| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.12 23:00:00 -
[1]
Small/Med Sized gangs = Absolution/Sliepnir, Nighhawk/Eos, Astarte, Claymore, Vulture, Damnation in that order.
Large Gangs = Vulture, Damnation, Claymore/Eos, Absolution/nighthawk, Sliepnir/Astarte in that order. ------
Absolution = Best small/med sized gang due to its best in class powergrid combined with good tank and gank. It does not need to drop a weapon in order to fit a gand mod.
Sliepnir = Tied for best due to great powergrid, lack of nessesity to lose a gun in order to fit a gang mod and great tank and gank to go along with it. Faster, slightly more damaging, and slightly tankier than the Absolution, which trades those for higher range.
Nighthawk = Third due to travel time on missiles. Great range, damage and tank, but the delay on missiles striking their target means lower effectiveness overall. Tanks better than the Sleipnir and Absolution
Eos = Last in the bunch due to it being a fleet command cruiser. It can fit more gang mods and still do respectable damage with a great tank. Its lack of speed and requirement to get close compared to the other three reduce its effectiveness.
------
Vulture = Best in class Fleet Command due to ridiculously long range. Allowing it to actualy have a role in a large fleet.
Damnation = Optimal bonus is what keeps this thing alive. Good tank does not hurt either.
Claymore = Tied for third for lack of tank and good range.
Eos = Tied for third for lack of tank and good range.
Field Command ships are right out, but resistance bonuses > boost bonuses and turrets > missiles.
---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.12 23:43:00 -
[2]
Originally by: Nir Edited by: Nir on 12/02/2007 23:32:32
Originally by: Goumindong Claymore = Tied for third for lack of tank and good range.
     
Sorry for the emoticon spam but what i'm saying is, you couldn't be further from the truth
Rep based tanks for FLEET situtaions do not work. It essentialy has a battlecruiser sized unbonused tank for the job of fleet commander.
Compared to the tank on the Vulture[6 slots, resist bonus, or simply range], or the Damnation[7 slots, resist bonus, and range], the Claymore has a rather weak tank. The EOS is the only fleet command ship more vulnerable on the front lines. ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.13 04:27:00 -
[3]
Originally by: X99 Z990 If you go down faster than you can hit shield booster i dont think it matters what bonus you have.
yes it does, the 33% hit points from the resist bonus will allow you more time to warp away. ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.13 04:34:00 -
[4]
Originally by: Hllaxiu As far as fleet goes, Vulture is the on only one that has similar defensive capabilities to a battleship and can hit at battleship ranges. The Eos has the more useful bonus. The Claymore has the best bonus for small gangs, and the Damnation isn't that great of a ship, with the possible exception of complex tanking/boosting (though claymore may be better at that).
Information is the most useful bonus in a fleet as that extra 25% to ewar strength can easily turn the tide of battle (assuming mindlink). The Eos can do ok for anti dictor/support duty in fleet, though use light t1 drones as odds are you're going to lose the drones either due to them wandering out of control range, dying, or your FC ordering a warp.
information is not the most powerful bonus. The most powerful bonuses for fleet battleships are, in order
Scan Radius Signature Radius Armor HP Shield HP
The Damnation has bad damage, but with beams and a range bonus it will have significant range to get outside support ship ranges and with the 7 low slots it can have a very strong tank. ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.13 06:08:00 -
[5]
Originally by: X99 Z990 Edited by: X99 Z990 on 13/02/2007 04:37:57
Originally by: Goumindong
Originally by: X99 Z990 If you go down faster than you can hit shield booster i dont think it matters what bonus you have.
yes it does, the 33% hit points from the resist bonus will allow you more time to warp away.
Boosting would also allow you more time to warp away.
Edit - That said claymore has a nice tank but the 5% resistance bonus IS superior.
If you are able to boost 33% of your hit points in a single boost, yes. If not, no. HP and Resistances[which are essentialy HP] are much more important to staying alive.
Compounded by the fact that there is no module that gives an effective HP boost that gives a boost smaller than a shield booster cycle[boosted or unboosted] compounds the fact[as fitting a booster at all is sub optimal] ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.13 06:12:00 -
[6]
Edited by: Goumindong on 13/02/2007 06:10:43
Originally by: Hllaxiu Edited by: Hllaxiu on 13/02/2007 06:04:07
Originally by: Goumindong information is not the most powerful bonus. The most powerful bonuses for fleet battleships are, in order
Scan Radius Signature Radius Armor HP Shield HP
The Damnation has bad damage, but with beams and a range bonus it will have significant range to get outside support ship ranges and with the 7 low slots it can have a very strong tank.
What do you mean by scan radius? And Signature radius is not very useful for a pair of ships firing 425mm rails/Tachs/1400s at each other from 160+km - you're always going to hit another battleship or battlecruiser sized target (400m battleship goes to 299.2m with a claymore+mindlink, 280m with a minmatar titan). At fleet ranges however, your electronic warfare platforms are greatly improved with a skilled information warfare specialist in gang as they can shut down more ships at longer ranges, and your own ships have a modest across the board increase in sensor strength.
Lock Time is dependant on signature radius and scan resolution.
A scan resolution/sig radius boosted gang will lock seconds before their opponents do. And locking faster is killing faster. If your gang puts out 10,000 DPS togother, you have a 20,000 damage advantage with a two second faster lock time. Which will be equal to a battleship or two due to front loading.
Your EW goes off first as well.
Next comes absorbing damage in armor and shield.
EW is good for an EW squad, not for general bonuses.
There is nothing better than locking before your opponent in a fleet battle. scan res and sig rad are what achieve this. ---------------------------------------- Thou Shalt "Pew Pew" |

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.13 06:31:00 -
[7]
Originally by: SengH Your information is 4 patches out of date. There is no more gang mod that gives a bonus to sensor resolution. Its now EWar range increase. The sensor res mod during its lifetime never worked unless you had it above level 4 due to the conflicting leadership bonus.
You are right. Sig res is still better than EWar range though. ---------------------------------------- Thou Shalt "Pew Pew" |
| |
|