Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 .. 51 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Takh Meir'noen
24th Imperial Recon
1
|
Posted - 2016.12.31 04:14:13 -
[1261] - Quote
Chainsaw Plankton wrote:sounds like you are underestimating the content, I know I did when they first came out. Think of them as player ships that are officer fit, overheated, have multiple pirate implant sets, and full command bursts.
also AFAIK cap batteries don't do anything vs npc neuts/nos, but I have little info to support/deny that.
I don't feel like I'm underestimating the damage potential at all. I'm using the database figures which line up with the spreadsheet of observed DPS from this thread. 90 EM/90 TH per second. Receiving that damage I can take 190 HP/s with this tank, assuming no damage at all is lost to tracking--worst case scenario. Cap Batteries reduce the effectiveness of Nos/Neuts used against you--I have a pair of Thukker Cap Batteries on my Paladin (-28% nos/neut effectiveness, each) and it's awesome in Blood Raiders Blockade to take the pressure off getting the elite cruisers down before getting capped out. I assumed they would work the same for Burners.
If I just want to test out the tank and cap stability, will 1 warp core stab allow me to leave, or do I need 2 fit? I need to know if my small amount of DPS can break the tank--my damage application will be almost 100% effective, but I'm not sure if it's enough. |
Chainsaw Plankton
FaDoyToy
2363
|
Posted - 2016.12.31 04:59:15 -
[1262] - Quote
I would not compare a paladin in the blockade to anything burner related. FWIW when I run The Blockade any npc that can nos is dead before it gets in nos range. Also the paladin has a huge base cap, adding two cap batteries and it should have insane cap. I'm not sure that the reduction is working or that you just have so much cap it seems like there is a reduction.
I'd probably go with your fit and drop the web for a cap injector, then bring a mobile depot and warp stabs to refit into. If the cap batteries don't work the cap injector will at least let you keep your armor up will the mobile depot onlines and you can refit stabs to warp out. Looks like you should need 2 to be able to warp out. I hope it will work but I have doubts.
@ChainsawPlankto
|
Ploing
Blue Republic RvB - BLUE Republic
79
|
Posted - 2016.12.31 10:58:52 -
[1263] - Quote
Kubera Vaisravana wrote:
I'm uncomfortable throwing an additional 160 million at a ship when I'm still taking my lumps. Do you think I have enough damage to take it out if I don't screw up too badly?
dmg is enough, because i use a passive shield jag fit with unheated 225 dps.
Takh Meir'noen wrote:[Vengeance, Burner (Blood) CapBattery]
Corpii A-Type Small Armor Repairer Corpum C-Type Energized EM Membrane Corpum C-Type Energized Thermal Membrane Ballistic Control System II
Stasis Webifier II Republic Fleet Small Cap Battery Republic Fleet Small Cap Battery
Rocket Launcher II, Caldari Navy Inferno Rocket Rocket Launcher II, Caldari Navy Inferno Rocket [Empty High slot] Rocket Launcher II, Caldari Navy Inferno Rocket Rocket Launcher II, Caldari Navy Inferno Rocket
Small Auxiliary Nano Pump II Small Auxiliary Nano Pump II
u have to use nova rockets. with 151 dps u are really on the low side. if u can break the tank it can be maybe 8-10 minutes to finish. |
Takh Meir'noen
24th Imperial Recon
1
|
Posted - 2016.12.31 15:35:32 -
[1264] - Quote
Thanks, yeah I just forgot to change the rockets over to Nova in Pyfa. Next time I get Cruor I guess we'll find out! |
Ploing
Blue Republic RvB - BLUE Republic
79
|
Posted - 2016.12.31 16:13:39 -
[1265] - Quote
Takh Meir'noen wrote:Thanks, yeah I just forgot to change the rockets over to Nova in Pyfa. Next time I get Cruor I guess we'll find out!
please report
|
Clennel
The Scope Gallente Federation
8
|
Posted - 2016.12.31 17:03:59 -
[1266] - Quote
Kubera Vaisravana wrote:Just reporting back some recent experience.
I would advise against using the T2 flare rig on the Garmur unless you can reach 28k with a missile range implant. It's fine for all of the burners except for the Jaguar, as when orbiting at 25km the Bursts are almost always 27-28k off.
The Mjolnir Javelin rockets address the range problems against the Jaguar's logi.
|
Clennel
The Scope Gallente Federation
8
|
Posted - 2016.12.31 17:23:26 -
[1267] - Quote
Chainsaw Plankton wrote:
worst thing you can do in this mission is burn your guns out. I've lost several wolfs to this, the thing is mostly a bullet sponge so sometimes I get bored in the middle of the fight and stop paying attention. I mostly solved this by waiting till the burner is in low armor before activating heat, this way the burner dies before I burn my guns out.
Nah! The worst thing you can do is what I did yesterday: Forget to resupply the carghold with ammo before engaging. Then watch while a Cruor with only 3% hull left slowly kills you - until your cap boosters run out, at which time he quickly kills you |
drozh
Deep Core Mining Inc. Caldari State
0
|
Posted - 2017.01.03 14:28:38 -
[1268] - Quote
Many thanks for this guide and fits.
I didnt read every post, so soory if it was asked and answered before.
I didn't try any burner before, so I want to test it now. But, I am not able to habe a special fit for every mission, so here the question: Is it possible to do all the Berner with one or two different ships? I'm Caldary, so I would prefer missiles and shields.
Thanks |
Chainsaw Plankton
FaDoyToy
2395
|
Posted - 2017.01.03 18:16:10 -
[1269] - Quote
all the team burner missions can be done in the same ship. look for the polarized rocket garmur, I fit ecm to mine, I've found the ECM fit to be pretty consistent however you can have bad RNG streaks, so some people are just fitting straight up dps fits. It is very easy to swap between the two fits if you want to play with both and figure out what you want.
for the atomic agents I think the daredevil is best bang for buck ship, can be fit to run most of them, but uses armor and hybrids rather than missile/shields. hawk might work for a few, I'm worried about EM damage though. It is my go to ship for the serpentis agent.
atomic base missions are pretty different, pretty sure you will want a unique ship for each. For the serpentis version vagabond is my favorite, but that is mostly due to the high base speed so it can move between the 3 talos quickly. but caldari/gallente hacs should also work thanks to the high kin/therm resists, I started running it with a deimos, think a cerb or eagle should work. The vigilant can run the angel version very well, not really sure on alt fits. I typically don't run the gurista or blood versions. They just got too annoying for not a high enough payout.
@ChainsawPlankto
|
Clennel
The Scope Gallente Federation
9
|
Posted - 2017.01.04 00:29:31 -
[1270] - Quote
drozh wrote:Many thanks for this guide and fits.
I didnt read every post, so soory if it was asked and answered before.
I didn't try any burner before, so I want to test it now. But, I am not able to habe a special fit for every mission, so here the question: Is it possible to do all the Berner with one or two different ships? I'm Caldary, so I would prefer missiles and shields.
Thanks
Assuming you have good missile/rocket skills (a safe assumption being Caldari, no?) your easiest entry path into burners will probably be the team burners, as Chainsaw suggested, and the Serpentis agent (Daredevil). Here's why:
- The de facto best practice (yes some people use other ships) is to use a Garmur for the teams and a Hawk for the Serpentis DD. In both cases, you'll want to have Caldari Frigate at level 5 (in the latter case it's required). So you can focus on that early and be running these 5 more effectively while training up for the other missions. - Mastering the team burners let's you do 4 of the 13 burner missions -- nobody ever does the Gursistas base, so call it 12 missions and that's fully 33% of all the burner missions. Add in the Serpentis DD and that's almost 42%. - Team burners, and maybe the Serpentis DD depending on your choice of webifiers, are cheap and easy to try out on the test server to test your skills and fits. More on this below. - The Serpentis DD is one of the few agent missions that is generally shield-tanked (playing into your strengths as a Caldari)
About the test server:
Early on it's a pretty good idea to try some of these out to get the feel for them before spending serious ISK on Tranquility. Trust me - you can burn thru a LOT of ISK fast getting up to speed (<-- voice of experience LOL). I will admit though, they're just not as fun on the test server without the element of risk.
A few tips and commands:
- /omega sets you to omega clone state - /copyskills copies all your skills from your current character to your test character so you don't have to bother training - /copyships once a day this will copy ALL your ships (and fitted modules) to 6-CZ49. Usable once every 24 hours. - All ships and non-DED/Faction modules cost 100 isk - If you have some DED/Faction you want to use on test, put them in the cargohold of a ship and use /copyships to bring them over the next day. You can do this multiple days in a row to build up a nice stash. Or buy them on the test market - but some are hard to find. - Try not to break your standings with an agent by declining too many missions. But if you do, don't worry about it and go on to another one (initially they will all speak to you -- if not, try /booststandings)
Hope this helps, and good luck!
|
|
Boutz McCool
Federal Navy Academy Gallente Federation
1
|
Posted - 2017.01.04 02:24:42 -
[1271] - Quote
so these burner mission ships are outside the realm of normal game mechanics or what? I had two %55 webs on s dramiel escort and it was still orbiting at over 3000 m/s. That would make their normal speed at least 12,000 m/s...
Is this a game bug or is CCP just changing basic mechanics in random places and not even telling us? |
Boutz McCool
Federal Navy Academy Gallente Federation
1
|
Posted - 2017.01.04 02:33:05 -
[1272] - Quote
on a differnt note, Is the brutix navy not as viable as a vigilant for the escort dramiel angel burner mission? The brut doesnt have as much dps but way more tank, slots and fit. Speed isnt much an issue w this mission since theres no way you dictate range in anything. |
Clennel
The Scope Gallente Federation
9
|
Posted - 2017.01.04 02:46:46 -
[1273] - Quote
Boutz McCool wrote:on a differnt note, Is the brutix navy not as viable as a vigilant for the escort dramiel angel burner mission? The brut doesnt have as much dps but way more tank, slots and fit. Speed isnt much an issue w this mission since theres no way you dictate range in anything.
I don't think a Battlecruiser class ship will get thru the gate. Never tried though. Regardless, the Vigilant is generally preferred for the awesome bonus to stasis webifiers. (10% per level -- level 5 and your 55% webbers would have been effectively 82.5 (not sure about any stacking penalty))
|
Boutz McCool
Federal Navy Academy Gallente Federation
1
|
Posted - 2017.01.04 04:00:27 -
[1274] - Quote
Clennel wrote:Boutz McCool wrote:on a differnt note, Is the brutix navy not as viable as a vigilant for the escort dramiel angel burner mission? The brut doesnt have as much dps but way more tank, slots and fit. Speed isnt much an issue w this mission since theres no way you dictate range in anything. I don't think a Battlecruiser class ship will get thru the gate. Never tried though. Regardless, the Vigilant is generally preferred for the awesome bonus to stasis webifiers. (10% per level -- level 5 and your 55% webbers would have been effectively 82.5 (not sure about any stacking penalty))
They can... yea, I didnt expect the drams to violate all known game laws so thought 2 normal webs + tracking enhancer would be sufficient. Given situation, vigi prob best. |
Boutz McCool
Federal Navy Academy Gallente Federation
1
|
Posted - 2017.01.04 07:48:41 -
[1275] - Quote
ok, something officially broken. Just dropped the wad on a vigilant. Fit and ran site exactly as recommended in this thread and youtube vid, even added an extra web to be safe. The dram was frozen at 40 m/s, I hit it maybe a few times, didnt even get through shield. wtff. |
Ploing
Blue Republic RvB - BLUE Republic
79
|
Posted - 2017.01.04 09:49:40 -
[1276] - Quote
Boutz McCool wrote:ok, something officially broken. Just dropped the wad on a vigilant. Fit and ran site exactly as recommended in this thread and youtube vid, even added an extra web to be safe. The dram was frozen at 40 m/s, I hit it maybe a few times, didnt even get through shield. wtff.
minmatar cruiser at V ? 60% webs ? if you not get the full 90 % bonus u will have trouble to hit them due the small signature. they should be something like 13 m/s. |
Takh Meir'noen
24th Imperial Recon
2
|
Posted - 2017.01.05 14:09:30 -
[1277] - Quote
So... Burner Agent Guristas. I don't have the DPS to kill him, he doesn't have the DPS to kill me. How far do I have to fly before he gives up? I thought people said if you get 250k away from the beacon they'll leave, but I'm currently 366k and climbing from it and he's still lobbing one ineffective missile after another into me. Will he ever give up and leave?
Since I'm cap stable and not overheating, could I just logoffski? It should just fly for 5 minutes then warp to safe right? |
Ploing
Blue Republic RvB - BLUE Republic
79
|
Posted - 2017.01.05 16:21:33 -
[1278] - Quote
Takh Meir'noen wrote:So... Burner Agent Guristas. I don't have the DPS to kill him, he doesn't have the DPS to kill me. How far do I have to fly before he gives up? I thought people said if you get 250k away from the beacon they'll leave, but I'm currently 366k and climbing from it and he's still lobbing one ineffective missile after another into me. Will he ever give up and leave?
Since I'm cap stable and not overheating, could I just logoffski? It should just fly for 5 minutes then warp to safe right?
with 366km away you are right on the edge. what did you use? you need at least ~ 250 dps for the worm.
how about your vengeance against the cruor? did it function? |
Clennel
The Scope Gallente Federation
9
|
Posted - 2017.01.05 17:56:55 -
[1279] - Quote
Takh Meir'noen wrote: . . .
Since I'm cap stable and not overheating, could I just logoffski? It should just fly for 5 minutes then warp to safe right?
You just have to get out of his warp scramble range - regardless of whether he's still shooting -- then warp away. |
Takh Meir'noen
24th Imperial Recon
3
|
Posted - 2017.01.05 18:40:22 -
[1280] - Quote
Okay. So, he's faster than me. A lot faster. I actually went to work and left it flying towards the stargate. I just remoted into my home computer and I'm now 5866 km from the warp-in beacon, with a Burner Worm still orbitting me at 39k, blasting away with scourge missiles ineffectively.
My understanding had been that if you get far enough away from the warp-in point the burner will eventually reset and leave. I'm now getting a friend to--OMFG LOL
Literally as I was typing this the burner turned around and flew off. I'M FREE!
So... about 5900ish km before he gave up!
LOL I was about to have my buddy hop in a buffer tanked merlin with WCSs in the lows to get and aggro switch so I could get out.
So that only took about 4 hours to get away. hahahah
And I haven't gotten the Cruor mission yet, so I haven't been able to test it. |
|
Clennel
The Scope Gallente Federation
9
|
Posted - 2017.01.07 16:41:18 -
[1281] - Quote
Clennel wrote:Kubera Vaisravana wrote:Just reporting back some recent experience.
I would advise against using the T2 flare rig on the Garmur unless you can reach 28k with a missile range implant. It's fine for all of the burners except for the Jaguar, as when orbiting at 25km the Bursts are almost always 27-28k off.
The Mjolnir Javelin rockets address the range problems against the Jaguar's logi.
Just a final thought and then I'll shut up about team burners (for a while ) : I finally got around to finishing up Rocket Specialization 5. That raised my DPS from 224 to 229. And while that doesn't seem like a lot, I no longer even think about overheating my guns. Nice steady decrease in their defenses. (at least on the Caldari and Gallente versions I've tried so far) |
Anize Oramara
The Arch Dashing Dashers
819
|
Posted - 2017.01.08 03:33:35 -
[1282] - Quote
The reason why a small increase in dps makes such a huge difference for burners is because of how high their tank is. If it has, say, a tank of 210 dps, you are effectively only hitting it with 14 dps if you're doing 224. now if you increase that by 5 dps you increased the speed at witch you finish the burner by over 30% instead of say, the 2% the 5 dps actually is. that is why even the smallest increase through lv V skills or implants makes a big difference with burners.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
|
Althalus Stenory
Flying Blacksmiths
103
|
Posted - 2017.01.08 19:33:07 -
[1283] - Quote
It looks like the jaguar burner team is able to hit you at >20km: I was orbiting @24km and got hit once ( http://imgur.com/a/aMwGN ) A corpmate once lost his garmur to the jaguar too while orbiting at 30km with an ECM garmur.
Did this already happened to someone else ? |
Ploing
Blue Republic RvB - BLUE Republic
79
|
Posted - 2017.01.08 19:34:39 -
[1284] - Quote
Althalus Stenory wrote:It looks like the jaguar burner team is able to hit you at >20km: I was orbiting @24km and got hit once ( http://imgur.com/a/aMwGN ) A corpmate once lost his garmur to the jaguar too while orbiting at 30km with an ECM garmur. Did this already happened to someone else ? yes it-¦s a known fact but at 30 they never hit before. |
Hoedur
United Special Forces
1
|
Posted - 2017.01.08 19:36:01 -
[1285] - Quote
Hi all,
I have read the forum several times, but I think some of the fittings are outdated.
I just lost my ship in the Mission "Anomic Base" with the Burner Ashimmu and the Sentinel. It was a cheap fitting without faction items, except the cheap thermal amplifier.
Quote:[Gila, Gÿú Base - Blood Raider Burner (Ashimu)] Ballistic Control System II Drone Damage Amplifier II Drone Damage Amplifier II
EM Ward Amplifier II EM Ward Amplifier II Pithum C-Type Thermal Dissipation Amplifier Large Shield Extender II Large Shield Extender II Large Shield Extender II
Rapid Light Missile Launcher II Rapid Light Missile Launcher II [Empty High slot] Rapid Light Missile Launcher II Rapid Light Missile Launcher II
Medium Core Defense Field Purger II Medium Core Defense Field Purger II Medium Core Defense Field Purger II
Hobgoblin I x4 Vespa I x8
Caldari Navy Scourge Light Missile x6400 Caldari Navy Inferno Light Missile x3200
There are many videos with this fitting, but i was far away to finish the mission. I killed 1 Sentinel and the 2nd only to 75% armor. Then my ship was destroyed. The most fittings have 3 Drone Damage Amplifier and 1 Ballistic Control System, but the Gila has now only 3 low slots, so i decided to use 2 DDA and 1 BCS. I choose the 4 Hobgoblin to kill the Sentinel. But the incoming dps was to high, and most of my skills are lvl. 5.
So. what did I wrong? Do I have to use tech 2 Drones or only the medium ones for the Sentinel? I thought the light Drones can hit the Sentinel frigs better then the medium Drones. The incoming damage was to high, I don't think that the Drones helps a lot. BTW, my Drones didn't get agro and in the mission info is written:
Quote:They also sport extremely effective tracking disruptors and have been seen supporting their leader by destroying any hostile drones they see.
Thank you very much for your help, I hope I can finish this mission next time.
greetings Hoedur
|
Althalus Stenory
Flying Blacksmiths
103
|
Posted - 2017.01.08 19:38:27 -
[1286] - Quote
Ploing wrote:Althalus Stenory wrote:It looks like the jaguar burner team is able to hit you at >20km: I was orbiting @24km and got hit once ( http://imgur.com/a/aMwGN ) A corpmate once lost his garmur to the jaguar too while orbiting at 30km with an ECM garmur. Did this already happened to someone else ? yes it-¦s a known fact but at 30 they never hit before. ok.
Another thing that I believe is weird, it's that it was a wrecking shot lol
Quote:19:23:27Combat1386 from Burner Jaguar - Wrecks |
Clennel
The Scope Gallente Federation
9
|
Posted - 2017.01.08 20:20:31 -
[1287] - Quote
Althalus Stenory wrote:Ploing wrote:Althalus Stenory wrote:It looks like the jaguar burner team is able to hit you at >20km: I was orbiting @24km and got hit once ( http://imgur.com/a/aMwGN ) A corpmate once lost his garmur to the jaguar too while orbiting at 30km with an ECM garmur. Did this already happened to someone else ? yes it-¦s a known fact but at 30 they never hit before. ok. Another thing that I believe is weird, it's that it was a wrecking shot lol Quote:19:23:27Combat1386 from Burner Jaguar - Wrecks
Wrecking shots are the only thing that the Jaguar can get you with. And they do indeed seem to ignore the range rules. Fortunately they are quite rare. Think I only see *one* every couple of weeks or so. |
Boutz McCool
Federal Navy Academy Gallente Federation
1
|
Posted - 2017.01.08 20:21:36 -
[1288] - Quote
Ploing wrote:Boutz McCool wrote:ok, something officially broken. Just dropped the wad on a vigilant. Fit and ran site exactly as recommended in this thread and youtube vid, even added an extra web to be safe. The dram was frozen at 40 m/s, I hit it maybe a few times, didnt even get through shield. wtff. minmatar cruiser at V ? 60% webs ? if you not get the full 90 % bonus u will have trouble to hit them due the small signature. they should be something like 13 m/s.
I've heard the radius is anywhere from 11m to 13m. **Does anyone know for sure what it actually is??** A few m makes a huge difference here.
After more research, of course my main issue was not understanding the ships have magic stats, should have known. Like many, I consider this a total rubbish way to make them 'difficult' but it is what it is. Just like the old days of figuring out how the programmer tried to simply compensate for crap AI (usually stats), then spamming around it. Nothings changed. |
Ploing
Blue Republic RvB - BLUE Republic
79
|
Posted - 2017.01.08 21:19:50 -
[1289] - Quote
Boutz McCool wrote:
I've heard the radius is anywhere from 11m to 13m. **Does anyone know for sure what it actually is??** A few m makes a huge difference here.
http://games.chruker.dk/eve_online/npc_ships.php?supergroup=25&amp;return_to=
bit outdated but the stats are correct |
Boutz McCool
Federal Navy Academy Gallente Federation
1
|
Posted - 2017.01.10 05:14:49 -
[1290] - Quote
Merci. Yes its 11m. I can verify tho the speed is wrong or they have some web resist power. From this vid https://www.youtube.com/watch?v=NG1UG3Cjdko we can see even when hit with 3 %84 webs they are flying at 26 m/s. That gives them a max speed of 6348 m/s. Can personally testify that I used 2 %55 webs and they appeared to have zero effect-- still orbiting at over 2000 m/s. so, magic ships, awesome. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 .. 51 :: one page |
First page | Previous page | Next page | Last page |