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Mjoelner1
Draco Industries Ltd
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Posted - 2007.12.19 12:39:00 -
[61]
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 |

Sir Cyco
Caldari The Arcanum
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Posted - 2007.12.19 12:43:00 -
[62]
Originally by: sheis 1) no it doesnt hahah 2) CNR has the ability to perm tank any level 4 already making additional tank pointless 3)Wrong it doesn't have enough high slots to salvage fast enough to keep up with the rate at which you will kill stuff. It also doesn't have the cargo capacity to to hold a level 4. Some level 4's will now provide 5-7m3 in loot if not more. 4)You are awful at this and shouldnt respond again.[/quote
Your words are as hollow as your head.Please go get an adult to explain the big words to you.How do you type with your hands over your eyes, because that must be why you cant see the facts laid out in front of you. 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.Repeating "No it doesnt" ,"Nuh-uh" and "Nanny Nanny Boo Boo" arent informed arguements. 2)As it has been stated with the higher natural resists you can devote more slots to gank-ability and less to tank-ability. 3)As I said before the Golem clearly DOES have the slots to salvage as you go.The Golems cargo bay is nearly twice the CNR and it needs 1/2 the ammo which equates to plenty of room for loot.BTW which missions are you running that only have 5-7 cubic meters of loot( m3 = meters cubed)the lvl 4 missions I solo have closer to a km3(thats 1000 cubic meters)which the Golem can handle. 4)You didnt make it clear what it is I am "awful at".I have to assume its being a spiteful Flaming Troll(to which point you are correct, I am awful at that),please open your little mind and shut your big mouth.Dont attempt to tell me what to do ,little girl.
Now with all that being said and done, I am glad you love your CNR(if you even have one),but the Raven Navy Issue isnt the be all,end all of ships and I am not claiming the Golem is either.As far as Caldari Battleships go look at the Raven State Issue(formerly the Corvinus).I commend your loyalty to the CNR but you dont need to speak down to people to make your point(as I have just done w/ you{hows it feel}).
To everyone else I appologize for the harsh rant.This thread has gone off topic and I am sorry if I helped encourage it.
I will burn that bridge when I come to it!!!
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.19 13:17:00 -
[63]
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 -
[64]
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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Yakkha
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Posted - 2007.12.19 13:29:00 -
[65]
Edited by: Yakkha on 19/12/2007 13:32:12
Originally by: Captain Schmungles To the OP:
Given the number of varied responses to the golem's dps, I'd venture that no one actually knows what its dps is or if they do, they have no clue how to express it mathematically.
That said, I've seen npc battleships launch as many as 3 defenders per volley. I'm no math major, but I look at it this way:
If I fire one volley of 4 missiles and three get shot down then only one of my missiles hits the target. Given the 100% damage bonus that's effectively like two missiles hitting. However, if I fire 7 from a CNR and 3 get shot down then 4 still hit the target. 4 is greater than 1, it is also greater than 2. Even with the Golem's bonuses 1 missile from a Golem does not equal 4 missiles from a t1 ship. Therefore, a CNR will fair better against a defender-spamming bs as it fires more missiles and won't suffer as much if the bs shoots down three.
You can also think of it this way:
If you fire 4 missiles and three get shot down each volley, then you've taken a 75% reduction to your damage output. If you fire 7 missiles per volley and three get shot down each volley, then you've only taken a 42.8% reduction to your damage output. Even if we agree that one Golem missile is equal to two "normal" missiles, that doesn't even things out.
Let's say you ran missions in a state-issue raven (8 missile hardpoints). Theoretically you could match a Golem's damage output since you can fire 8 missiles to the Golem's four "super missiles." However, even when the bs spams 3 defenders per volley 5 missiles from your state-issue raven will hit to the 1 "super missile." 5 > 1, advantage state-issue raven.
Oh, and I failed to mention that a Golem gets a measly 14 point sensor strength (equal to a caracal). That's really bad. You will get jammed a lot since every npc cruiser and battleship can jam you. I, for one, hate battleships especially since all of the missile boats (I think) are terrible. Fly a Nighthawk 
That's a lot of words based on 2 wrong assumptions. 1) NPC defender has fixed chance, not fixed in numbers. 2) NPC jamming has a fixed chance, ignores your sensor strength.
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Sir Cyco
Caldari The Arcanum
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Posted - 2007.12.19 13:29:00 -
[66]
Edited by: Sir Cyco on 19/12/2007 13:35:23
Originally by: Carniflex4x 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. I will burn that bridge when I come to it!!! |

Sir Cyco
Caldari The Arcanum
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Posted - 2007.12.19 13:38:00 -
[67]
Edited by: Sir Cyco on 19/12/2007 13:39:12
Originally by: Captain Schmungles To the OP:
Given the number of varied responses to the golem's dps, I'd venture that no one actually knows what its dps is or if they do, they have no clue how to express it mathematically.
That said, I've seen npc battleships launch as many as 3 defenders per volley. I'm no math major, but I look at it this way:
If I fire one volley of 4 missiles and three get shot down then only one of my missiles hits the target. Given the 100% damage bonus that's effectively like two missiles hitting. However, if I fire 7 from a CNR and 3 get shot down then 4 still hit the target. 4 is greater than 1, it is also greater than 2. Even with the Golem's bonuses 1 missile from a Golem does not equal 4 missiles from a t1 ship. Therefore, a CNR will fair better against a defender-spamming bs as it fires more missiles and won't suffer as much if the bs shoots down three.
You can also think of it this way:
If you fire 4 missiles and three get shot down each volley, then you've taken a 75% reduction to your damage output. If you fire 7 missiles per volley and three get shot down each volley, then you've only taken a 42.8% reduction to your damage output. Even if we agree that one Golem missile is equal to two "normal" missiles, that doesn't even things out.
Let's say you ran missions in a state-issue raven (8 missile hardpoints). Theoretically you could match a Golem's damage output since you can fire 8 missiles to the Golem's four "super missiles." However, even when the bs spams 3 defenders per volley 5 missiles from your state-issue raven will hit to the 1 "super missile." 5 > 1, advantage state-issue raven.
Oh, and I failed to mention that a Golem gets a measly 14 point sensor strength (equal to a caracal). That's really bad. You will get jammed a lot since every npc cruiser and battleship can jam you. I, for one, hate battleships especially since all of the missile boats (I think) are terrible. Fly a Nighthawk 
While I dont agree w/ everything you have stated I do agree w/ the last statement "Fly a Nighthawk"....lol. I will burn that bridge when I come to it!!! |

Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.19 14:01:00 -
[68]
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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Sir Cyco
Caldari The Arcanum
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Posted - 2007.12.19 15:30:00 -
[69]
Originally by: Carniflex
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).
I'm sorry, I see it differently.If we apply the Battleship level 5 bonus (25% Rate of Fire) to 7 launchers we get 7(.25) or 1.75.In other words 1.75 more missiles flying down range at the target in the same amount of time as a ship w/o that bonus.That is how I derived the 8.75 "Effective Launchers" for the Raven Navy Issue (a.k.a. CNR).The Golem doesnt have this Bonus but gets 100% damage bonus for 4 launchers, which I equate to 8 "Effective Launchers".The difference between 8.75 and 8 is approx 9%.That means if that these "Effective Launchers" were doing equal damage per launcher the difference in damage per salvo is 9%.When you consider than the Golem has less need for Tank mods,you can upgrade the DPS.One of the shortcomings of this thread is that people are assuming that these ships are going to be fitted the same(aside from the high slots). Let us not forget the OP's question about defender spamming BS's.Once you are in 12-15 km defenders are rendered useless.So a Golem w/ an afterburner can negate the effect of defenders,whereas a CNR needs that mid slot for its tank.Dont forget a Golem gets an "extra" mid slot.
I guess my final word on this is that it depends on your personal play style and preferences as to which ship is better. I will burn that bridge when I come to it!!! |

Birkinz
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Posted - 2007.12.19 16:02:00 -
[70]
Quote: I guess my final word on this is that it depends on your personal play style and preferences as to which ship is better
I agree with this statement. However, I do think you are calculating RoF bonus wrongly. An actual example demonstrates it better than reasoning.
If RoF is 10 and damage is 100 then DPS = 100/10 = 10 with a 25% bonus to RoF it becomes 100/7.5 = 13.33 now 13.33 / 10 = 1.33 i.e a 33% increase in damage.
So Carniflex is right to say that to work out the effective launchers on a CNR the sum is 7 x 1.33 = 9.31 for me.
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Diablique
The Arrow Project
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Posted - 2007.12.19 20:25:00 -
[71]
I'm runign t2 Seiges with rage torps. (cheaper than t1 torps amazingly enough)
100mn Afterburner Gistii large shild booster and Target paintner.
3 power diags to keep it running, 1 Ballistic control.
Rigs are missle speed, one missle flight time.
I get 39km on my torps... Tractors range is 40km....
I just cruise thru and 1 volley everythign but the battleships... loot amd keep pushing thru. 3-4 volleys the hardest of BS's.
Marauders lvl 3 atm.. lvl 4 in just 4 days...
Pure joy
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.20 06:13:00 -
[72]
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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sheis
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Posted - 2007.12.20 14:22:00 -
[73]
Originally by: Carniflex Lots of pointless stuff
1. setup is horrible even with a cap booster wont be able to do some level 4's without warping out. Since you said you can field a tank that can do all level 4's without warping that example fails.
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
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sheis
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Posted - 2007.12.20 14:30:00 -
[74]
Originally by: Sir Cyco
Originally by: sheis 1) no it doesnt hahah 2) CNR has the ability to perm tank any level 4 already making additional tank pointless 3)Wrong it doesn't have enough high slots to salvage fast enough to keep up with the rate at which you will kill stuff. It also doesn't have the cargo capacity to to hold a level 4. Some level 4's will now provide 5-7m3 in loot if not more. 4)You are awful at this and shouldnt respond again.[/quote
Your words are as hollow as your head.Please go get an adult to explain the big words to you.How do you type with your hands over your eyes, because that must be why you cant see the facts laid out in front of you. 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.Repeating "No it doesnt" ,"Nuh-uh" and "Nanny Nanny Boo Boo" arent informed arguements. 2)As it has been stated with the higher natural resists you can devote more slots to gank-ability and less to tank-ability. 3)As I said before the Golem clearly DOES have the slots to salvage as you go.The Golems cargo bay is nearly twice the CNR and it needs 1/2 the ammo which equates to plenty of room for loot.BTW which missions are you running that only have 5-7 cubic meters of loot( m3 = meters cubed)the lvl 4 missions I solo have closer to a km3(thats 1000 cubic meters)which the Golem can handle. 4)You didnt make it clear what it is I am "awful at".I have to assume its being a spiteful Flaming Troll(to which point you are correct, I am awful at that),please open your little mind and shut your big mouth.Dont attempt to tell me what to do ,little girl.
Now with all that being said and done, I am glad you love your CNR(if you even have one),but the Raven Navy Issue isnt the be all,end all of ships and I am not claiming the Golem is either.As far as Caldari Battleships go look at the Raven State Issue(formerly the Corvinus).I commend your loyalty to the CNR but you dont need to speak down to people to make your point(as I have just done w/ you{hows it feel}).
To everyone else I appologize for the harsh rant.This thread has gone off topic and I am sorry if I helped encourage it.
1. I cant tell if you are joking are in fact really this stupid. hint hint 25% rof bonus on a CNR does more than 4 launchers with 100% damage bonus. In conclusion you are a moron. STRIKE ONE!
2.Oh really and what exactly is this mid slot mod that boosts damage for missiles? Ill give you a hint it doesnt exist. BUT a golem does in fact have one less low slot which ARE used for missile dps. STRIKE TWO!
3.Oh dear you are trying to sound snooty and smart even while being half ********. 3 slots is NOT ENOUGH TO SALVAGE/LOOT TO KEEP PACE WITH THE RATE AT WHICH YOU KILL RATS. Now read the capitalized statement let it sink it.... And 1000m3 wasnt enough to loot/salvage a good many level 4's before trinity. AFTER trinity you need 5-6km3 for some. Ya know how some mod size was increased by a factor of 10-20 times right...You do run missions right? STRIKE THREE!
PS. You are awful at attempting to refute what im saying. Since your entire argument is based on stupid assumptions that anyone who has the vaguest knowledge of the subject can see....please please dont post again
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sheis
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Posted - 2007.12.20 14:34:00 -
[75]
Originally by: Sir Cyco Edited by: Sir Cyco on 19/12/2007 16:02:32
Originally by: Carniflex
NPC cheat. They have equal resists (usually) at shields and armor, just higher hp amount in either shields or armor and different repair probabilities.
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).
I'm sorry, I see it differently.When you consider than the Golem has less need for Tank mods,you can upgrade the DPS.One of the shortcomings of this thread is that people are assuming that these ships are going to be fitted the same(aside from the high slots). Let us not forget the OP's question about defender spamming BS's.Once you are in 12-15 km defenders are rendered useless.So a Golem w/ an afterburner can negate the effect of defenders,whereas a CNR needs that mid slot for its tank.Dont forget a Golem gets an "extra" mid slot.
I guess my final word on this is that it depends on your personal play style and preferences as to which ship is better.
Look at how stupid you are. Yes people are assuming that someone knows how to fit a ship in the most effective manner possible for the task of running missions. Yes you can choose to fit your ship in a less efficient way and suck. But you still suck at that given task. Stop talking about subjects you dont understand.
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Xauxau
Caldari
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Posted - 2007.12.20 16:05:00 -
[76]
Originally by: sheis
1. I cant tell if you are joking are in fact really this stupid. hint hint 25% rof bonus on a CNR does more than 4 launchers with 100% damage bonus. In conclusion you are a moron. STRIKE ONE!
2.Oh really and what exactly is this mid slot mod that boosts damage for missiles? Ill give you a hint it doesnt exist. BUT a golem does in fact have one less low slot which ARE used for missile dps. STRIKE TWO!
You know, I don't have a Golem, and probably never will. I always find some way of burning lots of ISK quickly when I get to around the 300Million mark.
But even I've figured out that with siege launchers a mid-slot target painter provides a larger boost to overall DPS in most L4s than a 3rd low-slot BCU, let alone a 4th. It seems to me calling the trade of a BCU or a PDS for a target painter is a no-brainer as an improvement, especially with the Golem's target painter bonus.
Honestly, though, I can't get over how much HATE the CNR lovers seem to have for people flying Golems. What's UP with that?
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Yuleth Gix
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Posted - 2007.12.20 16:12:00 -
[77]
How does the cruise golem dps stack up vs the dominix with rails & sentry's?
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Gethinlane
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Posted - 2007.12.20 16:38:00 -
[78]
As far as i see it there might be ONE thing that means the Golem could be a faster mission runner:
It's Higher Alpha Strike.
So in some cases the Golem might be able to kill targets in one less volley compared to the CNR.
This in turn would negate the extra ROF gained by the CNR.
Lets say (for easy sake) that a cruise missile does 100 damage, and fires a missile every 10 seconds. And that the target has a total of 3200 effective hitpoints.
The CNR would cause 700 damage per volley, but at 1.25x the rate of normal launchers (ever 8 seconds). So it would require 5 volleys totalling a time of 32 seconds - (you don't count the time for the first volley - volley:8s:volley:8s:volley:8s:volley:8s:volley)
The golem would cause 800 damage per volley, every 10 seconds. It would therefore require only 4 volleys totalling a time of 30 seconds.
As you can see, it MIGHT be a little bit faster under certain circumstances.
Although, since these circumstances would be rare, the CNR would be faster for everything else.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.20 18:13:00 -
[79]
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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Syaoran Fein
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Posted - 2007.12.20 19:01:00 -
[80]
Originally by: Sir Cyco
...
3)As I said before the Golem clearly DOES have the slots to salvage as you go.The Golems cargo bay is nearly twice the CNR and it needs 1/2 the ammo which equates to plenty of room for loot.BTW which missions are you running that only have 5-7 cubic meters of loot( m3 = meters cubed)the lvl 4 missions I solo have closer to a km3(thats 1000 cubic meters)which the Golem can handle.
...
LOL. 1 km3 = 1,000,000,000 m3 You're way off.
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Xauxau
Caldari
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Posted - 2007.12.20 19:58:00 -
[81]
Originally by: Yakia TovilToba
People spend a lowslot to fit a fourth bcu which gives only a few extra % dps. Or they spend hundred of millions or even billions for faction/officer bcus and launchers, to get that last % of dps out of their ships. So how can someon possibly say 16% don't matter ?
Maybe because they grasp the full implications of the Trinity torpedo changes coupled with the Golem's target painter bonus? Its not that the theoretical 16% "doesn't matter", it's that you get a lot of it back, even if you already used a target painter.
You're ammo bill is also slashed 57% over the CNR, which is a noticeable savings when using faction ammo.
You get extra cargo space and three extra utility hi slots, letting you salvage and loot the sweet named mods where 60-90% of most missions' loot value resides without reducing run time or making a return trip in a hauler.
On top of all that the Golem looks much, much cheaper to fit than a CNR.
The CNR may run the missions faster owing to higher raw damage output (but probably >>16% faster). The Golem runner still might make more ISK/hour. Might not, for all I know. But its not like the 16% DPS difference generated by EFT is the final say on the matter. Its just one factor among many.
If "16% more damage" settled every argument, nothing but faction ammo would ever get used.
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sheis
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Posted - 2007.12.20 20:47:00 -
[82]
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
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sheis
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Posted - 2007.12.20 20:50:00 -
[83]
Originally by: Xauxau
Originally by: Yakia TovilToba
People spend a lowslot to fit a fourth bcu which gives only a few extra % dps. Or they spend hundred of millions or even billions for faction/officer bcus and launchers, to get that last % of dps out of their ships. So how can someon possibly say 16% don't matter ?
Maybe because they grasp the full implications of the Trinity torpedo changes coupled with the Golem's target painter bonus? Its not that the theoretical 16% "doesn't matter", it's that you get a lot of it back, even if you already used a target painter.
You're ammo bill is also slashed 57% over the CNR, which is a noticeable savings when using faction ammo.
You get extra cargo space and three extra utility hi slots, letting you salvage and loot the sweet named mods where 60-90% of most missions' loot value resides without reducing run time or making a return trip in a hauler.
On top of all that the Golem looks much, much cheaper to fit than a CNR.
The CNR may run the missions faster owing to higher raw damage output (but probably >>16% faster). The Golem runner still might make more ISK/hour. Might not, for all I know. But its not like the 16% DPS difference generated by EFT is the final say on the matter. Its just one factor among many.
If "16% more damage" settled every argument, nothing but faction ammo would ever get used.
The argument is a CNR which costs alot less will complete missions at a faster rate. The benefits a golem brings "stronger tank/ability to salvage" arent strong enough to outweigh that 16% dps. Missions are a grind that 16% dps makes a sizable difference. If a golem could salvage and loot a level 4 at the pace you kill rats then yes it would be worthwhile to use. But it cant so it isnt.
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sheis
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Posted - 2007.12.20 20:53:00 -
[84]
Originally by: Xauxau
Originally by: sheis
1. I cant tell if you are joking are in fact really this stupid. hint hint 25% rof bonus on a CNR does more than 4 launchers with 100% damage bonus. In conclusion you are a moron. STRIKE ONE!
2.Oh really and what exactly is this mid slot mod that boosts damage for missiles? Ill give you a hint it doesnt exist. BUT a golem does in fact have one less low slot which ARE used for missile dps. STRIKE TWO!
You know, I don't have a Golem, and probably never will. I always find some way of burning lots of ISK quickly when I get to around the 300Million mark.
But even I've figured out that with siege launchers a mid-slot target painter provides a larger boost to overall DPS in most L4s than a 3rd low-slot BCU, let alone a 4th. It seems to me calling the trade of a BCU or a PDS for a target painter is a no-brainer as an improvement, especially with the Golem's target painter bonus.
Honestly, though, I can't get over how much HATE the CNR lovers seem to have for people flying Golems. What's UP with that?
Think your missing the point. You dont use lows for damage mods. You can still use a target painter in a mid with a CNR if you desired while still doing 16% more raw dps. Unless you are saying one should use two painters in mids? You dont "sacrafice" a BCU for a target painter with a CNR setup. Unless you are talking about a cap recharger in a mid instead of a cap mod in a low.
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Xauxau
Caldari
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Posted - 2007.12.20 21:45:00 -
[85]
Originally by: sheis You can still use a target painter in a mid with a CNR if you desired while still doing 16% more raw dps.
If you are using torps and a single target painter, at Marauder Skill IV you'll get almost half of that 16% back with the Golem. At that point, The CNR's raw DPS advantage starts to look a little underwhelming.
/shrug
I'm several weeks away from Advanced Weapon Upgrades V, anyway. And am still not sold on the Golem over the CNR. I just don't think the case is all that clear cut.
Which is sort of what I love about this game. If the definition of good game design is to "provide the player with interesting choices," Eve is one of the all-time best.
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Jai Haasumoto
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Posted - 2007.12.20 22:02:00 -
[86]
uhh....you all run l4's missions in a billion isk ship? what a waste. I run 4's with a nighthawk, works great and only cost a small chunk of your CNR or Gole
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.21 06:30:00 -
[87]
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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goodby4u
Logistic Technologies Incorporated
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Posted - 2007.12.21 06:49:00 -
[88]
Originally by: Thebriwan Chance based would be fine - but still 4 launchers against the 7 of my cnr. I am still not completely convinced. But it seems to me that I have to try it out by myself.
The cnr produces more dps,i would just stick with that.
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Polly Prissypantz
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Posted - 2007.12.21 07:14:00 -
[89]
Originally by: Xauxau
Originally by: Yakia TovilToba
People spend a lowslot to fit a fourth bcu which gives only a few extra % dps. Or they spend hundred of millions or even billions for faction/officer bcus and launchers, to get that last % of dps out of their ships. So how can someon possibly say 16% don't matter ?
Maybe because they grasp the full implications of the Trinity torpedo changes coupled with the Golem's target painter bonus? Its not that the theoretical 16% "doesn't matter", it's that you get a lot of it back, even if you already used a target painter.
You're ammo bill is also slashed 57% over the CNR, which is a noticeable savings when using faction ammo.
You get extra cargo space and three extra utility hi slots, letting you salvage and loot the sweet named mods where 60-90% of most missions' loot value resides without reducing run time or making a return trip in a hauler.
On top of all that the Golem looks much, much cheaper to fit than a CNR.
The CNR may run the missions faster owing to higher raw damage output (but probably >>16% faster). The Golem runner still might make more ISK/hour. Might not, for all I know. But its not like the 16% DPS difference generated by EFT is the final say on the matter. Its just one factor among many.
If "16% more damage" settled every argument, nothing but faction ammo would ever get used.
Amen.
I've been running missions for a long time in a faction fitted CNR and either (A) not looting/salvaging or (B) using a second account to loot/salvage. Thanks to the Golem I now just run missions without the 2nd account and loot/salvage a fair chunk of the loot while I'm still killing off targets.
Yes, the Golem does have slightly less DPS than the CNR. But, if you were using CNR with faction ammo you've just inhereted a fairly substantial saving on ammo costs. If, like me, you were only using T1 ammo in the CNR, you can switch to using faction ammo in a Golem to end up with better DPS and only a slight increase in ammo costs.
Remember... It's not about the DPS... It's about the ISK per hour.
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NoNamium
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Posted - 2007.12.21 07:32:00 -
[90]
Originally by: Gethinlane As far as i see it there might be ONE thing that means the Golem could be a faster mission runner:
It's Higher Alpha Strike.
So in some cases the Golem might be able to kill targets in one less volley compared to the CNR.
This in turn would negate the extra ROF gained by the CNR.
Lets say (for easy sake) that a cruise missile does 100 damage, and fires a missile every 10 seconds. And that the target has a total of 3200 effective hitpoints.
The CNR would cause 700 damage per volley, but at 1.25x the rate of normal launchers (ever 8 seconds). So it would require 5 volleys totalling a time of 32 seconds - (you don't count the time for the first volley - volley:8s:volley:8s:volley:8s:volley:8s:volley)
The golem would cause 800 damage per volley, every 10 seconds. It would therefore require only 4 volleys totalling a time of 30 seconds.
As you can see, it MIGHT be a little bit faster under certain circumstances.
Although, since these circumstances would be rare, the CNR would be faster for everything else.
The pro-CNR people generally seem to assume that speed equals more isk/hour. This is a false assumption. Even IF you could mission-run at 16% greater speed than the Golem which for several reasons isn't possible, some mentioned here and some I'll expand on if necessary, then you wouldn't get the same amount of loot nor any salvage.
A mission gives you the following rewards:
Reward. Bonus. Bounty. Loot. Salvage.
I don't have the exact numbers here but let me give an example, which should be somewhat realistic:
Mission - Guristas Extravaganza (Motzu - New Citadel region)
Done in a Golem
Reward - 1.5M Bonus - 1.5 Bounty - 10-12M (This may be a bit off, but not by much) Loot - 3-4M Salvage - 5-7M
Done in CNR
Reward - 1.5M Bonus - 1.5 Bounty - 10-12M (This may be a bit off, but not by much)
Lets be pessimistic and say it takes 25% longer for the the Golem to finish, and lets even throw more in favor of the CNR that some ships die near it and it gets a full 1M worth of loot, and lets make it worse for the Golem. The mission gives 12M in bounty and lowest scores on loot and salvage for the Golem.
Total Reward:
Golem: 1.5M + 1.5M + 12M + 3M + 5M = 23M CNR: 1.5M + 1.5M + 12M = 15M
but the Golem spent 5/4 of the time getting that amount of isk which means we need to divide by that number to get the same time frame:
Golem isk/time: 23M / (1.25) = 18.4M CNR isk/time: 15M
now the CNR should also accumulate more LP over time, but these are hard to add to the equation unless we give them some isk/LP value. If anyone would like LP to the equation, be my guest.
Now I used very pessimistic numbers for the Golem and it still comes out on top. This talk about DPS and tanking is really deluding you from the real issue: ISK/HOUR-rate.
Hope this shed some more light on the issue.
- NoNamium
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