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Arthur Aihaken
Chig
4612
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Posted - 2015.09.01 19:50:18 -
[31] - Quote
Chainsaw Plankton wrote: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. I was under the impression that missile velocity with Bastion isn't stacking-penalized, but I could be wrong.
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 20:59:13 -
[32] - Quote
testing in game looks to be a ~16% speed bonus with 2x Hydraulic Bay Thruster IIs and bastion active. Bastion still gives a 25% bonus, but since it is the first bonus applied that means the rigs get the stacking penalty applied.
with cruise missiles, but looks to match perfectly with EFT numbers: http://i.imgur.com/ZGgNdfu.png
@ChainsawPlankto
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Arthur Aihaken
Chig
4612
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Posted - 2015.09.01 21:04:10 -
[33] - Quote
Chainsaw Plankton wrote:testing in game looks to be a ~16% speed bonus with 2x Hydraulic Bay Thruster IIs and bastion active. Bastion still gives a 25% bonus, but since it is the first bonus applied that means the rigs get the stacking penalty applied. with cruise missiles, but looks to match perfectly with EFT numbers: http://i.imgur.com/ZGgNdfu.png That makes sense actually.
I am currently away, traveling through time and will be returning last week.
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Niriel Greez
Specimen 794 Project.Mayhem.
25
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Posted - 2015.09.05 01:56:23 -
[34] - Quote
ITT dumb bear justifying green/purple because green/purple. |
Tohkat Sinawi
Black Sword Is Back
0
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Posted - 2015.09.05 14:11:29 -
[35] - Quote
Did anyone happen to note that faction missiles cost 4x the cost of T2?
I know that the Golem uses little ammunition, but this really sounds to me like someone justifying not training T2 cruises and really wanting to offload some Caldari Navy LP.
At the same time, having to activate 3x TP per target sounds kinda obnoxious - not looking forward to that aspect of flying a marauder once I get there. |
Donnachadh
United Allegiance of Undesirables
483
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Posted - 2015.09.05 15:45:06 -
[36] - Quote
You are dead wrong on this from the moment you typed the very first letter of your title. To be blunt there is no such thing as "The ULTIMATE Solo L4 Mission Ship". I accept that from your point of view the fits posted are the bees knees and you consider them to be the best but that does not make them the best.
I am not claiming that what follow is the best, so to repeat from above there is no such thing as the best.
To me you give up way to much in damage and especially damage application to achieve the nearly useless cap stable part of your fits. With rigors and the Missile Guidance Computer II and no implants you can get T2 fury ammo to an explosion radius of 201 meters and an explosion velocity of 142 meters per second that makes those named BC that take you 1 or 2 volleys a consistent single volley kill. A switch to T2 precision ammo gets you well over 200 meters per second explosion velocity and reduces your explosion radius to just barely over 100 meters which lays waste to the cruiser and smaller class vessels in a way that your fits simply cannot achieve.
Having stated that your posted fits are excellent based on your stated goals for those fits, but again that does not make them the best fits or the best ships possible.
So I will end this essentially the same way I started it. What to fly in a mission is a highly subjective and a very personal choice so there is not now and never will be a single best mission ship. |
Donnachadh
United Allegiance of Undesirables
483
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Posted - 2015.09.05 15:49:45 -
[37] - Quote
Tohkat Sinawi wrote:Did anyone happen to note that faction missiles cost 4x the cost of T2?
I know that the Golem uses little ammunition, but this really sounds to me like someone justifying not training T2 cruises and really wanting to offload some Caldari Navy LP.
At the same time, having to activate 3x TP per target sounds kinda obnoxious - not looking forward to that aspect of flying a marauder once I get there. Target painters are not all that much trouble once you ge used to them. However the new Missile Guidance Computers and the Missile Guidance Enhancers will give you the same affect without the micro management aspects of the painters that bother many players.
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Arthur Aihaken
Chig
4623
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Posted - 2015.09.05 16:00:58 -
[38] - Quote
Tohkat Sinawi wrote:Did anyone happen to note that faction missiles cost 4x the cost of T2?
I know that the Golem uses little ammunition, but this really sounds to me like someone justifying not training T2 cruises and really wanting to offload some Caldari Navy LP.
At the same time, having to activate 3x TP per target sounds kinda obnoxious - not looking forward to that aspect of flying a marauder once I get there. I did indicate that you could get comparable costs by manufacturing your own and converting from LP. Actually, I can run T2 cruise launchers (I still have V specialization to finish, though) and I prefer the Dread Guristas launchers for some reason. I believe the best results can be achieved with 2 painters + 2 precision-scripted MGCs + missile implants.
I am currently away, traveling through time and will be returning last week.
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The Bigpuns
Touring New Eden Haven.
5
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Posted - 2015.09.05 22:25:29 -
[39] - Quote
Mgc's and mge's do not provide anywhere near the same application bonus as tp's on a golem, except at ranges > 80km (ish). The only times they are preferable is: if you need range cos torps; your blasting stuff at long range; you already have 2-3 tp's; or your target is immune to tp's. |
Arthur Aihaken
Chig
4623
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Posted - 2015.09.05 22:32:13 -
[40] - Quote
The Bigpuns wrote:Mgc's and mge's do not provide anywhere near the same application bonus as tp's on a golem, except at ranges > 80km (ish). The only times they are preferable is: if you need range cos torps; your blasting stuff at long range; you already have 2-3 tp's; or your target is immune to tp's. Agreed.
I am currently away, traveling through time and will be returning last week.
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Gerald Mardiska
Imperial Order for Reclamation and Exploration
28
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Posted - 2015.09.06 16:39:01 -
[41] - Quote
you do realise that t2 weapons do more DPS with the spec skill right... and that the cost of faction MODS in the weapon slots is just wasteful. |
Arthur Aihaken
Chig
4624
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Posted - 2015.09.06 16:55:51 -
[42] - Quote
Gerald Mardiska wrote:you do realise that t2 weapons do more DPS with the spec skill right... Yes.
I am currently away, traveling through time and will be returning last week.
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Tsukino Stareine
Sock Robbers Inc. Low-Class
1385
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Posted - 2015.09.06 17:28:20 -
[43] - Quote
Gerald Mardiska wrote:you do realise that t2 weapons do more DPS with the spec skill right... and that the cost of faction MODS in the weapon slots is just wasteful.
Faction launchers do more dps even taking that into account. This is if we're talking about the same ammunition used though. |
Arthur Aihaken
Perkone Caldari State
4625
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Posted - 2015.09.06 19:09:06 -
[44] - Quote
Tsukino Stareine wrote:Faction launchers do more dps even taking that into account. This is if we're talking about the same ammunition used though. I think in this example we're referring to T2 Fury ammunition, which does more damage as well as DPS.
I am currently away, traveling through time and will be returning last week.
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Donnachadh
United Allegiance of Undesirables
488
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Posted - 2015.09.07 03:36:49 -
[45] - Quote
The Bigpuns wrote:Mgc's and mge's do not provide anywhere near the same application bonus as tp's on a golem, except at ranges > 80km (ish). The only times they are preferable is: if you need range cos torps; your blasting stuff at long range; you already have 2-3 tp's; or your target is immune to tp's.
I am not going to post out a bunch of numbers that are only valid for a very specific fit and character skills. Besides many may not believe them even if I did. So here goes nothing.
While you loose a large portion the sig radius bonus by dropping TP you do not lose all of it since the precision scripts decreases the explosion radius which has exactly the same affect. The MGC reduce your explosion velocity as well something that TP's cannot do, as your targets speed increases that explosion velocity increase actually moves the MGC ahead of the TP. And once the targets are out of optimal for you TP's then the MGC as hands down the best since there affects are not effected by range.
Since what you like and what you think is more important than spreadsheet numbers and staying with the theme of there is no one best anything in the game and given that the MGC and scripts are cheap strap them on in place of your TP and take them for a spin. Then you can decide for yourself which is right for you, so far everyone I know that has tried them has sold their TP's, but then maybe they are all just crazy like me. |
Arthur Aihaken
Perkone Caldari State
4627
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Posted - 2015.09.07 04:15:14 -
[46] - Quote
Donnachadh wrote:I am not going to post out a bunch of numbers that are only valid for a very specific fit and character skills. Besides many may not believe them even if I did. So here goes nothing.
While you loose a large portion the sig radius bonus by dropping TP you do not lose all of it since the precision scripts decreases the explosion radius which has exactly the same affect. The MGC reduce your explosion velocity as well something that TP's cannot do, as your targets speed increases that explosion velocity increase actually moves the MGC ahead of the TP. And once the targets are out of optimal for you TP's then the MGC as hands down the best since there affects are not effected by range.
Since what you like and what you think is more important than spreadsheet numbers and staying with the theme of there is no one best anything in the game and given that the MGC and scripts are cheap strap them on in place of your TP and take them for a spin. Then you can decide for yourself which is right for you, so far everyone I know that has tried them has sold their TP's, but then maybe they are all just crazy like me. You're bang-on with your assessment, though. Two additional points: 1. A pair of precision-scripted MGCs, V missile skills and +5 implants will allow you to apply 100% damage with T2 Fury cruise missiles to most standard NPC targets (excluding frigates and named NPCs). 2. Unlike target painters, with MGCs you don't lose damage application if you split your launchers over multiple targets.
I am currently away, traveling through time and will be returning last week.
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Lamboux
Quagaars
9
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Posted - 2015.09.08 14:13:37 -
[47] - Quote
At one point or another I think I've agreed, disagreed, agreed again and so on with most comments on this thread (not that I read it all closely I admit).
With around 4 years flying lots of L4s (mainly in Missile boats but have all four marauders etc) I'd say that the faction launcher thing might be a good idea when you don't have all skills at five. Later, and assuming +5 implants and all skills, I really can't see why one wouldn't use T2 Cruises (launchers and ammo).
However, as was mentioned, Torps are now viable on a Golem. With skills, implants and a couple of range scripts - Furies hit out to 47km and 90-odd with Javelins (in Bastion of course).
Swapping in Exp radius scripts when you don't need the range is pretty easy (unlike the cycle time on Omnis for drone boats).
Still, why try and find the 'right fit' - part of the fun of Eve is the long game meaning things will change as you go. If you're grinding isk/hour to pay for PvP then yes, efficiency is all. Personally I rarely fly more than 2-3 missions without wanting to change things for the sake of changing them (so don't ever believe me if I say I just need a couple of minutes to re-fit ;)
rO
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