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Durzel
Caldari
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Posted - 2008.04.14 09:14:00 -
[1]
Edited by: Durzel on 14/04/2008 09:14:51 I love the look of the Nightmare, and I like the idea of lasers simply because imo it seems more traditionally sci-fi.
I'm currently flying a CNR that I've only been in for a few weeks and whilst it gets the job done admirably I've decided I'm not really a big fan of missiles, and it seems to be a bit of a dead end in terms of skill training (some basic research tends to suggest that people shun missiles in PvP due to the time it takes to reach target, nanofags, etc - though this perception could of course be wrong). It's also somewhat depressing to see several missiles get shot down by defenders over and over again.
At the moment I have very low gunnery skills and my Amarr & energy weapons skills are non-existant. I have very good Engineering skills (all 4s and 5s) so cap shouldn't be a problem.
A cursory look at Evemon shows that it would take ~10 days to fly a Tachy Nightmare, though I would obviously need all the energy-weap & gunnery support skills afterwards.
Is the Nightmare worth the switch? I would be intending to use it exclusively in L4 missions at least for the forseeable future.
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Durzel
Caldari
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Posted - 2008.04.14 09:25:00 -
[2]
Only does thermal (and EM?) damage though, doesn't it? I've seen it mentioed that vs Angels, etc it's worse than a T1 Raven DPS wise. Again, only repeating what I have seen in a couple of other threads, hence why I wanted confirmation 
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Durzel
Caldari
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Posted - 2008.04.14 09:46:00 -
[3]
Edited by: Durzel on 14/04/2008 09:46:10 Thanks for the info. I guess then I should spend a good couple of months or more getting my gunnery up to spec before I think about sitting in one.
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Durzel
Caldari
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Posted - 2008.04.14 15:04:00 -
[4]
I thought about Golem but it seemed like you had to go overboard with torp-range extending rigs & implants and still have to use T2 Javelins (lower damage) just to get them out to an acceptable range. Also, I have a seperate dedicated salvage ship with 4 tractors/4 salvagers so whilst the 100% range/speed tractor bonus & big cargo hold is interesting, it would probably be useless for my own personal circumstances.
Rattler is nice but it's a matter of interpretation as to whether it's better or just more of the same when compared to a CNR.
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Durzel
Caldari
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Posted - 2008.04.16 12:51:00 -
[5]
Thanks for all the useful info.
Have decided I'm going to pop a Tachyon on my CNR as an extra bit of DPS while I grind out the various laser skills before I bother actually buying a Nightmare (can't quite afford one yet anyway).
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Durzel
Caldari
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Posted - 2008.04.19 18:49:00 -
[6]
As a slight aside is there a reason that most of the Nightmare setups I've seen suggested use CCC's as opposed to Semiconductor Memory Cell? Running some numbers through EFT it seems to show that the extra capacity gives a longer cap use time than the CCC's give you?
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Durzel
Caldari
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Posted - 2008.04.19 20:23:00 -
[7]
Edited by: Durzel on 19/04/2008 22:59:28
Originally by: Krav
Originally by: Durzel As a slight aside is there a reason that most of the Nightmare setups I've seen suggested use CCC's as opposed to Semiconductor Memory Cell? Running some numbers through EFT it seems to show that the extra capacity gives a longer cap use time than the CCC's give you?
I was looking at that the other day in EFT. It does, but you still lose something. CCC's have better cap recharge rates at optimal (33% cap) and thus if you're boosting to keep at that level of cap you actually tank better with CCC's. SMC's do give a better run-to-zero-percent cap time, but you don't want to do that in real life 
Krav
Thanks, that makes sense.. sortof.
Nightmare already has a decent cap recharge rate, adding CCC's to that (being a percentage improvement) doesn't seem to yield as much of a benefit as it does on, say, a CNR with a much worse cap recharge rate. Nightmare also has a huge cap as standard which makes the benefit of Semiconductor Memory Cells (SMCs) even more pronounced (as they are percentage based too).
I'm not in front of EFT atm but when I was using it earlier and testing with CCCs vs SMCs there was only about 10 cap recharge per second difference in it with the setup I was testing (2 SMC IIs, 1 SMC vs 2 CCC IIs, 1 CCC), but the difference in how long the cap lasted (assuming a non permatank) was about 6 mins vs 3.5 mins.
If you're running a setup which doesn't permatank (i.e. cap would run out eventually with the booster, guns & hardeners going) then wouldn't it make more sense to have extra buffer rather than faster-at-33% recharge? (since you'd drop below it eventually anyway?)
Hope the above makes sense, just thinking hypothetically atm as I'm quite a few weeks away from considering a Nightmare.
EDIT: I was wrong, Nightmare and CNR share the same total capacitor recharge speed
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Durzel
Caldari
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Posted - 2008.04.25 01:23:00 -
[8]
Edited by: Durzel on 25/04/2008 01:23:43 Thanks for all the feedback 
One last question if I may..
I'm building up some different setups in EFT to get a feel for the ship. From what I've been able to tell so far from a day or so with a Tachyon Beam fitted to my CNR in its utility slot the tracking isn't great - I miss more than I hit on anything less than a BS. Obviously I have yet to skill up Motion Prediction (currently lvl 3) and Amarr Battleship (for 7.5% tracking per level). I probably need to get a feel for how traversal works too, I'm just used to parking next to the acceleration gate to the next room and firing missiles in every direction.
Is the tracking you get from Motion Prediction 5 & Amarr Battleship sufficient to not have to worry about fitting Tracking Enhancers/Tracking Computers?
If the above is not definitive - given the choice between fitting either a Damage Control II or a Faction/Officer Tracking Enhancer in a low slot, which would you choose?
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