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Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 18:23:26 -
[1] - Quote
Disclaimer: This is not the ideal setup for blitzing L4s (see: Machariel) nor the ideal setup if you want to simply apply massive amounts of damage (see: Rattlesnake). It is however, perfect for methodically shooting, looting and salvaging L4 missions. By yourself.
How Not to Fly Your Golem First and foremost, if you're flying a Golem with more than one target painter, use rigors, flares, T2 ammunition and salvagers or fly non-cap stable - you're doing it wrong. Well, not completely - but you've created a lot of unnecessary headache for minimal gain.
The Offensive Golem 4x Faction cruise missile launchers, Faction ammunition 1x Faction target painter, 3-4x Faction Ballistic Control Units Optional (recommended): +5 Zainou implants (CM-605, MP-705, GP-805, TN-905, RL-1005) There are several reasons for these. Even with Cruise Missile Specialization V, Faction launchers are still 2.7% faster (around 5% if you only have IV trained) and hold 3 more rounds (11.1%) of ammunition. Faction launchers are a reasonable investment when you consider 4 are less than the cost of a pair of Faction ballistic control units. If you notice the absence of missile guidance computers, this isn't a coincidence. You'd need a pair of T2 rigors/flares along with a scripted MGC just to equal the damage application from a single Faction target painter. We won't even talk about missile guidance enhancers...
The difference in T2 vs. Faction ammunition cost is negligible if you obtain cruise blueprints, manufacture your own and convert with LP. Golems typically use 33-50% less ammunition so this is really cost effective anyway you look at it. But the primary reason to avoid T2 Fury ammunition is that it just plain sucks. T2 Fury ammunition has a 71.8% greater explosion radius with 18.9% slower explosion velocity - all for 21.8% "more" damage. But what's the real number? With V skills the DPS difference is actually only 11.6%. The use of Faction ammunition also eliminates extra target painters and rigors, and you can apply damage way better to smaller ships.
The Utility Golem 1x Bastion Module I, 1x Auto Targeting System II 2x Small Tractor Beam II, 5x Salvager Drone I's, 'Packrat' or 'Magpie' Mobile Tractor Unit 2x Large Hyperspacial Velocity Optimizer II rigs Optional (recommended): High or mid-grade Ascendancy implants (Alpha, Beta, Delta, Gamma, Epislon) 'B' is for Bio, pretty much the only reason you should need to activate this other than when ECM'd by Guristas (because with cruise missiles you certainly don't need the extra range). The ATS is to give you a (passive) maximum of 11 targets when in non-Bastion mode and (active) automatic hostile target selection within 60km. The two tractor beams are for mission objectives that you want to ferret out from the MTU and the salvager drones can be set to selectively/auto salvage (so you have 5 recyclers instead of 1-2). 'Packrat' MTUs are definitely worth the upgrade cost to gain the 25% boost in tractor speed over standard MTUs
Hyperspacial rigs are essential as they boost your warp speed to 3.35 AU/s (4.48 AU/s with Ascendancy implants). This is literally the difference between enjoying EVE and watching paint dry, because battleships are sluggish.
The Defensive Golem 1x Gist C-Type 500MN Microwarpdrive 3x Gistum C-Type EM, Thermic and Kinetic Dissipation Amplifiers 1x Gistum C-Type Adaptive Invulnerability Field, 1x Gistum C-Type Medium Shield Booster The MWD is to primarily get you between gates and occasionally within range of a mission objective. You can use an afterburner, but it's not advisable. While Marauders receive an excellent bonus for large micro jump drives, there's really not much need with cruise missiles. Still, if one absolutely needs a MJD it can be swapped with the thermic amp or refit in-mission. Here are the two most important aspects of this fit: 1. It is cap stable (and this is invaluable if you routinely experience unexpected disconnects) and 2. It will tank 270.9 DPS/omni and 683.9 DPS/omni while in Bastion mode. Being cap stable means that you also don't need to micromanage your missions to the same extent (because you'll already be doing that by salvaging as you go).
Tactical Observations Everything is great "on paper", but here's how the Golem performs in reality with V missile skills, +5 missile implants and the above setup. I've used Guristas rats because they are without a doubt the biggest PITA to eliminate.
Battleships - 4 volleys (5 for named) Battlecruisers - 1 volley (2 for named) Cruisers - 1-2 volleys (2-3 for named) Destroyers - 1 volley (2 for named) Frigates - 2-3 volleys (3-4 for named)
Obviously there are a lot of factors (range to target, speed, how aggressive it's being, etc.) so YMMV. Serpentis are roughly equivalent to Guristas in terms of resilience while Mercenaries and Drones are probably the easiest (the exception being Elite Drone Parasites).[/i]
Final Thoughts With one type (Faction) of ammunition, you'll save a lot of cargo space by not having to carry both T2 variants or wasting time swapping out ammunition. I highly recommend the use of shortcuts if you haven't already done so as it just makes life a lot easier. I also suggest the use of filters to easily sort your cargo bay (and it makes it easier to tell at a glance how much ISK your loot and salvage is worth). Here are my remaps/filters that I found have proved convenient.
Z-MWD, B-Bastion, D-Target Painter, F-Fire C/V-Tractor 1/2, A-Adaptive, S-Shield, X-Auto Target, G-Drones Q-Align, W-Approach, E-Dock/Jump, R-KeepRange, T-Orbit
Ammunition Filter: Group Is Charge All, Meta group Is Faction Deployable Filter: Group Is Deployable All Loot: Group Is not Deployable All Meta group Is not Faction Assembled Is false Name Is not (insert mission objective here)
I am currently away, traveling through time and will be returning last week.
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Dethmourne Silvermane
No more dramas only llamas No good deed goes unpunished
54
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Posted - 2015.08.31 18:29:48 -
[2] - Quote
I like this writeup.
Interested Party (TM)
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Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 18:36:04 -
[3] - 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. |
Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 19:13:27 -
[4] - Quote
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...
I am currently away, traveling through time and will be returning last week.
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Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 19:22:54 -
[5] - 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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Tsukino Stareine
Sock Robbers Inc. Low-Class
1362
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Posted - 2015.08.31 19:38:49 -
[6] - Quote
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. |
Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 19:45:25 -
[7] - 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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Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 19:46:08 -
[8] - Quote
Tirian Ratcliffe wrote: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. The fit is basically designed to omni-mission anything without having to refit or worry about disconnect. Hence the heavier emphasis on passive resistances and cap stability that allows a medium shield booster. It also makes it more resistance to ganks, because the Golem is very light on overall EHP. However, I also designed it such that 1-2 of the passive resistances can be removed if so desired. You can easily drop the thermic and EM/kinetic amp for a second Faction target painter and Faction stasis web. That allows you to more or less single-volley most destroyers and cruisers and frigates that you can also web. Note the emphasis on most, as anything named still requires at least one volley more under optimal conditions.
As for the EFT results, I pulled the numbers using Pyfa. Each fit utilized 4x Faction BCUs and +5 implants.
T2 launchers with T2 Fury ammunition: 8469 volley, 999 DPS T2 Faction launchers with Faction ammunition: 6952 volley, 863 DPS
This is a difference of 136 DPS (not 200), which is 13.7% less and only marginally higher than the 11.8% I originally indicated. This also assumes Cruise Missile Specialization V, so considering that most players only train to IV the difference is probably only about 116 DPS. And this is also "paper" DPS - not real world applied DPS. If you have to switch ammunition from Fury to Faction or Precision for smaller targets, then you're not really saving anything.
I am currently away, traveling through time and will be returning last week.
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Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 19:49:07 -
[9] - 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. Exactly my point.
Tirian Ratcliffe wrote: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. 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.
I am currently away, traveling through time and will be returning last week.
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Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 19:56:03 -
[10] - 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. |
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Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 20:08:44 -
[11] - Quote
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.
I am currently away, traveling through time and will be returning last week.
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Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 20:11:42 -
[12] - 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
0
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Posted - 2015.08.31 20:15:06 -
[13] - 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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Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 20:19:08 -
[14] - Quote
Tirian Ratcliffe wrote: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. I manage just fine with a single target painter, but I'm certainly not going to begrudge you if you feel that slower mission travel time, several target painters and more micromanagement is worth the same damage application for ~12% paper DPS.
Tirian Ratcliffe wrote: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. I did mention EWAR as one of the main reasons for Bastion, but it's only really needed against Serpentis, Federation and Guristas. I'm in a newer area, so there's rampant construction and occasional power outages. I like where I live so there's unfortunately not a lot I can do about it except weather the storm. There were previously a lot of Mac-related client issues, but CCP has eliminated a lot of these over the past year to the point where the Mac client is now 99.9% stable.
I am currently away, traveling through time and will be returning last week.
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Tirian Ratcliffe
Sarumans Hand
0
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Posted - 2015.08.31 20:30:58 -
[15] - 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. |
Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 20:36:07 -
[16] - Quote
Tirian Ratcliffe wrote: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. And to you! It is - especially as it now comes in (mostly) black.
I am currently away, traveling through time and will be returning last week.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1541
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Posted - 2015.08.31 20:38:22 -
[17] - Quote
imo at that point just use auto-targeting missiles.
@ChainsawPlankto
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Arthur Aihaken
Chig
4606
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Posted - 2015.08.31 21:07:20 -
[18] - Quote
Chainsaw Plankton wrote:imo at that point just use auto-targeting missiles.
I am currently away, traveling through time and will be returning last week.
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stoicfaux
6216
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Posted - 2015.08.31 23:30:28 -
[19] - Quote
Arthur Aihaken wrote:Disclaimer: But the primary reason to avoid T2 Fury ammunition is that it just plain sucks. T2 Fury ammunition has a 71.8% greater explosion radius with 18.9% slower explosion velocity - all for 21.8% "more" damage. But what's the real number? With V skills the DPS difference is actually only 11.6%. The use of Faction ammunition also eliminates extra target painters and rigors, and you can apply damage way better to smaller ships.
-1
Two Rigor 1s + 3 TPs + MGC w/Script + 5% dmg implant == one shotting non-elite NPC cruisers with Fury. So damage application with Fury ammo isn't a problem.
I've seen NPC Destroyers die to just TPs. Never mind that I rarely have to shoot NPC frigates to complete a mission. Even then, the non-elite frigates die so fast, I've seen MTUs pull them in while and salvage drones disassemble them mid flight.
Elite frigates are the only thing that Fury ammo is a waste for, but that's what light drones are for.
Fury does 18% more damage than Faction launchers with Faction ammo. Cruise Fury DPS 900. Faction DPS 762.
tl;dr - I very much disagree with OP.
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Anize Oramara
The Arch Dashing Dashers
344
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Posted - 2015.09.01 00:09:16 -
[20] - Quote
Don't see the point of running a Golem if you're not using Fury. Better to look at a Vargur at that point. |
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Arthur Aihaken
Chig
4606
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Posted - 2015.09.01 00:10:10 -
[21] - Quote
stoicfaux wrote:Two Rigor 1s + 3 TPs + MGC w/Script + 5% dmg implant == one shotting non-elite NPC cruisers with Fury. So damage application with Fury ammo isn't a problem.
I've seen NPC Destroyers die to just TPs. Never mind that I rarely have to shoot NPC frigates to complete a mission. Even then, the non-elite frigates die so fast, I've seen MTUs pull them in while and salvage drones disassemble them mid flight.
Elite frigates are the only thing that Fury ammo is a waste for, but that's what light drones are for.
Fury does 18% more damage than Faction launchers with Faction ammo. Cruise Fury DPS 900. Faction DPS 762. Two rigors, three TPs and a precision-scripted MGC... all so one can one-shot non-elite NPC cruisers with T2 Fury ammunition. In most cases a volley of Faction ammunition with a single TP would produce the same result.
Pith Destroyer (battleship) ... 4-5 volleys (occasionally it sneaks in a repair cycle) Pith Conquistador (battleship) ... 4 volleys Pith Obliterator (battleship) ... 3 volleys Pith Eradicator (battleship) ... 3 volleys Pithatis Enforcer (battleship) ... 1 volley Pithatis Assaulter (battlecruiser) ... 1 volley Guristas Spy (battlecruiser) ... 1 volley Pithior Supremacist (destroyer) ... 1 volley
The only instance where T2 Fury will give you a distinct edge over Faction ammunition is bombarding large stationary structures, but these are only typically found in missions players avoid due to Faction stading loss. Again, we're talking about a perceived difference in paper DPS. Applying more damage than is required to pop a NPC rat isn't more DPS - it's overkill. There's too and from mission travel time as well as a marginally faster rate of fire and 3 more volleys of ammunition with Faction launchers.
I have run the setup you describe, including varying combinations of rigors/flares and TPs/MGCs. Ultimately I've found there's no perceivable difference in the vast majority of non-blitzing scenarios where the stated goal is to shoot and loot everything. So while I appreciate and agree with the vast majority of your missile analysis, I respectfully have to take exception with this one.
I am currently away, traveling through time and will be returning last week.
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stoicfaux
6216
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Posted - 2015.09.01 00:18:45 -
[22] - Quote
Ugh, you're trying to goad me into releasing an up to date missile damage spreadsheet aren't you?
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Arthur Aihaken
Chig
4606
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Posted - 2015.09.01 00:25:53 -
[23] - Quote
Anize Oramara wrote:Don't see the point of running a Golem if you're not using Fury. Better to look at a Vargur at that point. Nothing against the Vargur, but I prefer the Golem. And what's the hardon for Fury ammunition?
I am currently away, traveling through time and will be returning last week.
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The Bigpuns
Touring New Eden Haven.
1
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Posted - 2015.09.01 07:04:47 -
[24] - Quote
"T2 ammo has terrible application. Golem has great bonuses to application. I won't fit application mods, therefore t2 ammo is bad".
Eh? |
Anize Oramara
The Arch Dashing Dashers
346
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Posted - 2015.09.01 08:37:24 -
[25] - Quote
The Bigpuns wrote:"T2 ammo has terrible application. Golem has great bonuses to application. I won't fit application mods, therefore t2 ammo is bad".
Eh? Yea, if there is one ship that can use Fury to it's fullest then it's the Golem. Application bonus on the hull, requires 1/3 of the tank modules so has slots coming out the wazoo and they introduced new modules specifically for application. Hell even Torps are a viable alternative. Polarised Torp launchers putting out double the DPS on the OP's cruise fit using FACTION torps and no implants anyone? |
The Bigpuns
Touring New Eden Haven.
1
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Posted - 2015.09.01 09:22:23 -
[26] - Quote
Anize Oramara wrote:The Bigpuns wrote:"T2 ammo has terrible application. Golem has great bonuses to application. I won't fit application mods, therefore t2 ammo is bad".
Eh? Yea, if there is one ship that can use Fury to it's fullest then it's the Golem. Application bonus on the hull, requires 1/3 of the tank modules so has slots coming out the wazoo and they introduced new modules specifically for application. Hell even Torps are a viable alternative. Polarised Torp launchers putting out 150% the DPS on the OP's cruise fit using FACTION torps and no implants anyone? Best part is taking the OPs fit the torp boat has higher Explosion Velocity and only 39 more Explosion Radius (Made up for by mounting 2 additional target painters) If anyone feels like experimenting (I sadly do not have the skills for this on TQ) try this thing out: [Golem, New Setup 1 copy 1] Dread Guristas Ballistic Control System Dread Guristas Ballistic Control System Dread Guristas Ballistic Control System Dread Guristas Ballistic Control System Missile Guidance Computer II, Missile Precision Script Large Micro Jump Drive Republic Fleet Target Painter X-Large Ancillary Shield Booster, Navy Cap Booster 400 Pith C-Type Large Shield Booster Republic Fleet Target Painter Republic Fleet Target Painter Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Bastion Module I Salvager II Salvager II Small Tractor Beam II Large Hydraulic Bay Thrusters II Large Hydraulic Bay Thrusters II Hobgoblin II x5 Acolyte II x5 Salvage Drone I x5
Next time I'm at my pooter, I actually might... What range does it have?
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Anize Oramara
The Arch Dashing Dashers
346
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Posted - 2015.09.01 09:36:36 -
[27] - Quote
The Bigpuns wrote:Anize Oramara wrote:The Bigpuns wrote:"T2 ammo has terrible application. Golem has great bonuses to application. I won't fit application mods, therefore t2 ammo is bad".
Eh? Yea, if there is one ship that can use Fury to it's fullest then it's the Golem. Application bonus on the hull, requires 1/3 of the tank modules so has slots coming out the wazoo and they introduced new modules specifically for application. Hell even Torps are a viable alternative. Polarised Torp launchers putting out 150% the DPS on the OP's cruise fit using FACTION torps and no implants anyone? Best part is taking the OPs fit the torp boat has higher Explosion Velocity and only 39 more Explosion Radius (Made up for by mounting 2 additional target painters) If anyone feels like experimenting (I sadly do not have the skills for this on TQ) try this thing out: [Golem, New Setup 1 copy 1] Dread Guristas Ballistic Control System Dread Guristas Ballistic Control System Dread Guristas Ballistic Control System Dread Guristas Ballistic Control System Missile Guidance Computer II, Missile Precision Script Large Micro Jump Drive Republic Fleet Target Painter X-Large Ancillary Shield Booster, Navy Cap Booster 400 Pith C-Type Large Shield Booster Republic Fleet Target Painter Republic Fleet Target Painter Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo Bastion Module I Salvager II Salvager II Small Tractor Beam II Large Hydraulic Bay Thrusters II Large Hydraulic Bay Thrusters II Hobgoblin II x5 Acolyte II x5 Salvage Drone I x5 Next time I'm at my pooter, I actually might... What range does it have? 49.7km with faction and 74.5km with Javs (Still out DPSing the faction cruises by 250 dps with same application as faction torps) If you're desperate for range you can switch to a range script and get 56.8km with faction and 85km with the Javs. The only instance where that will probably come up is with certain gurista and sansha BS rats (the only rats that come to mind that orbit further than 50km.)
Keep in mind that these are numbers without any implants. You can increase warp speed, range, dps and/or application with implants if you have em.
Note: I would not recommend a marauder to anyone that has regular and consistent internet connection issues in the first place. That's just asking for trouble in my opinion. The game has systems and mechanics in place to protect your ship as much as possible in the event of a DC, be it your side or CCPs side. Marauders effectively override these safety measures rendering them useless. You basically agree to this when climbing into a marauder. |
Arec Bardwin
1847
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Posted - 2015.09.01 14:48:28 -
[28] - Quote
Interesting idea with the warp speed rigs + implants on the golem; 2.2 au/s up to 5.4 au/s. In systems with long warps this could really save some time.
The problem is the dps and volley damage loss, around 20% reduction for both, with a slightly better damage application. And dropping 4bill on the HG Ascendacy set |
Arthur Aihaken
Chig
4611
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Posted - 2015.09.01 15:56:20 -
[29] - Quote
Arec Bardwin wrote:Interesting idea with the warp speed rigs + implants on the golem; 2.2 au/s up to 5.4 au/s. In systems with long warps this could really save some time. The problem is the dps and volley damage loss, around 20% reduction for both, with a slightly better damage application. And dropping 4bill on the HG Ascendacy set The base set of Ascendancy implants and pair of Hyperspacial rigs will boost warp speed to 4.48 AU/s without the need for the Omega Ascendancy implant (and then you can insert the +5 cruise missile damage implant). And it's not a 20% reduction in damage - this is paper DPS. The vast majority of battleships are still going to take 3 volleys to destroy - regardless of whether it's a volley of T2 Fury or Faction ammunition. You may occasionally save a single volley against some of the named battleships with T2 Fury ammunition - but that's about it. And against structures - but there really aren't that many to shoot in PvE.
The whole point of this fit was one where you could boost your warp speed, increase your tank and be able to even destroy frigates with Faction ammunition without having to always utilize light drones.
I am currently away, traveling through time and will be returning last week.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1560
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Posted - 2015.09.01 19:46:47 -
[30] - Quote
Anize Oramara wrote: Bastion Module I
Large Hydraulic Bay Thrusters II Large Hydraulic Bay Thrusters II
since bastion mode just gives a speed bonus eft shows a lot more range with one missile speed, and one flight time rig. I'm not sure what the stacking is on that actually is in game though. Pre-bastion I had 2x missile speed rigs as there was almost no difference, and with the way acceleration works the 2x speed rigs might have even come out on top.
@ChainsawPlankto
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