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

Anize Oramara
The Arch Dashing Dashers
607
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Posted - 2015.11.23 20:42:39 -
[91] - Quote
Matthias Dete wrote:Anize Oramara wrote:Matthias Dete wrote:Just did the Blood Burner Agent for the first time and lost with the alternative cheaper fit  I got the burner armour down to half before I lost cap completely. I think I activated the cap booster to soon each time it ran down. Should I have waited till cap was zero and tank at about 60% before activating tank and rep? Also, I'm guessing the 'keep at range 100km' in the guide is an error. Should it be 10k? I'll give it a go and check to make sure, how's your dps skills? You should be using less than half the cap charges if your dps skills are decent. Most skills are maxed although I had only just trained small autocannon specialization to lvl 1. I'm training it up now. I used about 4 cap charges before I ran out. Looking at the combat log I was doing about 99 actual dps. It looks like initial dps was high but then settled down to about 150 per hit. I don't know if that is low due to distance as I was about 3.5 km from the target. Yea getting specialization up will make a huge difference. You will run out of cap, that's normal, just OH the armor repper and keep feeding it cap charges (Make sure you're cargo is full of navy 400s) and make sure the webber is running. You wont get closer, at most you might get to within 3km. It's very much an endurance burner but the extra dps form the spec to 4 at least will help a lot.
Only OH the guns when you get the burner to about 25% armor.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
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Matthias Dete
Union of Lonely Pilots
1
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Posted - 2015.11.23 21:21:30 -
[92] - Quote
Thats great thanks Anize |

Hasikan Miallok
Republic University Minmatar Republic
1669
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Posted - 2015.11.24 06:39:50 -
[93] - Quote
If we are talking the Unified Daredevil for some odd reason I have had less success against the Dramiel Burner with that than with a Vengeance.
Then again against the Dramiel I lose a lot more ships with identical skills and fit on TQ than I do in SISI (virtually no losses on SISI) so sometimes RND comes into it in a big way. |

Anize Oramara
The Arch Dashing Dashers
609
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Posted - 2015.11.24 09:00:03 -
[94] - Quote
Hasikan Miallok wrote:If we are talking the Unified Daredevil for some odd reason I have had less success against the Dramiel Burner with that than with a Vengeance.
Then again against the Dramiel I lose a lot more ships with identical skills and fit on TQ than I do in SISI (virtually no losses on SISI) so sometimes RND comes into it in a big way.
Yea I had some issues with the Dram initially as well. The tank on the one in my guide seems sufficient where even wrecking shots aren't an issue anymore. Just OH the Explosive hardener.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
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Bumblefck
Kerensky Initiatives
9202
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Posted - 2015.11.24 14:04:04 -
[95] - Quote
I shall file this under 'U' and 'I' for 'Useful' and 'Interesting' :)
Got a HoleySheet1 corpse? I'll buy it for 200m!
Bumble's Space Log
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Hasikan Miallok
Republic University Minmatar Republic
1677
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Posted - 2015.11.26 13:36:07 -
[96] - Quote
One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. |

Anize Oramara
The Arch Dashing Dashers
613
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Posted - 2015.11.26 13:53:36 -
[97] - Quote
Hasikan Miallok wrote:One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. I just tested and you are actually correct. Even if you accept a burner mission, there is still no penalty for quitting the mission. Was a little surprised at that.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
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Hasikan Miallok
Republic University Minmatar Republic
1678
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Posted - 2015.11.26 22:41:16 -
[98] - Quote
Anize Oramara wrote:Hasikan Miallok wrote:One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. I just tested and you are actually correct. Even if you accept a burner mission, there is still no penalty for quitting the mission. Was a little surprised at that.
Yep.
Which basically means if you have the spare time and have the ISK to blow on a ship or two you can actually test burner fits on TQ without standing loss for failing. |

Rigel Scorpius
TEREX Industries
0
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Posted - 2015.11.26 23:02:48 -
[99] - Quote
Has there been any updates on the Team Burner issues? I've tried both the Enyo and Vengeance lately multiple times and have yet been able to break the armor tank on even one of the logi's. My latest attempt is with a 2x LML Garmur setup, max skills, T2 rigs, etc. OH putting out over 515dps. The Hawk on the other hand goes down the same as before with no issues and I've yet to draw the Jaguar lately so I can't comment on that one... |

Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2099
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Posted - 2015.11.27 09:28:15 -
[100] - Quote
Hasikan Miallok wrote:One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. also useful when you get connection problems :<
pro tip: don't go back and try to complete when you have connection problems
@ChainsawPlankto
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Anize Oramara
The Arch Dashing Dashers
620
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Posted - 2015.11.27 11:31:27 -
[101] - Quote
I've been able to more thoroughly test the Barghest as a credible alternative to the Machariel and it's pretty solid all things considered. The buff changes are live on singularity and with all the mass testing I've been enjoying (The visuals really are absolutely amazing once they fixed most of the driver crashes) I got enough SP to fly an effectively maxed out barghest to test. The buff adds about 100dps to the RHML Barghest in the form of higher volleys so it's a really welcome boost.
For the most part the RHML Barghest seem to compete favorably in the following misisons:
- Attack of the drones: This can be a bit random as the number of ships spawning is not fixed. Can make good use of a full flight of medium drones
- The assault (Serpentis): Very nice for sniping the scramming frigs in the 2nd room (always a pita for the mach) and to hit the ships in the 3rd room as soon as you land
- Gone Beserk: It can theoretically finish the mission on a single clip but with the bug/changes to the mission it might get dropped in favor of other missions
- Stop the thief: slightly quicker kill time makes up for slightly slower warp speed so either works.
- Dread Pirate scarlet: Slightly slower than Mach but not by much. No arty snipe fit possible but for people not running an arty mach the Bagrhest works fine.
There are a couple missions where a cruise Barghest would work far better and that is something I am going to test next as I should have T2 cruises now.
- Pirate Invasion (Angel): With 6(or was it 7?) BS that needs to be killed it needs at least 2 reloads of RHML making it slightly slower than the Mach although infinitely easier to tank. I think I might get better mileage with the cruise missiles.
- Attack of the Drones: Cruises might feature here better than the RHML.
- I want to believe in a blockade blitz but with triggers being random (the eve survival guide isn't 100% accurate either) it'd be a bit of a crap shoot from what I've tested so far. That said Cruises (and a MJD) would trump RHML fit.
I might revisit certain other missions too, just in case.
End of the day the Mach is still the top dog, but it's nice seeing a ship that can keep pace with it in almost all missions. I was never a fan of how the Mach looked so having a ship like the Barghest be a legitimate alternative is great.
ps. Anyone got any ideas for the new utility high? A drone link augmentator isn't really useful in any real way, an auto targeting thingy doesn't actually jive with blitzing and I already have a tractor on it. Neut to make it slightly more gank resistant? Although again, with blitzing people have trouble scanning you down before you're done with the site.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
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Arthur Aihaken
CODE.d
4759
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Posted - 2015.11.27 18:43:05 -
[102] - Quote
Anize Oramara wrote:The buff adds about 100dps to the RHML Barghest in the form of higher volleys so it's a really welcome boost. The buff should only add about 3% to total DPS...? (the change was from 8.75 to 9.00 effective launchers)
I am currently away, traveling through time and will be returning last week.
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2102
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Posted - 2015.11.27 21:28:28 -
[103] - Quote
I've been testing a cruise barghest
with blockade the main issue I've had is the first spawn trigger seems random, sometimes you see it and only need 1 kill, sometimes you need to kill the whole first wave. Past that the trigger spawns in the same place and is usually the high bounty one Gist Malakim/Gist Nephilim according to eve survival, and the completion trigger I think is always the Seraphim. mjd/mwd whatever works with MWD just need to burn out away from the scram frigs. looks to take 5-9 mins depending on what happens. should carefully note the initial spawn. I've had multiple of one ship and killing one triggers the next spawn, sometimes it is the last one.
gone berserk. with scourge fury one volley the cruisers, 2 volley the hydra, 3 volley the other 2 bs. Although if you can do it in one reload with RHML that would probably be faster but I guess it involves at least some volley counting. guessing 2 for cruisers 4-6 for bs?
pirate invasion it works well, but I think I'll probably stick with the mach. lol hail, usually done before they even hit my armor tank.
AotD. never tried it. usually don't run it
smash the supplier: easy blitz. kite everything and bash the tower. although I tend to avoid it for the -2.4% amarr standings hit.
assault yea I want to try the rhml version on that. which ammo do you use? I was thinking navy for the scram frigs, and reload to fury for the last room, not sure exactly how long the warp is or if it would be better to just use one ammo and do it all in one reload?
@ChainsawPlankto
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Anize Oramara
The Arch Dashing Dashers
648
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Posted - 2015.11.29 09:16:21 -
[104] - Quote
Attack of the drones has the same isk/m, even with the 30sec wait, of Gone Beserk and Stop the thief.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.03
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Arthur Aihaken
CODE.d
4773
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Posted - 2015.11.29 16:39:17 -
[105] - Quote
Chainsaw, out of curiosity - what's your fit? (do you find the Barghest gets hung up a lot on stuff?)
I am currently away, traveling through time and will be returning last week.
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2107
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Posted - 2015.11.29 21:36:19 -
[106] - Quote
This is what I've been playing around with. on a character with max missile skills and 5% implants. Can swap a painter for a prop mod (or even both for some missions). Heat the painter (or use 2) when shooting cruisers and so far I've been able to 1 volley cruisers with fury missiles. I've also been looking at using a signal amp or sensor booster, long lock times annoy me, and with the MJD being able to hit past the base 95km lock range could be useful. Upgrading to faction BCUs might help out a bit, as with the cruisers it is close, and I've seen a few BS in low structure, and with 1 painter w/o heat cruisers end up in very low structure. Maybe even a faction target painter? Or perhaps just drop an HVO for a t2 rigor. Also would like to get a nano or two on there to help out with the agility, but that is low priority.
should also try some crash boosters. I'd be tempted, to use standard as none of the penalties really hurt the barghest much, but some of those penalties would hurt other ships.
also it likes to bounce off the station a whole heck of a lot... should probably start using a short insta just to clear the station. [Barghest, weeee] Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II Missile Guidance Enhancer II Missile Guidance Enhancer II
Pithum C-Type Medium Shield Booster Adaptive Invulnerability Field II 500MN Cold-Gas Enduring Microwarpdrive Large Micro Jump Drive Missile Guidance Computer II, Missile Precision Script Missile Guidance Computer II, Missile Precision Script
Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile Cruise Missile Launcher II, Inferno Fury Cruise Missile [empty high slot]
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
typically just use light drones, should probably try some sentry drones, might help with low structure pick offs. Has room for a drone link augmentor so long range sentries could work.
@ChainsawPlankto
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Arthur Aihaken
CODE.d
4785
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Posted - 2015.12.03 01:23:58 -
[107] - Quote
Chainsaw Plankton wrote:This is what I've been playing around with. Three Faction BCUs are basically the equivalent of four T2 BCUs, so that would give you an extra low slot for a nano or something. I'd probably go with a Faction TP instead of the MJD myself, but otherwise it's a solid fit. And yeah, it bounces off everything.
I am currently away, traveling through time and will be returning last week.
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2124
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Posted - 2015.12.03 02:27:18 -
[108] - Quote
at that point I'd probably just fit a 4th t2 bcu :p
looking forward to seeing what happens with the slight dps bump, and 10% boost to missile guidance mods in December.
that specific fit was for blitzing the blockade. don't really need painters to apply to bs (I think?) at this point I could do it mwd only, but for learning I like the MJD as you can jump away from the scram frigs if they ever catch up. For other missions the painters are much more appreciated.
@ChainsawPlankto
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Arthur Aihaken
CODE.d
4785
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Posted - 2015.12.03 03:27:43 -
[109] - Quote
Chainsaw Plankton wrote:at that point I'd probably just fit a 4th t2 bcu :p looking forward to seeing what happens with the slight dps bump, and 10% boost to missile guidance mods in December. Do they have a module that reduces your physical size by 33%? Well, I'm not overly excited about the +3% DPS increase. The 17% reduction in ammunition consumption will be good. I would've preferred another low slot instead of another utility high so it had more potential as an armor tank.
I am currently away, traveling through time and will be returning last week.
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Xenon 101
Deep Core Mining Inc. Caldari State
2
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Posted - 2015.12.04 02:42:46 -
[110] - Quote
CCP Lebowski wrote:Hey folks, as Ploing mentioned above, I've observed no differences between the burner missions before and after the Parallax released.
Lets confirm a couple things before we continue:
- Burner missions should be entirely unchanged after Parallax - Any changes to Drifters would have no effect on Burners (Drifters use a completely new AI system)
That being said, it's clear people are experiencing something different after this patch and I'm looking further into this to find out exactly whats going on. To that end can people please post the fits they are using that are now not fairing as well after the patch.
Thanks!
I'm having trouble with Burner Vengeance Team, before it was easy breaking a logi( Inquisitor) ship tank. I'm flying a maxed out 280 DPS Wolf. Now looks like CCP increased the logi repp amount significantly so its impossible to do this mission solo. I guess this is a stealth nerf for solo mission players? It happened before so I'm not surprised.
My setup :
[Wolf, Burner-Vengeance] Capacitor Flux Coil II Gyrostabilizer II Gyrostabilizer II Centii A-Type Small Armor Repairer Capacitor Flux Coil II
Federation Navy Stasis Webifier Coreli A-Type 1MN Afterburner
200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II Rocket Launcher II
Small Anti-EM Pump II Small Capacitor Control Circuit II
Caldari Navy Inferno Rocket x1137 Republic Fleet Phased Plasma S x1420 Caldari Navy Nova Rocket x732
Rock solid 280 dps, cap stable perma repp can tank damage all day.
I couldnt even get a Burner logi's ship to 50% armor with overheat.......I submitted a bug report
It is what it is adapt or die.
Xenon 101 |
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Yadaryon Vondawn
Alius Itineris Virtus
74
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Posted - 2015.12.04 16:22:26 -
[111] - Quote
Experienced the same thing today with the Hawk team burner. Nearly burned out everything and escaped narrowly. Definitely not how it is supposed to be, did this particular mission quite a few times but it is impossible now. |

Xenon 101
Deep Core Mining Inc. Caldari State
2
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Posted - 2015.12.06 14:44:40 -
[112] - Quote
Yadaryon Vondawn wrote:Experienced the same thing today with the Hawk team burner. Nearly burned out everything and escaped narrowly. Definitely not how it is supposed to be, did this particular mission quite a few times but it is impossible now.
Looks like Logi runs out of cap eventually, after 10 min ( and 1 set of Scorch S) shield goes down quick..... had to to some setup modifications .
Here is my cap stable setup :
[Retribution, Burner-Hawk] Heat Sink II Heat Sink II Republic Fleet Armor Kinetic Hardener Coreli B-Type Kinetic Plating Corpii A-Type Small Armor Repairer
Cap Recharger II Cap Recharger II
Small Focused Pulse Laser II Small Focused Pulse Laser II Small Focused Pulse Laser II Small Focused Pulse Laser II
Small Anti-Kinetic Pump II Small Auxiliary Nano Pump II
Scorch S x5 ( Make sure you have enough laser crystals......)
189.9 DPS with my skills, 91 % Armor Kinetic resistance . It tanks great, armor stays at 95% , overtanked but it works great, maybe more dps will be better but I'm not sure if I'll have enough cap boosters for 15 min fight, I can swap a cap recharger for a cap booster and have an extra heatsink in lows, no way to test this on SISI.
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2144
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Posted - 2015.12.06 17:19:42 -
[113] - Quote
The nice thing about team burners is that you don't need any tank, you can just kite the NPCs. And then you can just ECM the logi ships and dunk the burner. Polarized rocket + ECM garmur seems to be the standard fit and has been working well for me. Although if you want to stick to amarr this is what I've been using, mostly for the caldari team burner. When things are normal you can ecm one logi and kill the burner with the other one repping it, although right now I'd probably just ECM the one logi and dps the other and then go for the burner. I tested it vs the gallente one and it works there too. Should probably work vs amarr, but will have trouble vs minmatar as it isn't fast enough to kite it.
[Retribution, Burner ecm kite] Heat Sink II Heat Sink II Heat Sink II Overdrive Injector System II Co-Processor II
1MN Y-S8 Compact Afterburner BZ-5 Neutralizing Spatial Destabilizer ECM
Small Focused Beam Laser II, Imperial Navy Multifrequency S Small Focused Beam Laser II, Imperial Navy Multifrequency S [empty high slot] Small Focused Beam Laser II, Imperial Navy Multifrequency S Small Focused Beam Laser II, Imperial Navy Multifrequency S
Small Energy Locus Coordinator II Small Energy Locus Coordinator II
@ChainsawPlankto
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Ploing
Blue Republic RvB - BLUE Republic
38
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Posted - 2015.12.08 14:21:03 -
[114] - Quote
teamburners are fixed. |

Varyah
I am Forever of the Stars
18
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Posted - 2015.12.08 16:55:38 -
[115] - Quote
Never did Burners, but interested in finally start doing them, so I checked the guide (thank you!). But I stumbled upon two instances of 'keep at range 100km' - is this a typo? Should this be 10km?
Quote:A.5. Wolf GÇô Blood Agent [...] Activate web and guns and keep at range 100km. [...]
Quote:A.7. Hawk GÇô Serpentis Agent [...] Activate both webs and keep at range 100km or orbit at 14km. [...]
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Ploing
Blue Republic RvB - BLUE Republic
38
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Posted - 2015.12.08 17:05:42 -
[116] - Quote
Varyah wrote:Never did Burners, but interested in finally start doing them, so I checked the guide (thank you!). But I stumbled upon two instances of 'keep at range 100km' - is this a typo? Should this be 10km? Quote:A.5. Wolf GÇô Blood Agent [...] Activate web and guns and keep at range 100km. [...]
Quote:A.7. Hawk GÇô Serpentis Agent [...] Activate both webs and keep at range 100km or orbit at 14km. [...]
this is a typo.
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Shiloh Templeton
Center for Advanced Studies Gallente Federation
465
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Posted - 2015.12.08 17:40:13 -
[117] - Quote
Ploing wrote:teamburners are fixed. Meaning ECM isn't required on the polarized Garmur now? |

Ploing
Blue Republic RvB - BLUE Republic
38
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Posted - 2015.12.08 18:17:51 -
[118] - Quote
Shiloh Templeton wrote:Ploing wrote:teamburners are fixed. Meaning ECM isn't required on the polarized Garmur now?
yes.
but they screwed up freight delivery. as you land there are rats right now. |

Andromeda Cesaille
Federal Navy Academy Gallente Federation
2
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Posted - 2015.12.08 19:03:50 -
[119] - Quote
Lost a pimped daredevil to anomic agent worm. He was scrammed and he still outran me with OH MWD. BEWARE |

Ploing
Blue Republic RvB - BLUE Republic
38
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Posted - 2015.12.08 19:30:24 -
[120] - Quote
Andromeda Cesaille wrote:Lost a pimped daredevil to anomic agent worm. He was scrammed and he still outran me with OH MWD. BEWARE
can-¦t confirm. ran it right now with an enyo.
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