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Thread Statistics | Show CCP posts - 2 post(s) |

MrsPotatoHead
State War Academy Caldari State
3
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Posted - 2016.01.13 15:20:08 -
[1] - Quote
Subscribed to thread :)
Keep up the good work.
Also nice vid lRedRevelationl :D |

MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.14 10:24:41 -
[2] - Quote
David Therman wrote:So I've been giving this whole blitz set-up a go as per your guide (minus the high-grade implants and the 5% projection implant, 3% is fine for me), and so far it's been relatively smooth sailing. I'm still testing out a couple of them on Sisi (nearly lost the Vagabond on the Serp Base due to 4 or 5 wrecking shots within a dozen or so seconds), but by and large they all do the job. I'm still trying to find a cheaper alternative to the Othrus for the Blood Base, mind; I've already lost 4 ships on the test server, the blinged Othrus being one of them.  Nevertheless, +1 for the guide as a whole.
Yeah you have to keep up the angle, even taking it quite a lot wider than you may think and adjust as you move in.
I did have a close call with the Ashimu burner yesterday, 80% structure is close enough for me :p not sure why but that one run felt a little harder. I've found that using the synth blue pill makes a surprising amount of difference and is cheap enough to pop pretty much all the time.
Also I realised I don't have the Guided missile skill..... Training that ASAP as I imagine it'll make a fair bit of difference to my damage application. |

MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.14 18:38:28 -
[3] - Quote
OOHHHH that was a question, why T1 Hornets for the Ashimu burner?
Any particular reason or just for costs? |

MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.18 15:00:51 -
[4] - Quote
Anize Oramara wrote:
1. Team Burner: Jaguar and Wrecking hits
The Team Burner Jaguar has this habit of every few sites hitting the player orbiting at around 25-26km with a 900+ damage 'wrecking' hit. I've had this happen to me a lot of times and so far I've been lucky in that it hasn't happened twice in the same site. Wrecking hits are very rare when so far outside of falloff but once they roll a 'hit' it completely disregards range and transversal and does I believe 4x the damage. Two hits in a row will nuke the garmur.
You have two choices, warp out of the pocket, repair and come back or try your luck. So far I've tried my luck every time and nothing bad happened yet but it's up to each individual player.
Ha, I hadn't actually read this until now. I experienced this for the first time last night Only one volley, but it dropped me to 28% armor.
Definitely made it a little tense all of a sudden. |

MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.21 12:51:39 -
[5] - Quote
Too risky for the DPS gain or worth the risk?
Playing around on eft so as of yet this is untested in game.
Opinions?
[Machariel, Blitz Machariel - T2] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Nanofiber Internal Structure II Overdrive Injector System II 1600mm Steel Plates II
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script 500MN Microwarpdrive II Caldari Navy Large Shield Extender
Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Caldari Navy Warden x4 Hobgoblin II x5
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MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.21 14:15:42 -
[6] - Quote
Hasikan Miallok wrote:MrsPotatoHead wrote: 1600mm Steel Plates II Small Tractor Beam II
Neither of these things belong on a mission blitz boat. The steel plate is not going to do much other than slow you down.
Yeah. Hmmm well what about the below, I know it's dual tank but it should provide enough burst tank to see you through all of the blitzable missions.
I think I'll hit the test server and try out the obsenity and provide feedback as to how quick it dies.
[Machariel, Blitz Machariel - Polar] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Nanofiber Internal Structure II Nanofiber Internal Structure II Large Ancillary Armor Repairer, Nanite Repair Paste
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script 500MN Microwarpdrive II X-Large Ancillary Shield Booster, Cap Booster 400
Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Polarized 800mm Repeating Cannon, Barrage L Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Caldari Navy Warden x4 Hobgoblin II x5 |

MrsPotatoHead
State War Academy Caldari State
3
|
Posted - 2016.01.21 14:52:56 -
[7] - Quote
Anize Oramara wrote: Dunno, might just be crazy enough to work, or it'll flop completely, only one way to be sure :)
Muhahaha, supporting my madness!
Part of the inspiration comes from a Vindicator which I know is well used in Gurstias space which relies on Polarized weapons and an active shield tank, it basically spits out somewhere in the range of 2500 DPS and allows you to make mince meat of the NPC ships.
Obviously the tactic is somewhat different as you're within spitting distance of the NPC ships. |

MrsPotatoHead
State War Academy Caldari State
5
|
Posted - 2016.02.29 14:23:52 -
[8] - Quote
Thanks for the guide, sad to see you leave.
o7
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MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.07 14:32:36 -
[9] - Quote
Next up - how to gank all these mission running ships efficiently to bring the SOE LP back up in value  |

MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.08 10:22:10 -
[10] - Quote
saVVage RuS wrote:
TL:DR: Was the "keep at range" command changed in any way recently?
You need to turn your mwd OFF once you get to range on the worm.
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MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.08 21:48:20 -
[11] - Quote
saVVage RuS wrote:MrsPotatoHead wrote:saVVage RuS wrote:
TL:DR: Was the "keep at range" command changed in any way recently?
You need to turn your mwd OFF once you get to range on the worm. Not really. If you turn off the mwd you are moving at around the same speed of the target, and youll be dead long before you can get to the range you want. I figured it out although ive never had to do this before. Basically I just pulse the mwd with the command active, this forces the ship to accelerate and close the distance because of the burst of speed. For some reason I can't get this keep at range command to work in this mission anymore. I don't know why this started happening, never had an issue with it before. Costed me quite a bit to learn this new lesson though.
"For Worm Mission: OH both armour hardeners, Warp Scram(1 cycle) and Guns. OH MWD for 1 cycle ONLY(Optional). Keep at range 1.5km. Activate all tank modules. Once within 10km activate Scram and deactivate MWD. Once within 3km activate Guns and turn off OH on Shadow Serpentis Armor Kinetic Hardener. Activate Cap Booster once cap is low."
Straight from the guide which you obviously have used aswell. I have done and do this mission plenty enough to know exactly how to do it and have NEVER died in this mission. Your call though. |

MrsPotatoHead
State War Academy Caldari State
7
|
Posted - 2016.03.09 12:48:31 -
[12] - Quote
saVVage RuS wrote: I know about the mwd turning off once im within my optimal range. My issue is getting to that range (which my keep at range apparently has trouble doing with the mwd on.) inside my scram range. If i turn off my mwd before my optimal it takes a very long time for my ship to get inside its optimal. Thats why I said if I just pulse it back on I can get the effect I want (to get closer than this 3km my "keep at range" apparently seems to have trouble passing. I was just confused as to why it just doesnt immediately close that distance when Im moving at 4km+ and can clearly get to that range very easily when the target is moving at 360 m/s. I wasn't aware of this "thats just how it is" thing where supposedly MWD work differently with keep at range. I've found a solution though like I said though. Althrough I would just prefer if keep at range worked and actually put your ship at your optimal with mwd on so then you can turn it off and be at perfect range.
Well I'm having no issues with it at all. Still working as it has done, so nothing apparent wrong with the keep at range.
You just need to burn at it, click keep at range, land scram kill mwd. Job done. You may be a little away from it but the gap is easily closed without the need to pulse the mwd.
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