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Ryleh Sahamun
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Posted - 2008.05.02 15:09:00 -
[1]
Here is my poor mans Paladin ... comments?
Hi: 4 AN Tachyons, 2 tractors, 1 salvager Meds: Shadow Serpentis Tracking Computer, DB Stasis Web, 2x Cap Recharger II Lows: AN LAR, 4 hardeners, 2 AN Heatsinks
Rigs: 2x CCC I
Is cap stable - melts everything outside 25km, tracking computer and 14km web for everything within that range. |

Lance Fighter
Amarr
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Posted - 2008.05.02 16:10:00 -
[2]
Drop a hardener for a heat sink, and train Marauders to level 4 :)
Drop the DB web for a domination web.
Other than that, it looks good.
T2 tachys might be better if you are actually trying to kill anything at range though. |

Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
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Posted - 2008.05.02 16:21:00 -
[3]
With tachs you can get to about 60km range with multi L, no need for t2, at least in missions. I prefer faction over t2 anyway, especially for lasers, as you will only get about 5% extra damage, provided you have the t2 skill at 5. In return, t2 guns use about 25% more cap though, and the only t2 ammo worth using is the long range ammo - otherwise faction outclasses t2 ammo heavily.
Also, if you fit rat specific hardeners, you could try using a third HS rather than a 4th hardener.
The tracking computer isn't really needed at all in my experience. I can hit everything outside 15km pretty easily with decent gunnery skills, and everything inside that range simply gets killed by drones. Usually 1 tach can one shot frigs while theyre outside that range, so if you pick them off before they get in that range youre safe anyway. |

Astorothe
Aperture Science Industries
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Posted - 2008.07.08 09:17:00 -
[4]
The Paladin cries out for T2 Tachyon's. Train up and fit them.
Eve Corp, Web Design, Gaming News & Music Blog |

J'Mkarr Soban
Amarr Proxenetae Invicti
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Posted - 2008.07.08 11:08:00 -
[5]
If you're going for Tachy's, lose the web - it's pointless. You should be managing your aggro enough that they don't get into web range in the first place. Anything that really does get that close, use med drones.
Again, because you should be managing your aggro, you shouldn't need a tracking comp either.
3 HS is a must 
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |

bldyannoyed
Un4seen Forces
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Posted - 2008.07.08 11:17:00 -
[6]
Originally by: Reiisha With tachs you can get to about 60km range with multi L, no need for t2, at least in missions. I prefer faction over t2 anyway, especially for lasers, as you will only get about 5% extra damage, provided you have the t2 skill at 5. In return, t2 guns use about 25% more cap though, and the only t2 ammo worth using is the long range ammo - otherwise faction outclasses t2 ammo heavily.
Also, if you fit rat specific hardeners, you could try using a third HS rather than a 4th hardener.
The tracking computer isn't really needed at all in my experience. I can hit everything outside 15km pretty easily with decent gunnery skills, and everything inside that range simply gets killed by drones. Usually 1 tach can one shot frigs while theyre outside that range, so if you pick them off before they get in that range youre safe anyway.
It's 8% extra DPS with the spec skill at lvl4, saves you about 300mill not having to buy faction guns and also drastically reduces your chances of getting suicide ganked.
The only reason not to fit tech 2 is that you dont have the skills to use them.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.08 13:15:00 -
[7]
thats for a poor man.... 
I'm lazy and use mega pulse, with everything techie two, that way everything is in tractor beam range 
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Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
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Posted - 2008.07.08 13:37:00 -
[8]
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions. Somebody set up us the bomb |

Wild Rho
Amarr GoonFleet
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Posted - 2008.07.08 13:50:00 -
[9]
Originally by: Elhina Novae
can give you about the same DPS as T2?
They don't. Tech 2 guns get an extra damage boost per level from the appropriate weapon specialisation skill. Faction can be useful as they are less skill and fitting intensive but for raw damage tech 2 wins every time.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.08 13:53:00 -
[10]
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
I insist only because I @#)($*@ disconnect all the time 
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Thoran Karlien
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2008.07.08 13:57:00 -
[11]
Well, I was going to post my fitting, but it looks like we go diffrent ways. If you already run that setup, have fun, I normally prefer Mega Pulse laser, there are hardly any rat orbiting outside the 40 km anyway, and just about everything stays closer than 51 km. Oh, and you have to check the math, but I normally fit 1 EANM and 3 hardener of choice. ____________________________ Whine : The only FOTM than never gets nerved or out of style! |

Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
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Posted - 2008.07.08 15:14:00 -
[12]
Originally by: Wild Rho
Originally by: Elhina Novae
can give you about the same DPS as T2?
They don't. Tech 2 guns get an extra damage boost per level from the appropriate weapon specialisation skill. Faction can be useful as they are less skill and fitting intensive but for raw damage tech 2 wins every time.
Yes T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7. Somebody set up us the bomb |

Dahak2150
Chaos Monkeys
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Posted - 2008.07.08 17:14:00 -
[13]
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
1. Sustainable setups are attainable with T2 guns. 2. Aurora 3. Scorch 4. Price 5. Gank protection
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Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
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Posted - 2008.07.08 17:20:00 -
[14]
Originally by: Dahak2150
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
1. Sustainable setups are attainable with T2 guns. 2. Aurora 3. Scorch 4. Price 5. Gank protection
Read the post above yours. Somebody set up us the bomb |

Dahak2150
Chaos Monkeys
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Posted - 2008.07.10 01:32:00 -
[15]
Originally by: Elhina Novae
Originally by: Dahak2150
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
1. Sustainable setups are attainable with T2 guns. 2. Aurora 3. Scorch 4. Price 5. Gank protection
Read the post above yours.
Read my first point. Sustainable setups are attainable with T2 guns, and all the benefits associated with them.
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Fon Revedhort
Aeria Gloris Inc United Legion
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Posted - 2008.07.10 02:38:00 -
[16]
Originally by: Elhina Novae
Originally by: Wild Rho
Originally by: Elhina Novae
can give you about the same DPS as T2?
They don't. Tech 2 guns get an extra damage boost per level from the appropriate weapon specialisation skill. Faction can be useful as they are less skill and fitting intensive but for raw damage tech 2 wins every time.
Yes T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7.
Moreover, you can train Spec to lvl 5 as well \o/ And that is the DPS advantage. ---
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chinnychinchin
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Posted - 2008.07.10 08:46:00 -
[17]
[Paladin, gank] Large Armor Repairer II Large Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Co-Processor II Co-Processor II
Heavy Electrochemical Capacitor Booster I, Cap Booster 800 Quad LiF Fueled I Booster Rockets Cap Recharger II Cap Recharger II
Miner II Miner II Miner II Miner II Small Tractor Beam I Small Tractor Beam I Prototype Cloaking Device I
[empty rig slot] [empty rig slot]
Harvester Mining Drone x5
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J'Mkarr Soban
Amarr Proxenetae Invicti
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Posted - 2008.07.10 09:10:00 -
[18]
Originally by: chinnychinchin [Paladin, gank] Large Armor Repairer II Large Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Co-Processor II Co-Processor II
Heavy Electrochemical Capacitor Booster I, Cap Booster 800 Quad LiF Fueled I Booster Rockets Cap Recharger II Cap Recharger II
Miner II Miner II Miner II Miner II Small Tractor Beam I Small Tractor Beam I Prototype Cloaking Device I
[empty rig slot] [empty rig slot]
Harvester Mining Drone x5
Chribba? Is that you?
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |
|

Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2008.07.10 09:55:00 -
[19]
Originally by: J'Mkarr Soban Chribba? Is that you?
No I would have Cargo Expanders, Cargo rigs and MDCMII's in my fit 
Secure 3rd party service ■ Do you Veldspar? |
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chinnychinchin
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Posted - 2008.07.10 13:17:00 -
[20]
god point, forgot the rigs ;-(
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Mia Archer
Amarr Insidious Existence RAZOR Alliance
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Posted - 2008.07.12 03:15:00 -
[21]
High: 2x Small Tractor beam 1x Salvager 4x Tachyon II
Mids: Domination Stasis Web 3x Cap Charger II
Lows: True Sansha LAR 2x Race Specific Hardners DCU II 3x True Sansha Heatsink
Rigs: 2x CCC I
Perma Runs guns and tank, tank is sufficient for all level 4 missions, has 1080 dps with drones, can easily hit the large distance orbit ranges with multifrequency provided you have decent gunnery skills and can hit them easily with x-ray/gamma/ultraviolet even with crappy skills. Can perma run Tank Guns and Slavage with 2 CCC II
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Boz Well
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Posted - 2008.07.12 03:31:00 -
[22]
Originally by: Mia Archer High: 2x Small Tractor beam 1x Salvager 4x Tachyon II
Mids: Domination Stasis Web 3x Cap Charger II
Lows: True Sansha LAR 2x Race Specific Hardners DCU II 3x True Sansha Heatsink
Rigs: 2x CCC I
Perma Runs guns and tank, tank is sufficient for all level 4 missions, has 1080 dps with drones, can easily hit the large distance orbit ranges with multifrequency provided you have decent gunnery skills and can hit them easily with x-ray/gamma/ultraviolet even with crappy skills. Can perma run Tank Guns and Slavage with 2 CCC II
I imagine EANM/third hard is better than DC, unless you plan to take your marauder into structure.
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Mia Archer
Amarr Insidious Existence RAZOR Alliance
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Posted - 2008.07.12 03:39:00 -
[23]
Edited by: Mia Archer on 12/07/2008 03:40:58 theres about a 2% difference in resists bewteen a Faction EANM and a DCU II while the DCU II provides over 10k additonal EHP and gives you significantly more chance of escaping if you manage to get yourself into trouble. So unless you go for a Deadspace/Officer EANM im not sure id agree that its more useful. I guess youd have to run calcs on how much additional damage that 2% adds up to.
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Astorothe
Aperture Science Industries
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Posted - 2008.07.14 16:38:00 -
[24]
Here's a part Faction setup I've played with. Not completely happy with it but she purrs.
Lows: True Sansha Large Armor Repairer True Sansha Heat Sink True Sansha Heat Sink True Sansha Heat Sink Armor Thermic Hardener II Armor Kinetic Hardener II Armor Explosive Hardener II
Mids: Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Hi: Tachyon Beam Laser II Tachyon Beam Laser II Tachyon Beam Laser II Tachyon Beam Laser II Small Tractor Beam I Small Tractor Beam I Salvager I
Rigs: Capacitor Control Circuit I Capacitor Control Circuit I
Drones: Hammerhead II's
Eve Corp, Web Design, Gaming News & Music Blog |

Kerdrak
3B Legio IX Atlas Alliance
|
Posted - 2008.07.14 18:24:00 -
[25]
I use this:
Amarr Navy Large Armor Repairer Amarr Navy Energized Adaptive Nano Membrane Armor EM Hardener II Armor Thermic Hardener II Amarr Navy Heat Sink Amarr Navy Heat Sink Capacitor Power Relay II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L
Nanobot Accelerator II Auxiliary Nano Pump II
Tech II rigs are not so expensive and worth the invest.
________________________________________
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Spider Silva
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Posted - 2008.07.14 19:49:00 -
[26]
you should only use amarr navy crystals
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Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
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Posted - 2008.07.14 23:13:00 -
[27]
Originally by: bldyannoyed
Originally by: Reiisha With tachs you can get to about 60km range with multi L, no need for t2, at least in missions. I prefer faction over t2 anyway, especially for lasers, as you will only get about 5% extra damage, provided you have the t2 skill at 5. In return, t2 guns use about 25% more cap though, and the only t2 ammo worth using is the long range ammo - otherwise faction outclasses t2 ammo heavily.
Also, if you fit rat specific hardeners, you could try using a third HS rather than a 4th hardener.
The tracking computer isn't really needed at all in my experience. I can hit everything outside 15km pretty easily with decent gunnery skills, and everything inside that range simply gets killed by drones. Usually 1 tach can one shot frigs while theyre outside that range, so if you pick them off before they get in that range youre safe anyway.
It's 8% extra DPS with the spec skill at lvl4, saves you about 300mill not having to buy faction guns and also drastically reduces your chances of getting suicide ganked.
The only reason not to fit tech 2 is that you dont have the skills to use them.
Belated reply, but nonetheless valid:
T2 Tachs have a base mod of 3.6, AN tachs have a base mod of 3.75. They have the same duration.
With large beam spec on 5, that means a T2 mod of 3.96 vs an AN mod of 3.75, base - 3.96/3.75=1.056
So, 5.6% difference in damage.
Cap use: 95 base for T2, vs 71.25 base for AN. That's actually 33% more cap use. With my current skills that comes down to a difference of 1.9 cap/s, multiplied by 4, means 7.6 cap/s cheaper to run AN tachs. Aurora has pathetic DPS, and Gleam offers half the range against 1.5% more damage of AN MF.
AN guns should seriously be considered by anyone running missions. 5.6% damage or 33% cap? Especially when you're not maxed out on every possible cap skill, this *will* matter.
EVE History Wiki
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Tanith YarnDemon
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Posted - 2008.07.15 00:27:00 -
[28]
Originally by: Elhina Novae
Originally by: Wild Rho
Originally by: Elhina Novae
can give you about the same DPS as T2?
They don't. Tech 2 guns get an extra damage boost per level from the appropriate weapon specialisation skill. Faction can be useful as they are less skill and fitting intensive but for raw damage tech 2 wins every time.
Yes T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7.
Where to begin... =)
T2 are about 3.7%(spec 4) higher per shot, each shot takes 75% as much cap. Since missions generally are not a struggle to survive for a certain amount of time but to inflict X amount of damage onto your opponent, and they are actively repairing higher dps will mean a higher efficiancy for missions. With the addition of t2 ammo, the fact that they repair and such you can round the damage advantage up to about 5%. This would in turn mean that the cap advantage per unit of damage is about 80% for the faction guns.
Now, when you calculate for permanent tanks there's several reasons to use them, you might fear lag, you might want to be safe for falling asleep - honestly I couldn't care less for your reasons - but there are reasons. However, the one thing that does not add up is that you keep adding the cap usage of the guns into the equation. To fire a gun, you have to be active, you have to press the button yourself, you have to be there and decide to take the action of firing a gun. This means the cap usage is ENTIRELY irrelevant the instant your tank can hold itself when you're not firing. Further more it's nearly impossible to actually calculate the factual cap use of turrets since they will have downtime and not be firing 23/7.
In the end there's down to two rational reasons to ever use low-end faction turrets over Tech 2 - one being fitting other being skills. If those last few points of CPU is that precious - go ahead, if you are to new to the game to have the skills for T2 - well you don't have much choice then do you?
Imho, that overshades minor flaws such as a 0.025 disappearing here or there or the fact that you intend to run a tank for longer than there is a server online.
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Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
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Posted - 2008.07.15 01:01:00 -
[29]
Originally by: Tanith YarnDemon
Originally by: Elhina Novae
Originally by: Wild Rho
Originally by: Elhina Novae
can give you about the same DPS as T2?
They don't. Tech 2 guns get an extra damage boost per level from the appropriate weapon specialisation skill. Faction can be useful as they are less skill and fitting intensive but for raw damage tech 2 wins every time.
Yes T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7.
Where to begin... =)
T2 are about 3.7%(spec 4) higher per shot, each shot takes 75% as much cap. Since missions generally are not a struggle to survive for a certain amount of time but to inflict X amount of damage onto your opponent, and they are actively repairing higher dps will mean a higher efficiancy for missions. With the addition of t2 ammo, the fact that they repair and such you can round the damage advantage up to about 5%. This would in turn mean that the cap advantage per unit of damage is about 80% for the faction guns.
Now, when you calculate for permanent tanks there's several reasons to use them, you might fear lag, you might want to be safe for falling asleep - honestly I couldn't care less for your reasons - but there are reasons. However, the one thing that does not add up is that you keep adding the cap usage of the guns into the equation. To fire a gun, you have to be active, you have to press the button yourself, you have to be there and decide to take the action of firing a gun. This means the cap usage is ENTIRELY irrelevant the instant your tank can hold itself when you're not firing. Further more it's nearly impossible to actually calculate the factual cap use of turrets since they will have downtime and not be firing 23/7.
In the end there's down to two rational reasons to ever use low-end faction turrets over Tech 2 - one being fitting other being skills. If those last few points of CPU is that precious - go ahead, if you are to new to the game to have the skills for T2 - well you don't have much choice then do you?
Imho, that overshades minor flaws such as a 0.025 disappearing here or there or the fact that you intend to run a tank for longer than there is a server online.
Personally I don't permatank mission but if you look around on forums with all the EFT *****s around, most people wants to do that no matter if it's good or not. Having a tank last for about 4 minutes is enough for missions, rare cases may exist <.< ------------ Somebody set up us the bomb |

Clueless Alt
|
Posted - 2008.07.15 01:15:00 -
[30]
Originally by: Reiisha Especially when you're not maxed out on every possible cap skill, this *will* matter
Running high end amarr battleship without maxing cap skill is criminal.
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