 to Burner Vengeance Inferno Rage Rocket - Hits [ 2015.09.08 04:34:15 ] (combat) 215 to Burner Vengeance - Inferno Rage Rocket - Hits
my fit was a little thrown together from stuff I had in hangar, should have paid attention to the prop mod, think I had room for an MWD but didn't have one in station. [Garmur, Garmur] Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Missile Guidance Computer II Missile Guidance Computer II Phased Weapon Navigation Array Generation Extron 1MN Monopropellant Enduring Afterburner
Polarized Rocket Launcher Polarized Rocket Launcher Polarized Rocket Launcher
Small Hydraulic Bay Thrusters I Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition I
@ChainsawPlankto
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Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.08 09:23:57 -
[603] - Quote
Chainsaw Plankton wrote:
[ 2015.09.08 04:34:13 ] (combat) 94 to Burner Vengeance Inferno Rage Rocket - Hits [ 2015.09.08 04:34:15 ] (combat) 215 to Burner Vengeance - Inferno Rage Rocket - Hits
hmm normally you should do nearly the same dmg each shot. perhaps the first was only into shield and second into armour?
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Ploing
Blue Republic RvB - BLUE Republic
32
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Posted - 2015.09.08 09:27:30 -
[604] - Quote
Hasikan Miallok wrote:
The polarized rocket versions seem very fragile and flying very close to the danger zone in terms of taking hits, is their anything specific you need to watch out for when flying this fit.
orbit @ 20 you got no hits. only the jaguar tends to hit you sometimes. for the jag i set orbit @25. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1616
|
Posted - 2015.09.08 09:43:14 -
[605] - Quote
Ploing wrote:Chainsaw Plankton wrote:
[ 2015.09.08 04:34:13 ] (combat) 94 to Burner Vengeance Inferno Rage Rocket - Hits [ 2015.09.08 04:34:15 ] (combat) 215 to Burner Vengeance - Inferno Rage Rocket - Hits
hmm normally you should do nearly the same dmg each shot. perhaps the first was only into shield and second into armour? I put him into armor with CN rockets so yea. ~4x hits for 200 and change, and according to http://games.chruker.dk/eve_online/item.php?type_id=34185 it should have 900 shield. These hit armor consistently for 178-179 but I only shot 3 rockets.
the rage rockets however jumped around a lot. maybe I was flying like an idiot so it changed speeds often? 141 (might have got some shield back while I reloaded) 98 92 215 216 215 104 109 100 95 94 215 215 89 87 113 87 87
Also confirming the jag can hit you, I got hit once ~20km and said nope, and warped out, 1300ish hp is a lot in a polarized garmur, so I came back in my harpy and finished it off, got hit 3 more times as I was playing around with ranges and with the AF resists and resist bonus I wasn't too worried as I could always just pull range.
1386 Burner Jaguar - Wrecks
@ChainsawPlankto
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Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.08 10:37:27 -
[606] - Quote
Chainsaw Plankton wrote:
the rage rockets however jumped around a lot. maybe I was flying like an idiot so it changed speeds often?
with higher burner speed and the lack of a second tp it could be. |

Market McSelling Alt
Bernie Madoff Investment Services LLC
553
|
Posted - 2015.09.08 11:52:14 -
[607] - Quote
Ploing wrote:Chainsaw Plankton wrote:
the rage rockets however jumped around a lot. maybe I was flying like an idiot so it changed speeds often?
with higher burner speed and the lack of a second tp it could be.
with Rage you absolutely have to have the second TP.
The only time I see the damage jump around a lot is when the Logi's are repping each other, because they are getting an influx of resist rich hp.
The Jag CAN be done orbiting at 23, seems weird but remember they are flying AT you, so your rockets don't technically travel as far.
However to be safe, you can go back to the CN rockets and orbit at 25.
Best description of Eve Online and why the community is the way it is
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Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.08 22:48:07 -
[608] - Quote
Anize Oramara wrote:
Awesome, I'm getting T2 missiles and rockets (finally) today and don't feel like doing my first team burners in the 600mill garmur I have fit but have never undocked in :P
so how went your first trip?would be nice to see results from unexperienced chars |

Anize Oramara
The Arch Dashing Dashers
377
|
Posted - 2015.09.09 16:10:49 -
[609] - Quote
Ploing wrote:Anize Oramara wrote:
Awesome, I'm getting T2 missiles and rockets (finally) today and don't feel like doing my first team burners in the 600mill garmur I have fit but have never undocked in :P
so how went your first trip?would be nice to see results from unexperienced chars *grumble* T2 missiles and T2 rocket spec have different requirememnts unlike every other weapon system ever *grumble* so in 2 days :P
You know, looking at the burner stats it says the ships have 75% defender chance. you think maybe the speed difference between rage and navy ammo is enough to effect if and how often they get hit by defenders? MIght explain some of the jumping in damage. |

Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.09 17:38:37 -
[610] - Quote
Anize Oramara wrote:
*grumble* T2 missiles and T2 rocket spec have different requirememnts unlike every other weapon system ever *grumble* so in 2 days :P
You know, looking at the burner stats it says the ships have 75% defender chance. you think maybe the speed difference between rage and navy ammo is enough to effect if and how often they get hit by defenders? MIght explain some of the jumping in damage.

defenders hit sometimes but i dont care about. |

Arec Bardwin
1850
|
Posted - 2015.09.11 11:26:46 -
[611] - Quote
Is it really necessary to pimp the Hawk fit that much for the serpentis dardevil burner? A cheaper fit that is confirmed to work would be appreciated, thanks. |

Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.11 12:33:29 -
[612] - Quote
you can try an alternative cheap fit.
https://forums.eveonline.com/default.aspx?g=posts&m=4955194#post4955194 |

Anize Oramara
The Arch Dashing Dashers
385
|
Posted - 2015.09.11 17:04:09 -
[613] - Quote
Ploing wrote:Anize Oramara wrote:
Awesome, I'm getting T2 missiles and rockets (finally) today and don't feel like doing my first team burners in the 600mill garmur I have fit but have never undocked in :P
so how went your first trip?would be nice to see results from unexperienced chars Just ran the vengeance one. Only had rocket spec 2 and used 2 T2 balistics instead of the 3 cal navy ones. No go. Might work if you have all V (warhead, rapid launch, rocket spec)
I had to use 2 cal navy ballistics and I put in a T2 guidence enhancer for more application. Took 7min. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1653
|
Posted - 2015.09.11 17:22:47 -
[614] - Quote
I didn't even think about defenders, that said I don't think they are an issue thanks to the garmurs insane missile velocity bonus. Against normal NPCs fitting missile speed rigs makes missiles near invulnerable to defenders out to ~80km (going off memory here so might be off by a little) although with the velocity bonus from bastion on a golem defenders probably aren't an issue in general.
did you try using t2 or navy rockets (both?) my missile skills are a little lacking, and I noticed a difference between the two. and with 2x t2 bcus the logi frigs went down without a problem.
@ChainsawPlankto
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Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.11 17:47:39 -
[615] - Quote
Anize Oramara wrote: Just ran the vengeance one. Only had rocket spec 2 and used 2 T2 balistics instead of the 3 cal navy ones. No go. Might work if you have all V (warhead, rapid launch, rocket spec)
I had to use 2 cal navy ballistics and I put in a T2 guidence enhancer for more application. Took 7min.
yeah you should be train up some skills first. you shoot nova-¦s for the logi-¦s ?
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Anize Oramara
The Arch Dashing Dashers
385
|
Posted - 2015.09.11 18:57:27 -
[616] - Quote
Ploing wrote:Anize Oramara wrote: Just ran the vengeance one. Only had rocket spec 2 and used 2 T2 balistics instead of the 3 cal navy ones. No go. Might work if you have all V (warhead, rapid launch, rocket spec)
I had to use 2 cal navy ballistics and I put in a T2 guidence enhancer for more application. Took 7min.
yeah you should be train up some skills first. you shoot nova-¦s for the logi-¦s ? yea switched to Novas and only barely got the first logi down. Was using faction ammo.
Did the enyo one, around 4 minutes but this was with 3 caldari navy ballistics. Was using faction Nova for both logi and enyo.
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Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.11 19:24:16 -
[617] - Quote
Anize Oramara wrote:
Did the enyo one, around 4 minutes but this was with 3 caldari navy ballistics. Was using faction Nova for both logi and enyo.
for the enyo you can normally skip the second logi. |

Anize Oramara
The Arch Dashing Dashers
385
|
Posted - 2015.09.11 19:27:13 -
[618] - Quote
Ploing wrote:Anize Oramara wrote:
Did the enyo one, around 4 minutes but this was with 3 caldari navy ballistics. Was using faction Nova for both logi and enyo.
for the enyo you can normally skip the second logi. Yup, will definitely try that next time. |

Anize Oramara
The Arch Dashing Dashers
388
|
Posted - 2015.09.13 01:49:00 -
[619] - Quote
Quick update. So with running 3 faction balistic controls and the rest T2 or meta the polarised garmur gets me 6min on the vengeance, 4:30 on the enyo regardless if I do 1 logi or 2 and 2:30 on the hawk killing 1 logi. I don't have the range yet to try the Jag. Getting all V skills, at least on the damage seems super important. OH the painter interestingly does nothing for damage (on the logi). |

Ploing
Blue Republic RvB - BLUE Republic
32
|
Posted - 2015.09.13 17:47:28 -
[620] - Quote
did u overheat guns? |

Anize Oramara
The Arch Dashing Dashers
389
|
Posted - 2015.09.13 20:33:38 -
[621] - Quote
Ploing wrote:did u overheat guns? Yes |

Market McSelling Alt
Bernie Madoff Investment Services LLC
576
|
Posted - 2015.09.13 21:30:21 -
[622] - Quote
Anize Oramara wrote:Quick update. So with running 3 faction balistic controls and the rest T2 or meta the polarised garmur gets me 6min on the vengeance, 4:30 on the enyo regardless if I do 1 logi or 2 and 2:30 on the hawk killing 1 logi. I don't have the range yet to try the Jag. Getting all V skills, at least on the damage seems super important. OH the painter interestingly does nothing for damage (on the logi).
Actually the range screwed me over in some of the Hawk runs as well. took me almost 2min longer because I kept orbiting out of range of the logi.
That is because Rage Rockets are 25m bloom and that is the same as the NPCs we are shooting. TP is helpful to keep consistency in damage, but won't make it "better".
Did you use the correct ammo for the Logi AND the burner?
Best description of Eve Online and why the community is the way it is
|

Anize Oramara
The Arch Dashing Dashers
389
|
Posted - 2015.09.14 04:18:05 -
[623] - Quote
Market McSelling Alt wrote:Anize Oramara wrote:Quick update. So with running 3 faction balistic controls and the rest T2 or meta the polarised garmur gets me 6min on the vengeance, 4:30 on the enyo regardless if I do 1 logi or 2 and 2:30 on the hawk killing 1 logi. I don't have the range yet to try the Jag. Getting all V skills, at least on the damage seems super important. OH the painter interestingly does nothing for damage (on the logi).
Actually the range screwed me over in some of the Hawk runs as well. took me almost 2min longer because I kept orbiting out of range of the logi. That is because Rage Rockets are 25m bloom and that is the same as the NPCs we are shooting. TP is helpful to keep consistency in damage, but won't make it "better". Did you use the correct ammo for the Logi AND the burner? Was not using rage ammo. Problem most likely is the missing level of caldari frigate. Should be only another 4 days fo Cal frig V. |

Sentenced 1989
188
|
Posted - 2015.09.14 08:58:53 -
[624] - Quote
So few months down the road...
I'm to lazy to have multiple ships for this, did anybody figure out what works if you have 2-3 accounts available?
What I'm looking for: 1 fit to run any burner with possibility of fielding 2 ships at once + off grid booster
The Incursion Guild
Epic Arc Guide
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Anize Oramara
The Arch Dashing Dashers
390
|
Posted - 2015.09.14 09:46:18 -
[625] - Quote
Sentenced 1989 wrote:So few months down the road...
I'm to lazy to have multiple ships for this, did anybody figure out what works if you have 2-3 accounts available?
What I'm looking for: 1 fit to run any burner with possibility of fielding 2 ships at once + off grid booster I haven't run burners for very long but I've got a decent feel for em, having run all of them multiple times over the last month except for 3 (one each in agent, team and base).
Except for some overlap (Check out the unified team burner (garmur) and the unified daredevil agent burner fits) I don't think there is a one build fits all setup, doubly so if you want to run them optimally. You also have the problem where your one or two pilots in frigs will arrive WAY faster than your OGB causing down time, not to mention tyeing up 3! accounts where one will suffice 100% of the time. Besides once you've set up the ships (and named them appropriately it's zero effort switching between ships to run burners.
I think if nothing else, CCP managed to reduce the ability to 'one build fits all' dumbing down that is present in lv4 missions with the burner missions.
Also I get to use a vagabond for PVE! That alone is worth the price of admission. |

Estella Osoka
Perkone Caldari State
746
|
Posted - 2015.09.14 13:52:12 -
[626] - Quote
Anize Oramara wrote:Sentenced 1989 wrote:So few months down the road...
I'm to lazy to have multiple ships for this, did anybody figure out what works if you have 2-3 accounts available?
What I'm looking for: 1 fit to run any burner with possibility of fielding 2 ships at once + off grid booster I haven't run burners for very long but I've got a decent feel for em, having run all of them multiple times over the last month except for 3 (one each in agent, team and base). Except for some overlap (Check out the unified team burner (garmur) and the unified daredevil agent burner fits) I don't think there is a one build fits all setup, doubly so if you want to run them optimally. You also have the problem where your one or two pilots in frigs will arrive WAY faster than your OGB causing down time, not to mention tyeing up 3! accounts where one will suffice 100% of the time. Besides once you've set up the ships (and named them appropriately it's zero effort switching between ships to run burners. I think if nothing else, CCP managed to reduce the ability to 'one build fits all' dumbing down that is present in lv4 missions with the burner missions. Also I get to use a vagabond for PVE! That alone is worth the price of admission.
Probably just doesn't want to go through the pain of repositioning all those ships when you switch mission running hubs. |

Anize Oramara
The Arch Dashing Dashers
390
|
Posted - 2015.09.14 13:54:37 -
[627] - Quote
Estella Osoka wrote:Anize Oramara wrote:Sentenced 1989 wrote:So few months down the road...
I'm to lazy to have multiple ships for this, did anybody figure out what works if you have 2-3 accounts available?
What I'm looking for: 1 fit to run any burner with possibility of fielding 2 ships at once + off grid booster I haven't run burners for very long but I've got a decent feel for em, having run all of them multiple times over the last month except for 3 (one each in agent, team and base). Except for some overlap (Check out the unified team burner (garmur) and the unified daredevil agent burner fits) I don't think there is a one build fits all setup, doubly so if you want to run them optimally. You also have the problem where your one or two pilots in frigs will arrive WAY faster than your OGB causing down time, not to mention tyeing up 3! accounts where one will suffice 100% of the time. Besides once you've set up the ships (and named them appropriately it's zero effort switching between ships to run burners. I think if nothing else, CCP managed to reduce the ability to 'one build fits all' dumbing down that is present in lv4 missions with the burner missions. Also I get to use a vagabond for PVE! That alone is worth the price of admission. Probably just doesn't want to go through the pain of repositioning all those ships when you switch mission running hubs.
I hear they added this new hi-sec carrier to the game for moving around lots of ships, including BS. |

Estella Osoka
Perkone Caldari State
746
|
Posted - 2015.09.14 14:23:12 -
[628] - Quote
Anize Oramara wrote:Estella Osoka wrote:Anize Oramara wrote:Sentenced 1989 wrote:So few months down the road...
I'm to lazy to have multiple ships for this, did anybody figure out what works if you have 2-3 accounts available?
What I'm looking for: 1 fit to run any burner with possibility of fielding 2 ships at once + off grid booster I haven't run burners for very long but I've got a decent feel for em, having run all of them multiple times over the last month except for 3 (one each in agent, team and base). Except for some overlap (Check out the unified team burner (garmur) and the unified daredevil agent burner fits) I don't think there is a one build fits all setup, doubly so if you want to run them optimally. You also have the problem where your one or two pilots in frigs will arrive WAY faster than your OGB causing down time, not to mention tyeing up 3! accounts where one will suffice 100% of the time. Besides once you've set up the ships (and named them appropriately it's zero effort switching between ships to run burners. I think if nothing else, CCP managed to reduce the ability to 'one build fits all' dumbing down that is present in lv4 missions with the burner missions. Also I get to use a vagabond for PVE! That alone is worth the price of admission. Probably just doesn't want to go through the pain of repositioning all those ships when you switch mission running hubs. I hear they added this new hi-sec carrier to the game for moving around lots of ships, including BS.
It's better to use a Jump Freighter. Faster too. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1697
|
Posted - 2015.09.14 20:22:18 -
[629] - Quote
I think some people are just using AF blobs to take out burners, especially in space where flying a 100m frig solo doesn't make sense. I imagine a remote rep ishkur blob would deal with pretty much any burner very quickly. A worm blob might be even better, especially with the improved drone HP.
feel free to test it.
@ChainsawPlankto
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Anize Oramara
The Arch Dashing Dashers
391
|
Posted - 2015.09.16 00:15:46 -
[630] - Quote
Quick question for those running burners often, what would you say is the average no of jumps for burner missions? I'm trying to figure out if 7-8jumps is normal across the game or if it's just the agent/region I'm in. Burners are still a fair bit more profitable than 80% of the lv4 missions but it is super rare that I get a burner that's not 7-8 jumps away. It's definitely not agent or corp standing based as I've tested at both negative standing and at over 5 standing. |
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