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Monique Balthur
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Posted - 2007.08.05 22:14:00 -
[1]
The question is "WHY NOT?"
- crappy dps - lame lazerz - no dronebay - suck compared to other dmg dealing hac's
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Benn Helmsman
Caldari Helmsman Engineering Company
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Posted - 2007.08.05 22:39:00 -
[2]
Well i guess because the cap wont make it ;] i still dont know, i would agree to give it a 5th slot, even with the stronger rof bonus, it looks not really good atm.
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Kerdrak
3B Legio IX Atlas Alliance
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Posted - 2007.08.05 22:48:00 -
[3]
Devs already gave powergrid for 2 more turrets in SiSi, a shame they forget to add the slots and cpu to use that pg  ________________________________________
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Nomakai Delateriel
Amarr Delictum 23216
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Posted - 2007.08.05 22:48:00 -
[4]
I think it's because it's considered, like the Eagle, a sniping vessel.
With heavy beams and Aurora crystals it has quite a nice amount of firepower even at very long range.
It has a niche role, which it fulfills very well. Maybe not the most useful of niches, but still. ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |

Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.05 22:51:00 -
[5]
Originally by: Nomakai Delateriel I think it's because it's considered, like the Eagle, a sniping vessel.
With heavy beams and Aurora crystals it has quite a nice amount of firepower even at very long range.
It has a niche role, which it fulfills very well. Maybe not the most useful of niches, but still.
Same as the Muninn with aurora[which has the same tracking, no cap use, and 250% the alpha strike]. Less with faction radio to faction carbonized lead[muninn has 20% more dps, and 300% more alpha strike].
When using faction ammo, the Eagle outdamages it above 60km.
It kinda sucks as a sniper tbqh.
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Danari
Amarr Viper Squad Triumvirate.
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Posted - 2007.08.05 22:54:00 -
[6]
Just because the zealot isn't 'best' at anything doesn't make it a bad cruiser. For example, vaga + sabre vs. travel fitted Raven, the vaga's damage is very suss. In that same engagement, a zealot absolutely shines.
A zealot with a bit of damage, a bit of speed (3km/sec) and a bit of tank isn't 'best' at any one thing but still gives a nice mix of survivability and damage that in the hands of a competent pilot is just as good as a curse or a vaga in a mixed gang, two ships that I happen to routinely outdamage.
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Monique Balthur
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Posted - 2007.08.05 22:57:00 -
[7]
I'm gonna edit the first post with more constructive means tomorrow, it's too late now ;P
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Nomakai Delateriel
Amarr Delictum 23216
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Posted - 2007.08.05 23:20:00 -
[8]
Originally by: Goumindong
Originally by: Nomakai Delateriel I think it's because it's considered, like the Eagle, a sniping vessel.
With heavy beams and Aurora crystals it has quite a nice amount of firepower even at very long range.
It has a niche role, which it fulfills very well. Maybe not the most useful of niches, but still.
Same as the Muninn with aurora[which has the same tracking, no cap use, and 250% the alpha strike]. Less with faction radio to faction carbonized lead[muninn has 20% more dps, and 300% more alpha strike].
When using faction ammo, the Eagle outdamages it above 60km.
It kinda sucks as a sniper tbqh.
Have you counted the low-slots into that equation? Ok, so the Muninn can put 3 gyros in the lows, but that leaves only two slots for tank or tracking enhancers...and very little powergrid. ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |

Mr Li
Suicidal Mercenaries
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Posted - 2007.08.05 23:32:00 -
[9]
Edited by: Mr Li on 05/08/2007 23:41:11 Edited by: Mr Li on 05/08/2007 23:39:50
Originally by: Danari Just because the zealot isn't 'best' at anth ything doesn't make it a bad cruiser. For example, vaga + sabre vs. travel fitted Raven, the vaga's damage is very suss. In that same engagement, a zealot absolutely shines.
A zealot with a bit of damage, a bit of speed (3km/sec) and a bit of tank isn't 'best' at any one thing but still gives a nice mix of survivability and damage that in the hands of a competent pilot is just as good as a curse or a vaga in a mixed gang, two ships that I happen to routinely outdamage.
a zealot without snakes going 3 km/s is a zealot without cap. Just like a zealot with 5 or 6 turrets. I can't imagine just adding a 5th or 6th turret without adding capacitor to deal with the change (unless they want cap to be the challenge of a Zealot with 5 turrets of damage).
I think the Zealot should not be flexible in it's application so I disagree with those calling for a drone bay of any size, but a "laser platform" with only 4 turrets is an out-and-out misnomer.
personally i'd love a 50-75 m^3 drone bay of cap-free damage (and with my 5m Drone SP it would add considerable damage to my favorite ship to command) but I still think that a drone bay wouldn't be as good as the 5th turret in terms of keeping with the philosophy of amarr ships.
as for the OP, the only reason 'why not' i can think of is that everyone is incorrectly using the zealot as a damage boat when it gets an optimal range bonus (despite both the damage and RoF bonuses). It seems a bit schizophrenic in its application and generally people favor DPS (myself included) so I'd rather see either a double range bonus in lieu of the damage bonus thus making a clear role rivaling the eagle, or get rid of the range bonus altogether and make it something else, maybe capacitor capacity?
reality checks welcome since my POV is one that wants the Zealot to be a wtfpwn mobile since it is by far the sexiest looking HAC of all.
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Kruel
Blunt Force Syndicate
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Posted - 2007.08.06 00:11:00 -
[10]
Originally by: Kerdrak Devs already gave powergrid for 2 more turrets in SiSi, a shame they forget to add the slots and cpu to use that pg 
QFT.
Fitting it was easy enough before, it just lacks DPS & E-war.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.06 00:20:00 -
[11]
Originally by: Nomakai Delateriel
Originally by: Goumindong
Originally by: Nomakai Delateriel I think it's because it's considered, like the Eagle, a sniping vessel.
With heavy beams and Aurora crystals it has quite a nice amount of firepower even at very long range.
It has a niche role, which it fulfills very well. Maybe not the most useful of niches, but still.
Same as the Muninn with aurora[which has the same tracking, no cap use, and 250% the alpha strike]. Less with faction radio to faction carbonized lead[muninn has 20% more dps, and 300% more alpha strike].
When using faction ammo, the Eagle outdamages it above 60km.
It kinda sucks as a sniper tbqh.
Have you counted the low-slots into that equation? Ok, so the Muninn can put 3 gyros in the lows, but that leaves only two slots for tank or tracking enhancers...and very little powergrid.
Yes.
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Kamikaaazi
Caldari Caldari Provisions
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Posted - 2007.08.06 00:59:00 -
[12]
no, because its not gallente/minmatar. Only they are allowed to have more than 4 turrets on HAC-s. Oh and 5th turret would leave caldari alone :( yarr |

Chaii Myrid
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Posted - 2007.08.06 03:12:00 -
[13]
I started a reply to this post, then realized I was writing a post of my own so I started a thread all it's own. But here's the same setup as in my last post "Zealot PvP setup"
x4 Heavy Pulse Laser II x1 Medium 'Gremlin' Energy Neutralizer
x1 Afterburner II x1 20km Warp Scrambler (Or Tracking disruptor) x1 F-RX Prototype I Capacitor Booster
x1 Medium Armor Rep x1 Shadow Serpentis Energized Adaptive Nano Membrane x1 Energized Thermic Membrane x2 Heat Sink II x1 Reactor Control x1 Emergency Damage control
It's not a long-range nor short-range ship. It's not too good for fighting off other HACs but it does decent DPS considering its range. You're out of NOS/Neutralizer/Webber/scrambler range so you can DPS the slow-moving ships pretty care-free. Of course the setup requires a second player tackling with a webber to keep your target in place.
The neutralizer keeps interceptors off your ass.
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Mr Hyde113
Amarr Sector 7 Visions of Warfare
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Posted - 2007.08.06 03:32:00 -
[14]
I have an ok fit that could be greatly improved with a 5th turret and more grid/cpu to go with it
4x [5x would be nice :)] Heavy pulse II
1x medium electrochemical cap booster w/800's 1x warp disruptor II 1x 10mn afterburner II
2x Medium armor repairers II 3x Heat sinks II 1x Energized thermic membraneII 1x Energized adaptive nano II
2x Auxiliary nano pumps
If the zealot had 5 turrets and more grid/cpu it would be a very nice tank and damage dealer for small gangs. The tank is surprisingly robust and the damage is ok with conflag hitting up to 15k and scorch for 30k + is very nice. With 5 turrets and my skills it would get 480 dps which is respectable for a hac and a nice tank. Also in the spirit of things the absolution should get more grid /cpu for a 7th turret bringing it more gank since it with a tech 2 tank and 3 heat sinks has a similiar tanking ability with the new sacrilige a 7th turret would get it some more fire power. I dont get why some amarr ships have 5 highs and 4 turrets or 7 highs and 6 turrets. Fitting a heavy missile launcher on the absolution is blashphemy and a nos is a tight squeeze and with nos nerf useless. |

Danari
Amarr Viper Squad Triumvirate.
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Posted - 2007.08.06 13:32:00 -
[15]
Originally by: Mr Li
a zealot without snakes going 3 km/s is a zealot without cap.
?? No it's not. First off, the mwd is pulsed and doesn't take that much from cap. Second off, cap boosters on a zealot are assumed -- for good reason.
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