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Alasdan Helminthauge
HC - Razorback Roadhouse
60
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Posted - 2017.03.24 15:02:28 -
[31] - Quote
you mustn't have encountered some extreme pvp players flying some 30mil ships, but with 2bil in fittings, 5bil in implants and 3bil in offgrid boosters (they were removed after Ascension, but the burners weren't changed). |
Cade Windstalker
1158
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Posted - 2017.03.24 15:19:21 -
[32] - Quote
Agent 5B wrote:Cade Windstalker wrote:If you actually want help or advice it's probably inadvisable to start throwing around pointless insults...
Those ships don't have 8 mids, and they're not dual prop fit, they just have stats roughly equivalent to an overheating Pirate Frig with Faction/Deadspace fittings and implants. They're designed to be hard to kill and be similar in challenge to a player, the advantage is you know what they're going to use based on the mission so you can fit to hard-counter them. Overheated AB doesn't go 2.8 k from 1.2 I didn't ask for help , I asked if people think that the NPC operate within the limitations of the ship they are meant to be. Seeing as hundreds of people do them every day there should be plenty of people who know the answer.
Of course they don't play entirely by player rules, they'd get wrecked. CCP has stated that the stats for these and similar NPCs are based on the stats of actual player ships. In this case they're similar to the stats you get if you were to be able to, essentially, overheat basically everything indefinitely with a ton of drugs, implants, and other fun on top of that.
They basically used an actual ship fitting as a basis and then adjusted things from there until it got to the point they wanted.
EDIT: Also, at least for speed, you can get the speed ratings all of those rats hit with an overheated prop mod and a combination of drugs, implants, and modules. I lack the time and the patience to bother to check if the rest of the stats are possible on the same hull, but at least in general all of those stats are fairly possible in general. |
Zarek Kree
Lunatic Legion Holdings
61
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Posted - 2017.03.25 04:21:58 -
[33] - Quote
I played around a bit on Pyfa trying to re-create the specs on the burner ships using max skills and various implants. I had no trouble meeting or exceeding the offensive DPS or EHP stats. What I couldn't do was match the stats of the various support modules like webs and scrams - in particular their ranges (though their effectiveness levels matched up fine). Plus, on the Burner Cruor, I couldn't match the energy drain on the Nos. They also seem to run unlimited cap with massive recharge rates that can't be mirrored.
So, they definitely exceed what a human player could do in the same ship, but if they were held to those restrictions, they'd be too easy. |
Agent 5B
Federal Defense Union Gallente Federation
27
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Posted - 2017.03.25 18:09:04 -
[34] - Quote
Zarek Kree wrote:
So, they definitely exceed what a human player could do in the same ship, but if they were held to those restrictions, they'd be too easy.
I managed to kill one on the test server. It was 3rd attempt maybe I can tweak my fit to make my losses less |
Zarek Kree
Lunatic Legion Holdings
62
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Posted - 2017.03.25 20:00:50 -
[35] - Quote
Agent 5B wrote:I managed to kill one on the test server. It was 3rd attempt maybe I can tweak my fit to make my losses less
There are plenty of great fits listed here in the forums that are extremely effective against all the burner missions - but there is a learning curve that entails some ship losses. However, once you figure them out, you'll almost never lose a ship again. But there is a really narrow range of fits and techniques that work efficiently. |
Agent 5B
Federal Defense Union Gallente Federation
28
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Posted - 2017.03.25 22:25:09 -
[36] - Quote
Zarek Kree wrote:
There are plenty of great fits listed here in the forums that are extremely effective against all the burner missions - but there is a learning curve that entails some ship losses. However, once you figure them out, you'll almost never lose a ship again. But there is a really narrow range of fits and techniques that work efficiently.
You mean https://forums.eveonline.com/default.aspx?g=posts&m=6881776#post6881776 and https://forums.eveonline.com/default.aspx?g=posts&t=369477&find=unread |
Buggs LeRoach
Federal Navy Academy Gallente Federation
6
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Posted - 2017.03.26 16:46:10 -
[37] - Quote
Zarek Kree wrote:I played around a bit on Pyfa trying to re-create the specs on the burner ships using max skills and various implants. I had no trouble meeting or exceeding the offensive DPS or EHP stats. What I couldn't do was match the stats of the various support modules like webs and scrams - in particular their ranges (though their effectiveness levels matched up fine). Plus, on the Burner Cruor, I couldn't match the energy drain of the Neut. They also seem to run unlimited cap with massive recharge rates that can't be mirrored.
So, they definitely exceed what a human player could do in the same ship, but if they were held to those restrictions, they'd be too easy.
npc don't use cap to run weapons or modules . that can lead to some wrong conclusions , and is one way they truly 'cheat' .
a human-piloted cruor with 2 neuts easily exceeds the burner's drain , so within human stats .
burners are advertised to have fleet support in the form of max-skilled , mind-linked command ships , so consider that when evaluating their stats especially web / scram range which you mentioned .
the chruker's site is very useful : http://games.chruker.dk/eve_online/inventory.php?group_id=818
thanks for your cap-stable fits , they're a nice alternative to some of the 'all-in' fits .
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