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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.01.03 21:28:00 -
[1]
I think it depends on your mission running style. If you are doing them 'relaxsed' way - you know, chatting in corp chat, watching TV with one eye etc, then Golem might be more effective direction to go (I personally would put it into same box as Nighthawk even) while if you keep both eyes on the screen and all launchers ticking, capacitor around 30%, painter on your target plus next target already locked then you just might get better isk/h in CNR.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.01.04 10:41:00 -
[2]
Originally by: Jarod Hawke
Only real profitable missions are in low-sec
That statement is incorrect unfortunately. Most of mission income comes from bounties and bounties are same from 1.0 down to 0.0 in missions. For more detailed breakdown there is some thread (approx 6 months old) floating around somewhere in forums with numbers attached and longer explanations why you get better isk/h in lower end hi sec mission running than in low sec mission running.
In a nutshell it was about faction pimped CNR (hi sec) vs T2 fitted Raven (low sec) yields and loss/interruption propabilities in relevant areas, based on personal experiences of mission runners (not the usual 'my friends friend told me'). That was btw before probing boost when probing you down needed some real player skill.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.01.04 11:18:00 -
[3]
Nice numbers.
Looking at them it's quite obvious that for omnipermatank Golem is better (not to mention magnitudes cheaper to fit). I'm not experienced in permatanking setups myself as I'm more 'max damage, tank only enough to last thru mission without warping out' for what CNR seems to do better (at least by the numbers I have got so far). Even so the difference in running speed is not big enough state clearly about clear superiority of either platform.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.01.06 17:02:00 -
[4]
Actually javelin torps will put out more actual damage than CN cruise launchers with CN ammo. They are murdeously effective in their engagement range, but their actual effective range is in the ballpark of 60 km (~70 km max theoretical, but 'real' range is approx 90% of max theoretical). That range is adequate for majority of missions, but there is few out there where all NPC's start out 90+ km from you so you would need to refit for few missions (or slowboat around on afterburner losing effectivity).
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.01.06 17:42:00 -
[5]
I will add sample of mission completion times for myself also (over last 2 days). 'solo' marks missions where I used only carniflex and 2x marks mission where I used pair of CNR's. Times written after mission are 'duration' times from EVE combat log analyzer meaning time from fist hit to last hit in mission (in case of 2x chars longer time from two is used). Both CNR's are 'gank' type (setups at the end of post) built to last thru missions without warpouts and not sustainable.
the score (6469 lp) - solo - 13:30 infiltrated outpost (7965 lp) - 2x - 7:52 stop the thief (3735 lp) - 2x - 4:53 gone berzek (6638 lp) - 2x - 8:50 gone berzek (6638 lp) - 2x - 9:30 the assault (7163 lp) - 2x - 21:45 recon 1 of 3 (5088 lp) - 2x - 9:35 recon 2 of 3 (1424 lp) - solo, 3 min (lost rifter) : Note (done in rifter) recon 3 of 3 (1005 lp) - solo, 2 min : Note (done in fleet stabber) a case of kidnapping (storyline) - solo - 27:06 right hand of zassamazz (4073 lp) - 2x - 2:56 right hand of zassamazz (4073 lp) - 2x - 3:44 the score (6460 lp) - solo - 12:31
Unfortunately numbers are not directly comparable to numbers presented by Gul, but as very rough estimate adding second ship into mission running team equals roughly 33% faster mission completion time (with rather wide margin of error ofc). In reality ofc there will be travel times (undock, warp to mission, warp thru gate, mission, travel to station, dock) added to those times, but they should give reasonable estimate about combat effectivity.
Carniflex (5% RoF, 5% cruise missile damage hardwires) Hi: 7x CN cruise (CN missiles) 1x Auto Targeter I Med: CL-5 XL booster, 2x T2 hardener 1x CN hardener, 1x PWNAGE painter, 1x Heavy Cap Injector (5x800) Low: 4x CN BCU 1x Signal Amp II Rigs/drones: 3x Warhead Rigor Catalyst I, 5x T2 light, 5x T2 medium drones Note: In The Score mission cap injector is replaced with LiF afterburner.
Alt (5% RoF hardwire) Hi: 7x T2 cruise (CN missiles) 1x Auto Targeter I Med: T2 XL booster, 3x T2 hardener, 1x PWNAGE painter 1x Heavy Cap Injector (5x800) Low: 4x CN BCU 1x Signal Amp II Rigs/Drones: 3x CCC I, 5x T2 light, 5x T2 medium drones
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