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Tirian Ratcliffe
Sarumans Hand
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Posted - 2015.08.31 18:36:04 -
[1] - Quote
I don't like this write up. Too much thought has been spent in pursuit of a very simple proposition. And Faction launchers on a PVE hull? Just no. |
Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 19:22:54 -
[2] - Quote
Arthur Aihaken wrote:Tirian Ratcliffe wrote:I don't like this write up. Too much thought has been spent in pursuit of a very simple proposition. And Faction launchers on a PVE hull? Just no. Unlike T2 turrets, Faction launchers outperform T2 launchers with Faction ammunition. But there's nothing preventing one from running with T2 launchers, either. Having to spend well over a month training Cruise Missile Specialization V just to save a few dollars when you've already invested over a billion ISK in the hull doesn't make much sense, though. Faction launchers can be acquired reasonably cheap for LP mission rewards if one is so inclined (or purchased outright for about 1-2 hours of intense missioning and salvaging). There's zero benefit in running T2 launchers so I can save fractions of an ISK to use T2 Fury ammunition and lose 2-3 mid slots just so I can spend time clicking target painters to apply 100% damage to stationary battleships. I don't even need a target painter or rigors to apply 100% damage to moving battleships with Faction ammunition. But to each their own. I paid for the four Dread Guristas cruise launchers while doing this writeup...
The problem I have with your fit is that would be fine if you were using the extra mid slots to create or apply extra damage, but you aren't. All you've done is massively over-tank an arguably already over-tanked hull.
I've had a quick look in EFT and the DPS reduction by using Faction launchers and ammunition is just too great - well over 200 DPS. Unacceptable.
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Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 19:45:25 -
[3] - Quote
Tsukino Stareine wrote:Damage application is important for missiles as well. Don't just look at DPS numbers on EFT and think that's how much you will do.
I understand precisely how it works. I even have a Golem myself. And multiple other missile hulls before that. I don't accept what he's saying.
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Tirian Ratcliffe
Sarumans Hand
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Posted - 2015.08.31 19:56:03 -
[4] - Quote
I didn't look at the numbers properly initially - have just done so again.
It's 946 (T2) v 798 (Fn) according to EFT - so 148 DPS. Excluding implants. That's too much. The Golem only does one thing and that's missile DPS. You should do everything possible to max that. The way to achieve that is by using T2 launchers, T2 ammunition, two faction painters and two T2 Rigors.
Frigate NPCs are dealt with using a flight of Hob IIs while fighting the larger ships. No need to change ammunition at all.
You do not need to omni-tank, but if that's your wish than just use two T2 Invuls. You don't need to be cap stable - use a larger booster and pulse when needed. You should be trying to DPS tank, not resist/rep tank.
If you don't want to get ganked then not using DS mods would be a start. See my thread on that topic for the views of your peers. |
Tirian Ratcliffe
Sarumans Hand
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Posted - 2015.08.31 20:11:42 -
[5] - Quote
Arthur Aihaken wrote: I'm not disagreeing that there's slightly less paper DPS. What I am arguing is that there's more damage application and less micromanagement with Faction ammunition. For example, I can engage battleships and battlecruisers and apply 100% damage without the need for even a single target painter - while I instead use that against a frigate that my light drones are engaging.
It's not slightly less, it's almost 15%. There is no less damage application if you fit the Golem properly. Why is using a TP such a chore for you? Your drones will manage fine on their own without a TP.
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Tirian Ratcliffe
Sarumans Hand
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Posted - 2015.08.31 20:15:06 -
[6] - Quote
Arthur Aihaken wrote:Tirian Ratcliffe wrote:I didn't look at the numbers properly initially - have just done so again.
It's 946 (T2) v 798 (Fn) according to EFT - so 148 DPS. Excluding implants. That's too much. The Golem only does one thing and that's missile DPS. You should do everything possible to max that. The way to achieve that is by using T2 launchers, T2 ammunition, two faction painters and two T2 Rigors. If we're going by pure DPS then I should be using a Barghest. Except it uses about 31.25% more ammunition, has zero damage application (the Golem at least has a 25% explosion velocity bonus) and limited salvage capability. Quote:You do not need to omni-tank, but if that's your wish than just use two T2 Invuls. You don't need to be cap stable - use a larger booster and pulse when needed. You should be trying to DPS tank, not resist/rep tank. I cited frequent disconnects as reason for cap stability, because if you disconnect while in Bastion it gets nixed and it doesn't take long for NPCs to chew through the Golem's shield buffer.
That's not the reason to use the Golem. The reason to use the Golem is the Bastion module; the fact that you can have a sufficient tank with T2 mods and be EWAR immune (which is a blessing if you run Lvl 4s in Caldari space).
Re: Disconnects - I'd personally focus on the reason for those and sort your connection out, then you won't be forced to use a sub-optimal fit.
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Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 20:30:58 -
[7] - Quote
None of those things are an issue to me. I play to relax, not to make cash. A few seconds extra warp time is really no chore!
Good luck to you. I hope you enjoy using your Golem, it's a very nice hull. I like some of the other Marauders more for different reasons, but the Golem has great utility. Being able to use any damage type is incredibly valuable. |
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