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Kookie Snr
Caldari Provisions
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Posted - 2008.04.06 11:05:00 -
[1]
After what seemed like an eternity of training I finally climbed into my shiny new Golem this morning, my fit:
4x Seige II 3x Tractor
1x CN XL Shield Booster 3x Hardners 1x Shield AMp II (to change) 1x Painter 1x Cap Recharger II
2x BCU II 1x CPU (to change) 1x Cap flux
1x Rocket 1x Hyrdrahlics
A few points: 1) I don't feel you can drop the amplifier until you get Marauders at L3 minimum probably lvl 4. 2) Having to fit the CPU until I can afford some CN BCUs to reduce the CPU needs 3) Originally ran the 2 tractor and one salvage, but it just didn't seem worth while. I STILL INTEND TO SALVAGE ALL THE LOOT, but with just one salvager and no salvage rigs, I seemed to be failing all the time (skill L3). This way I can return in my salvaging typhoon, now fitted with 8 salvagers - I'll use the tractors on the Golem to bring all the cans together. So all I'll need to do is warp in and salvage from the single point - in a quiet system so no hassle from looters. 4) Overall love this ship, even more than my old CNR, well worth the training in my impression, and will only get better as Marauder level increases and thus can drop the amp, and also painting bonus. 5) Will need to get familiar with how many volleys are needed for ships, as this morning I have been letting one too many volleys go:)
Get a Golem for L4s, they rock:)
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chrischar2
Caldari Missioners
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Posted - 2008.04.06 13:08:00 -
[2]
I agree with you,golem is better overall than the CNR.
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DarthJosh
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Posted - 2008.04.06 13:31:00 -
[3]
how far can you hit? -
Please visit your user settings to re-enable images. Desusigs! |

Smart Azzz
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Posted - 2008.04.06 13:47:00 -
[4]
Doesn't the reduced number of missiles actually hurt the DPS when going against a target with defender missiles. I ran some numbers when they first came out, and it seemed to me that the loss of one missile was like losing 2 due to damage bonus, and thus would require longer battles. I do agree that the tractor bonus is great, but I still us my CNR and a seperate salvage ship, doesn't sound worth the iskies to me to get into a marauder. P.S. yes this is an alt as well. |

Daerkannon Shimmerscale
Paxton Industries Paxton Federation
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Posted - 2008.04.06 13:59:00 -
[5]
Originally by: Smart Azzz Doesn't the reduced number of missiles actually hurt the DPS when going against a target with defender missiles. I ran some numbers when they first came out, and it seemed to me that the loss of one missile was like losing 2 due to damage bonus, and thus would require longer battles. I do agree that the tractor bonus is great, but I still us my CNR and a seperate salvage ship, doesn't sound worth the iskies to me to get into a marauder. P.S. yes this is an alt as well.
I don't know how people still manage to think this. It's been explained many times, but you lose the same amount of damage in a CNR as a Golem to defenders because NPCs don't shoot a static number of defenders. Instead, every missile you launch at them has a chance of causing a defender to fire. If you shoot twice as many missiles, you'll get twice as many defenders.
The point is moot anyway since he's using torps. --- Honest officer, the dwarf was on fire when I got here! Can't find a mechanical engineering agent? Need a non-Caldari Navy agent? http://www.eve-agents.com/ for all your agent needs! |

Kookie Snr
Caldari Provisions
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Posted - 2008.04.08 20:54:00 -
[6]
Just to let you know, been using the Golem for a few days, got the skill up to level 3 and now thinking it is better as a crusie ship than a torp - atleast for me. Points to consider: - torps do more damage but take up more of your mids due to painter - torps take longer to kill the smaller ships WHEN they are on top of you, even with painter (that's in the missions when you can't use drones without aggroing) - cruise hit everything and do decent damage - no waiting to get in range with torps, normal torps I'm hitting out at 110km - better tank, not having to waste rigs or that painter mid slot, can use cap equipment, yes I appreciate that I prefer this part as I prefer uber tank for those nasty disconnections, or mistakes when you aggro everything.
I can't see a discernable difference speed wise between this cruise setup and the CNR I used to fly - but I dare say some EFT warrior or CNR expert will say otherwise, and they are probably right. What i can definantly say is that the CNR is not as quick as this for completing missions and then looting the lot.
So if you're going to get a Golem do have a think about the cruise setup if you like to multitask when doing missions - that's multitask NOT AFK!
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Galvanized
The Athiest Syndicate INT0XICATI0N
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Posted - 2008.04.08 22:03:00 -
[7]
And if that makes want one then mail me ingame , i make one of these beauties every couple of days. And i guarantee to beat the market for any advance orders...
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JagGator
United Freeloaders
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Posted - 2008.04.08 23:31:00 -
[8]
A few more notes from another Golem user:
1) The painter is still useful with cruise. Lets you 1-volley cruisers and HACs that you otherwise can't. 2) The lock range on the Golem is longer than the CNR. I was always used to waiting for ships to come within ~90km to lock with the CNR, the Golem goes out to ~110km with good skills. This lets you start picking off the long-distance ships in World's Collide right away, and helps blitz some missions (e.g. Pirate Invasion). 3) You definitely want to get Targeting V and Multitasking III with this baby. You need all 10 locked targets if you are going to be tractoring the wrecks as you go (and why wouldn't you?). 4) Try to get at least 3 BCU and preferably 4. This makes a huge difference in killspeed, especially as it allows more 1-volleys of cruiser size targets (with painter).
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Kookie Snr
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Posted - 2008.04.09 05:57:00 -
[9]
some nice points to think about there, be playing around with my setup tonight, out of interest what Marauder level you got?
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Leandro Salazar
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Posted - 2008.04.09 07:29:00 -
[10]
Originally by: Kookie Snr Just to let you know, been using the Golem for a few days, got the skill up to level 3 and now thinking it is better as a crusie ship than a torp - atleast for me. Points to consider: - torps do more damage but take up more of your mids due to painter - torps take longer to kill the smaller ships WHEN they are on top of you, even with painter (that's in the missions when you can't use drones without aggroing) - cruise hit everything and do decent damage - no waiting to get in range with torps, normal torps I'm hitting out at 110km - better tank, not having to waste rigs or that painter mid slot, can use cap equipment, yes I appreciate that I prefer this part as I prefer uber tank for those nasty disconnections, or mistakes when you aggro everything.
I can't see a discernable difference speed wise between this cruise setup and the CNR I used to fly - but I dare say some EFT warrior or CNR expert will say otherwise, and they are probably right. What i can definantly say is that the CNR is not as quick as this for completing missions and then looting the lot.
So if you're going to get a Golem do have a think about the cruise setup if you like to multitask when doing missions - that's multitask NOT AFK!
Of course for someone who prioritizes tanking, cruise are better. And maybe it depends on your mission portfolio whether hitting stuff at 100km is a valid point or not. For the mission selection I get (Amarr agents), the only mission that puts me through a real wait before I can start pwning them is WC stage 1, and that lost time is more than made up in the later stages. The extra damage that jav torps and especially faction torps do over cruise is massive.
And missions with plenty of small junk are best done with turret boats anyway ;)
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |
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