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Thebriwan
LUX Uls Xystus
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Posted - 2007.12.16 22:03:00 -
[1]
Hello!
Has anybody tried a golem in a mission against defender spamming bs?
I'm just wondering how those little bas*** tend to lower the dps in reality.
Thebriwan
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Kailiani
Requiem Security Services
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Posted - 2007.12.17 03:02:00 -
[2]
I hear its chance based per missile so their would be less defenders fired from npcs.
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Thebriwan
LUX Uls Xystus
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Posted - 2007.12.17 09:59:00 -
[3]
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.
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Imaos
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Posted - 2007.12.17 10:43:00 -
[4]
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.
Let's say it is about 25% chance for the enemy to fire a defender when you launch a missile: You loose every 4th missile average.
CNR fires 4 volleys (28 missiles) 7 never reaches their target. Golem fires 4 volleys (16 missiles) 4 (double damage) die on the way.
In average you loose every 4th volley to defenders on each ship (@25%) or every third if it is really 33% like some claim.
So compare the ships as if there were no defenders in PVE as the damage reduction is the same.
Imaos ------------------------------------------
Originally by: NoNah
My friend, this is EVE, as it's a space oriented game, they couldn't have trolls. We have Caldari.
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NoNamium
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Posted - 2007.12.17 12:08:00 -
[5]
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)
40km tractorbeam, 2x salvage and 4 Cruise Launchers doing a bit more damage than a standard Raven (DPS). Resists are off the charts versus Guristas.
Never been so comfortable doing lvl 4s... and I've used Raven, Drake, Nighthawk, Rattlesnake, and Raven Navy Issue.
Also, I didn't run into any fitting issues, everything fits perfectly.
- NoNamium (Golem4tw) 
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Yakia TovilToba
Halliburton Inc.
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Posted - 2007.12.17 12:22:00 -
[6]
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.
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Hectaire Glade
Forum Jockey
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Posted - 2007.12.17 12:30:00 -
[7]
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.
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.
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Raekone
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Posted - 2007.12.17 12:36:00 -
[8]
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.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 12:38:00 -
[9]
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 -
[10]
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 -
[11]
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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Yakia TovilToba
Halliburton Inc.
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Posted - 2007.12.17 12:48:00 -
[12]
Edited by: Yakia TovilToba on 17/12/2007 12:52:51 nvm, carniflex already explained.
@hectaire glaim: that explosion velocity bonus doesn't play any role in lvl4s missions, since the explosion velocity of cruise missiles is already higher than the velocity of ships in lvl4s. This bonus has nothing to do with the size of the target but with it's velocty.
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Raekone
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Posted - 2007.12.17 12:51:00 -
[13]
Originally by: Yakia TovilToba Edited by: Yakia TovilToba on 17/12/2007 12:49:25
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.
Sorry young padavan, but i'm afraid it's you who did the wrong maths. Why 100/125 ? If you train up caldari bs skill you gain 25% LESS rof, so its 75% of the original rof (and not 125%), which means it's 6 launchers x damge / 0.75. Besides it's without a question, like proven and calculated in many threads by many people that the dps from launchers is the same.
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.
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Raekone
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Posted - 2007.12.17 13:07:00 -
[14]
Originally by: Raekone
Originally by: Yakia TovilToba Edited by: Yakia TovilToba on 17/12/2007 12:49:25
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.
Sorry young padavan, but i'm afraid it's you who did the wrong maths. Why 100/125 ? If you train up caldari bs skill you gain 25% LESS rof, so its 75% of the original rof (and not 125%), which means it's 6 launchers x damge / 0.75. Besides it's without a question, like proven and calculated in many threads by many people that the dps from launchers is the same.
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.
aaaah yes ok if you gain 25% less time between each missile you'd fire 5,33 missiles from an original 4 (in my example above). But that would just be a case of simply ridiculous descriptions of game mechanics and they should change it 
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NoNamium
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Posted - 2007.12.17 13:12:00 -
[15]
Edited by: NoNamium on 17/12/2007 13:13:14 Rate of fire for my character:
Tech 2 Cruise Launcher - Raven (2 ballistic control units): 7.56
6/7.56 = 0.793651
Tech 2 Cruise Launcher - Golem (2 ballistic control units): 10.07
4x2/10.07 = 0.794439
Difference in favor of golem: 0.010125
Only a bit more than 1% better, but that doesn't factor in small targets. Though I mostly use drones for the small targets.
- NoNamium
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 13:17:00 -
[16]
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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Jayne Tamm
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Posted - 2007.12.17 13:27:00 -
[17]
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.
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Mjoelner1
Draco Industries Ltd
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Posted - 2007.12.17 13:43:00 -
[18]
Don't forget the Golems higher volley dmg, that combined with the painter bonus makes you able to 1 volley more targets.
I have used it for a few days now and think it is really nice. The cnr stays parked |

Fuazzole
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Posted - 2007.12.17 14:30:00 -
[19]
Can the CNR mission run as fast as it does with 4x BCS and an AB
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Raekone
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Posted - 2007.12.17 14:39:00 -
[20]
Edited by: Raekone on 17/12/2007 14:38:53 May I ask how much you paid for your golems? That's gotta be a factor besides DPS, at least in the "real" world where people have a limited amount of isk and the "if you can afford this and that you can also afford those other things" thing doesn't work 
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.12.17 14:41:00 -
[21]
CNR = Better dps (use against bs heavy missions) Golem = Better alpha (use against bc/cruiser heavy missions) Golem = Better tank (but i doubt that is needed for any lvl 4)
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.17 15:00:00 -
[22]
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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Gul Rashen
Perkone
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Posted - 2007.12.17 23:14:00 -
[23]
Edited by: Gul Rashen on 17/12/2007 23:15:42 Edited by: Gul Rashen on 17/12/2007 23:14:32 I've tested the Golem for nearly a Week now. I fly it with a TP, 4 BCS, Perma/Omnitankfitting. Its a bit faster than my 4 BCS NH(against Sanshas more than a bit ) and a bit slower than my 3 BCS CNR, but we talk here only about Minutes. Compared to the CNR its easier to fit. With the better Cap/Caprecharge i only have to use 1 Cap Recharger II and the Rigs to let my Booster run 23/7. Looting and salvaging with it was a Problem, cause many Wrecks were outside the 40km Range and the Cargo was to small for many Missions. But its still a good Ship, the same Tank as my NH with more Killspeed. With a TP onboard i don't have to use Drones and can watch TV beside.
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NoNamium
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Posted - 2007.12.18 11:33:00 -
[24]
Originally by: Carniflex
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.
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
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 12:02:00 -
[25]
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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Giant Haystacks
Perkone
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Posted - 2007.12.18 12:16:00 -
[26]
Originally by: Raekone
Originally by: Yakia TovilToba Edited by: Yakia TovilToba on 17/12/2007 12:49:25
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.
Sorry young padavan, but i'm afraid it's you who did the wrong maths. Why 100/125 ? If you train up caldari bs skill you gain 25% LESS rof, so its 75% of the original rof (and not 125%), which means it's 6 launchers x damge / 0.75. Besides it's without a question, like proven and calculated in many threads by many people that the dps from launchers is the same.
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.
No, you shoot 4 missiles every 45 seconds, which is a 33% dps boost. The easiest way to see your formula is wrong is to take an easy number like a 50% rof reduction. Its obvious that a 50% rof boost will double dps as you shoot twice as much, but your formula says it only gives a 33% increase.
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sheis
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Posted - 2007.12.18 13:34:00 -
[27]
Originally by: NoNamium
Originally by: Carniflex
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.
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
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 13:47:00 -
[28]
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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sheis
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Posted - 2007.12.18 13:54:00 -
[29]
Edited by: sheis on 18/12/2007 13:56:38
Originally by: Carniflex
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.
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.
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Giant Haystacks
Perkone
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Posted - 2007.12.18 13:57:00 -
[30]
Originally by: sheis
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
The dps can be almost entirely made up by switching to faction missiles if you don't use them on a CNR. I find them too expensive for a cnr but the golem effectivly halves the ammo cost making them far more attractive. Also by fitting 2 salvage rigs, 2 tractors and a salvager you can salvage at least the bs's and get the most valuable loot as you go which will be a nice income boost for everyone who doesn't use a dual logged alt to loot/salvage missions.
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sheis
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Posted - 2007.12.18 14:02:00 -
[31]
Originally by: Giant Haystacks
Originally by: sheis
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
The dps can be almost entirely made up by switching to faction missiles if you don't use them on a CNR. I find them too expensive for a cnr but the golem effectivly halves the ammo cost making them far more attractive. Also by fitting 2 salvage rigs, 2 tractors and a salvager you can salvage at least the bs's and get the most valuable loot as you go which will be a nice income boost for everyone who doesn't use a dual logged alt to loot/salvage missions.
Except using faction ammo will NEGATE any isk made in a mission by salvaging/looting the BS's. Leaving you slower and broker than using a CNR. Only way a golem is going to make missions faster is to use it as a salvaging ship when you finish the mission in a CNR. Pretty expensive salvager but if you absolutely must have the ship might as let it do something it excels at.
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Giant Haystacks
Perkone
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Posted - 2007.12.18 14:06:00 -
[32]
Originally by: sheis
Originally by: Giant Haystacks
Originally by: sheis
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
The dps can be almost entirely made up by switching to faction missiles if you don't use them on a CNR. I find them too expensive for a cnr but the golem effectivly halves the ammo cost making them far more attractive. Also by fitting 2 salvage rigs, 2 tractors and a salvager you can salvage at least the bs's and get the most valuable loot as you go which will be a nice income boost for everyone who doesn't use a dual logged alt to loot/salvage missions.
Except using faction ammo will NEGATE any isk made in a mission by salvaging/looting the BS's. Leaving you slower and broker than using a CNR. Only way a golem is going to make missions faster is to use it as a salvaging ship when you finish the mission in a CNR. Pretty expensive salvager but if you absolutely must have the ship might as let it do something it excels at.
I'd expect a missions worth of faction cruise to cost less than the loot/salvage value of the rats.
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sheis
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Posted - 2007.12.18 14:07:00 -
[33]
Originally by: Giant Haystacks
Originally by: sheis
Originally by: Giant Haystacks
Originally by: sheis
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
The dps can be almost entirely made up by switching to faction missiles if you don't use them on a CNR. I find them too expensive for a cnr but the golem effectivly halves the ammo cost making them far more attractive. Also by fitting 2 salvage rigs, 2 tractors and a salvager you can salvage at least the bs's and get the most valuable loot as you go which will be a nice income boost for everyone who doesn't use a dual logged alt to loot/salvage missions.
Except using faction ammo will NEGATE any isk made in a mission by salvaging/looting the BS's. Leaving you slower and broker than using a CNR. Only way a golem is going to make missions faster is to use it as a salvaging ship when you finish the mission in a CNR. Pretty expensive salvager but if you absolutely must have the ship might as let it do something it excels at.
I'd expect a missions worth of faction cruise to cost less than the loot/salvage value of the rats.
Oh the few rats you can loot/salvage before it slows you down fills up your cargo? I dont.
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Lisento Slaven
Amarr Lisento and Miscellaneous Elk
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Posted - 2007.12.18 14:11:00 -
[34]
Does the Golem tank better? Without faction gear? Too bad it costs about a billion by itself (I remember CNR's costing that much too though).
Tank is more important but if you already have a raven/CNR fit to perm-tank a lvl 4 there isn't much point. And if you have the skills to fly a fricken Golem you probably already have a raven/faction raven that is tanking the silly things just fine. Then again I know someone who doesn't so it's a possibility still! ---
Put in space whales!
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Sir Cyco
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Posted - 2007.12.18 14:13:00 -
[35]
Originally by: sheis
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
You seemed to have confused the two ships.Almost everything you said is backwards! 1)The Golem's DPS is equal or greater than the CNR. 2)The tank is important, because if you have to run away you arent killing anything. 3)The Golem clearly does have the high slots and cargo to salvage and loot while you kill,hence no need to BM and come back w/ a salvage ship.
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Giant Haystacks
Perkone
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Posted - 2007.12.18 14:22:00 -
[36]
Originally by: sheis
Originally by: Giant Haystacks
I'd expect a missions worth of faction cruise to cost less than the loot/salvage value of the rats.
Oh the few rats you can loot/salvage before it slows you down fills up your cargo? I dont.
Obvoiusly not if you take all the loot till you fill your cargo and leave everyting else, but the cargo bay is big enough for all the salvage and the most valuable loot. Leaving a few unnamed t1 mods behind won't cost much.
The benefit of the Golem is either almost all the loot/salvage value of the mission or the time saved by not needing to go back with a specialist salvage ship after you kill everything, depending on whether or not you salvage your missions atm. Either way it more than makes up for the small dps loss imo.
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Yakia TovilToba
Halliburton Inc.
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Posted - 2007.12.18 14:48:00 -
[37]
Originally by: Sir Cyco
Originally by: sheis
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
You seemed to have confused the two ships.Almost everything you said is backwards! 1)The Golem's DPS is equal or greater than the CNR. 2)The tank is important, because if you have to run away you arent killing anything. 3)The Golem clearly does have the high slots and cargo to salvage and loot while you kill,hence no need to BM and come back w/ a salvage ship.
I don't get it why people are that ignorant and continue to claim that Golem has an equal or greater DPS compared to the CNR, after it's so easy to calculate and has been proven like 100 times already. And the CNR dps is significant higher, 16% are a lot, not just a tiny cosmetic advantage. 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 ?
The better tank: if you can afford a cnr, you probably can afford a faction tank. It doesn't have to be the gist x-type xl sb, after the introduction of rigs it's actually very easy to create a tank that tanks any lvl4 with ease, since ccp decided to make lvl4s easy, so that the casual guy doesn't lose his t2 fitted raven too often. So the Golem's that tanking increase does not really matter.
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sheis
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Posted - 2007.12.18 14:58:00 -
[38]
Originally by: Sir Cyco
Originally by: sheis
You cant be this stupid. A golem might be better for a "casual" mission runner since its easier to fit and to tank. But for a "professional" mission runner its INFERIOR! It does significantly LESS dps. It does not have the cargo and or highslots to salvage or loot level 4's in an efficient manner. And for a good mission runner a majority of level 4's arent even worth the time to salvage since it decreases the isk/hr rate than just blasting though another level 4. Golem is inferior for missions period...its not an opinion.
1.INFERIOR dps by a significant amount. 2.Bonus to a tank thats not needed so hence doesn't speed up any mission 3.Doesn't have the hi-slots or cargo capacity to salvage/loot level 4's. If it did it might out isk/hour an CNR but it doesn't so it uhhhh doesn't.
Golem can do a few things ok and nothing great. CNR is superior in every quantifiable way. 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.
And sorry in kill missions they are completed after you KILL RATS. Rats die to dps making dps a pretty prime factor in completing missions faster...******.
You seemed to have confused the two ships.Almost everything you said is backwards! 1)The Golem's DPS is equal or greater than the CNR. 2)The tank is important, because if you have to run away you arent killing anything. 3)The Golem clearly does have the high slots and cargo to salvage and loot while you kill,hence no need to BM and come back w/ a salvage ship.
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.
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sheis
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Posted - 2007.12.18 14:59:00 -
[39]
Originally by: Giant Haystacks
Originally by: sheis
Originally by: Giant Haystacks
I'd expect a missions worth of faction cruise to cost less than the loot/salvage value of the rats.
Oh the few rats you can loot/salvage before it slows you down fills up your cargo? I dont.
Obvoiusly not if you take all the loot till you fill your cargo and leave everyting else, but the cargo bay is big enough for all the salvage and the most valuable loot. Leaving a few unnamed t1 mods behind won't cost much.
The benefit of the Golem is either almost all the loot/salvage value of the mission or the time saved by not needing to go back with a specialist salvage ship after you kill everything, depending on whether or not you salvage your missions atm. Either way it more than makes up for the small dps loss imo.
It doesnt and its not a matter of opinion its a matter of math. and its not a "slight" amount of different its like 10-15% difference.
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Giant Haystacks
Perkone
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Posted - 2007.12.18 15:09:00 -
[40]
Edited by: Giant Haystacks on 18/12/2007 15:09:41
Originally by: sheis
Originally by: Giant Haystacks
Originally by: sheis
Originally by: Giant Haystacks
I'd expect a missions worth of faction cruise to cost less than the loot/salvage value of the rats.
Oh the few rats you can loot/salvage before it slows you down fills up your cargo? I dont.
Obvoiusly not if you take all the loot till you fill your cargo and leave everyting else, but the cargo bay is big enough for all the salvage and the most valuable loot. Leaving a few unnamed t1 mods behind won't cost much.
The benefit of the Golem is either almost all the loot/salvage value of the mission or the time saved by not needing to go back with a specialist salvage ship after you kill everything, depending on whether or not you salvage your missions atm. Either way it more than makes up for the small dps loss imo.
It doesnt and its not a matter of opinion its a matter of math. and its not a "slight" amount of different its like 10-15% difference.
Its 16% which as I said is almost all made up by being able to switch to faction missiles due to the halving your ammo cost, leaving a slight difference.
edit - spelling
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Captain Schmungles
Caldari Freelancing Corp Confederation of Independent Corporations
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Posted - 2007.12.18 15:13:00 -
[41]
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 
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Giant Haystacks
Perkone
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Posted - 2007.12.18 15:18:00 -
[42]
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 
First the number of defenders launched depends on the number of missiles you fire, so you lose the same percentage of dps to defenders in a Golem as in a CNR, second npc jamming chances are a fixed percentage and not affected by sensor strength.
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Dracoform
Draco Industries Ltd
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Posted - 2007.12.18 15:28:00 -
[43]
Both NPC defenders and NPC jamming are completly chance based, as stated many times before. This means you will not get jammed more frequently in a Golem then a CNR, and you will not loose more % of your dmg to defenders then with a CNR.
After some days of testing the Golem in lvl 4's I think the time to complete missions are about the same in the 2 ships.... Missions with many cruisers and frigs favors the Golem, and BS heavy missions favors the CNR. This is due to the fact of the Golems higher alpha (esp wen using faction missiles) that lets you one volley most of the cruisers and all BC.
//Drac
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 15:39:00 -
[44]
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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Deviant Pixelus
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Posted - 2007.12.18 16:27:00 -
[45]
a. None EVER runs a mission in linear firing sequence. b. Its how good you understand missions c. what points of a mission you're comfortable with. d. What rank of ship you decide to take out first
That decide how fast you finish a mission.
you have choice a and b
you pick whichever one you like hands on and you go with it.
dps will vary person to person depending on their skills and cost also gets factorred in.
If you already have a cnr, stick with it. If youve got bs 5 and other skills for a golem and dont have a cnr, go for that.
cnr costs approx 2 bil after fitting, golem will cost the same. the price of faction launchers is the same for the extra price you pay for golem vs cnr.
its PERSONAL CHOICE
1st choice = CNR 2nd choice ( not entirely practical imo but w/e the option is there ) = golem
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NoNamium
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Posted - 2007.12.18 17:12:00 -
[46]
Originally by: Deviant Pixelus
a. None EVER runs a mission in linear firing sequence. b. Its how good you understand missions c. what points of a mission you're comfortable with. d. What rank of ship you decide to take out first
That decide how fast you finish a mission.
you have choice a and b
you pick whichever one you like hands on and you go with it.
dps will vary person to person depending on their skills and cost also gets factorred in.
If you already have a cnr, stick with it. If youve got bs 5 and other skills for a golem and dont have a cnr, go for that.
cnr costs approx 2 bil after fitting, golem will cost the same. the price of faction launchers is the same for the extra price you pay for golem vs cnr.
its PERSONAL CHOICE
1st choice = CNR 2nd choice ( not entirely practical imo but w/e the option is there ) = golem
As I said before, I've tried flying every missionship you can think of. The Golem is by far the best, but I'm done trying to convince people in love with the CNR. If you want to get less isk per hour, by all means be my guest.
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Westly Synpa
GoonFleet GoonSwarm
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Posted - 2007.12.18 17:31:00 -
[47]
Originally by: NoNamium
Originally by: Deviant Pixelus
a. None EVER runs a mission in linear firing sequence. b. Its how good you understand missions c. what points of a mission you're comfortable with. d. What rank of ship you decide to take out first
That decide how fast you finish a mission.
you have choice a and b
you pick whichever one you like hands on and you go with it.
dps will vary person to person depending on their skills and cost also gets factorred in.
If you already have a cnr, stick with it. If youve got bs 5 and other skills for a golem and dont have a cnr, go for that.
cnr costs approx 2 bil after fitting, golem will cost the same. the price of faction launchers is the same for the extra price you pay for golem vs cnr.
its PERSONAL CHOICE
1st choice = CNR 2nd choice ( not entirely practical imo but w/e the option is there ) = golem
As I said before, I've tried flying every missionship you can think of. The Golem is by far the best, but I'm done trying to convince people in love with the CNR. If you want to get less isk per hour, by all means be my guest.
it does look like an interesting ship to fly for missions but it is a very expensive test to try. I usually flew a raven only because they are expendable and you can fit one up for about 200 mill which isn't a large amount of money and you can earn that back easily within a day if you do lose one.
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Lisento Slaven
Amarr Lisento and Miscellaneous Elk
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Posted - 2007.12.18 19:06:00 -
[48]
What if you're doing missions against NPC's that don't use defenders...
Or do all NPC's use defenders and I just never noticed it? ---
Put in space whales!
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sheis
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Posted - 2007.12.18 19:48:00 -
[49]
Edited by: sheis on 18/12/2007 19:48:47
Originally by: Carniflex
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.
1.Show me a t2 torp setup with a raven with 3 velocity rigs that can tank lets say 900 dps. We will forget about AE bonus stage which is 1600 dps and AE 5/5 which is probably even more. 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?
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
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sheis
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Posted - 2007.12.18 19:51:00 -
[50]
Originally by: NoNamium
Originally by: Deviant Pixelus
a. None EVER runs a mission in linear firing sequence. b. Its how good you understand missions c. what points of a mission you're comfortable with. d. What rank of ship you decide to take out first
That decide how fast you finish a mission.
you have choice a and b
you pick whichever one you like hands on and you go with it.
dps will vary person to person depending on their skills and cost also gets factorred in.
If you already have a cnr, stick with it. If youve got bs 5 and other skills for a golem and dont have a cnr, go for that.
cnr costs approx 2 bil after fitting, golem will cost the same. the price of faction launchers is the same for the extra price you pay for golem vs cnr.
its PERSONAL CHOICE
1st choice = CNR 2nd choice ( not entirely practical imo but w/e the option is there ) = golem
As I said before, I've tried flying every missionship you can think of. The Golem is by far the best, but I'm done trying to convince people in love with the CNR. If you want to get less isk per hour, by all means be my guest.
Except you cant substantiate WHY its a better ship. It does 16% LESS damage. It doesnt have enough high slots or cargo to salvage loot missions. How exactly CAN IT BE BETTER THAN A CNR?
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.18 22:03:00 -
[51]
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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Rialtor
Amarr Yarrrateers
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Posted - 2007.12.18 22:19:00 -
[52]
Personally I'd take an Abaddon and Paladin over any of those ships for Blood and Sansha missions.
---- sig ----
Never doubt that a small group of thoughtful, committed citizens can change the world... Indeed, it's the only thing that ever has. |

Rasta Farian
Rasta Tropical Club
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Posted - 2007.12.19 02:31:00 -
[53]
It¦s obvious that Golem is better then the CNR.
What do i care for more or less 16% damage when i can do the mission with less clicking.
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Ulstan
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Posted - 2007.12.19 02:45:00 -
[54]
Quote: Bonus to a tank thats not needed so hence doesn't speed up any mission
Just a thought: couldn't the extra tank let you use fewer tank modules/rigs and more gank modules/rigs?
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Hans Angry
Caldari Pyrrhus Sicarii The Church.
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Posted - 2007.12.19 04:09:00 -
[55]
Edited by: Hans Angry on 19/12/2007 04:11:32 Edited by: Hans Angry on 19/12/2007 04:09:25 this is the true best setup... no other ship will compare, where as with the t1 ***ven, the domi and typhoon out did it... also this setup can use torps and get over 40km range, which is why its teh pwn... my level 4 rats never get over 40km from me...
http://img212.imageshack.us/my.php?image=golemev3.jpg
^^EFT Setup, i cant fly caldari, but thats what i would use, i did used to fly the raven for my level 4's Sig removed, lacks Eve-related content. And it was ten times too big :p If you would like further details please mail [email protected] - Cortes
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Yakia TovilToba
Halliburton Inc.
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Posted - 2007.12.19 05:50:00 -
[56]
Looting & salvaging while doing a mission seems to be the only real advantage of the Golem. It sounds very nice, do 3 things at the same time, but it won't work. I recently did damsel in distress, looted a few of the pleasure hub sentinels and my spare cargohold (~500m3) was full. And no, i didn't take the cap boosters but even ejected some of the 100m3 modules, such as 1600mm plates etc. Many of the modules are now 50m3 or 100m3, means you'll have to leave a lot of loot in space, the Golem's cargo is not that much bigger, you'd not manage to loot damsel in distress for example. Also this won't work in missions with many stages, you finish a stage rather fast with killing the rats; targeting the cans, tractoring them to you, looting & salvaging takes longer than the killing, so you'll end up with a stage empty of rats where you stay only for looting/salvaging and therefore spend much more time.
If someone loves to loot and salvage, it makes more sense to do that in a dedicated ship, works faster and he can get more stuff out of the ships. For that the golem might be an option, a ship dedicated to looting, after the mission is done. Highs completely filled with tractor beams/ salvagers, meds with a mwd or ab + sensorboosters with fast target scripts + cap rechargers, and a mix of cargo expanders + inertia/nanofiber mods in the lows.
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NoNamium
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Posted - 2007.12.19 08:08:00 -
[57]
Ok, here's my setup and how I use the golem, take it or leave it:
high: Cruise Launcher II x 4, 2x salvager, 1x small tractor beam medium: Gist C-type X-Large Shield Booster (running indefinately), Dread Guristas Shield boost amplifier, 4x tech 2 hardners specific to the mission, 1x tech 2 invulnerability field low: 2x tech 2 Ballistic Control Unit, 2x tech 2 power diagnostic unit Rigs: 2x 15% cap reduction recharge time Drones: 3x Wasp II
If somebody has a more efficient setup, please let me know.
Ok, so now for the missions and how I do them:
Always lock the battleships first and start killing them first. After each one dies you lock their wreck, tractor it and use both salvaging modules. by the time the next battleship dies you should have looted and salvaged the first one... rinse, repeat. When all targets have you locked you launch your drones and send them after the first frigatte. This should clear out frigs pretty fast. You only have to watch out for activating another group.
The missions where you have to travel to the next gate, you should be able to clear out the stage just before reaching the gate (remember the faster speed of the Golem). Also make sure you only spend time on looting and salvaging the battleships. This should bring in on average an additional profit of 7-12M per mission. Of course if you have time, then by all means salvage the cruisers and battlecruisers as well.
The 1255m3 helps a lot here, and I've almost never filled up on loot. Also 1500 missiles is more than enough for any mission.
If I think of additional info I'll edit this reply.
- NoNamium
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.19 08:56:00 -
[58]
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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Giant Haystacks
Perkone
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Posted - 2007.12.19 11:07:00 -
[59]
Originally by: NoNamium Ok, here's my setup and how I use the golem, take it or leave it:
high: Cruise Launcher II x 4, 2x salvager, 1x small tractor beam medium: Gist C-type X-Large Shield Booster (running indefinately), Dread Guristas Shield boost amplifier, 4x tech 2 hardners specific to the mission, 1x tech 2 invulnerability field low: 2x tech 2 Ballistic Control Unit, 2x tech 2 power diagnostic unit Rigs: 2x 15% cap reduction recharge time Drones: 3x Wasp II
If somebody has a more efficient setup, please let me know.
Ok, so now for the missions and how I do them:
Always lock the battleships first and start killing them first. After each one dies you lock their wreck, tractor it and use both salvaging modules. by the time the next battleship dies you should have looted and salvaged the first one... rinse, repeat. When all targets have you locked you launch your drones and send them after the first frigatte. This should clear out frigs pretty fast. You only have to watch out for activating another group.
The missions where you have to travel to the next gate, you should be able to clear out the stage just before reaching the gate (remember the faster speed of the Golem). Also make sure you only spend time on looting and salvaging the battleships. This should bring in on average an additional profit of 7-12M per mission. Of course if you have time, then by all means salvage the cruisers and battlecruisers as well.
The 1255m3 helps a lot here, and I've almost never filled up on loot. Also 1500 missiles is more than enough for any mission.
If I think of additional info I'll edit this reply.
- NoNamium
Your tank is a lot stronger than needed. If you drop the boost amp and invul for cap chargers you can swap your rigs to salvage tackle and use 2 tractors/1 salvager.
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Arakidias
Murky Inc.
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Posted - 2007.12.19 12:08:00 -
[60]
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.
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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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Birkinz
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Posted - 2007.12.21 10:04:00 -
[91]
Edited by: Birkinz on 21/12/2007 10:04:04 Whats clear from this thread is that ppl have very different styles of mission running.
Some people like to fly through ignoring all loot and salvage and run as many missions as possible in a time frame. For this I would suggest the CNR is superior.
Some like to salvage as they go to make extra money/hour and I would say the Golem excells at this.
Some like to finish the mision as fast as possible and then come back in a specialised salvager and loot everything in the mission (something you cant do well in a Golem you have to pick and choose the most valuable items).
Its also worth noting that the wrecks can be quite far apart in different directions on some missions so even with a tractor bonus and afterburner I could still loot much faster in a cormorant that does nearly 700 m/s and handles like a frigate.
The fact that we are having this discussion shows that the balance is right. If the golem did more DPS the CNR would be obsolete. The fact is players have a real choice of top mission ship. Nothing has been taken away, but a new and very capable ship has been added.
Personally I bought a Rattlesnake and I run missions differently depending on my mood and sobriety.
Happy Christmas
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Lazuran
Gallente Time And ISK Sink Corporation
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Posted - 2007.12.21 10:12:00 -
[92]
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.
A lot of people get confused by CCP's incorrect usage of the word "rate". What they call RoF is actually TTF (time to fire) and you fire faster by decreasing that value. 25% faster "RoF" means 100-25 = 75% of the previous "RoF" so 1/0.75 = 4/3 = 33.33% speedup and DPS increase.
"...been designed for one purpose and one purpose only. Imagine a handful of repair drones pouring from the carebear's mouth. Now imagine they have um, nothing." -Unknown Hel redesigner (2007) |

sheis
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Posted - 2007.12.21 12:38:00 -
[93]
Originally by: Carniflex
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.
AE 5/5 is 1600 dps. EA 5/5 is probably more spread across more damage types. Average dps on a semi difficult level 4 per spawn is around 700ish dps. You have a setup that even popping cap charges as soon as the cooldown is up is 590dps for 4 minutes. You can "sustain" a tank of around 400dps. You have enough charges to run your tank assuming carrying no ammo whatsoever 4.15 minutes. What else exactly more do i need to spell out saying that setup is absolute crap for level 4's. YOU CAN ONLY TANK 590 dps for 4 minutes and then are out of charges! And even in those 4 minutes of tank CANT TANK MANY LEVEL 4's! WHAT ELSE DO I HAVE TO EXPLAIN TO YOU?
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sheis
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Posted - 2007.12.21 12:41:00 -
[94]
Originally by: NoNamium Edited by: NoNamium on 21/12/2007 07:48:41
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 + 1M = 16M
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: 16M
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
PS: Even if you double the amount of bounty they each come out 28M.
Brilliant numbers! Of course you seem to forget the simple fact that a golem doesn't have enough high slots to actually salvage a mission increasing the time it takes to finish it by a significant amount even with the golems lower dps. Also doesn't have the cargo capacity to hold the loot of an entire level 4 either. But nice try at "shedding some light". A single BS wreck after trinity can give you 250m3 OF JUST LOOT NOT COUNTING CAP CHARGES. GOLEM HAS 1000m3 cargo bay. Figure it out. also 2000/1 ratio is a conservative estimate for lp value.
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Sir Cyco
Caldari The Arcanum
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Posted - 2007.12.21 12:42:00 -
[95]
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!
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
1)Since you cant make a point w/o name calling I doubt you have the intellect to actually contribute anything to this thread. 2)A Target Painter.It does exist and the Golem gets 7.5 % bonus per level.Since you missed something as obvious as this my mind boggles at what else you have missed. 3)I never said 3 slots is enough to keep pace w/ my slaughter,but is enough to get the job done w/o docking and bringing out a Salvage ship.The Golem has 1225 m3 of Cargo space and requires 1/2 the ammo allowing for even more room.Since you got this wrong as well I am getting more and more curious as to where you might be getting your info.When you talk about missions having 5-6 km3 of loot I assume you mean the Extravaganzas.Most missions dont have nearly that much and I have been playing long enough to know what can be left behind(items of so little value that their reprocessing doesnt warrant bringing them in or making a second trip for them).So I return your question"You do run missions right?". My guess is that you have someone else ( or EFT) fit your ships for you as you clearly arent intelligent or informed enough to do it yourself.Your arguements are full of petty name calling and outright lies.I am honestly suprised you are allowed on these forums after reviewing some of your other posts in different threads. Let me leave you w/ this thought(I know thinking isnt your strong suit,but give it a try).The proof is in the pudding.Why dont you let me watch you do a mission and see how great you are.Since you are in a NPC Corp ,have a 0.0 sec standing and are only 1 1/2 years old ,I am guessing you are an Alt.Opinions are like a$$holes,everyone has one and most stink.Keep yours to yourself,little girl.
I will burn that bridge when I come to it!!! |

NoNamium
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Posted - 2007.12.21 12:56:00 -
[96]
Edited by: NoNamium on 21/12/2007 12:57:37
Originally by: sheis
Brilliant numbers! Of course you seem to forget the simple fact that a golem doesn't have enough high slots to actually salvage a mission increasing the time it takes to finish it by a significant amount even with the golems lower dps.
ahm? ... the Golem has 7 high slots. 2 for salvage modules 1 for the tractor... you run them after you've killed off the BS and while doing the rest of the spawn. you don't pick up ALL the salvage and ALL the loot. You move on as soon as the spawn dies. In extravaganza the the 1255m3 gets filled up. which is more than the CNR.
Originally by: sheis
Also doesn't have the cargo capacity to hold the loot of an entire level 4 either.
no, but who said you had to loot the entire spawn?
Originally by: sheis But nice try at "shedding some light".
Drop the attitude, please, I'm not out to get you, I just want a clean discussion.
Originally by: sheis A single BS wreck after trinity can give you 250m3 OF JUST LOOT NOT COUNTING CAP CHARGES.
Never spend my time, energy, cargo space nor isk on cap charges. Waste when missions can be done just as well without.
Originally by: sheis GOLEM HAS 1000m3 cargo bay. Figure it out.
1000m3 is incorrect. 1255m3 is correct.
Originally by: sheis also 2000/1 ratio is a conservative estimate for lp value.
Thanks for the estimate, seems higher than what would be on the market, since before selecting from the LP market was introduced, 1000:1 was a high number. Now that offers are easier to get, it would surprise me if this number was twice that.
- NoNamium
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sheis
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Posted - 2007.12.22 02:28:00 -
[97]
Originally by: Sir Cyco
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!
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
1)Since you cant make a point w/o name calling I doubt you have the intellect to actually contribute anything to this thread. 2)A Target Painter.It does exist and the Golem gets 7.5 % bonus per level.Since you missed something as obvious as this my mind boggles at what else you have missed. 3)I never said 3 slots is enough to keep pace w/ my slaughter,but is enough to get the job done w/o docking and bringing out a Salvage ship.The Golem has 1225 m3 of Cargo space and requires 1/2 the ammo allowing for even more room.Since you got this wrong as well I am getting more and more curious as to where you might be getting your info.When you talk about missions having 5-6 km3 of loot I assume you mean the Extravaganzas.Most missions dont have nearly that much and I have been playing long enough to know what can be left behind(items of so little value that their reprocessing doesnt warrant bringing them in or making a second trip for them).So I return your question"You do run missions right?". My guess is that you have someone else ( or EFT) fit your ships for you as you clearly arent intelligent or informed enough to do it yourself.Your arguements are full of petty name calling and outright lies.I am honestly suprised you are allowed on these forums after reviewing some of your other posts in different threads. Let me leave you w/ this thought(I know thinking isnt your strong suit,but give it a try).The proof is in the pudding.Why dont you let me watch you do a mission and see how great you are.Since you are in a NPC Corp ,have a 0.0 sec standing and are only 1 1/2 years old ,I am guessing you are an Alt.Opinions are like a$$holes,everyone has one and most stink.Keep yours to yourself,little girl.
1)Wait wait so you spew a bunch of half ******** nonsense about a golem doing more dps than a CNR. Have to be instructed in how game mechanics work and still have the balls to try to smack? Figured you would have just scurried away with some resemblance of pride. But its ok just totaly ignore the fact you tried to talk like you had a clue and got smacked down.
2) Guess what a CNR can fit painter also! So the "extra" tank or whatever nonsense you were spewing previous is just that nonsense.
3)Cant really decipher all of this part it seems to be in some quasi form of english but what can i expect from someone who claims GOLEM DOES MORE DPS THAN CNR DURF DURF DURF.
PS. You got smacked down again 
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sheis
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Posted - 2007.12.22 02:33:00 -
[98]
Originally by: NoNamium stuff
Ummm obviously you have no clue what your talking about pre lp store a CNR went for anywhere from for like 1.5+b
Implants/skill books had an even higher isk/lp ratio. The absolute lowest value of LP was 1000/1 due to the npc buy orders for the chips. Saying that was "the standard" is just moronic. When the lp store first came out you could get a 10000/1 ratio since most of the stuff was so rare previously.
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Xauxau
Caldari
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Posted - 2007.12.22 03:05:00 -
[99]
Originally by: sheis
Ummm obviously you have no clue what your talking about pre lp store a CNR went for anywhere from for like 1.5+b
Implants/skill books had an even higher isk/lp ratio. The absolute lowest value of LP was 1000/1 due to the npc buy orders for the chips. Saying that was "the standard" is just moronic. When the lp store first came out you could get a 10000/1 ratio since most of the stuff was so rare previously.
Ummm. Once upon a time Dinosaurs roamed the Earth. I still don't expect to see one anytime soon.
Anyone who claims its easy to net 2000 ISK per LP from say, the Caldari Navy LP store, at the present time, is either lying or deluded. The asking price for Navy Issue Ravens is less than 600 Million now. The offer price is lower still. The conversion ratio of other items has fallen well under 1000 ISK per lp.
The only exception seems to be the SOE store. I myself have experienced some unexpected old-style 4000 ISK per LP goodness from the SOE store during the past week or so. But I've just been lucky to be at the right place at the right time. It won't last much longer.
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sheis
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Posted - 2007.12.22 03:35:00 -
[100]
Originally by: Xauxau
Originally by: sheis
Ummm obviously you have no clue what your talking about pre lp store a CNR went for anywhere from for like 1.5+b
Implants/skill books had an even higher isk/lp ratio. The absolute lowest value of LP was 1000/1 due to the npc buy orders for the chips. Saying that was "the standard" is just moronic. When the lp store first came out you could get a 10000/1 ratio since most of the stuff was so rare previously.
Ummm. Once upon a time Dinosaurs roamed the Earth. I still don't expect to see one anytime soon.
Anyone who claims its easy to net 2000 ISK per LP from say, the Caldari Navy LP store, at the present time, is either lying or deluded. The asking price for Navy Issue Ravens is less than 600 Million now. The offer price is lower still. The conversion ratio of other items has fallen well under 1000 ISK per lp.
The only exception seems to be the SOE store. I myself have experienced some unexpected old-style 4000 ISK per LP goodness from the SOE store during the past week or so. But I've just been lucky to be at the right place at the right time. It won't last much longer.
ummmm before you speak should probably read the conversation so you dont look so dim. He said PRE lp shop 1000/1 ratio was the standard that is false and hence what the examples were to elaborate. Secondly nobody used the word "easy" but you can in fact get even BETTER than 2000/1 ratio if one is smart. There was an NPC buy order for straight up 1000/1 ratio till trinity to say its "fallen well below that" is just moronic. If one is smart and pays attention to the market you can make well over 2000/1. This does assume one isnt half ******** naturally. Course maybe our concepts of easy are bit different?
PS. CNRs sell for 700-800m all day long.
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Xauxau
Caldari
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Posted - 2007.12.22 05:40:00 -
[101]
Originally by: sheis PS. CNRs sell for 700-800m all day long.
If you say so.
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Barbicane
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Posted - 2007.12.22 10:12:00 -
[102]
Originally by: Carniflex
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.
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.
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NoNamium
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Posted - 2007.12.22 10:19:00 -
[103]
Originally by: Barbicane
Originally by: Carniflex
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.
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.
I've had lvl 4 Marauder for some time now and tested the Golem in Motzu for some time. All lvl 5 would benefit me would be 7.5% increase on my shield boost, which shouldn't be an issue since I can tank 1500DPS atm.
This character should be more than able to test out this ship: NoNamium
- NoNamium
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Barbicane
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Posted - 2007.12.22 10:46:00 -
[104]
How about some Golem Mission setup ideas instead?
I haven't finished mine yet, but thinking along the lines of:
High: t2 siege launchers drone range mod (can't remember the name of it) 2x ? (leave empty to serve as heat sinks?) I will keep using a dedicated ship for loot collection & salvaging.
Medium: Gist B-type XL shield booster (X-type would be nice, but too expensive imo) Some nice faction harderners and invuls t2 target painter. t2 heavy cap injector (for missions where a strong tank is needed. Otherwise swap for a 2nd painter)
Lows: 3 BCS, t2 or faction. 1 ? (cap recharge? sensor backup array? Damage control?)
Rigs: 2x Missile speed rigs (T1 for now)
Drone bay: 2x Heavy webifier drones. (needed to reach those NPC Battleships that like to orbit outside torp range) 5x t2 Hobgoblins
Cargo: t2 javelin and rage torps. Cap charges Nanite paste
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Barbicane
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Posted - 2007.12.22 10:58:00 -
[105]
Edited by: Barbicane on 22/12/2007 11:01:46
(edit: trimmed the quote chain)
Originally by: NoNamium
Originally by: Barbicane ... 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.
I've had lvl 4 Marauder for some time now and tested the Golem in Motzu for some time. All lvl 5 would benefit me would be 7.5% increase on my shield boost, which shouldn't be an issue since I can tank 1500DPS atm.
This character should be more than able to test out this ship: NoNamium
- NoNamium
No offense, but I think you lack some t2 torp and painting skills (Signature Focusing) to make the most of the Golem. 2 weeks of dedicated training should fix that. Nice, well-balanced char!
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NoNamium
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Posted - 2007.12.22 12:10:00 -
[106]
Edited by: NoNamium on 22/12/2007 12:10:34
Originally by: Barbicane Edited by: Barbicane on 22/12/2007 11:01:46
(edit: trimmed the quote chain)
Originally by: NoNamium
Originally by: Barbicane ... 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.
I've had lvl 4 Marauder for some time now and tested the Golem in Motzu for some time. All lvl 5 would benefit me would be 7.5% increase on my shield boost, which shouldn't be an issue since I can tank 1500DPS atm.
This character should be more than able to test out this ship: NoNamium
- NoNamium
No offense, but I think you lack some t2 torp and painting skills (Signature Focusing) to make the most of the Golem. 2 weeks of dedicated training should fix that. Nice, well-balanced char!
I don't use torps, nor painters... and thanks.
- NoNamium
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Igetshotalot
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.12.22 12:24:00 -
[107]
Originally by: Birkinz Edited by: Birkinz on 21/12/2007 10:04:04 Some people like to fly through ignoring all loot and salvage and run as many missions as possible in a time frame. For this I would suggest the CNR is superior.
you are wrong. golem is faster in cruiser/bc heavy misions (i would say in arround 60-70% of all lvl 4's i know).
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.12.22 16:32:00 -
[108]
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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Taloic
Caldari Black Watch Regiment New Eden Conglomerate
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Posted - 2007.12.22 19:09:00 -
[109]
Edited by: Taloic on 22/12/2007 19:13:38 Sheis since you asked here is what is currently on my CNR and has been since before Trinity with the exception of dropping Caldari Navy seiges for Tech 2 Seiges and swapping out 2 Rigs for bay Thrusters. And yea I know its mostly Faction complex mods and I have a crap ton of skills that allow me to fit equpiment like adv weapons upgrade 5.
This Tank has never had an issue on any level 4 on any stage with me pulling 2 to 3 groups at a time. Max boost time is usually about 10 seconds starting at 30% shields and stopping at 55-60% before turning off the booster to conserve Cap. Boosting above 60% is just a waste let your passive sheild regen work alittle in your favor even if it is just a tiny ammount. Looking at EFT numbers sure the tank looks alittle but it is as solid as a rock in practice even in the missons you listed.
Con you need very high skills to be able to pull off the fitting and it uses alot of expensive mods so people just getting into a CNR will not be able to pull it off. 978/990 cpu 12263/12468 pwr grid Highs
Tech 2 Seige x 7 Loaded with Jav 60km range 1 Amarr Navy medium NOS 15 km range not much ut it is something.
Mids
1 Gist X-type XL 1 Gixt X-type Shield Booster 2 Dread Gurista Invuln fields " now on my Nighthawk" 1 Cap recharger 2 1 Target painter 2
Lows
1 Damage Control 2 2 Caldari Navy BCU * only ever fit 2 since sieges + tank are a rough fit * 1 PDU 2 1 CPU 2
Rigs
Used to run 1 missle damage boost 1 shield power useage 1 cap recharge
Now
2 Hydralic bay thrusters 1 Capacitor control circuit
Sure I could buy a Golum and have a slightly stronger tank with better painting bonuses but tech 2 mediums are what I use for cruiser sized targets and tech 2 scouts vs frigs. 2 mil in drone skills on a Caldari pilot is not a waste when you see what drone interfaceing 5 and a drone range of 53+km can do.
Though I now fly a Nighthawk which has comperable damage to a cruise fitted Golum/CNR and a better tank not to mention it rips anything not frig size a new arse. Once again I use tech 2 scouts to kill frigs and NC spider drones. Best of all a full Faction/Tech2 fit cost just over 1.2 Bil a Fraction of the cost of my CNR + Mods
Con extremely skill intensive but then again so is my CNR setup.
* Edit * For Salvageing I use a Salvage fitted/rigged Rokh 4 tractors 4, Salvagers, 5 Cargo Expanders 2, 1 Tech 2 BS AB for movement, 3 Salvage Tackles. Not fast by any means but I can salavge an Entire level 4 with it not just picking and chooseing what I want but everything so long as I drop off the metal Scraps.
Though since I wait for NPC ships to close in on me before I kill them 95% of my missons salavge is within 20km of where my Rohk warps in at.
Pesky long range BS's are annoying though. 
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NoNamium
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Posted - 2007.12.22 21:38:00 -
[110]
Originally by: Taloic Though I now fly a Nighthawk which has comperable damage to a cruise fitted Golum/CNR ...
I think it's spelled "Gollum"
- NoNamium
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Kadoes Khan
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Posted - 2007.12.23 00:02:00 -
[111]
Originally by: NoNamium Edited by: NoNamium on 21/12/2007 07:48:41
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 + 1M = 16M
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: 16M
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
PS: Even if you double the amount of bounty they each come out 28M.
Not sure for others but I can get about 2000-2300 ISK/LP. How much LP were you getting per hour with each setup? -=^=- "Someday the world will recognize the genius in my insanity." |

Polly Prissypantz
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Posted - 2007.12.23 08:39:00 -
[112]
I'm sure there's a small amount of useful information inside sheis' walls of text-vomit, hidden between the inaccuracies, inability to listen, and uncontrolled anger. Unfortunately I'm not going to waste my time filtering the crap. Sheis, you're wrong. Deal with it.
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Gul Rashen
Perkone
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Posted - 2007.12.23 11:05:00 -
[113]
Edited by: Gul Rashen on 23/12/2007 11:09:48 My Torp Fitting:
Highslots: Siege Missile Launcher II with Javelins
Medslots: Gist C X-Large Shield Booster, CN-Boost Amp, 2 x CN-Invul, Cap Recharger II, Target Painter II, 100mn AB II
Lowslots: 3 x CN-BCS, Cap Flux Coil II
Rigslots: Hydraulic Bay II, CCC II
Drones: Hammerheads II
I have a Range of about 53km. Without the AB running the Cap lasts forever. I don`t have to use the AB often, only for some Sentrys and in 2-3 Missions for some BS, which orbit in 55km. For Missions like "Massive Attack" i take my NH, cause it's quite better against all those Frigs than a Torpship.
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