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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.25 16:55:00 -
[31]
Originally by: Lamiah I have a hard time understanding the logic behind malediction bonus to rockets and also at the same time having a bonus to scram range.
Bonus to scram range suggests that malediction can orbit from farther away than other ceptors for tackling, yet the bonus to rockets suggests that I should be using rockets on this sexy ship which is a short-range weapon system....I feel like these two bonuses are nullifying each other, because if you are using one of them, you don't get to use the other one.
I will be able to fly Amarr ceptors in 10 hours, and I am still undecided how to fit them....I flied crow before, and I am actually inclined to fitting Standard launchers on my malediction for roaming-gang work where my primary job is tackling, not dps.
A blasteranis is fitting a 24km WD too but its blaster range is very much shorter then that. No one is calling that stupid either because WD range and inherent weapon range dont always have to coincide. -------------------------------------- [Video]Skirmish Warfare II |

Lamiah
Ministry of War
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Posted - 2008.03.25 17:47:00 -
[32]
I think your point and example are valid however it does not resemble to the case I am addressing.
Taranis bonuses:
Gallente Frigate Skill Bonus: 10% Small Hybrid Turret damage per level
Interceptor Skill Bonus: 5% reduced Signature Radius and 7.5% Small Hybrid Turret tracking speed Per Interceptor Skill Level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost
A blasteranis using a 24km point but getting close to hit with its blasters is making full usage of its bonuses. 24km point is something given to any ceptor anyways.
Malediction bonuses:
Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level
Interceptors Skill Bonus: 5% reduction in Signature Radius and 5% bonus to Warp Scrambler and Warp Disruptor range per level
A malediction which is shooting with its rockets is not making use of its all bonuses because the scram range bonus is nullified.
A malediction orbiting at 24+ kms to hold a target is not making use of its all bonuses because it can't hit with rockets from that far away, thus, the rocket bonus is nullified.
In other words, there is not a moment when flying a malediction when you are using all of the ship's bonuses.
I wish the tech II missiles did not have those weird penalties....
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Dheorl
The Scope
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Posted - 2008.03.25 17:51:00 -
[33]
Fit a short range scram and tada, your using both bonuses.
Either that or just look at the bonus to scram range as being there so you can snag stuff better even though you still go in close and use rockets for the kill.
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Corron
Republic Military School
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Posted - 2008.03.25 20:02:00 -
[34]
Originally by: Lamiah I think your point and example are valid however it does not resemble to the case I am addressing.
Taranis bonuses:
Gallente Frigate Skill Bonus: 10% Small Hybrid Turret damage per level
Interceptor Skill Bonus: 5% reduced Signature Radius and 7.5% Small Hybrid Turret tracking speed Per Interceptor Skill Level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost
A blasteranis using a 24km point but getting close to hit with its blasters is making full usage of its bonuses. 24km point is something given to any ceptor anyways.
Malediction bonuses:
Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level
Interceptors Skill Bonus: 5% reduction in Signature Radius and 5% bonus to Warp Scrambler and Warp Disruptor range per level
A malediction which is shooting with its rockets is not making use of its all bonuses because the scram range bonus is nullified.
A malediction orbiting at 24+ kms to hold a target is not making use of its all bonuses because it can't hit with rockets from that far away, thus, the rocket bonus is nullified.
In other words, there is not a moment when flying a malediction when you are using all of the ship's bonuses.
I wish the tech II missiles did not have those weird penalties....
Personally I believe that the bonus to scram range is geared towards the 2pt disrupters which most people don't use becaues of things like Nos/Neut's, webbers, which often mean death for the cepter.
With the maled's bonuses, the proper skills and setup, you can in fact tackle with a 2pt scram, while staying out of med nos range of a normal ship, and staying out of web range (unless a named 15km webber), AND do damage with your rockets.
So yes, if you're thinking you gotta stay at max range of your 1 pt. scram then your rockets will be useless for all except poping drones that are coming for you. And if you wanted to do that, you could even tackle BS's and stay out of thier Nos/Neut range due to the bonus to scram range the ship gets.
I'd say fit the ship to the role you are using it for, however again, my setup is for solo'ing as a cepter, not group warfare when your role isn't to do damage, but to keep someone from getting away.
Either way you look at it, as a dmg dealing ship, or as a defensive mechanism to avoid the driod (drones), the bonus to the rocket damage is never a waste, nor is the bonus to the scram range.
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Lamiah
Ministry of War
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Posted - 2008.03.25 20:14:00 -
[35]
Nice points about 2 pt disrupters. It certainly makes sense when you take that into consideration.
I guess I'll use something like:
Standard Launchers for roaming-gang work. Might as well hit a lil bit while tackling. 
Rockets for solo work.
Cheers o/
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.25 22:12:00 -
[36]
Originally by: Lamiah Nice points about 2 pt disrupters. It certainly makes sense when you take that into consideration.
I guess I'll use something like:
Standard Launchers for roaming-gang work. Might as well hit a lil bit while tackling. 
Rockets for solo work.
Cheers o/
There is no point to 2 point scramblers. All inties with the WD cap reduction bonus will fit a 1pt one anyway because it really doesnt take all that much cap anyway. 2pts need to be looked at, they are worthless. -------------------------------------- [Video]Skirmish Warfare II |

Dheorl
The Scope
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Posted - 2008.03.25 23:05:00 -
[37]
Originally by: Lyria Skydancer
Originally by: Lamiah Nice points about 2 pt disrupters. It certainly makes sense when you take that into consideration.
I guess I'll use something like:
Standard Launchers for roaming-gang work. Might as well hit a lil bit while tackling. 
Rockets for solo work.
Cheers o/
There is no point to 2 point scramblers. All inties with the WD cap reduction bonus will fit a 1pt one anyway because it really doesnt take all that much cap anyway. 2pts need to be looked at, they are worthless.
I fit them and they work wonders. A surprising number of people fit 1 stab on ratting setups because most pirates only fit 1 point scrams.
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Julius Romanus
Fatalix Inc. Phalanx Alliance
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Posted - 2008.03.26 02:21:00 -
[38]
Originally by: Lamiah I have a hard time understanding the logic behind malediction bonus to rockets and also at the same time having a bonus to scram range.
Bonus to scram range suggests that malediction can orbit from farther away than other ceptors for tackling, yet the bonus to rockets suggests that I should be using rockets on this sexy ship which is a short-range weapon system....I feel like these two bonuses are nullifying each other, because if you are using one of them, you don't get to use the other one.
I will be able to fly Amarr ceptors in 10 hours, and I am still undecided how to fit them....I flied crow before, and I am actually inclined to fitting Standard launchers on my malediction for roaming-gang work where my primary job is tackling, not dps.
The logic fail is caused by the fact that the ship changed considerably twice within 6-8 months time. When "khanid mk2" hit the diction had an Em dmg bonus to rockets/missiles(giving it a weak but present dmg bonus for standards even). That was replaced with the scram range bonus. Intitially the mk2 diction was faaaaaantastic at smoking other non AF frigates.
Now its just really good at it, but can also point from 26km+ out avoiding heavy neuts. Still in range for javs btw.
I miss the old malediction, not even the really awesome rocket one, the old school split weapon diction. If ever there was a ship in eve with a deathwish, it was either her or the omen. Either way hilarity every time.
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Heartcarver
X Bane X
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Posted - 2008.03.26 02:53:00 -
[39]
Tackling / Long Range (Great speed with solid skills, perma runs with good skills as well, sensor booster gives u longer range for scram capbilities (around 35k with DB warp disrupter)
3 Standard Launchers
Gisti A-Type MWD Dark Blood Warp Disrupter Shadow Serp Sensor Booster
3 OD II 2 Polycarbs
Close Range / Anti Inty Fit
3 Rocket Launchers, 1 Small Nos Disrupter, Web, MWD 3 OD II
"The point of war isn't to die for your country, it's to make the other bastard die for his" |

Julius Romanus
Fatalix Inc. Phalanx Alliance
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Posted - 2008.03.26 02:56:00 -
[40]
Replace that nos with a gun and the 3rd OD with a DCUII for inty killing.
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Heartcarver
X Bane X
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Posted - 2008.03.26 03:03:00 -
[41]
Depends on style, only inty ive lost to thus far was a taranis, with maxed inty skills, whereas Im still short in the missile department lol. (I also often use polys + gisti b on that setup)
"The point of war isn't to die for your country, it's to make the other bastard die for his" |

Julius Romanus
Fatalix Inc. Phalanx Alliance
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Posted - 2008.03.26 03:17:00 -
[42]
Just sayin you'd have likely beat the ranis with the changes suggested =P
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