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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 12:38:00 -
[1]
Originally by: NoNamium Use the Golem. It's handsdown THE best lvl 4 mission runner (and no, I haven't gotten a BPO or am selling them by the dozen)
Unfortunately it is not true. You can already tank level 4 missions in CNR with regular T2 tank and are doing 16% more damage (16% faster missions) and using 44% more ammo with CNR.
Golem does 2 things better than CNR. Tanking and Looting. Neither of them makes your mission running faster. If you want to use that tractor beam bonus you are better off getting golem just for looting tho and fitting it for the job (like 2x salvage rigs and stuff).
Note that I have not tested Golem yet in missions myself but my short rant is based on previous mission running experience in Ravens and in CNR. After my currently building Golem get's ready I just might give it try to see how mutch slower it actually is but anyone just telling you that golem is better for missions is lying. Well at least as long as he does not provide us with numbers to support his claims.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 12:43:00 -
[2]
Originally by: Hectaire Glade
Raw DPS vs practical DPS in missions, 50% explosion bonus will add significantly to the Golem's ability to drop smaller targets faster, which is what you will be facing the majority of. Practically, its the best missile boat for PVE now, CNR is a close second.
I agree that on paper dps does not equal to actual dps in mission. However, if you are shooting only small targets then there is some other even more effective solutions for that like Nighthawk. In Battleship class small targets are usually killed with drones (frigates) or in case of cruisers (if there is enough of them to actually shoot at them and there usually is) you can one volley them in CNR also (target painter, 5% hardwires, good skills) just with 25% better RoF.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 12:45:00 -
[3]
Originally by: Raekone
Originally by: Yakia TovilToba
Originally by: NoNamium and 4 Cruise Launchers doing a bit more damage than a standard Raven (DPS).
Hi, why do you think it does more DPS ? 6 launchers with 25% rof bonus should do exactly the same damage as 4 with 100% dmg bonus: 6/(1 - 0.25) = 4x2.
Your math is a bit lacking young skywalker. When converting ROF into DPS it works like this:
100 / 125 = 0.8
So that's 1-0.8 = 0.2 = 20% extra damage you do per launcher, and that is, with a regular raven with 6 launchers the equivalence of 7,2 launchers (6 + (6x20%)) = 7,2 effective launchers
And with a Golems 4 launchers with 100% extra damage that's 4x200% = 8 effective launchers. So you get more dps with a golem, strictly speaking.
Incorrect. To convert RoF to dps you divide by number less than one. Like 6/0.75 = 8 or 7/0.75 = 9.33 giving you correct 25% better RoF = 33 % dps bonus.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 13:17:00 -
[4]
Originally by: Raekone
You're all wrong. Look if you first shoot 4 missiles per minute right, and then up the ROF by 25% you shoot one extra missile per minute (5 total). 5 missiles is an increase in damage by 20% over 4 missiles.
You have 6 missile tubes with RoF of ooh say 12 seconds + 25 % rof bonus (12-.25*12=9 sec) You have 4 missile tubes with Damage bonus of 100%.
Lets say they do 100 damage per shot base. and Shoot for say 60 seconds. 6 tubes, 9 sec rof, 100 dmg/shot = (6 tubes x) 6.667 salvos @ 100 dmg = 4000 dmg 4 tubes, 12 sec rof, 200 dmg/shot = (4 tubes x) 5.0 salvos @ 200 dmg = 4000 dmg
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 15:00:00 -
[5]
Originally by: Jayne Tamm dps isnt really the issue when considering the golem for missions.
im assuming you're talkin about solo missions when i write this reply, but even if the golem does less dps than the cnr.....you are still gona complete + salvage/loot the mission a hell of a lot quicker in the marauder.
Looting and salvaging is like any other specialized activity - best done in specialized ship. Like using salvage rigs on your salvage ship. You can do it in other ways also (same as you can run some level 4's in AF), but there is also more effective way of doing it.
Altho I guess for casual missionrunner Golem is perhaps better solution indeed in same price range than CNR as it leaves more margin for errors (better tanking ability) than dps optimized CNR setups for more gank and less tank to run them as fast as possible, and casual runners usually don't care a lot about their mission running speed anyway preferring more relaxsed gameplay to better isk/h.
What gets me in rant mode is when I'm told 'Golem is better for missions than CNR running missions faster'. It can be true in case of competent Golem pilot vs incompetent CNR pilot, but is very very unlikely in case of two competent pilots with mission running tackiks suitable for their ships (meaning: using their firepower for maximum reasonable effect, like not doing unneccesary overkills against their targets and using all tools at their disposal, like drones for small targets).
Golem is very good ship, just not the best for missions. And what d20 summarized, altho I have not tested golem in cruiser ritch missions myself yet.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 12:02:00 -
[6]
Originally by: NoNamium
This is simply just incorrect. When you've tested the Golem, then get back to us with updated info. I've used CNR and Rattlesnake, and the amount of isk you can generate per hour (including LP) is wastly increased when tractoring and salvaging the 35km ships, DURING combat. Don't forget the huge cargohold the Golem has. I almost get it filled whenever I go on a mission, which means the mission-loot value just doubled. Probably more as you do not have to use as much ammo as a CNR. Which is another thing you save on during missions. Also your ship speed which is far better than the CNR helps getting from A to B during missions. You're tanked better because of the extra midslot.
DPS hasn't been a concern at all for me in any mission with the Golem, and the belief generally in this thread that DPS is the primary factor for speeding through missions is simply put: "FALSE".
Please, the CNR isn't even in the same league as the Golem.
- NoNamium
Testing it will take me few more days but I will. Meanwhile I'm free to rant on 'on paper' stats 
I guess it depends on your mission running tackiks if for you Golem is better than CNR or not. I'm running them for maximum isk/h. That means doing one every 15 - 30 minutes and no looting. I do not loot at all usually (I do loot only 'gone berzek', 'right hand of zassamazz', 'damsel in distress' and that one rogue drone mission with approx 10 drone battleships in tight cluster around you). By on paper stats Golem would be approx 15 % slower than CNR in missions. In my mission running tackiks I dont have free locking slots to tractor loot (I have 10 lock slots on my CNR with auto targeter + signal amp II) as I'm busy locking new targets so my missile tubes would not sit idle. I don't waste a lot fire also as I'm usually activating enough missile launchers per target to just exactly kill it so I have target going down every few seconds usually in small ship heavy missions.
I'm not really concerned about my tanking ability as regular T2 tank on CNR has been adequate for me. Granted I have good skills also in tanking section and I'm not aiming for sustainable tank but just to last long enough to do the mission without needing to warp out dedicating all slots I can spare for more damage (like target painter).
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 13:47:00 -
[7]
Originally by: sheis Only possible way a golem could surpass a CNR is if you can find a fitting with torps/rigs to give it a 55ish km range with at least 1 TP. If such a fitting exists im unaware but its not the topic of this discussion.
You can get it both on CNR and Golem (CNR a bit more than in Golem as it has one more rig slot), altho at least on CNR it takes Navy CPU and officer RCU to pull it off with 3x BCU's and target painter and reasonable tank. However when I was testing it in reality torpedoes are faster only in approx half of the level 4 missions than cruise and if you figure in timesink of doing exsessive refitting for approx half of missions you will break more or less even against faction cruise missiles in navy launchers.
There is approx 1 month old thread floating around somewhere with numerical test results from SiSi about ranges and number of volleys to kill different stuff with 3 missile speed rigs, 3x navy bcu, 5% missile speed hardwire and t2 launchers and javelin missiles + target painter.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 15:39:00 -
[8]
Originally by: sheis
You cant use torps on a CNR with missile velocity rigs and a TP while fitting a tank strong enough to not warp out on level 4's. Only thing that makes it possible in a golem. is that you only have to fit 4 launchers its faster cap recharge and its tank bonus's. Also when comparing fits you always assume the same quality. You dont compare navy launchers and ammo to standard t1 and ammo. Also setups using t2/faction ammo are also silly for any pro mission runner.
1) I can get T2 torpedo setup on CNR with 3x BCU's, target painter, 3x missile rigs and strong enough tank to do them without warpouts. (AWU 5, other support skills also lev 4 or 5, missile rigging skill level 4, faction CPU and officer cheap RCU ~150 mil, u can do it with AWU 4 if you go for the top officer RCU). If you downgrade heavy cap injector into medium one you dont even need that good skills to do it. 2) I did test that setup with new torpedoes and decided that while they are murdeously effective in 'sphere of death' of up to approx 60 km I'm not that hell bent on every % of effectivity to go for them as I'm too lazy to refit for those missions where 60 km is not quite cutting it, approx half of level 4 missions. 3) I'm using faction ammo every day to run missions and no, my LP is not 'free'. It is actually worth doing for me. I'm also using CNR with 4x faction BCU's and headful of 5% hardwires to make me more effective. This is also actually cost effective for me as I do care about payback time and not just pimping my ride for the pimp factor. 4) I might be considered pro missionrunner as thats my main source of income to fund my 'fun' activities. T2/Faction ammo is what pros use.
As far as 'golem does more damage than CNR' crowd goes I would be very interested on math behind that claim. Who knows perhaps I'm the one mistaken so enlighten me.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 22:03:00 -
[9]
Originally by: sheis 1.Show me a t2 torp setup with a CNR with 3 velocity rigs that can sustain a tank of 900dps. We will also totally forget about the probably dozen or so missions in that do more than 900dps. I know you cant so its not even worth trying. And did you really just say "cap injector" in the same paragraph talking about your mission fittings?[:roll:
2.Uhhh huh? Torps with 1 target painter and a 60km range will do 33% more dps than the OLD torps did. And old torps outshined cruise in almost every single mission barring like 1-2 so im going to have to call bull**** on that. Also 60km with torps isnt even possible even using javelins (which would be pointless instead of just normal cruise)
3.So in your previous point you say you dont care about min/maxing. But then claim to use faction ammo and "headful of 5%" so you can efficiently run missions? Sorry your previous mentions of setups pretty much establishes you have no concept of efficient isk/hr ratio with a ship. Faction ammo to run missions is just moronic if you understood what a "volley" is. Unless are half volleying ships with the dps increase of faction its just plain silly.
4. No you just run missions without really any idea how to do it effectively. Faction ammo and cap injectors ffs
1) Name those missions doing more than 900 dps. I can name 2 to get you started what can do it if you do something wrong, namely enemies abound 1 of 5 and worlds collide second stage. I'm really hard pressed to find more from the top of my head. Overall something in the ballpark of 600 dps tank is enough to get thru them without needing ot warp out. At least it has been adequate for me over the past year and some of doing level 4 missions.
Setup I used for the test is: Hi: 7x Siege launcher II 1x Auto Targeting System I Med: CN XL booster, 3x rat specific T2 hardeners, 1x PWNAGE painter 1x Heavy Electrochem Cap injector I (x800) Low: 3x CN BCU 1x Shadow serpentis CPU 1x Selyenne Modifed RCU Rigs: 3x Hydraulic Bay Thrusters I + T2 drones (5x med, 5x light)
I got around 55 km range with javelins with 4/4 in range support skills and BS 5. It should reach a bit above 60 (theoretical is ~70, but in the test actual range was approx 90% of theoretical).
Yep. Using cap injector. Don't need to last forever in missions, just long enough to get them done without needing to warp out. Works for me just fine. Gistii stuff is just not quite cost effective approach for me.
2. Javelins do a bit less. But yeah they do more than faction cruise. A lot more. Approx 20 % or so. I did use (faction)torps in missions until they got their range reduced - that was one of the main reasons of testing them in SiSi before patch to see if I could pull it off and if it would be effective. As far as cost effectivness goes. I did my math when I started using it. 15% more damage allowed me 'break even' with isk/h (after ammo cost) against regular T1 ammo, it was before faction ammo market crashed. If it's worth for someone depends on a lot of factors, most important of them mission running speed he starts from.
3. I do care about isk/h and 'min/max' there is just certain amount of trouble I'm willing to go for best results. For me refitting with cruise for those missions where torpedoes lack range to be effective is too mutch hassle. If I could be arsed to do that and would be reasonably fast doing it it would be actually worth it (not to mention T2 ammo is cheaper than faction ammo). It's up to personal preference. In those missions where targets are in range torps would be murdeously effective with their new RoF.
I do understand also what 'volley' is and how to distribute my firepower for maximum effect and still not let NPC get in enough rep cykles to negate advantage of faction ammo over T1/T2.
4. Regardless of your disbelief faction ammo and cap injectors actually do work, and work reasonably good for level 4 missions. Isk/h wise good.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.19 08:56:00 -
[10]
I managed to get time to do one mission in it (Rogue Drone harassment), Golem did statisfactory altho I was slightly dissapointed against small targets, but then again I have Maraduers level 1 only so that might be reason for that (not enough bonuses for target painter to give noticeable effect over CNR).
Setup I used was Hi: 4x CN Cruise launcher 1x Auto Targeter I 1x Small Tractor Beam 1x Drone Link Augmentor I Med: T2 XL Booster, 3x T2 hardener, 1x T2 Heavy Cap Injector, 2x PWNAGE painter Low: 4x CN BCU Rigs: 2x Warhead Rigor Catalyst I + 5x Medium T2 / 5x Light T2 drones
Pleasant surprise was hits of 1082 'base' damage hits on drone battleship hulls altho against big targets lower rof makes killing them slower than in CNR (not a lot but it's noticeable without going nuts with chronometer). Fittings are not hard and there is plenty of room to spare after fitting abovementioned gadgets.
Unfortunately I don't have time today to run proper test. Perhaps tomorrow or day after I can get proper numerical results to compare CNR effectivity in level 4 missions against Golem effectivity.
Overall impression of the ship is reasonably good. Compared to CNR it has already built in shield boost amp, auto targeter I and signal amp II (10 targets and shield boost bonus), altho it lacks faster locking speed part of signal amp II. I'm still sceptical tho if it can actually be faster than CNR in missions but we will see.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.19 13:17:00 -
[11]
Originally by: Sir Cyco
1)4 launchers w/ 2 times damage is equal to more than 7 launchers.After you take into account skills and ship abilities it almost evens out,hence my earlier statement.
4x 100 % damage bonus = 8 'effective' launchers [Golem] 7x 25% RoF bonus = 9.33 'effective' launchers [CNR]
Thats where that 'CNR has 16% more dps' claim comes. Same as 'CNR is using 44% more ammo' claim if you take into account 7 launchers with RoF bonus versus 4 launchers without RoF bonus.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.19 13:26:00 -
[12]
Originally by: Mjoelner1
Originally by: Arakidias I thought the main selling point of the Golem (aside from the looting/salvaging aspect) was that with enough skills, hardwires and faction gear you could 1 volley every destroyer, cruiser and battlecruiser. And tank at the same time.
Which would mean a huge boost to the "real" DPS.
Correct me if i'm wrong though.
This is correct. With lows full of DG Bcu's and using CN cruises, I currently do around 5300 dmg/volley, pain't them up a bit and you one volley most ships exept the elites ones below BS size.
//MJ
Actually you can do the same in CNR with good skills and painter for cruisers. Just with Better RoF. Granted, you cant one-volley battlecruisers in CNR, altho using 4 of your launcher slots for BC and doing 2 volleys (You have RoF slightly above 6 seconds usually so they don't get in repper cykle) gets you the same result. Your 3 'spare' launchers when you are doing that can instapop destroyers even without target painter.
I have not managed to properly test Golem so far tho. With that painter bonus and enough slots to mount 2 of them it just might be somewhat more effective against smaller targets than CNR, especially if you consider that it can mount Warhead Rigor (lowering missile signature radius) rigs instead of CCC ones with CPU to spare (if you do that in CNR you will need CPU module or faction tank to pull it off). We will see if being effective against small targets will translate into overall faster mission running speed tho.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.19 14:01:00 -
[13]
Originally by: Sir Cyco
Originally by: Carniflex 4x 100 % damage bonus = 8 'effective' launchers [Golem] 7x 25% RoF bonus = 9.33 'effective' launchers [CNR]
Thats where that 'CNR has 16% more dps' claim comes. Same as 'CNR is using 44% more ammo' claim if you take into account 7 launchers with RoF bonus versus 4 launchers without RoF bonus.
I am trying to figure this out and welcome your opinion.I only see an improvement of 1.75 or 8.75 "eff" launchers which works out to 9%.While that is an improvement ,I feel that Shield ,Armor and Hull resists arent equal and if you overwhelm the Shields in the "Alpha Strike" you crush your enemy much quicker.
NPC cheat. They have equal resists (usually) at shields and armor, just higger hp amount in either shields or armor and different repair propabilities.
9.33 'effective' launchers comes from 7 / (1-0.25) = 7/0.75 = 9.33 as RoF bonus is not equal to damage bonus. You would get 8.75 'effective' launchers if CNR would have 5% per level damage bonus for cruise missiles (in that case you would multiply your number of launchers with damage bonus to them to get 'effective' number of launchers). 25% RoF bonus is equal to 33% damage bonus. Difference is 16% between 8 and 9.33 (9.33/8 = 1.16625).
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.20 06:13:00 -
[14]
Originally by: Sir Cyco
I'm sorry, I see it differently.When you consider than the Golem has less need for Tank mods,you can upgrade the DPS.
...
I guess my final word on this is that it depends on your personal play style and preferences as to which ship is better.
Defenders are propability based per missile launched (confirmed by dev in one of the first threads ranting about defenders) so they are not an issue for Golem, at least not more than for CNR. However, mid slots are not very effective in increasing your dps with missiles (altho painters are rather good against small targets). Problem with running around mission stage chasing rats with afterburner is that you need to use acceleration gate usually at the end of stage. Works in some missions ofc if thats your mission running tackiks, but it's not the most effective way of doing it on average.
Difference between my Golem and CNR fits is that my Golem would have 1 more painter (total 2 of them) and 2 rigs to make missiles kill small stuff better (both having 4x CN BCU and same hardwires in my head). When I will get time to test it properly then I'm hoping to see if that ability to kill small stuff with missiles better gives actual increase in mission running speed over CNR (or breaks even with it even) as usually majority of NPC hp you need to kill is in the hulls of battleships (with some exceptions).
Have to agree tho with that 'up to personal preference'. People are using Nighthawks also bcos they fit their mission running style better than Ravens, even if Ravens can be faster in majority of missions.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.20 18:13:00 -
[15]
Originally by: sheis
Everything else you have posted is pointless. Your setup sucks. Relies on cap injectors and t2 ammo...for mission running. And still wont be able to do some level 4's without warping out. Hence it sucks
Try it out sometime. It does actually work and work good. Being able to suck out some numbers from EFT or call names does not make you expert. When you have enough experience actually flying the ship in those actual missions then we perhaps have something more to discuss.
As far as general CNR vs Golem in level 4 mission debate goes then I managed at last to run few missions to get some actual numbers. Somewhat less than I would have liked but with all that X-mas stuff going around I'm somewhat pressed for EVE time.
Test
Golem does a bit better than I expected so I think they will be more or less on equal footing in level 4 missions with Golem being faster in missions with more smaller targets and CNR in missions with more bigger targets.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.21 06:30:00 -
[16]
Originally by: sheis
Originally by: Carniflex
Try it out sometime. It does actually work and work good. Being able to suck out some numbers from EFT or call names does not make you expert. When you have enough experience actually flying the ship in those actual missions then we perhaps have something more to discuss.
I dont have to try every crap fitting someone spews out. I said show me a CNR torp fit that can tank level 4's without warping out. You gave a fit i then showed you WHY IT CANT TANK LEVEL 4's. You provided a fit that even when using a large cap injector can tank a measly 590dps FOR 4 MINUTES. And thats totally ignoring running out of cap boosters. You also rely on t2 javelines and that torp setup out dps's a cruise setup by about 150ish dps with torps doing MAX damage. So when compared to a cruise setup and the smaller targets probably around 70dps or so actual damage difference. Dont make claims when you cant provide the proof.
BTW both those setups you "tested" are also horrible. an auto target in a high with a golem?! cap injector for a cruise raven with a sensor mod in a low? Really learn how to fit a ship
That setup did work for me. I did not have to warp out from any of the missions I tried. Granted Enemies abound 5 of 5 nor angels vaganza bonus stage were among those I tested.
My speed of 30 - 40 minutes for vaganzas, worlds collide (killing stuff in 3 stages) and other 'long' missions of 30 to 40 minutes is quite reasonable I think. For a setup that 'does not work lol'.
So you are either flaming for the sake of flaming or one of those armchair generals sucking out numbers from fitting program and throwing them around like it's actual experience with the ship.
As far as proof goes, it's in one of the older threads by me. With numbers added and setups and skills posted so anybody who can be arsed can control them. Can't be arsed to hunt it down atm tho. Just stating that something does not work bcos 'cap charges and t2 ammo, lol' is not proof, it's opinion as long as you don't give us numbers why it's not working. Post better setup without farting 'estamel all' stuff and who knows, perhaps it's indeed better than mine and I'm willing to dabat if it increases my effectivity. Good point to start with would be to use a bit more realistical numbres for needed tank and take into account hp buffer. I don't know what is numbres for needed tank in level 4 missions. I just know that my setup works for them so that I do not have to warp out. It's sure is lower than 900 you at first throwed out and also lower that 600 dps from warp in to last rat, altho peaks can be above 600 I think until you kill off enough targets for damage to drop.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.22 16:32:00 -
[17]
Originally by: Barbicane
Originally by: Carniflex
1) I can get T2 torpedo setup on CNR with 3x BCU's, target painter, 3x missile rigs and strong enough tank to do them without warpouts. (AWU 5, other support skills also lev 4 or 5, missile rigging skill level 4, faction CPU and officer cheap RCU ~150 mil, u can do it with AWU 4 if you go for the top officer RCU). If you downgrade heavy cap injector into medium one you dont even need that good skills to do it.
Oh, Oh, please show me that setup! I do have a hard time believing you, seeing the launchers alone will take 550 CPU. You are bound to end up with a really crappy tank and your cargo hold full of cap charges instead of torps.
For the rest of you, could we please hold the debate until people have had a chance to test the darn things? It's rather meaningless to draw all these conclusions just from trying things in the EFT simulator. I can say with 100% certainty that no one has the Marauder skill at level 5 yet.
Originally by: Carniflex
Setup I used for the test is: Hi: 7x Siege launcher II 1x Auto Targeting System I Med: CN XL booster, 3x rat specific T2 hardeners, 1x PWNAGE painter 1x Heavy Electrochem Cap injector I (x800) Low: 3x CN BCU 1x Shadow serpentis CPU 1x Selyenne Modifed RCU Rigs: 3x Hydraulic Bay Thrusters I + T2 drones (5x med, 5x light)
I got around 55 km range with javelins with 4/4 in range support skills and BS 5. It should reach a bit above 60 (theoretical is ~70, but in the test actual range was approx 90% of theoretical).
Link to initial Golem test is in page 2 or 3 in this thread (and few people have done it before Trinity patch in SiSi also, but I don't have links at hand for those threads). Granted, that 'test' is rather initial over just few missions against Guristas, but it gives rather rough estimate how CNR and Golem will compare in actual missions.
Have to agree also that just spinning EFT numbers like facts is not very productive effort. They do give some rough estimate however what to excpect.
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