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bundy bear
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Posted - 2007.11.09 05:00:00 -
[1]
The zealot and the munin are the only 2 ships to have 4 weapon bonuses to the same weapon AFAIK. The zealot has 4 bonuses that apply directly to lasers so its a very specialised ship. It can fire lasers and nothing else.
So you would expect this ship to be prety damn good at using lasers. Using 3 dmg mods and heavy pulse II with high dmg tech II ammo the zealot is able to turn out 465dps.
Using 3 dmg mods and fitting for maximum damage here is a list of all the HAC's from most damage to least damage. (I know these setups arent always practical we are just calculating damage)
Deimos - 794dps ishtar - 737dps munin - 696 dps vagabond - 658dps sacriledge - 575dps cerbersus - 516dps eagle 481 - dps zealot 465 - dps
So with 4 bonuses dedicated to lasers it is the weakest HAC in terms of max damage output. Not only this but it is also the most limited in damage type, consumes the most cap and most vunerable to EWAR.
The omen which is the zealots tech 1 varient has 2 bonuses to lasers. Using 3 dmg mods it achives 469dps which is more than the zealot.
The zealot is also the only HAC that is outdamaged by its races recon cruiser. The curse fitted with misisles can do 521 dps which is 56 more than the zealot.
The zealot also only manages to 13.4% more dps than the gallente destroyer with 3 dmg mods.
I know most of these setups are not practical but the figures realy do show the zealot is realy lacking in the dps department for a ship designed to do nothing but dmg.
Also I think the eagle is in prety bad state aswell so please dont try to use it to justify the crappness of the zealot.
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Khan Durian
Amarr Paxton Industries Paxton Federation
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Posted - 2007.11.09 05:03:00 -
[2]
if those numbers are accurate, my skills suck incredibly
Originally by: Graalum
also its called a damage control. Not a suitcase.
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Iota Belisarius
Ion Corp. Hydra Alliance
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Posted - 2007.11.09 05:05:00 -
[3]
2nd AND 3rd worst HAC dps...w00t for caldari... --------------------- Your sig is inappropriate. Please read the forum rules before reposting. -Tirg Sig jacked and nerfed in one day, just my luck. |

bundy bear
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Posted - 2007.11.09 05:06:00 -
[4]
Originally by: Khan Durian if those numbers are accurate, my skills suck incredibly
Prety much everything was calculated on EFT with all skills maxed.
Most setups arent that practical like an ishtar wiht blasters fitted. But the ishtar outdamages the zealot with no guns fitted anyway .
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hellsknights
Hells Angels Inc.
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Posted - 2007.11.09 05:10:00 -
[5]
You do realise you can get more DPS without every skill at 5 and adding some implants.
I can get my Deimos to about 820dps without faction/officer mods. "im at work so my numbers could be a bit off"
recruitment thread Join channel Hells Angels Inc
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Relnala
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Posted - 2007.11.09 05:28:00 -
[6]
Originally by: hellsknights You do realise you can get more DPS without every skill at 5 and adding some implants.
I can get my Deimos to about 820dps without faction/officer mods. "im at work so my numbers could be a bit off"
Yeah cause comparing ships with entirely impractical setups is logical. You're using what... neutron blasters and 3 damage mods...?
@OP: I agree the Zealot needs some love. I think its getting a drone bay in Rev 3 though. (That could be rumor though)
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Ruah Piskonit
Amarr PIE Inc.
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Posted - 2007.11.09 06:11:00 -
[7]
get off EFT and get in game. ----
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Wideen
Eon Project
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Posted - 2007.11.09 06:11:00 -
[8]
So tell me, how does it tank with its 7 low slots?
nice tank I'll take it
Originally by: F'nog Your math intrigues me, and I wish to subscribe to its newsletter.
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bundy bear
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Posted - 2007.11.09 06:34:00 -
[9]
Originally by: Wideen So tell me, how does it tank with its 7 low slots?
nice tank I'll take it
With 3 heatsinks you have a 4 slot tank. Without the heatsinks you do 281DPS.
Deimos and munin can drop all their dmg mods and leave 5/6 slots respectively for low slot tanking and still beat the zealots DPS. With more flexibility in dmg types.
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Zendoc
Sebiestor tribe
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Posted - 2007.11.09 06:36:00 -
[10]
Vagabond also can't really do that amount of damage effectively, it has no tank other than speed, so it has to stay outside of web range. Even with its falloff bonus, there is no way a vagabond is putting out 658dps from outside 13km. Those figures just aren't accurrate to how the ships actually work.
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bundy bear
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Posted - 2007.11.09 06:37:00 -
[11]
Originally by: Relnala
Originally by: hellsknights You do realise you can get more DPS without every skill at 5 and adding some implants.
I can get my Deimos to about 820dps without faction/officer mods. "im at work so my numbers could be a bit off"
Yeah cause comparing ships with entirely impractical setups is logical. You're using what... neutron blasters and 3 damage mods...?
@OP: I agree the Zealot needs some love. I think its getting a drone bay in Rev 3 though. (That could be rumor though)
munin, deimos and ishtar can drop all their dmg mods and still outdamage zealot with 3. I pointed out that it was only to show how bad a damage orientated HAC is against other HACs fitted for dmg.
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Naviset
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Posted - 2007.11.09 06:37:00 -
[12]
Originally by: Wideen So tell me, how does it tank with its 7 low slots?
nice tank I'll take it
It can field a very nice tank... with 250 dps. And you either cant bring an injector, an MWD, or a scram even then cause it doesn't have enough cpu.
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hellsknights
Hells Angels Inc.
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Posted - 2007.11.09 06:39:00 -
[13]
Originally by: Relnala
Originally by: hellsknights You do realise you can get more DPS without every skill at 5 and adding some implants.
I can get my Deimos to about 820dps without faction/officer mods. "im at work so my numbers could be a bit off"
Yeah cause comparing ships with entirely impractical setups is logical. You're using what... neutron blasters and 3 damage mods...?
@OP: I agree the Zealot needs some love. I think its getting a drone bay in Rev 3 though. (That could be rumor though)
Do you even fly the Deimos? you do realise that the ship is a gank ship and not a tanking one. My setup does have a MAR, talking logical builds and sp/stats, do you know anyone who has everyhting at lvl 5 ????? Don't think so.
As for my comment i just said that with implants the DPS is greater then with all LVL 5.
BTW, i can get over 800 DPS without usind neutrons if i remember corectly, anyhow the setup works perfectly for gank.
You either Nano fit the Deimos or you gank fit it, those are my only two options for that ship.
recruitment thread Join channel Hells Angels Inc
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bundy bear
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Posted - 2007.11.09 06:39:00 -
[14]
Originally by: Ruah Piskonit get off EFT and get in game.
WTF is this meant to mean?, I flown every HAC in game and know the zealot is below par. I used quickfit to generate numbers to backup my claim.
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bundy bear
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Posted - 2007.11.09 06:42:00 -
[15]
Originally by: hellsknights
Originally by: Relnala
Originally by: hellsknights You do realise you can get more DPS without every skill at 5 and adding some implants.
I can get my Deimos to about 820dps without faction/officer mods. "im at work so my numbers could be a bit off"
Yeah cause comparing ships with entirely impractical setups is logical. You're using what... neutron blasters and 3 damage mods...?
@OP: I agree the Zealot needs some love. I think its getting a drone bay in Rev 3 though. (That could be rumor though)
Do you even fly the Deimos? you do realise that the ship is a gank ship and not a tanking one. My setup does have a MAR, talking logical builds and sp/stats, do you know anyone who has everyhting at lvl 5 ????? Don't think so.
As for my comment i just said that with implants the DPS is greater then with all LVL 5.
BTW, i can get over 800 DPS without usind neutrons if i remember corectly, anyhow the setup works perfectly for gank.
You either Nano fit the Deimos or you gank fit it, those are my only two options for that ship.
I got all BS skills including large pulse and large beam spec at lvl 5 for amarr. I skipped maxing HAC skills though for obvious reasons.
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hellsknights
Hells Angels Inc.
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Posted - 2007.11.09 06:43:00 -
[16]
Originally by: bundy bear
Originally by: Ruah Piskonit get off EFT and get in game.
WTF is this meant to mean?, I flown every HAC in game and know the zealot is below par. I used quickfit to generate numbers to backup my claim.
Bundy don't bother with the newbs posting only to be *****s.
recruitment thread Join channel Hells Angels Inc
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Zendoc
Sebiestor tribe
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Posted - 2007.11.09 06:45:00 -
[17]
I think amarr in general just need some love.
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Damneia Achernius
Northen Breeze
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Posted - 2007.11.09 07:02:00 -
[18]
my pvp fit on zealot:
4x heavy pulse t2, small best named neut med inj, web, warp disrutor mar t2, ean t2, thermic energized t2, 800mm plate, best named DCU (damn cpu :P), 2x heat sinks
2x trimark rigs
i have about 7,1k armor. i know it doesnt have a mwd or ab
if i look at EFT dps... its around 380 whit my skills... but i dont really count that. what matters is what it does ingame :)
done some crazy stuff whit this ship :D... even killed a nano ishtar once (tho on test server :/) and a vaga.
only issue i have whit this ship is that it needs MORE CPU :P
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.11.09 07:20:00 -
[19]
Originally by: Ruah Piskonit get off EFT and get in game.
No joke. These guys have got to stop installing EFT.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

mama guru
Gallente Corp 1 Allstars Insurgency
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Posted - 2007.11.09 08:53:00 -
[20]
Originally by: Damneia Achernius my pvp fit on zealot:
4x heavy pulse t2, small best named neut med inj, web, warp disrutor mar t2, ean t2, thermic energized t2, 800mm plate, best named DCU (damn cpu :P), 2x heat sinks
2x trimark rigs
i have about 7,1k armor. i know it doesnt have a mwd or ab
if i look at EFT dps... its around 380 whit my skills... but i dont really count that. what matters is what it does ingame :)
done some crazy stuff whit this ship :D... even killed a nano ishtar once (tho on test server :/) and a vaga.
only issue i have whit this ship is that it needs MORE CPU :P
Stop posting crap like this. First of all your setup is completely stupid. Secondly, you dont kill a Vagabond or a nano Ishtar in a Zealot. Period. *signature removed - please email us to find out why (include a link) - Jacques([email protected]) EVE is like the "Fisherman's Friend" of MMOs. If it's too hard, you are too weak. |

mama guru
Gallente Corp 1 Allstars Insurgency
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Posted - 2007.11.09 08:54:00 -
[21]
Originally by: Bellum Eternus
Originally by: Ruah Piskonit get off EFT and get in game.
No joke. These guys have got to stop installing EFT.
The Zealot is bad, ok. Its a fun ship to fly but the only way to justify its current crappy preformance would be to cut it's costs by about 50% *signature removed - please email us to find out why (include a link) - Jacques([email protected]) EVE is like the "Fisherman's Friend" of MMOs. If it's too hard, you are too weak. |

Damneia Achernius
Northen Breeze
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Posted - 2007.11.09 09:08:00 -
[22]
Originally by: mama guru
Originally by: Damneia Achernius my pvp fit on zealot:
4x heavy pulse t2, small best named neut med inj, web, warp disrutor mar t2, ean t2, thermic energized t2, 800mm plate, best named DCU (damn cpu :P), 2x heat sinks
2x trimark rigs
i have about 7,1k armor. i know it doesnt have a mwd or ab
if i look at EFT dps... its around 380 whit my skills... but i dont really count that. what matters is what it does ingame :)
done some crazy stuff whit this ship :D... even killed a nano ishtar once (tho on test server :/) and a vaga.
only issue i have whit this ship is that it needs MORE CPU :P
Stop posting crap like this. First of all your setup is completely stupid. Secondly, you dont kill a Vagabond or a nano Ishtar in a Zealot. Period.
have u tryd ? u know there are stupid ppl out there....
my setup works for me... if u dont like it.. dont use it.. but dont flame me for it not everyone wants to use cookiecutter setups all the time i have different setups that i could use... but atm i like this one. ishtar kill and vaga kill where on test server.. i wouldnt even engage them on TQ. i had HG slaves and all the uber hardwires when i did it.
on TQ i run in small gangs mostly
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Riho
Magnificent Beavers Exquisite Malevolence
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Posted - 2007.11.09 09:12:00 -
[23]
Originally by: mama guru
Originally by: Damneia Achernius my pvp fit on zealot:
4x heavy pulse t2, small best named neut med inj, web, warp disrutor mar t2, ean t2, thermic energized t2, 800mm plate, best named DCU (damn cpu :P), 2x heat sinks
2x trimark rigs
i have about 7,1k armor. i know it doesnt have a mwd or ab
if i look at EFT dps... its around 380 whit my skills... but i dont really count that. what matters is what it does ingame :)
done some crazy stuff whit this ship :D... even killed a nano ishtar once (tho on test server :/) and a vaga.
only issue i have whit this ship is that it needs MORE CPU :P
Stop posting crap like this. First of all your setup is completely stupid. Secondly, you dont kill a Vagabond or a nano Ishtar in a Zealot. Period.
soo.. what would be ur uber fit MR. i just flame ppl and dont post anything interesting
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Grytok
KL0NKRIEGER
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Posted - 2007.11.09 10:07:00 -
[24]
Heavy T2 Pulses can track down Vagas, if they're @ 15-20km not using their MWD  Only thing with it is, as soon as the Vaga-pilot realize that he get's in trouble, he'll just run away, leaving you without a nice killmail. But thats not the point.
Point is, that having a damn good tank still does'nt make it up par with the other HACs, such as a Deimos. And yes, you can fit 5x Heavy Neutron II + a Standard 4-Slot tank on a Deimos, dishing out 600-650 DPS with Void and Hammerhead II's.
I'd say, give the Zealot a 50m¦ DroneBay like the Deimos, and we're fine  .
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Ione Hunt
0utbreak
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Posted - 2007.11.09 10:09:00 -
[25]
Originally by: Ruah Piskonit get off EFT and get in game.
^^^ This. _______________
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Rodj Blake
Amarr PIE Inc.
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Posted - 2007.11.09 10:33:00 -
[26]
I'd be interested to see a similar table but listing the amount of damage that each of the HACs can tank, and maybe their effective range as well.
There's more to a good ship than a high damage output.
Dulce et decorum est pro imperium mori.
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DeadDuck
Amarr Amarr Border Defense Consortium Curatores Veritatis Alliance
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Posted - 2007.11.09 10:34:00 -
[27]
Originally by: Wideen So tell me, how does it tank with its 7 low slots?
nice tank I'll take it
2 MAR + 1 EANM II + 1 TERMAL MEMBRANE II + 3 HSII ... 
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Gamesguy
Amarr D00M. Triumvirate.
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Posted - 2007.11.09 10:42:00 -
[28]
Originally by: Damneia Achernius my pvp fit on zealot:
4x heavy pulse t2, small best named neut med inj, web, warp disrutor mar t2, ean t2, thermic energized t2, 800mm plate, best named DCU (damn cpu :P), 2x heat sinks
2x trimark rigs
i have about 7,1k armor. i know it doesnt have a mwd or ab
if i look at EFT dps... its around 380 whit my skills... but i dont really count that. what matters is what it does ingame :)
done some crazy stuff whit this ship :D... even killed a nano ishtar once (tho on test server :/) and a vaga.
only issue i have whit this ship is that it needs MORE CPU :P
No mwd.
Have fun dying at the first gatecamp you run into.
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Kerdrak
3B Legio IX Atlas Alliance
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Posted - 2007.11.09 10:58:00 -
[29]
Zealot is in line with other amarr ships with a hi-slot wasted. ________________________________________
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Eben Rochelle
Gallente Free Mercenaries Union
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Posted - 2007.11.09 11:04:00 -
[30]
While i would say get of EFT and get in game, i think we can all agree that the zealot needs a boost, Even the eagle has a role.
(im a gal/minnie pilot)
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Setana Manoro
Gallente Firefly Inc.
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Posted - 2007.11.09 11:28:00 -
[31]
Edited by: Setana Manoro on 09/11/2007 11:29:30
Originally by: bundy bear The zealot and the munin are the only 2 ships to have 4 weapon bonuses to the same weapon AFAIK. The zealot has 4 bonuses that apply directly to lasers so its a very specialised ship. It can fire lasers and nothing else.
So you would expect this ship to be prety damn good at using lasers. Using 3 dmg mods and heavy pulse II with high dmg tech II ammo the zealot is able to turn out 465dps.
Using 3 dmg mods and fitting for maximum damage here is a list of all the HAC's from most damage to least damage. (I know these setups arent always practical we are just calculating damage)
Deimos - 794dps ishtar - 737dps munin - 696 dps vagabond - 658dps sacriledge - 575dps cerbersus - 516dps eagle 481 - dps zealot 465 - dps
So with 4 bonuses dedicated to lasers it is the weakest HAC in terms of max damage output. Not only this but it is also the most limited in damage type, consumes the most cap and most vunerable to EWAR.
The omen which is the zealots tech 1 varient has 2 bonuses to lasers. Using 3 dmg mods it achives 469dps which is more than the zealot.
The zealot is also the only HAC that is outdamaged by its races recon cruiser. The curse fitted with misisles can do 521 dps which is 56 more than the zealot.
The zealot also only manages to 13.4% more dps than the gallente destroyer with 3 dmg mods.
I know most of these setups are not practical but the figures realy do show the zealot is realy lacking in the dps department for a ship designed to do nothing but dmg.
Also I think the eagle is in prety bad state aswell so please dont try to use it to justify the crappness of the zealot.
First of all your comparison is ... wrong to say the least. Let me break it down to you. Ishtar is another of them very specialized hacs, because it is a drone carrier. Because of this it has crap pg and cpu - the bane of drone ships being pg, not to mention just 3 weapon slots. This means that you will have no tank in that "maxed for damage" ishtar, while the Zealot still retains 4 slots for armor tank. So you do not compare a ship that can still tank and dish out damage to an all gank ship. The same goes for Muninn, Vagabond, Sacrilege. And with a special mention for the first 2, you do not do the paper dps with them unless you are stationary at 2km from the target. That is why you take the EFT/quickfit dps of a ac ship with a grain of salt. For the others, Cerberus doesn't do insta-damage, Eagle does more damage just because of blasters and of the shield tank, which allows you to fit dam mods and tracking mods in lows.
Oh and btw, if you compare lasers with blasters, 10km for medium blasters is using null and even missing some shots, 10km for Heavy Pulse II with Conflag M is constant hit if you control the transversal.
As for most vulnerable to EW, that is a matter of opinion, depends on the EW, and guess what, even ac's/blasters are affected by td's. In fact the new scripts for EW coming soon will give it somewhat of a boost - but it will be an indirect one.
Failgeddon wrecks CCP for XXX annoyed customers ! |

Vanessa Vale
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Posted - 2007.11.09 11:31:00 -
[32]
Originally by: bundy bear
Originally by: Ruah Piskonit get off EFT and get in game.
WTF is this meant to mean?, I flown every HAC in game and know the zealot is below par. I used quickfit to generate numbers to backup my claim.
Your numbers are too low. A vagabond with 425 mm guns, hail and 5 gyros does 687 dps according to EFT, and thats without fancy pants faction gear or implants.
For having flown all hacs as you say, you should already know that a vaga under 14 km is a webbed vaga, and a webbed vaga will die horribly (but quickly fortunately). And a dead ship puts 0 dps.
So calculate again how many dps it gets at 15km with hail. Hint: unbonused light drone damage. Or go to barrage, and see how much damage it does. 2/3rds. Two kilometers further out to get a slightly bigger buffer, where it should probably be? 1/2 damage. HALF DAMAGE at your "I'm not insane" range.
So thats 340 dps aproximately, with some silly 425mm guns that nobody in their mind would use because you can't hit anything, and with 5 gyros which is even more ******** than the guns.
You are using those numbers in the same way that someone would measure oxygen in the bottom of the sea and claim that there's enough oxygen to breath down there for humans.
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Wild Rho
Amarr GoonFleet
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Posted - 2007.11.09 11:34:00 -
[33]
Edited by: Wild Rho on 09/11/2007 11:33:56 I'd like to see it get the drone bay its predecssor the Omen has but apart from that the Zealot is still a very nice hac, just don't try to fit it like the other hacs.
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Kel Dario
Amarr Blue Sky Inc
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Posted - 2007.11.09 11:44:00 -
[34]
/Signed
Give the Zealot its fifth gun.
I can't really see any logical reasons why CCP persist on it having a useless 'utility' slot.
And give the Eagle a fifth gun also, so the caldari people doesn't feel left out.
//Kel
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bundy bear
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Posted - 2007.11.09 11:50:00 -
[35]
Originally by: Setana Manoro Edited by: Setana Manoro on 09/11/2007 11:29:30
Originally by: bundy bear The zealot and the munin are the only 2 ships to have 4 weapon bonuses to the same weapon AFAIK. The zealot has 4 bonuses that apply directly to lasers so its a very specialised ship. It can fire lasers and nothing else.
So you would expect this ship to be prety damn good at using lasers. Using 3 dmg mods and heavy pulse II with high dmg tech II ammo the zealot is able to turn out 465dps.
Using 3 dmg mods and fitting for maximum damage here is a list of all the HAC's from most damage to least damage. (I know these setups arent always practical we are just calculating damage)
Deimos - 794dps ishtar - 737dps munin - 696 dps vagabond - 658dps sacriledge - 575dps cerbersus - 516dps eagle 481 - dps zealot 465 - dps
So with 4 bonuses dedicated to lasers it is the weakest HAC in terms of max damage output. Not only this but it is also the most limited in damage type, consumes the most cap and most vunerable to EWAR.
The omen which is the zealots tech 1 varient has 2 bonuses to lasers. Using 3 dmg mods it achives 469dps which is more than the zealot.
The zealot is also the only HAC that is outdamaged by its races recon cruiser. The curse fitted with misisles can do 521 dps which is 56 more than the zealot.
The zealot also only manages to 13.4% more dps than the gallente destroyer with 3 dmg mods.
I know most of these setups are not practical but the figures realy do show the zealot is realy lacking in the dps department for a ship designed to do nothing but dmg.
Also I think the eagle is in prety bad state aswell so please dont try to use it to justify the crappness of the zealot.
First of all your comparison is ... wrong to say the least. Let me break it down to you. Ishtar is another of them very specialized hacs, because it is a drone carrier. Because of this it has crap pg and cpu - the bane of drone ships being pg, not to mention just 3 weapon slots. This means that you will have no tank in that "maxed for damage" ishtar, while the Zealot still retains 4 slots for armor tank. So you do not compare a ship that can still tank and dish out damage to an all gank ship. The same goes for Muninn, Vagabond, Sacrilege. And with a special mention for the first 2, you do not do the paper dps with them unless you are stationary at 2km from the target. That is why you take the EFT/quickfit dps of a ac ship with a grain of salt. For the others, Cerberus doesn't do insta-damage, Eagle does more damage just because of blasters and of the shield tank, which allows you to fit dam mods and tracking mods in lows.
Oh and btw, if you compare lasers with blasters, 10km for medium blasters is using null and even missing some shots, 10km for Heavy Pulse II with Conflag M is constant hit if you control the transversal.
As for most vulnerable to EW, that is a matter of opinion, depends on the EW, and guess what, even ac's/blasters are affected by td's. In fact the new scripts for EW coming soon will give it somewhat of a boost - but it will be an indirect one.
Read where I said these werent all practical setups, the zealot is meant to be a damage HAC but fails horribly. The vagabond is a speed hac that has to eb the most popular HAC in game.
Ishtar an field a 5 slot duel rep tank with injector and MWD. Then have another 2 slots after webb to play with while easily out damaging the zealot.
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Bisnitara
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Posted - 2007.11.09 12:02:00 -
[36]
try to put it simple: zaelot is a gang pvp ship, u forget it has a 32 km optimal with scorch
and sacrilage is a solo pvp ship, one of the best hacs i might say
so go whine on other amarr class ships
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The Djego
Minmatar FORTES FORTUNA ADIUVAT CORP. Veritas Immortalis
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Posted - 2007.11.09 12:05:00 -
[37]
Originally by: bundy bear The omen which is the zealots tech 1 varient has 2 bonuses to lasers. Using 3 dmg mods it achives 469dps which is more than the zealot.
The zealot is also the only HAC that is outdamaged by its races recon cruiser. The curse fitted with misisles can do 521 dps which is 56 more than the zealot.
The zealot also only manages to 13.4% more dps than the gallente destroyer with 3 dmg mods.
I know most of these setups are not practical but the figures realy do show the zealot is realy lacking in the dps department for a ship designed to do nothing but dmg.
First all your DPS numbers (espcialy the Vaga ) are pure Gank. Only on Deimos this is a possible Solution.
Vaga -> 650 DPS, you know nothing, more likly 300 in Falloff and with a common fitting.
Ishtar -> nobody uses Blaster and Mag Stabs because then you will have a Deimos with less Power. 500-550 are more ralistic(Heavy Drones + 2-3 Small Weapons) Drones can be killed to
Muning -> well you get this short Range with zero Tank -> you will die as fast as a Rupture.
Sacrilege -> more like 400, putting one Slot for BCU and the Rest for a Speed or Armortank or skip the BCU for a massive Tank this Ship is not best in the Gank role.
Omen outdamages a Zealot
Have you any Idea what is the difference between the 2 Ships in real ingame PVP Situations? Zealot got a very good Range, where Omen have to use smaller Weapons, also Omen with 3 Heat Sinks(you need one extra Slot for a Reactorcontroll or PDU to fit a decend Luncher + Heavy Puls and AB\ MWD) you got zero Tank and will die in less than 10 Seconds to a Zealot. Also Zealot can fit the Heavy Pulse II without Fitting Mods, get a 25% more Damage out of the main Weapons(HAC 5) and has more Range so you can go with a stronger Amno even out of Web Range.
A Zealot will eat mutch of your shown Gank Fittings because of its good Range, Speed and and the fact that EM Resistence on T2 Ships are lower than on T1 Ships(in most of the cases). Even with 3 Heat Sinks you can put a Tank on, and don¦t need Fitting Mods or Rigs for this like Galente Ships do.
The Zealot is not the Damage Dealer that it should be but it is far more powerfull than you think. Fly Ships ingame with a posible fitting in PVP instead of doing numbers in EFT. Than come back and complain again. Nerf Tank, boost Gank! XD
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Phaedruss
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Posted - 2007.11.09 12:12:00 -
[38]
The Zealot is built almost exclusively as a laser platform, designed to wreak as much havoc as its energy beams can be made to. As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease.
bwahahaha
Nerf the zealot! 
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Hydrogen
Art of War Cult of War
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Posted - 2007.11.09 12:29:00 -
[39]
Edited by: Hydrogen on 09/11/2007 12:29:43 Pointless thread as it is obvious and well known:
1. Zealot lacks potential 2. Zealot lacks versatility 3. Zealot lacks damage variation
ad 1. Zealot can not be *extremly* fitted. Meaning there is nothing such as: you loose tank and gain gank or vice versa. Simply as damage potential at maximum is still just average. Also Zealot damage output is still similar to its T1 counter part the Omen.
ad 2. Zealot's abilities do not complement each other to allow various fittings.
ad 3. Zealot only offers EM and Thermal damage.
---
PvE - Zealot is about average versus Sansha's in PvE. Zealot is subpar to broken versus any other rat type. Thus Zealot is not viable as a general PvE plattform.
PvP - Zealot lacks in the usability versus isk ratio for PvP. There are a lot different ships offering special assetts to PvP and/or more damage output and/or higher survivability than the Zealot.
bottom line: the Zealot is not broken but subpar. It appears as if the incoming changes bring the T2 cruiser class, esspecially HACs closer together. Thus one has to wait on how balance is like after those changes.
Example: the Ishtar was completly out of line to other HAC's. Superior PvE, superior tank and superior damage output (inline with some BSs) paired with versatility made the Ishtar a great and reliable PvP plattform too.
Wait on the upcoming changes, as it seems that this stuff is on the drawing board. __
- click here - |

Madla Mafia
The Dead Man's Hand
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Posted - 2007.11.09 14:29:00 -
[40]
Originally by: bundy bear
Originally by: Wideen So tell me, how does it tank with its 7 low slots?
nice tank I'll take it
With 3 heatsinks you have a 4 slot tank. Without the heatsinks you do 281DPS.
Exactly !!! -----------------------------------------------------------------------------------------------------------------
Amarr - getting screwed since 2005. |

madaluap
Gallente Mercenary Forces Exquisite Malevolence
|
Posted - 2007.11.09 14:33:00 -
[41]
Do you play the game or do you play EFT-online? _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |

Hannobaal
Gallente Igneus Auctorita GoonSwarm
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Posted - 2007.11.09 14:43:00 -
[42]
Originally by: bundy bear
Originally by: Ruah Piskonit get off EFT and get in game.
WTF is this meant to mean?, I flown every HAC in game and know the zealot is below par. I used quickfit to generate numbers to backup my claim.
Quickfit is so wildly inaccurate it's pretty much useless. At least use EFT if you have to try and rate a ship's performance by a few numbers taken out of context.
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dralid
House of Tempers
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Posted - 2007.11.09 15:51:00 -
[43]
7 lows? So all these DPS AND it can field a very nice tank? Nerf the Zealot I say!! -- Where do the wild roses grow? |

Vengarioth Skullshanks
Minmatar Victims of Confusion Cruel Intentions
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Posted - 2007.11.09 16:32:00 -
[44]
Edited by: Vengarioth Skullshanks on 09/11/2007 16:32:56 Whats your 658 dps Vaga fitting ??? guns loaded with hail right and its 425 II...
Man it's hard to take this whines serious ... If you compare you simply need to do it with real fittings ... Eve is simply more than max/min therotically dps Fantasy EFT setups.
Personally i do think that the zealot should at least get a small drone bay. However the ship isn't as bad as the whinebrigade makes it. You can pwn outside of webrange. Tbh zealot > deimos
---
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Lisento Slaven
Amarr Capitalism Amuck
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Posted - 2007.11.09 16:38:00 -
[45]
How much DPS does a zealot need to be able to do when it is paired up with one of the new amarr inties with webbing bonus and is orbitting outside the range of the target because pulse get longer range etc.?
It is my opinion that DPS is not why the Zealot sucks. The Zealot sucks because its price tag is huge, sniping in a cruiser isn't worth it a majority of the time, and because the Harbinger outperforms it as a pulse boat (cost efficiency analysis comparison of buying + fitting harbinger vs buying + fitting Zealot).
All it has going for it is range in my opinion. ---
Put in space whales!
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Megadon
Caldari Deathshead Inc.
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Posted - 2007.11.09 16:40:00 -
[46]
It's really funny to see people coming to the defense of this ship trying to justify the fact that it is craptastic. --------------
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Amy Wang
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Posted - 2007.11.09 16:40:00 -
[47]
I dont know in what fantasy world you live to get 658 dps for a vaga^^
Also consider that weapons have different optimal ranges fighting in falloff means a considerable damage reduction.
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Wideen
Eon Project
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Posted - 2007.11.09 17:42:00 -
[48]
Originally by: bundy bear
With 3 heatsinks you have a 4 slot tank. Without the heatsinks you do 281DPS.
Deimos and munin can drop all their dmg mods and leave 5/6 slots respectively for low slot tanking and still beat the zealots DPS. With more flexibility in dmg types.
Well I figure that if you can't out-DPS them you can out-tank them which seems to be the case for the zealot. I use one dmg mod on my deimos which leaves 5 slots for tank and I can't fit an injector either so it's basically the same that way.
Sure, given that both the zealot and the deimos use only one dmg mod, the deimos will out-DPS the zealot, but the zealot will out-tank it, comparatively.
Originally by: F'nog Your math intrigues me, and I wish to subscribe to its newsletter.
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Haniblecter Teg
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2007.11.09 18:09:00 -
[49]
OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM
DAMAGE IS THE ONLY STAT THAT MATTERS.
NEVERMIND TANK OR ANYTHING ELSE.
OP is an idiot, go back to your EFT drawing board. (7 slot tank, 4 slot with full gank) ----------------- Friends Forever
Kill. BoB. Dead. |

Danari
Amarr Viper Squad Triumvirate.
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Posted - 2007.11.09 19:46:00 -
[50]
DPS is meaningless out of context.
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Grytok
KL0NKRIEGER
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Posted - 2007.11.09 19:54:00 -
[51]
Edited by: Grytok on 09/11/2007 19:56:32
Originally by: Haniblecter Teg OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM OMGOMGOMGOMGOMGOMGOMGOMGOMOMGOMGOMGOMGOMGOMGOMGOM
DAMAGE IS THE ONLY STAT THAT MATTERS.
NEVERMIND TANK OR ANYTHING ELSE.
OP is an idiot, go back to your EFT drawing board. (7 slot tank, 4 slot with full gank)
OP might has played alittle with EFT, but he's not an Idiot!
Deimos can either fit a 6-slot tank, doing far more DPS then the Zealot, or you equal both ships out on a 4-Slot tank, where the Deimos simply has 200 DPS more, then the Zealot.
Show me how you outtank a Deimos in a Zealot, when both are fitted comparably the same, i.e. full tank or 4-slot tank. Keep in mind, that the Zealot can not control range in this duel!
There are situations, where the Zealot shines, but compared to the other Gunboat-HACs it's simply outclassed.
Vaga pick the fights and run if needed, Deimos does huge damage while tanking OKish, even the Cerberus does better then the Zealot, if fitted for tank + Heavy Missiles.
Give the Zealot 5 Medium Drones or at least 30m¦ Dronebay and there we go. It's not as near as fast as a Deimos, due to the lack of MWD, but dishes out damage in a comparably manner. .
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Kruel
Blunt Force Syndicate
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Posted - 2007.11.09 19:57:00 -
[52]
Eagle needs another turret. Zealot needs another turret or 25m3.
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Hait
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Posted - 2007.11.09 20:53:00 -
[53]
Edited by: Hait on 09/11/2007 20:54:06 I'm not convinced that your maths is entirely accurate. Now I'm not max skilled in flying the Zealot, but mine puts out 575dps with conflag. Admittedly that includes a 5% damage to all turrets implant, but even so...
I think a max skilled character without implants will hit 600dps. Chuck in a 5% to all and 5% to medium lazers and you're at 660dps. |

Grytok
KL0NKRIEGER
|
Posted - 2007.11.09 21:19:00 -
[54]
Edited by: Grytok on 09/11/2007 21:19:44
Originally by: Hait Edited by: Hait on 09/11/2007 20:54:06 I'm not convinced that your maths is entirely accurate. Now I'm not max skilled in flying the Zealot, but mine puts out 575dps with conflag. Admittedly that includes a 5% damage to all turrets implant, but even so...
I think a max skilled character without implants will hit 600dps. Chuck in a 5% to all and 5% to medium lazers and you're at 660dps.
Zealot with maxxed Skills, 3x HS II and both (Med Energy & All Turrets) 5% Damage Hardwirings does around 500 DPS only (Conflag M) Don't know what you're calculating tho 
Deimos get's 750 DPS in that manner but with 2x MagStab instead of 3 (Void M)
The tanks are pretty the same if you fit them both with a 4-Slot Tank. Zealot has some 300 HP more and a tad more resistances, but that does'nt make up for the low speed and higher CapUsage. .
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Chaplain Veritas
Amarr
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Posted - 2007.11.09 21:32:00 -
[55]
Edited by: Chaplain Veritas on 09/11/2007 21:33:12 i love how no one telling him to get of EFT has given a valid reason why the Zealot isn't a piece of crap for a HAC. the fact a harbinger easily outdamages a Zealot is pretty bizarre, and because the Zealot is avg tank (for a t2) doesn't justify its crap dps. yay it can "snipe", whats the point when i'm doing crap dmg, and what keeps me from putting javs on a sac?
fact is zealot sucks, it's cpu sucks, it's # of turrets suck, it's dmg just sucks for something that according to it's description and it's pile of laser bonuses points to it being a dmg boat. no one is asking for it to be #1, but bringing up the rear doesn't make any sense. ____________________________ the eyes are the groin of the face - dwight shrute |

Wideen
Eon Project
|
Posted - 2007.11.09 22:03:00 -
[56]
Edited by: Wideen on 09/11/2007 22:05:28 nvrmind I'm drunk been mixing bonuses...
Originally by: F'nog Your math intrigues me, and I wish to subscribe to its newsletter.
|

Liang Nuren
The Avalon Foundation Knights Of Syndicate
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Posted - 2007.11.09 22:11:00 -
[57]
Originally by: Grytok
Deimos get's 750 DPS in that manner but with 2x MagStab instead of 3 (Void M)
The tanks are pretty the same if you fit them both with a 4-Slot Tank. Zealot has some 300 HP more and a tad more resistances, but that does'nt make up for the low speed and higher CapUsage.
Meanwhile the Zealot has a huge optimal and the Deimos has to be within 5km...
I'm not sayin don't boost the Zealot (because we should), but comparing blaster DPS at 5km to Pulse DPS at 30km is just silly.
Liang
-- Retired forum *****. Plz tell me to STFU.
Yarr? |

Hait
|
Posted - 2007.11.09 22:11:00 -
[58]
Edited by: Hait on 09/11/2007 22:11:13 My appologies - I messed up, left an entry in the spreadsheet I use that shouldn't have... unintentionally gave a scorch crystal 8kin damage 
Around 500 looks about right. |

Cha Jeng
Zenith of Things
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Posted - 2007.11.09 22:20:00 -
[59]
I think it is pretty nasty to be honest. Yeah it could do more damage, but the grid on it is huge leaving some options that I was looking into Yeah it is in EFT and lots will complain about it, as it is a max skill version but here goes anyway
Lows mar II eanm II x2 damage control II energized thermic membrane II 800mm tungsten heat sink II
Mid cap charger II AFB II T2 24km warp jammer
High 4x heavy pulse II
Rig energy collision accelerator x2
It fit with grid to spare for me, goes over 600mps has over 5k armor and the lowest resist is a 80% Dps is in the low 400's with the 5% med laser chip and the 3% to all turret chip. Not amazing I admit, but that is some big time resilliance. 1v1 with a deimos I am not sure the deimos would win, as I know my deimos can't tank for crap.
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Chainsaw Plankton
IDLE GUNS
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Posted - 2007.11.09 22:34:00 -
[60]
Originally by: Liang Nuren
Originally by: Grytok
Deimos get's 750 DPS in that manner but with 2x MagStab instead of 3 (Void M)
The tanks are pretty the same if you fit them both with a 4-Slot Tank. Zealot has some 300 HP more and a tad more resistances, but that does'nt make up for the low speed and higher CapUsage.
Meanwhile the Zealot has a huge optimal and the Deimos has to be within 5km...
I'm not sayin don't boost the Zealot (because we should), but comparing blaster DPS at 5km to Pulse DPS at 30km is just silly.
Liang
more like pulse damage at 12-15km for the zealot, deimos should be within 5km by the 2nd-3rd shot.
and i would take +8 kin damage on laser crystals 
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Jesnens LoveSlave
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Posted - 2007.11.09 22:37:00 -
[61]
be more creative in your fittings and you'll find yourself at the top of mails like i do in my zealot :)
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Cha Jeng
Zenith of Things
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Posted - 2007.11.09 22:37:00 -
[62]
cause it would somehow make sense that lasers were doing kinetic damage...
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Zubakis
Bambooule TALIONIS ALLIANCE
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Posted - 2007.11.09 22:41:00 -
[63]
1. Your comparison is silly, you compare apple with oranges.
Something about hacs: Each race has 2 hacs, one of them is a short range ship the other is a long range ship. You just have to look at the bonuses to figure it out.
Amarr: Zealot (long), Sacri (short) Minmatar: Munin (long), Vaga (short) Caldari: Eagle (long), Cerb (should be short, but has a big range too) Gallente: Ishtar (long with sentrys, but nobody use it so), Deimos (short)
2. Now compare only the long range hacs. Skills V no damage mods, only turrets
Munin (4x720mm II, rep. fleet EMP): 213 DPS, 23km + 22km Zealot (4xHB II, AN Multifreq): 242 DPS, 23km + 10km Eagle (4x250mm II, CN Antimatter): 157 DPS, 41km + 15km [Ishtar (5xGarde II): 450 DPS, 30km + 12km] (ueber? dont know)
Seems very balanced to me. Zealot is comparable to Munin in DPS and range. Eagle has the double range. Well, Ishtar works different, seems to be ueber.
You can further increase the damage on the Munin by fitting 2xLight Assault Launchers and 5xHobs to 348DPS. On the Eagle: +2 Light Assault Launchers -> 193DPS
I wouldnt say that the Zealot is extreamly underpowered, what it needs is 25m^3 drone bay, then it will be inline with Munin again.
Eagle needs 25m^3 drone bay too, but it's another topic.
3. Range != DPS. If you want high DPS get in a short range hac.
-- Zuba |

Setana Manoro
Gallente Firefly Inc.
|
Posted - 2007.11.09 22:46:00 -
[64]
Originally by: bundy bear
Originally by: Setana Manoro Edited by: Setana Manoro on 09/11/2007 11:29:30
Originally by: bundy bear The zealot and the munin are the only 2 ships to have 4 weapon bonuses to the same weapon AFAIK. The zealot has 4 bonuses that apply directly to lasers so its a very specialised ship. It can fire lasers and nothing else.
So you would expect this ship to be prety damn good at using lasers. Using 3 dmg mods and heavy pulse II with high dmg tech II ammo the zealot is able to turn out 465dps.
Using 3 dmg mods and fitting for maximum damage here is a list of all the HAC's from most damage to least damage. (I know these setups arent always practical we are just calculating damage)
Deimos - 794dps ishtar - 737dps munin - 696 dps vagabond - 658dps sacriledge - 575dps cerbersus - 516dps eagle 481 - dps zealot 465 - dps
So with 4 bonuses dedicated to lasers it is the weakest HAC in terms of max damage output. Not only this but it is also the most limited in damage type, consumes the most cap and most vunerable to EWAR.
The omen which is the zealots tech 1 varient has 2 bonuses to lasers. Using 3 dmg mods it achives 469dps which is more than the zealot.
The zealot is also the only HAC that is outdamaged by its races recon cruiser. The curse fitted with misisles can do 521 dps which is 56 more than the zealot.
The zealot also only manages to 13.4% more dps than the gallente destroyer with 3 dmg mods.
I know most of these setups are not practical but the figures realy do show the zealot is realy lacking in the dps department for a ship designed to do nothing but dmg.
Also I think the eagle is in prety bad state aswell so please dont try to use it to justify the crappness of the zealot.
First of all your comparison is ... wrong to say the least. Let me break it down to you. Ishtar is another of them very specialized hacs, because it is a drone carrier. Because of this it has crap pg and cpu - the bane of drone ships being pg, not to mention just 3 weapon slots. This means that you will have no tank in that "maxed for damage" ishtar, while the Zealot still retains 4 slots for armor tank. So you do not compare a ship that can still tank and dish out damage to an all gank ship. The same goes for Muninn, Vagabond, Sacrilege. And with a special mention for the first 2, you do not do the paper dps with them unless you are stationary at 2km from the target. That is why you take the EFT/quickfit dps of a ac ship with a grain of salt. For the others, Cerberus doesn't do insta-damage, Eagle does more damage just because of blasters and of the shield tank, which allows you to fit dam mods and tracking mods in lows.
Oh and btw, if you compare lasers with blasters, 10km for medium blasters is using null and even missing some shots, 10km for Heavy Pulse II with Conflag M is constant hit if you control the transversal.
As for most vulnerable to EW, that is a matter of opinion, depends on the EW, and guess what, even ac's/blasters are affected by td's. In fact the new scripts for EW coming soon will give it somewhat of a boost - but it will be an indirect one.
Read where I said these werent all practical setups, the zealot is meant to be a damage HAC but fails horribly. The vagabond is a speed hac that has to eb the most popular HAC in game.
Ishtar an field a 5 slot duel rep tank with injector and MWD. Then have another 2 slots after webb to play with while easily out damaging the zealot.
Oh, i've read what you said. And i still think your full of it. Ishtar doesn't get 737 DPS with 5 tank fit in lows. Muninn doesn't get 696 dps with any kind of reasonable tank in lows. Same for Deimos. You are just blurting out numbers made through setups that validate what you want to show, while disregarding the bigger picture. Please post the setups and skills you made the calculations on.
I dare you !
Failgeddon wrecks CCP for XXX annoyed customers ! |

Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.11.09 22:52:00 -
[65]
Originally by: Zubakis
Something about hacs: Each race has 2 hacs, one of them is a short range ship the other is a long range ship. You just have to look at the bonuses to figure it out.
Amarr: Zealot (long), Sacri (short) Minmatar: Munin (long), Vaga (short) Caldari: Eagle (long), Cerb (should be short, but has a big range too) Gallente: Ishtar (long with sentrys, but nobody use it so), Deimos (short)
I'll go even farther as to put each ship in a unique role.
Zealot: med range gunboat Sacrilege: short missile spewing hard nugget Munnin: long range artillery support Vagabond: hit-and-run skirmisher Eagle: sniper Cerebrus: missile platform Ishar: multi-purpose drone platform Deimos: point blank in-your-face damage dealer.
...this is how I classify them tho. ---
planetary interaction idea! |

Setana Manoro
Gallente Firefly Inc.
|
Posted - 2007.11.09 22:53:00 -
[66]
I do believe that the Zealot needs a boost. But what you are trying to show here will be dismissed by anyone with any kind of basic eve mechanics knowledge. Some of what was posted by the others was true, Zealot is a bit underpowered atm, but not subpar. It just needs a bit dev-love, like a drone bay, better cap - mainly because of the MWD penalty to what is both his tank and it's ammo. A overall re-balancing of the crystals that give 0-60% in range wouldn't hurt, next to a decrease in armor EM base resist and a slight increase in shield base EM resist.
Failgeddon wrecks CCP for XXX annoyed customers ! |

Setana Manoro
Gallente Firefly Inc.
|
Posted - 2007.11.09 22:55:00 -
[67]
Originally by: Grimpak
Originally by: Zubakis
Something about hacs: Each race has 2 hacs, one of them is a short range ship the other is a long range ship. You just have to look at the bonuses to figure it out.
Amarr: Zealot (long), Sacri (short) Minmatar: Munin (long), Vaga (short) Caldari: Eagle (long), Cerb (should be short, but has a big range too) Gallente: Ishtar (long with sentrys, but nobody use it so), Deimos (short)
I'll go even farther as to put each ship in a unique role.
Zealot: med range gunboat Sacrilege: short missile spewing hard nugget Munnin: long range artillery support Vagabond: hit-and-run skirmisher Eagle: sniper Cerebrus: missile platform Ishar: multi-purpose drone platform Deimos: point blank in-your-face damage dealer.
...this is how I classify them tho.
Something that other ppl also overlook is just what an awesome support sniper a Beam Zealot is. 110 km optimal and 2.4s rof, machine-gunning support with better tracking and at the same range as the Muninn with 720's.
Failgeddon wrecks CCP for XXX annoyed customers ! |

Kamen
SRBI Circle 0f Two
|
Posted - 2007.11.10 00:51:00 -
[68]
U're waaaaaay out of line with those setups. They are completely unrealistic and you know it! I dunno why you are complaining...
Eagle 470DPS??? Ok.. fine... 4x Neutron Blaster II (5km + 6km) 2x HM Launcher II 3x MFS II 1x BCS II OOOOOOooooopsss... out of grid now.... Now I can't fit a MWD, and how in the hell am I supposed to get in range? With AB??? Even with MWD (to rig it for PG), I can get tops 1.4k/s at an extremely low agility.
Now your "crappy" 465DPS Zealot: 4x Heavy Pulse II (Conflag) (11km + 5km) 5x HS II This setup uses ONLY HALF the grid available. I put a friggen DUAL cap injector, 10MN MWD II, MAR and it STILL has grid to spare.
Please do not compare grandmas and frogs! DPS is not DPS. Learn about ship's fitting capabilities.
------------------------------------------------ (Recruiting ad) SRBI regrutuju! Dodjite na nas javni SRBI kanal. |

bundy bear
|
Posted - 2007.11.10 01:16:00 -
[69]
Half the people that respond to this thread miss the point entirely.
How does one of only 2 ships in game with 4 weapon bonuses do the worst max dps in its class?
It is barely more than its tech 1 counterpart. Only 14% more dmg than a destroyer for a HEAVY ASSAULT CRUISER.
Not only that but its got fixed dmg types, uses most cap, and is the most vunerable to EWAR.
|

bundy bear
|
Posted - 2007.11.10 01:18:00 -
[70]
Originally by: Kamen U're waaaaaay out of line with those setups. They are completely unrealistic and you know it! I dunno why you are complaining...
Eagle 470DPS??? Ok.. fine... 4x Neutron Blaster II (5km + 6km) 2x HM Launcher II 3x MFS II 1x BCS II OOOOOOooooopsss... out of grid now.... Now I can't fit a MWD, and how in the hell am I supposed to get in range? With AB??? Even with MWD (to rig it for PG), I can get tops 1.4k/s at an extremely low agility.
Now your "crappy" 465DPS Zealot: 4x Heavy Pulse II (Conflag) (11km + 5km) 5x HS II This setup uses ONLY HALF the grid available. I put a friggen DUAL cap injector, 10MN MWD II, MAR and it STILL has grid to spare.
Please do not compare grandmas and frogs! DPS is not DPS. Learn about ship's fitting capabilities.
2 lowslot tank?
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Anacrit Mc'Sinister
|
Posted - 2007.11.10 01:34:00 -
[71]
Quote: Deimos - 794dps ishtar - 737dps munin - 696 dps vegabond - 658dps sacriledge - 575dps cerbersus - 516dps eagle 481 - dps zealot 465 - dps
Deimos - web it at 10 and its dps drops to ...200? if that. ishtar - kill its drones and its dps drops. vegabond - if you get close enough with a web...it will go down. sacriledge - since the last fix i cant use ot as havent trained misiles
all those ships have problems. and if you use long range zealot, deimos is just a tough cruiser with no dps.
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Dark Revenant
Pastry Coalition
|
Posted - 2007.11.10 01:57:00 -
[72]
Originally by: Ruah Piskonit get off EFT and get in game.
o/ all that's needed to be said.
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Fehnrail
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.11.10 03:05:00 -
[73]
There is fighting, and then there is fighting.
There is fighting, and then there is fighting: Some weapons are more useful than others, and not all battles must be won. |

Leviaxxan
Gallente Battlestars GoonSwarm
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Posted - 2007.11.10 03:49:00 -
[74]
Edited by: Leviaxxan on 10/11/2007 03:50:11 Im ending this thread:
Deimos - 794dps - Its Teir 2 and paper thin
ishtar - 737dps - Its Teir 1 and that fitting is useless, your dps will be 500-550dps at the upper end.
munin - 696 dps - Its Tier 2 and a DPS specialised gunboat and a great dictor sniper :)
vegabond - 658dps - a non speed-fit vaga? ive heard of going against the grain... but come on.
sacriledge - 575dps - Teir 2 however it has tanking bonuses, so it has sub-par dps naturally (arnt those numbers a bit low anyway?)
cerberus - 516dps - Tier 1 varient again, Can apply at good range
eagle - 481dps - Sniper, wont do that with ranged ammo anyway (same deal with the munnin)
zealot - 465dps - Tier 1 varient, able to apply its slightly sup-par dps from RANGE using its (shock-horror) BONUSES, imho one of the more useable hacs, nannoed with pulses and tracking enhancers is one of the more efficiant dps'ers in any nano group.
In-short learn to first read the ship bonuses and figure out what ccp had in mind. Then read between the lines and save the bandwidth to stop the internets komploding.
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Agetec Core
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Posted - 2007.11.10 04:35:00 -
[75]
Edited by: Agetec Core on 10/11/2007 04:35:17 Heres the problem to all you people saying GTFO of EFT and into Eve. (Flying HACS atm mind you)
I hope you all realize that 200 - 400 dps on a T2 Heavy assult ship (with 400 being as far as gank can take you by stripping your tank while 200 being normal which is frigate level) is beyond unacceptable. Granted it has some kooky range but only with scorch and that cuts the DPS by 1/3 which if you think 200 DPS from a HAC at 20km is acceptable, you needa dose of reality. Its lack of damage is very notable in real fights.
Also for those that say GTFO of eft, I'll bet quite a few isk that you DONT fly amarr. Instead, you're probably being a hypocrite by flyin the deimos or any other HAC(and luvin it) and simply saying: Zomg i rockz (which you do with the good HACs). After all its not like those vids comming out are 98% gallente 
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.11.10 05:45:00 -
[76]
Originally by: Agetec Core Edited by: Agetec Core on 10/11/2007 04:35:17 Heres the problem to all you people saying GTFO of EFT and into Eve. (Flying HACS atm mind you)
I hope you all realize that 200 - 400 dps on a T2 Heavy assult ship (with 400 being as far as gank can take you by stripping your tank while 200 being normal which is frigate level) is beyond unacceptable. Granted it has some kooky range but only with scorch and that cuts the DPS by 1/3 which if you think 200 DPS from a HAC at 20km is acceptable, you needa dose of reality. Its lack of damage is very notable in real fights.
Also for those that say GTFO of eft, I'll bet quite a few isk that you DONT fly amarr. Instead, you're probably being a hypocrite by flyin the deimos or any other HAC(and luvin it) and simply saying: Zomg i rockz (which you do with the good HACs). After all its not like those vids comming out are 98% gallente 
and I presume that you fly a deimos?
listen, if you board a gank deimos before leaving to roam with your gang mates you have to have to accept that you will lose the ship on that engagement and pretty much brace for it.
the deimos to deal its stellar dps needs to pretty much go close enough to smell the enemy's socks and no enemy with half brain will waste the chance to kill a key piece of the gang's damage dealers, because the sooner you enter the engagement field, the sooner you will be called primary, and you WILL be called primary. Noone wants a relatively nimble ship prowling at 2km range from him hurting him with faction AM blasters.
in sum, flying a deimos is like flying a paper-thin crystal cannon: you hurt, but you better get ready to buy a new one, cuz it shatters easily.
oh and for the record, I fly amarr aswell. ---
planetary interaction idea! |

Terianna Eri
Amarr STK Scientific Black-Out
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Posted - 2007.11.10 06:36:00 -
[77]
I would be happy if the Zealot got any of the following.
A fifth turret (and CPU/PG/cap to run it, say, 30 more CPU, 200 more PG, and ) Significantly more CPU/Powergrid (I have to heavily faction-fit in order to throw MWD/Booster/Heavy Pulse/Reps/Heatsinks, more so than I've ever had to fit anything else ever) A fourth mid coupled with a large reduction in cap battery fitting issues A larger cargohold A drone bay
Yeah, that's right, a drone bay is what I want the least for the zealot. There's something nice about having exactly one weapon system - don't have to worry about drones, or missiles, or anything else. It's one of the few larger ships in the game that's like this and frankly I think it's kind of cool, even if it means it can have problems dealing with small ships. __________________________________
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Phelan Lore
Sniggerdly Pandemic Legion
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Posted - 2007.11.10 08:19:00 -
[78]
Edited by: Phelan Lore on 10/11/2007 08:21:18 Here's a hint... if you fit pulses on a zealot you are a noob. Zealot is fine it is in line with the other races HACs perfectly.
Amarr:
Solo/Small gang: take your sac out
Large gang: take your beam zealot (if you fit pulses or bring a sac you are a noob)
Minmatar:
Solo/Small gang: take your vaga
Large gang: take your muninn with arties (your vaga is crap here)
Gallente:
Solo/Small gang: take a ishtar or blaster deimos
Large gang: take your rail deimos (we aren't going to wait for your ******* drones)
Caldari:
Solo/Small gang: 
Large gang: your eagle and cerb are both awesome
In summation: Stop sucking and stop playing with EFT. -
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Grytok
KL0NKRIEGER
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Posted - 2007.11.10 09:07:00 -
[79]
Originally by: Phelan Lore Edited by: Phelan Lore on 10/11/2007 08:21:18 Here's a hint... if you fit pulses on a zealot you are a noob. Zealot is fine it is in line with the other races HACs perfectly.
Amarr:
Solo/Small gang: take your sac out
Large gang: take your beam zealot (if you fit pulses or bring a sac you are a noob)
Minmatar:
Solo/Small gang: take your vaga
Large gang: take your muninn with arties (your vaga is crap here)
Gallente:
Solo/Small gang: take a ishtar or blaster deimos
Large gang: take your rail deimos (we aren't going to wait for your ******* drones)
Caldari:
Solo/Small gang: 
Large gang: your eagle and cerb are both awesome
In summation: Stop sucking and stop playing with EFT.
You described it very good here, and that shows exactly the problem with some races.
Amarr-Pilots who are spezialized in Energy Turrets are crap in small gangs here. Only Problem is, that not everyone is likely to fly in a large Fleet, where the support-sniper-role of the Zealot is something useful. But the Deimos can be that Sniper as well with 250er Rails, TC's and Spike M, having a optimal of 80+20km, which is up par with the Zealots 95+10km, also in Damage. Plus you have 5 Medium Drones on the Deimos in that situation, if a Frig is too close. So there is nothing special to the Zealot really.
The Zealot should be also an option in small roaming Gangs, dealing hefty damage with it's Heavy Pulses. .
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Grytok
KL0NKRIEGER
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Posted - 2007.11.10 09:13:00 -
[80]
Originally by: Liang Nuren
Originally by: Grytok
Deimos get's 750 DPS in that manner but with 2x MagStab instead of 3 (Void M)
The tanks are pretty the same if you fit them both with a 4-Slot Tank. Zealot has some 300 HP more and a tad more resistances, but that does'nt make up for the low speed and higher CapUsage.
Meanwhile the Zealot has a huge optimal and the Deimos has to be within 5km...
I'm not sayin don't boost the Zealot (because we should), but comparing blaster DPS at 5km to Pulse DPS at 30km is just silly.
Liang
I'm comparing Void and Conflag here, as Heavy Neutrons with Null M on a Deimos have 5-6km optimal + 10km Falloff as well, giving it the ability to hit something out of webrabge + you've got 5 Hammerhead II's dealing some nice damage. And a Zealot with Scorch @ 30km... well that just not happen to often, as it cannot dictate range. .
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Grytok
KL0NKRIEGER
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Posted - 2007.11.10 09:19:00 -
[81]
Originally by: Grimpak
Originally by: Grytok stuff
you made 2 mistakes here:
first was regarding tankability of a deimos.
a tanked deimos is as useful as a half boat: you can't do half **** with it. the ship is solely designed for one purpose only and that is inflicting the most damage out in the shortest time possible in point-blank ranges. some people nano it and it's fine tbh.
so in sum, the deimos is a point-blank gank ship that is as situationally limited as the zealot.
where's the mistake? please try to put the full potential out of the deimos at 15km range. can't tackle at that range? well what are your gang buddies for?
2nd mistake was to underestimate the zealot, basing itself in damage only. Sure it deals the least damage of all HAC's at their optimal. But a Deimos needs to be at reaaly inside web range to get the fullest out of him. The ishtar is not so great as people say, considering how screwy drones can be. The vagabond will do **** all damage to you ("HAY LOOK AT ME DOIN' 100DPS AT 20KM RANGE WITH BARRAGE WHOOO!"). The Munnin lacks any tank at all, and in AC setups is just a poor man's vagabond (stabber is more effective at this role tbh). The Cerebrus amazing damage will only hit you if you're stupid enough to stick arround (and they don't have that much of a tank, really). The eagle will, at most, tickle you. The sacrilege can be a tough nut to *****, but is based himself arround a weapon system that is easily jammable, and the Zealot sucks in the damage type department. But hey! At least the deimos dishes this ZOMGWTFPWNAGEGANKTASTIC! dps (at 2km range). The Ishtar is damn versatile (paper-thin and it's easier to shoehorn the titanic inside a... well, a shoe, than to fit it). The vagabond is fast (damage sucks tho). The Munnin can pump some serious alpha in an anti-support role (with zero tank to back it up), the Cerebrus can hit far for full damage (takes ages to hit anything), the Eagle is the only cruiser that can hit at 250km range ("OH GEE YOU ARE TICKLING ME WITH YOUR 250mm RAILS!"). The Sac can tank and shoot crap out of the sky like there's no tomorrow (watch out for thos ECM's tho), and the Zealot can hit for good damage at ranges that other ships simply can't (deimos), or instantly (cerebrus) (don't forget to bring friends tho). Anywas as I said, don't underestimate the zealot. Sure it has some problems (could use a 5th turret, I concur), but besides that, it has a place, as many people here might be forgetting, or simply not seeing.
paper DPS from EFT is nice and is a good way to use as base to setup ships, but there are thing that EFT/QF can't replicate and can't take into account other things like the "supposed" roles that each ship has, so don't take it for granted, as many dps-addicts here do.
Deimos has no problems in dictating Range like the Zealot. Fit a Zealot with an MWD and you're capping out real fast. Keep in mind that you've only 240m¦ Cargo and no supporting drones. If you web the Deimos, so that it can't operate in 2km right in your face... well I switch to Null, having no problems hitting you.
Also, a standard 4-Slot-tank on a Deimos is not that crappy, as you're saying, leaving you still with 2x MFS II supporting those 5x Neutron II. .
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.11.10 10:01:00 -
[82]
Originally by: Grytok Deimos has no problems in dictating Range like the Zealot. Fit a Zealot with an MWD and you're capping out real fast. Keep in mind that you've only 240m¦ Cargo and no supporting drones. If you web the Deimos, so that it can't operate in 2km right in your face... well I switch to Null, having no problems hitting you.
Also, a standard 4-Slot-tank on a Deimos is not that crappy, as you're saying, leaving you still with 2x MFS II supporting those 5x Neutron II.
to fit any kind of above average tank in a deimos you will have to switch to electrons, and even with that 4 slot tank you will cap out pretty damn fast since blasters are not that cap friendly. Don't forget that the Deimos cap is not that famous tbh. If you fit an injector you will lose most of your tackling abilities. you will need a web to operate in blaster range, and you will need a 1pointer to keep him in place. Even in a gang you will need thos 2 modules plus the mwd to operate at top efficiency. dedicating all your rig slots to grid rigs is also, imho, a waste of rig slots, since I could slap there more usefull things like CCC's or even polycarbs.
here's a mix&match setup using neutrons, 3 MFS, and med ECM drones (wich tbh can be much more usefull than drones), together with my skills (AWU at lvl4) that dishes arround 500dps with faction AM (void has too many penalties tbh):
5 neutrons T2 mwd + T2 pointer + X5 web T2 mar + T2 expl hardener + DCU II + 3 MFS for rigs I have a grid rig and a CCC, giving me still 62 grid and 7 cpu free with this fitting
it caps out with everything running at arround 40 secs and even if I turn off the mwd it won't last long aswell.
sure I have like arround 15km range max with null, but the same thing that happens with the vagabond happens here with the deimos: the firepower is not that great at falloff ranges.
as you can see, the deimos is not that easy to handle and suffers from cap problems aswell.
I concede that the zealot could use a 5th turret and fitting stats changed to accomodate such change however. ---
planetary interaction idea! |

Bentula
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Posted - 2007.11.10 10:07:00 -
[83]
Edited by: Bentula on 10/11/2007 10:09:10
Originally by: Grytok
Deimos has no problems in dictating Range like the Zealot. Fit a Zealot with an MWD and you're capping out real fast. Keep in mind that you've only 240m¦ Cargo and no supporting drones. If you web the Deimos, so that it can't operate in 2km right in your face... well I switch to Null, having no problems hitting you.
Also, a standard 4-Slot-tank on a Deimos is not that crappy, as you're saying, leaving you still with 2x MFS II supporting those 5x Neutron II.
That sounds good. Im atm looking for a setup for my deimos, mind sharing that 4 slot tank setup with neutrons?
Edit: The way i see it, deimos cant tank since it lacks cap for duelrep, you cant drop the web for a injector. My zealot can actually tank cause it doesnt need a web due to its good weapon range.
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Cleron
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Posted - 2007.11.10 10:31:00 -
[84]
5th Turret with Cap & Grid to fit it. 15M3 drone bay.
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Grytok
KL0NKRIEGER
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Posted - 2007.11.10 11:04:00 -
[85]
Originally by: Grimpak
Originally by: Grytok Deimos has no problems in dictating Range like the Zealot. Fit a Zealot with an MWD and you're capping out real fast. Keep in mind that you've only 240m¦ Cargo and no supporting drones. If you web the Deimos, so that it can't operate in 2km right in your face... well I switch to Null, having no problems hitting you.
Also, a standard 4-Slot-tank on a Deimos is not that crappy, as you're saying, leaving you still with 2x MFS II supporting those 5x Neutron II.
to fit any kind of above average tank in a deimos you will have to switch to electrons, and even with that 4 slot tank you will cap out pretty damn fast since blasters are not that cap friendly. Don't forget that the Deimos cap is not that famous tbh. If you fit an injector you will lose most of your tackling abilities. you will need a web to operate in blaster range, and you will need a 1pointer to keep him in place. Even in a gang you will need thos 2 modules plus the mwd to operate at top efficiency. dedicating all your rig slots to grid rigs is also, imho, a waste of rig slots, since I could slap there more usefull things like CCC's or even polycarbs.
here's a mix&match setup using neutrons, 3 MFS, and med ECM drones (wich tbh can be much more usefull than drones), together with my skills (AWU at lvl4) that dishes arround 500dps with faction AM (void has too many penalties tbh):
5 neutrons T2 mwd + T2 pointer + X5 web T2 mar + T2 expl hardener + DCU II + 3 MFS for rigs I have a grid rig and a CCC, giving me still 62 grid and 7 cpu free with this fitting
it caps out with everything running at arround 40 secs and even if I turn off the mwd it won't last long aswell.
sure I have like arround 15km range max with null, but the same thing that happens with the vagabond happens here with the deimos: the firepower is not that great at falloff ranges.
as you can see, the deimos is not that easy to handle and suffers from cap problems aswell.
I concede that the zealot could use a 5th turret and fitting stats changed to accomodate such change however.
Assuming to fly the Deimos or Zealot solo is somewhat... meh.
I've allways talked about small gangs as you can't solo anyways these days, except some n00bs in LowSec or some Ratters in 0.0, where a Recon is much more efficient.
I'm not bringing the Scram myself tho, which makes me able to fit:
5x Heavy Neutron II (Void/Null) Small Dim NOS 10MN MWD II, Med Electrochemical Injector, Web MAR II, DCU II, Energized Reactive II, EANM II, 2x MagStab II 2x GridRig Drones: Hammerhead II or ECM-600
Zealot is not reliant on a Web, which makes it easier here, granted, but then there is the somewhat low damage for going solo vs. something bigger then a T1-Cruiser, which I can do even with an uninjected Deimos  .
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.10 11:14:00 -
[86]
Originally by: Zubakis 1. Your comparison is silly, you compare apple with oranges.
Your comparison is silly, you compare useless with useless.
Long range HACs excepting the Eagle are pretty much unable to use tech 2 ammo effectivly. When they are fitting tech 2 ammo they are less effective than a tech 1 fit battleship, but a whole lot more expensive.
When fitting tech 1/Faction ammo is where they shine. They shine in this role because this is the role where they have the tracking and the range to be able to put DPS on support ships.
You arent even comparing them with long range ammo, which means they get shat on by their short range cousins.
So when you start fitting for the long range you get 3 main competitors
Muninn: 192 DPS @ ~100km Zealot: 167 DPS @ ~100km Eagle: 194 DPS @ ~100km / 108 DPS @ ~ 180km
You should notice something out of whack there. Its the Zealot...
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.11.10 11:17:00 -
[87]
Originally by: Grytok Zealot is not reliant on a Web, which makes it easier here, granted, but then there is the somewhat low damage for going solo vs. something bigger then a T1-Cruiser, which I can do even with an uninjected Deimos 
ah but I had relative success with an uninjected deimos.
downgrading to ions and focussing only on pounding the enemy's ass while your gang takes care of the rest tends to make things easier for the ship. using the deimos more like "the extra shipwrecking OOMPFH!" ship that is supposed to be first and foremost a point-blank sawed off shotgun sure gives allot of fun
and no, the deimos is not a solo machine. In the gangs that I participate however a 1pointer more is never a waste to bring. Sure that the zealot can dispense both web and 1pointer if you're going for beams (beamsalot! ), wich tbh is also a very viable setup, but not bringing your own tackling gear might be a decision that you might regret. ---
planetary interaction idea! |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.10 11:19:00 -
[88]
Originally by: Leviaxxan
zealot - 465dps - Tier 1 varient, able to apply its slightly sup-par dps from RANGE using its (shock-horror) BONUSES, imho one of the more useable hacs, nannoed with pulses and tracking enhancers is one of the more efficiant dps'ers in any nano group.
Unless you are engaging consistantly over 26-28km, a Vagabond does more DPS while being faster and having more tank than a Zealot.
The reason people complain about the Vagabond is that the Zealot does such poor dps that it cant fight up close. And it does such poor dps that even with 7 low slots when its fit for speed, a vagabond does more dps with more tank while doing everything else that the Zealot does. You can fit a Zealot for Perma MWD... You can fit a Vagabond for Perma MWD that has more tank and more dps at 26-28km and still goes faster than the Zealot.
And that is before getting to into damage types.
The only thing that is keeping the Zealot alive as a nano ship is that the Hyena hasnt been patched into the game yet.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.10 11:28:00 -
[89]
Originally by: Terianna Eri I would be happy if the Zealot got any of the following. Significantly more CPU/Powergrid (I have to heavily faction-fit in order to throw MWD/Booster/Heavy Pulse/Reps/Heatsinks, more so than I've ever had to fit anything else ever)
If there is one thing the Zealot isnt lacking its powergrid. The thing has powergrid falling out of its rear. Its got so much powergrid and so much more powergrid than all the other comparable ships its ridiculous. The thing can nearly fit a rack of its highest turrets with an MWD and 1600 plate.
You could probably put a 5th turret on the thing and make no changes to its fitting profile the thing has so much powergrid.
Its got so much powergrid that there is space for a 5th Heavy beam laser after a full sniping fit. Its got over 600 powergrid left after fitting 4 pulse and an MWD. What in the world could you be possibly fitting that uses so much powergrid that you are having a hard time fitting it to your Zealot, Heavy Injectors? Large Cap Batteries?[actually only tough to fit due to CPU] LARs? 100mn mwds?
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Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 12:17:00 -
[90]
WALL-O-TEXT INCOMING
Here's a list of setups for every HAC, each fitted for their role. I will point out and compare their DPS, effective range, and survivability.
Their roles being:
Zealot: gang assisted laser gank Sacrilege: HAM spamming tackler support (viable for solo) Cerberus: Heavy missile equipped gang support Eagle: long range anti-support sniper Ishtar: Drone support and versatility (viable for solo) Deimos: Full out gank (viable for solo, if not risky) Muninn: anti-support artillery boat Vagabond: Skirmish warfare specialist (extremely viable for solo)
ALL SKILLS TO LEVEL 5, NO GANG BONUS' OR IMPLANTS
to start with, which is what I will be doing the comparisons against for reasons of this thread,
The Zealot Setup
Heat Sink II Heat Sink II Heat Sink II Medium Armor Repairer II Energized Thermic Membrane II 800mm Reinforced Rolled Tungsten Plates I Damage Control II
Medium Electrochemical Capacitor Booster w/ 1x Cap Booster 800 10MN Afterburner II Stasis Webifier II
Heavy Pulse Laser II w/ Conflagration Heavy Pulse Laser II w/ Conflagration Heavy Pulse Laser II w/ Conflagration Heavy Pulse Laser II w/ Conflagration
Stats
CPU: 386/400 PG: 1415.6/1475
Shield: 1230 Armour: 5438 Structure: 2210 Effective HP: 27197 Armour Resistances (EM/THERM/KIN/EXP): 66/70.6/68.1/83 DPS Tankable: 127
Capacitor: 1875 Cap Use/Regen: -33.2/+54.3
At 11km optimal + 5km Falloff DPS: 465 Volley Damage: 1007
Maximum Velocity: 670m/s
Summary It's got okay but not that great resistances and only a single MAR II lets it tank a paltry 127 DPS. With just under six(6) thousand armour the Zealot has a small sponge to soak up the damage coming in while it kills its target, which it will need, frankly.
The Zealot's DPS on paper is pretty good at nearly 500. However, that DPS is half EM, and half thermal. That means against unresisted armour its DPS is cut by 52.5%! Not to mention that, as the Zealot relies solely on its turrets for damage, the Zealot is extremely vulnerable to EW, especially tracking disruptors.
Optimal with Conflagration is 11km, just outside of normal web range. However, it's maximum velocity with an AB II is only 640m/s. Any ship that wants to get up in another ships face, like the Deimos for example, will be equipped with an MWD. The Zealot just doesn't have the powergrid OR CPU to fit one, and even if it manages to sc*****one in by making sacrifices elsewhere, the MWD will eat into it's already so precious cap. A Zealot that run out of cap boosters will only have enough cap for 1 minute and 51 seconds of action if it doesn't run its AB.
The Zealot is really a one trick pony, and when applied to real combat scenarios, that one trick is hardly worthy of applause.
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Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 12:18:00 -
[91]
Sacrilege Setup Medium Armor Repairer II Medium Armor Repairer II Energized Thermic Membrane II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Fleeting Propulsion Inhibitor I Warp Disruptor II Medium Electrochemical Capacitor Booster w/ 1x Cap Booster 800 10MN MicroWarpdrive II
Heavy Assault Missile Launcher II w/ Hellfire Rage Assault Missile Heavy Assault Missile Launcher II w/ Hellfire Rage Assault Missile Heavy Assault Missile Launcher II w/ Fulmination Rage Assault Missile Heavy Assault Missile Launcher II w/ Torrent Rage Assault Missile Heavy Assault Missile Launcher II w/ Terror Rage Assault Missile
Hobgoblin II x3
Stats
CPU: 486.5/500 PG: 1233/1287.5
Shield: 1741 Armour: 2610 Structure: 2110 Effective Hitpoints: 22587 Armour Resistances (EM/THERM/KIN/EXP): 82.4/82.6/83.5/91.2 DPS Tankable: 472
Capacitor: 1523 Cap Use/Regen: -54.8/+49.9
At ranges up to 17km DPS: 371 Volley Damage: 1031
Maximum Velocity: 1811m/s
Summary
The Sacrilege can fit one hell of a tank. with over 80% resistances across the board and dual MAR II's, it can tank a staggering 472 DPS. While it may have less than 3000 armour, any damage dealt to the Sacrilege can be easily repaired.
While it's DPS is only a small, for a HAC at least, 371 DPS, the ability to choose damage types without penalty is a major plus. Often operating inside the maximum locking range when hit by sensor damps, completely unaffected by tracking disruptors, and possessing 3 light drones to at least annoy targets when jammed, the Sacrilege is probably the least vulnerable to E-War.
If the pilot chooses to, the Sac can operate outside of web range and still deal its full damage with Rage Heavy Assault Missiles, and, more importantly, stay outside web range thanks to its MWD. Cap isn't that much of a problem for the Sacrilege; it's weapons don't depend on it, and the MWD can be bursted, leaving all of its cap for its incredible tank.
Overall, the Sacrilege is a tough nut to *****, and extremely versatile in its damage types. It makes an excellent support tackler or solo hunting ship.
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Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 12:19:00 -
[92]
The Cerberus Setup
Ballistic Control System II Ballistic Control System II Ballistic Control System II Shield Power Relay II
Large Shield Extender II Large Shield Extender II Invulnerability Field II Shield Recharger II Shield Recharger II
Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II
Stats
CPU: 538.75/550 PG: 725.5/793.75
Shield: 9068 Armour: 1495 Structure: 1758 Effective HP: 55387 Shield Resistances (EM/THERM/KIN/EXP): 45.2/89/83.6/78.1 DPS Tankable: 246
Capacitor: 1328 Cap Use/Regen: -6.5/+6.5
At ranges up to 91km DPS: 401 Volley Damage: 1601
Maximum Velocity: 231m/s
Summary
Admittedly I'm not that familiar with the Cerberus.
It can have a strong passive/buffer tank with just over nine thousand shield hitpoints and high resistances to the typical damage types encountered in PvP.
The DPS is average, at 401. However, it's volley damage is massive at nearly 2000 damage per volley. You shouldn't underestimate the effect a large volley damage has on the morale and psyche of your opponent. The ability to change damage types is present, like it is with any missile equipped ship, however, the Cerberus suffers a penalty using non-kinetic missiles. With the ability to deal damage out to 91km, just 9 kilometers short of it's maximum targeting range, the Cerberus makes an excellent small gang sniper, though admittedly their would be some delay in the initial damage.
Like the Sacrilege, the Cerberus is immune to tracking disruptors, but because of the ranges it can operate at, the Cerberus is extremely vulnerable to sensor damps and ECM. It's cap is, well, stagnant. But good thing it doesn't need cap to fire its weapons or use its tank. Alternately, the Cerberus could squeeze in a 10mn Afterburner II in the last med slot to help stay in range or close distances, but that would cause a negative cap use over recharge amount if it's continually run.
One could fit the Cerberus to operate solo at the expense of tank, but it's so-so DPS is not well suited to sacrificing the tank for solo viability.
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Ma Raia'l
Amarr PIE Inc.
|
Posted - 2007.11.10 12:19:00 -
[93]
The Eagle Setup
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Tracking Enhancer II
Sensor Booster II Sensor Booster II Large Shield Extender II Invulnerability Field II Photon Scattering Field II
250mm Railgun II w/ Spike M 250mm Railgun II w/ Spike M 250mm Railgun II w/ Spike M 250mm Railgun II w/ Spike M
Stats
CPU: 376/547.5 PG: 981.35/1093.75
Shield: 5918 Armour: 1583 Structure: 1934 Effective HP: 38210 Shield Resistances (EM/THERM/KIN/EXP): 75/89.5/84.3/79 DPS Tankable: 84
Capacitor: 1719 Cap Use/Regen: -14.2/+16.4
At 190km OPtimal + 15km Falloff DPS: 134 Volley Damage: 499
Maximum Velocity: 219m/s
Summary
The Eagle excels at the role of a fleet sniper. Granted this is its ONLY viable role. A pathetic tank coupled with pathetic DPS means range is its only savior. From firing at ranges up to 205km, anything that tries to get in close will have a very very long way to travel. This time gives the Eagle great opportunity to destroy the smaller support ships in a fleet, while the heavy hitting and slow tracking battleships focus on the larger, harder targets.
At its extreme range, E-War is pretty much a lost cause against the Eagle, as it is often outside the maximum range of the E-War module, let alone the ship it's equipped to.
While the Eagle may have pathetic tank and DPS, it has a role, and only it can fill it.
The Ishtar Setup
Medium Armor Repairer II Medium Armor Repairer II Energized Reactive Membrane II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
10MN MicroWarpdrive II Fleeting Propulsion Inhibitor I Warp Disruptor II Medium Electrochemical Capacitor Booster I w/ Cap Booster 800 x1 Medium Electrochemical Capacitor Booster I w/ Cap Booster 800 x1
Small Energy Neutralizer II Small Energy Neutralizer II Small Energy Neutralizer II
7x Garde II 7x Ogre II 5x Warrior II
Stats
CPU: 354/356.25 PG: 834/875
Shield: 1758 Armour: 2023 Structure: 2636 Effective HP: 15851 Armour Resistances (EM/THERM/KIN/EXP): 76.5/80.9/90.5/67.9 DPS Tankable: 338
Capacitor: 1055 Cap Use/Regen: -54.8/+89.2
At ranges up to 40km DPS: 450(5x Garde II), 475 (5x Ogre II), 121 (5x Warrior II) Volley Damage: N/A
Maximum Velocity: 1745m/s
Summary
The Ishtar is a drone boat through and through. With an incredible 375m3 drone bay the Ishtar can fit in a full flight of sentries, heavy drones, light drones and even a few extras. Armed with a fearsome dual MAR II tank, the Ishtar is a pretty hardened target. However, its drones are a lot softer. Typically the Ishtar is setup with a heavy tank in the lows, tackling gear in the meds, and with whatever grid and CPU left over, Nos/Neuts in the high slots. The Ishtar can choose to sit at longer ranges with sentry drones, or it can close in and assist with tackling the target with 5 heavy drones. It Also can field a flight of light drones to force any incautious interceptor pilot away.
The Ishtar makes an excellent solo ship, as it has all that is required; a strong tank, cap-denial ability, and plenty of med slots for tackle and E-War.
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Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 12:20:00 -
[94]
The Deimos Setup
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Small Armor Repairer II 800mm Reinforced Rolled Tungsten Plates I Energized Reactive Membrane II Energized Adaptive Nano Membrane II
10MN MicroWarpdrive II Medium Electrochemical Capacitor Booster I w/ Cap Booster 800 x1 Warp Disruptor II
Heavy Ion Blaster II w/ Caldari Navy Antimatter Charge M Heavy Ion Blaster II w/ Caldari Navy Antimatter Charge M Heavy Ion Blaster II w/ Caldari Navy Antimatter Charge M Heavy Ion Blaster II w/ Caldari Navy Antimatter Charge M Heavy Ion Blaster II w/ Caldari Navy Antimatter Charge M
5x Hammerhead II
Stats
CPU: 375.75/437.5 PG: 1237/1237.5
Shield: 1450 Armour: 5175 Structure: 3164 Effective HP: 26045 Armour Resistances (EM/THERM/KIN/EXP): 70/75.6/87.8/62.6 DPS Tankable: 68
Capacitor: 1611 Cap Use/Regen: -31/+51.8
At 1.9km Optimal + 7.5km Falloff DPS: 680 Volley Damage: 1376
Maximum Velocity: 1777m/s
Summary
The Deimos is a full out gank ship. Operating at extreme close range it puts out a punishing 680 DPS. It relies on killing the target before the target kills it. This strategy is almost a necessity given it's extremely tight fitting requirements, leaving it with only a SAR II able of tanking a tiny 68 DPS. While it's effective combat range is extremely short, the Deimos has no problem closing the gap and delivering the full brunt of it's rack of blasters and complimentary 5 medium drones.
Since the Deimos operates so closely to it's target the only form of E-War it is vulnerable to is tracking disruptors. Sensor Damps usually don't get your locking range below 9km, and with its flight of medium drones it can still do a reasonable amount of damage if it become jammed by ECM.
While you can solo with the Deimos, you'd have to choose between a web or a scrambler thanks to its limited med slots. Alternatively you could exchange your combat drones for a flight of webifier drones and stick a scrambler onto the last med. Regardless, the Deimos will rip apart any ship that gets in it's range, which there arenĘt many of thanks to its bonused MWD.
The Vagabond Setup
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Nanofiber Internal Structure II Nanofiber Internal Structure II Overdrive Injector System II
10MN MicroWarpdrive II Large Shield Extender II Medium Electrochemical Capacitor Booster I w/ Cap Booster 800 x1 Warp Disruptor II
220mm Vulcan AutoCannon II w/ 220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II Standard Missile Launcher II
5x Hammerhead II
Stats
CPU: 328.5/493.75 PG: 944.85/1068.75
Shield: 5348 Armour: 1671 Structure: 787 Effective HP: 17012 Shield Resistances (EM/THERM/KIN/EXP): 75/60/40/60 DPS Tankable: 33
Capacitor: 996 Cap Use/Regen: -18.6/+45.9
At 2.7km Optimal + 23km Falloff DPS: 459 Volley Damage: 721
Maximum Velocity: 4453m/s
Summary
The Vagabond is the ultimate hit and run specialist. I don't need to tell you how hard these are to catch with a competent pilot flying them. However, that is also the Vagabond's weakness. It has a paper-thin tank. If it's caught in a web and can't escape it will go down quickly; a competent pilot is almost a requirement.
Since the Vagabond relies in fighting outside web range, it often has no choice but to put itself in its turrets fall off, reducing his damage by half on sheer game mechanics. However, the damage that it is able to do is generally good against armour tanks, so the reduction in damage isn't felt as much.
The Vagabond is well suited to skirting in, taking out small support ships such as frigates, destroyers, and even the odd cruiser, and then rushing back out before it can be tackled. In my days in EvE I'd have to say the Vagabond is the ship I most dread going against, if only because it's so hard to keep tackled.
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Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 12:21:00 -
[95]
The Muninn Setup
Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Energized Adaptive Nano Membrane II Medium Armor Repairer II
Tracking Computer II Tracking Computer II Sensor Booster II
650mm Artillery Cannon II w/ Tremor M 650mm Artillery Cannon II w/ Tremor M 650mm Artillery Cannon II w/ Tremor M 650mm Artillery Cannon II w/ Tremor M 650mm Artillery Cannon II w/ Tremor M Heavy Missile Launcher II W/ Caldari Navy Widowmaker Heavy Missile Heavy Missile Launcher II w/ Caldari Navy Widowmaker Heavy Missile
5x Hammerhead II
Stats
CPU: 421.5/443.75 PG: 1359/1450
Shield: 1978 Armour: 2505 Structure: 1758 Effective HP: 13069 Armour Resistances (EM/THERM/KIN/EXP): 94.4/75.6/43.8/32.5 DPS Tankable: 93
Capacitor: 1563 Cap Use/Regen: -19.6/+14.9
At 84km (maximum range for heavy missiles) Without taking missiles into account: 85km Optimal + 22km Falloff DPS: 366 Volley Damage: 1108
Maximum Velocity: 255m/s
Summary
The Munnin is, well, pretty bad at its intended role. With a maximum range of just under 110km, it doesn't make for that great of a fleet sniper. In smaller gangs, however, it could preform this role in a mediocre fashion. In addition to its sub-par DPS, it's flight of medium drones will mostly go unused if the Munnin remains at the extreme ranges.
However, if it loads up on autocannons, and goes in close range where its drones become effective again, and it can use high damage, close range ammunition such as Hail M and tech2 Rage Heavy Missiles it can put out a very respectable 679 PDS with a volley damage of 1212. It's effective range is squarely inside web range. Much like the Deimos, it will have to kill its target before it is destroyed. Unlike the Deimos, however, it doesn't even have the relative safety of a sponge tank. ECM and Tracking Disruptors are a problem with this option, and sensor damps are an additional issue stacked against the artillery option.
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Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 12:22:00 -
[96]
How They All Stack Up
Each HAC has its own intended role, but some of them end up overlapping in some respects. The Zealot, Deimos, Muninn, and, optionally, the Cerberus, could be called the close range gank HACs. They have a predisposition for turrets, high damage, and weak tanks. The Muninn and Deimos have comparable damage at very similar ranges, but the Muninn lacks the same amount of sponge as the Deimos to preform adequately. Compared to the aforementioned, the Zealot has pitiful DPS, and equably pitiful tank. It can't kill it's target fast enough due to the naturally high base resistances to its primary damage types. In addition to the issue of poor damage types the Zealot does not have any defense against E-War. The Deimos, Muninn, and Cerberus all have at least SOME way to continue to deal damage, even if it is a small 90 DPS from medium drones.
While the Zealot has the range advantage over the other 3 gank HACs, it can not use that range advantage to its full effectiveness, or, often can not use it at all. The Zealot can not dictate range against the other close-range HACs, and will undoubtedly find itself in a toe-to-toe slugging match against faster, sturdier, more damaging ships. As I outlined previously, the Zealot makes unacceptable sacrifices when fitting to dictate range.
Now let's compare the non-gank/close range HACs to the Zealot. The Cerberus, which argueably fits either role, does DPS on par to that of the Zealot at ranges up to 91km. The Ishtar can deal serious damage with Sentry drones out to 40km, or even get into the thick of things and come out unscathed thanks to its incredibly tough dual rep, dual injected armour tank. The Sacrilege is another super-hardened HAC, able to both dish out and take respectable amounts of variable damage. Even the Muninn fit as a long range artillery boat only deals 100 less DPS than the zealot, and that's at ranges up to 110km. The Eagle deals less damage than the Zealot and fields a weak tank, but it has a clearly defined and needed role, thus, it does not suffer from the same disregard and under use as the Zealot.
The Vagabond is in a class of its own. Probably the most popular HAC out there, there isn't anything that comes close to it in terms of skirmish warfare.
In final summary, the Zealot is severely lacking in damage compared to its close range competitors. Even some of the long range ships deal comparable damage than the zealot. While they may share the inability to dictate range like the Zealot, they don't necessarily need to. Their effective range is so far out there it would be suicide for any ship to slow-boat it over, or drain its capacitor MWD'ing to the sniper. The Zealot is an underpowered ship, no matter what way you look at it.
/emote was up till 5am writing this. 
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.10 12:23:00 -
[97]
Edited by: Goumindong on 10/11/2007 12:23:45 Those are some pretty terrible fits for the Cerb, Eagle, and Muninn. I didnt really check the rest.
Also you have hybrid damage mods on your vagabond.
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Talla Hurzin
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Posted - 2007.11.10 12:29:00 -
[98]
Edited by: Talla Hurzin on 10/11/2007 12:31:19 Edited by: Talla Hurzin on 10/11/2007 12:29:51 Edited by: Talla Hurzin on 10/11/2007 12:29:16
Originally by: Goumindong Edited by: Goumindong on 10/11/2007 12:23:45 Those are some pretty terrible fits for the Cerb, Eagle, and Muninn. I didnt really check the rest.
Also you have hybrid damage mods on your vagabond.
I'll redo my analysis of those ships if you can point out some appropriate fits.
In regards to those damage mods: I changed them to the correct ones but forgot to change them in the word file I was typing this out on. I'll make the correction. edit: stupid alt 
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Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 12:43:00 -
[99]
Edited by: Ma Raia''l on 10/11/2007 12:43:35 The Muninn Alternatative
Gyrostabilizer II Gyrostabilizer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Medium Armor Repairer II
10MN MicroWarpdrive II Medium Electrochemical Capacitor Booster I w/ Cap Booster 800 x1 Fleeting Propulsion Inhibitor I
425mm AutoCannon II w/ Hail M 425mm AutoCannon II w/ Hail M 425mm AutoCannon II w/ Hail M 425mm AutoCannon II w/ Hail M 425mm AutoCannon II w/ Hail M Heavy Missile Launcher II w/ Scourge Fury Heavy Missile Heavy Missile Launcher II w/ Scourge Fury Heavy Missile
5x Hobgoblin II
stats
CPU: 433.25/443.75 PG: 1375/1450
Shield: 1978 Armour: 2505 Structure: 1758 Effective Hitpoints: 14878 Armour Resistances (EM/THERM/KIN/EXP): 95.6/80.9/56/47.2 DPS Tankable: 118
Capacitor: 1172 Cap Use/Regen: -33.2/+43.3
At 2.3km Optimal + 5km Falloff DPS: 621 Volley Damage: 1146
Maximum Velocity: 1846m/s
Summary
An alternative to the Artillery Muninn. Fit with Autocannons the Muninn gains considerable DPS potential. matching that of the Deimos. As mentioned above my previous post this setup, while comparable to the Deimos in damage, is not comparable in survivability. It has a pretty thin tank, about that on par as the Zealot. However, unlike the Zealot, it has the DPS to make up for it, at least against softer targets.
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Bentula
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Posted - 2007.11.10 12:54:00 -
[100]
Originally by: Goumindong
If there is one thing the Zealot isnt lacking its powergrid. The thing has powergrid falling out of its rear. Its got so much powergrid and so much more powergrid than all the other comparable ships its ridiculous. The thing can nearly fit a rack of its highest turrets with an MWD and 1600 plate.
You could probably put a 5th turret on the thing and make no changes to its fitting profile the thing has so much powergrid.
Its got so much powergrid that there is space for a 5th Heavy beam laser after a full sniping fit. Its got over 600 powergrid left after fitting 4 pulse and an MWD. What in the world could you be possibly fitting that uses so much powergrid that you are having a hard time fitting it to your Zealot, Heavy Injectors? Large Cap Batteries?[actually only tough to fit due to CPU] LARs? 100mn mwds?
Is that with AWU 10? Or a 1mn mwd? After fitting 4 heavy pulse and a 10mn mwd i get about 480 pg free. -346 for dual rep, -150 for injector. Tilt. I need a fitting mod.
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5tagger Lee
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Posted - 2007.11.10 13:05:00 -
[101]
Originally by: Grimpak
Originally by: Zubakis
Something about hacs: Each race has 2 hacs, one of them is a short range ship the other is a long range ship. You just have to look at the bonuses to figure it out.
Amarr: Zealot (long), Sacri (short) Minmatar: Munin (long), Vaga (short) Caldari: Eagle (long), Cerb (should be short, but has a big range too) Gallente: Ishtar (long with sentrys, but nobody use it so), Deimos (short)
I'll go even farther as to put each ship in a unique role.
Zealot: med range gunboat Sacrilege: short missile spewing hard nugget Munnin: long range artillery support Vagabond: hit-and-run skirmisher Eagle: sniper Cerebrus: missile platform Ishar: multi-purpose drone platform Deimos: point blank in-your-face damage dealer.
...this is how I classify them tho.
Exactly. Would be a shame if every ship would be the same. Its all about variaty. If every HAC had the same DPS, Range and Speed i would quit eve. You think the Zealot is crap ? Dont fly it.
Personally i choose the Harbinger most of the time over the Zealot (same role basicly and fully insurable). But in some Situations its just great to have that xtra Range on the fast tracking Guns.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.11.10 13:14:00 -
[102]
Ma Raia'l, while I prefer a full tackling gear on short range ships, I must say that you are making a big mistake in not fitting webs on the short range ships, specially on the deimos since you will need it.
a mwd+injector+web is viable in a blaster ship if you're in a gang a mwd+injector+1pointer is not viable even in a solo blaster ship since you can simply watch the guy mwd'ing out of your range or pretty much go back to the gate/dock.
also the cerberus setup is a bit meh. Fury missiles are only good if your'e engaging webbed BS'es due to their high penalties. Normal heavies or precisions are a better option here.
the beam version of the zealot works nicely for the role you want to use, while disregarding almost any sort of tank and go full 720's on the munnin seems to be a better way of using the ship. ---
planetary interaction idea! |

Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 13:42:00 -
[103]
Edited by: Ma Raia''l on 10/11/2007 13:43:38
Originally by: Grimpak Ma Raia'l, while I prefer a full tackling gear on short range ships, I must say that you are making a big mistake in not fitting webs on the short range ships, specially on the deimos since you will need it.
a mwd+injector+web is viable in a blaster ship if you're in a gang a mwd+injector+1pointer is not viable even in a solo blaster ship since you can simply watch the guy mwd'ing out of your range or pretty much go back to the gate/dock.
also the cerberus setup is a bit meh. Fury missiles are only good if your'e engaging webbed BS'es due to their high penalties. Normal heavies or precisions are a better option here.
the beam version of the zealot works nicely for the role you want to use, while disregarding almost any sort of tank and go full 720's on the muninn seems to be a better way of using the ship.
Thank you for your input. The inclusion of the scrambler instead of a web on the Deimos was a mistake. The web was included in the calculation but I forgot to change it in the word file. It has been corrected.
The Cerberus and Muninn have been changes as per your recommendations and suggestions, along with their analysis. Both of them got better at the role I outlined in my first post as a result. I'm not that familiar with missiles, and you probably see the Muninn less than you do the Zealot heh.
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Grytok
KL0NKRIEGER
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Posted - 2007.11.10 13:44:00 -
[104]
Edited by: Grytok on 10/11/2007 13:45:44 Horrible fittings 
EDIT: You can't make any suggestions without fitting rigs on a HAC. Thats why your setups fail IMHO. .
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DarK
STK Scientific
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Posted - 2007.11.10 13:57:00 -
[105]
Wish medium range was useful in this game, instead of having eagles with ******* blasters on them and every ship using short range weapons. But no, close range gets to you too quickly and makes your railguns totally useless.
DAMAGE DAMAGE DAMAGE !!!
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.11.10 14:08:00 -
[106]
Originally by: Grytok Edited by: Grytok on 10/11/2007 13:45:44 Horrible fittings 
EDIT: You can't make any suggestions without fitting rigs on a HAC. Thats why your setups fail IMHO.
while rigs help allot on the HAC department, I must disagree with this, since sometimes the rigs can have a somewhat prohibitive cost, adding already a sometimes uneeded expense to a ship that will survive only in 1 out of 2 engagements (3 out of 4 if you're lucky) All the setups I make try to use the most out the ship without rigs, using them only to extend certain fields you want to augument on your ship.
For example, I have a munnin setup that relies solely on range and volley damage to smash smaller support at long ranges. Since I was worried about the survivability of the ship, I slapped armor kin and expl resistances to the ship increasing the survivability of the ship by maybe that bit that you needed to escape.
Don't build setups arround rigs, is my advice. And while it's true that Ma's setups need work it doesn't mean that a rig-less ship is substantially better than an unrigged ship (bar the polycarbs that could use a small nerf, but that's another thing).
Originally by: DarK Wish medium range was useful in this game, instead of having eagles with ******* blasters on them and every ship using short range weapons. But no, close range gets to you too quickly and makes your railguns totally useless.
DAMAGE DAMAGE DAMAGE !!!
the crux of this game is the fact that the community is too addicted to the DPS paradigm, stagnating the ability of attempting a myriad of other setups for other roles than just dish ZOMGDAMAGE better than the rest. ---
planetary interaction idea! |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.10 14:31:00 -
[107]
Originally by: Bentula
Is that with AWU 10? Or a 1mn mwd? After fitting 4 heavy pulse and a 10mn mwd i get about 480 pg free. -346 for dual rep, -150 for injector. Tilt. I need a fitting mod.
Nope, just a typo, 600 before the mwd.
Not that that isnt freaking huge
|

Bentula
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Posted - 2007.11.10 15:23:00 -
[108]
Edited by: Bentula on 10/11/2007 15:24:48
Originally by: Goumindong
Originally by: Bentula
Is that with AWU 10? Or a 1mn mwd? After fitting 4 heavy pulse and a 10mn mwd i get about 480 pg free. -346 for dual rep, -150 for injector. Tilt. I need a fitting mod.
Nope, just a typo, 600 before the mwd.
Not that that isnt freaking huge
I dont care how you call it. Either you can fit duel rep + injector + mwd + guns without resorting to faction or you cant. Thats a binary situation. And incase of the zealot you cant. Couple that with the fact that downgrading guns isnt really a option due to medium pulse lasers not having middle class it sounds like a problem to me.
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Lisento Slaven
Amarr Capitalism Amuck
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Posted - 2007.11.10 15:32:00 -
[109]
Originally by: Grytok Edited by: Grytok on 10/11/2007 13:45:44 Horrible fittings 
EDIT: You can't make any suggestions without fitting rigs on a HAC. Thats why your setups fail IMHO.
Put two armor rep bonus rigs on his sac setup and you essentially have the same setup (-1 EANM +1 BCS) I use on my sacrilege for gate camping in low-sec.
You should not generalize your statement since the rigs are kind of just a "spice it up a bit" type of thing. Unless you're highly specializing the ship. I personally don't view rigs as becoming baseline/standard for setups just yet but some people think you can't launch without them apparently =P
The vaga with mag stabs is kind of sad though. ---
Put in space whales!
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.11.10 15:33:00 -
[110]
Originally by: Lisento Slaven
Originally by: Grytok Edited by: Grytok on 10/11/2007 13:45:44 Horrible fittings 
EDIT: You can't make any suggestions without fitting rigs on a HAC. Thats why your setups fail IMHO.
Put two armor rep bonus rigs on his sac setup and you essentially have the same setup (-1 EANM +1 BCS) I use on my sacrilege for gate camping in low-sec.
You should not generalize your statement since the rigs are kind of just a "spice it up a bit" type of thing. Unless you're highly specializing the ship. I personally don't view rigs as becoming baseline/standard for setups just yet but some people think you can't launch without them apparently =P
The vaga with mag stabs is kind of sad though.
well the guy said it was a typo from his part.
...but why he hasn't change them yet is beyond me. ---
planetary interaction idea! |

Goumindong
Amarr Merch Industrial GoonSwarm
|
Posted - 2007.11.10 15:52:00 -
[111]
Edited by: Goumindong on 10/11/2007 15:53:39 Dual repping isnt really for cruisers. The setup there is a bit ridiculous.
mwd, injector, mar, mar
Its unnecessary and foolish.
How about
mwd, web, scram mar, 800
or mwd, web, scram rcu, 1600,
Or
mwd, web, scram 800, 800
There is lots to complain about, but powergrid isnt one of those things.
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Bentula
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Posted - 2007.11.10 16:55:00 -
[112]
Originally by: Goumindong Edited by: Goumindong on 10/11/2007 15:53:39 Dual repping isnt really for cruisers. The setup there is a bit ridiculous.
mwd, injector, mar, mar
Its unnecessary and foolish.
How about
mwd, web, scram mar, 800
or mwd, web, scram rcu, 1600,
Or
mwd, web, scram 800, 800
There is lots to complain about, but powergrid isnt one of those things.
Sacriledge:
2xMedium Armor Repairer II 2xEnergized Adaptive Nano Membrane II Damage Control II
10MN MicroWarpdrive II Medium Capacitor Booster II Fleeting Propulsion Inhibitor I Warp Disruptor II
5xHeavy Assault Missile Launcher II
2xAuxiliary Nano Pump I
1600m/s, ~350 dps damage of choice, ~600dps average tank, can run everything including mwd aslong as it has charges
You know, ridiculous, was exactly what i thought when i noticed that this "cruiser" setup actually fits. Your going to engage that in your plated zealot? Duel rep is very desirable if it fits.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.10 16:59:00 -
[113]
Originally by: Bentula
You know, ridiculous, was exactly what i thought when i noticed that this "cruiser" setup actually fits. Your going to engage that in your plated zealot? Duel rep is very desirable if it fits.
Nothing, it sucks, it just doesnt have powergrid issues.
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Kuzya Morozov
Gallente Organized Combat Consortium
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Posted - 2007.11.10 19:06:00 -
[114]
Originally by: bundy bear (I know these setups arent always practical we are just calculating damage)
Read what you wrote please. --------------------------
"There's always a bigger blob."
-Qui-Gon Jinn |

xHalcyonx
Amarr Wreckless Abandon Triumvirate.
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Posted - 2007.11.10 19:50:00 -
[115]
Edited by: xHalcyonx on 10/11/2007 19:50:55 I never thought of putting Mag Stabs on my vaga! Thanks for the great idea! /sarcasm
A good Vaga fit is 5x 220mm II
1x 10mn MWD II 1x Warp Disruptor II 2x LSE II
2x Gyro II 2x OD II 1x Nano II
1x Polycarbon rig 1x Falloff rig
5x Warrior II OR 5x EC-300 drones
ALSO: WTB vaga with 50m3 drone bay.
I hate EFT experts. Fly the ship, then pass judgement. ------------------- ნỊs uʍop əpỊsdn Support the introduction of Blaze M crystals for Amarr! [img]http://img88 |

Ma Raia'l
Amarr PIE Inc.
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Posted - 2007.11.10 22:36:00 -
[116]
Edited by: Ma Raia''l on 10/11/2007 22:42:45 Edited by: Ma Raia''l on 10/11/2007 22:40:39 ALL CALCULATIONS AND FIGURES WERE WITH THE CORRECT DAMAGE MODS
When I went to correct it the first time I had changed the Deimos instead, but all the figures are still using the correct modules. It was a typo. You can't blame some one when they wrote that up at 5 in the morning. Similarly the 5 medium drones on the Vagabond were also a typo. It was calculated with the correct size of drones.
The numbers are correct, any discrepancy in fitting is purely due to typos
Now please, if any of you fellows above can suggest good fitting for ships I'll gladly redo my analysis. However, that would only go to HELP the zealots cause. If my suggested fittings are terrible, and your's are better, it would just makes the zealot look even more terrible.
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Jennifer Pale
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Posted - 2007.11.10 23:04:00 -
[117]
Edited by: Jennifer Pale on 10/11/2007 23:04:27 Nice thread.
Boost Zealot for aforementioned reasons ^^
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