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Drone AI1
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Posted - 2008.06.14 01:38:00 -
[1]
hi
I've been wondering for a few days now what is the average top dps possible by anything below capital ships(e.g. ~1200) and what type of damage they do(e.g. kin/therm?) and whats widely used? just trying to make a tank fit that would last for some time vs it.
the problem with checking builds on battleclinic to try and figure it out is that many are out of date.
thanks in advance for any information. |
Sp4m
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Posted - 2008.06.14 01:41:00 -
[2]
Drake tanks good, Although I have no experiance with flying them, I hear they are pretty near around the edges when it comes to tanking.
Duel repper domi? Kinda good, but gone are the days of noss domi's.
Ofc, you can speedtank anything in a nano-fagged ishtar =)
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NoNah
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Posted - 2008.06.14 01:42:00 -
[3]
Raven, Mach, Phoon, Geddon, Mega, Nightmare(and their faction variants ofc) etc.. are all capable of doing something like 1-1.3k dps. All of different damagetypes and have different weaknesses. Parrots, commence!
Postcount: 14330
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Drone AI1
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Posted - 2008.06.14 03:36:00 -
[4]
Edited by: Drone AI1 on 14/06/2008 03:39:40
I'm just asking because I'm trying to create a spider tank force for 3 domi's that can tank 3 enemies (I don't expect it to tank a larger force). In all cases that each enemy does ~1k damage the domi being focused fire will go down within under 20 seconds in the worse case scenario (i.e. enemies do the damage type my domi's have least resistance to) even if its being focused repaired in the 20 seconds. This is ignoring complex/navy modules and making sure that theres at least one eccm per domi.
maybe the person who said that spider tanking in pvp is only good for large fleets (over a dozen or few dozen) and not for small gang encounters was correct. |
Jeckes
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Posted - 2008.06.14 03:47:00 -
[5]
This is why my main flies an inquisitor frigate. People who tank for the main amarr damage types (Em, Thermal) get a rude awakening with explosive/kinetic missiles ganking them.
This game is rock, paper, scissors. A lot of people who suck have won fights simply because they got lucky and had the rock to the other's scissors.
Good skills only get you so far, right module setup gets you further, and perfect enemy gets you the rest of the way.
The fight is already decided once you've left the dock.
This is the reason for EANMs. Sometimes, the future is too uncertain to tank appropriately, so you cover all the bases at a lower efficiency to be ready for anything, but unable to specialize against something particular.
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NoNah
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Posted - 2008.06.14 06:04:00 -
[6]
Originally by: Drone AI1 Edited by: Drone AI1 on 14/06/2008 03:39:40
I'm just asking because I'm trying to create a spider tank force for 3 domi's that can tank 3 enemies (I don't expect it to tank a larger force). In all cases that each enemy does ~1k damage the domi being focused fire will go down within under 20 seconds in the worse case scenario (i.e. enemies do the damage type my domi's have least resistance to) even if its being focused repaired in the 20 seconds. This is ignoring complex/navy modules and making sure that theres at least one eccm per domi.
maybe the person who said that spider tanking in pvp is only good for large fleets (over a dozen or few dozen) and not for small gang encounters was correct.
Very much not so. A spidertank can be successful starting at 3 pilots. (well even two even though there's not to much spider about it at that point.) Granted, it gets more and more powerful the bigger the gang gets - you'll also have to compare it to other gangs of the same size.
3 spiderreppers > 3 nonrepping equally sized ships with just about anything else in their utilityslots. ... you get the idea. Parrots, commence!
Postcount: 736943
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z0de
The Bastards
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Posted - 2008.06.14 06:08:00 -
[7]
Originally by: Jeckes Good skills only get you so far, right module setup gets you further, and perfect enemy gets you the rest of the way.
The fight is already decided once you've left the dock.
What a dirty lie. All of the stuff you said is maybe 30% the other 70% is knowing how to fly your ship. Pilot skill >> ship + sp
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Zeknichov
Dark Prophecy Inc. Insurgency
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Posted - 2008.06.14 06:18:00 -
[8]
For tank use Kinetic, Explosive, Thermic hardener + DCU II, + 2x EANM II.
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Dr Fighter
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Posted - 2008.06.14 11:29:00 -
[9]
Pretty much any two heavy damage BS will kill any other BS in a few minutes, less than a minute if they are both gank BS doing over 1k dps.
its the greatest imballence in this game imo, fights that involve more than 3 large ships each side, tend not to last very long.
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ShadowlordUK
Volition Cult The Volition Cult
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Posted - 2008.06.14 11:39:00 -
[10]
Originally by: Dr Fighter Pretty much any two heavy damage BS will kill any other BS in a few minutes, less than a minute if they are both gank BS doing over 1k dps.
its the greatest imballence in this game imo, fights that involve more than 3 large ships each side, tend not to last very long.
It is not an imbalance in the game if 2 people beat 1 person lol.. thats actually game balance
To answer the OP any 3 bs can tank any 3 other bs quite easily.
If your testing is failing in this i suggest you consider different setups...
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Drone AI1
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Posted - 2008.06.14 12:00:00 -
[11]
Edited by: Drone AI1 on 14/06/2008 12:00:46
Originally by: ShadowlordUK
To answer the OP any 3 bs can tank any 3 other bs quite easily.
If your testing is failing in this i suggest you consider different setups...
I have tried many setups and the setups that do work use named/complex/faction modules (notice I said I was ignoring these) which cost billions per BS. |
Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.06.14 12:12:00 -
[12]
Originally by: Drone AI1
maybe the person who said that spider tanking in pvp is only good for large fleets (over a dozen or few dozen) and not for small gang encounters was correct.
Spider tanking is at its best between 3-10 pilots. Any more(close range enemy gank BS) and volley damage and DPS get too high to realistically change repping targets to keep up with your enemy
The problem is somewhere in your domi setup.
You should all have damage drones. Mwd, Web, Scram, 2x heavy injectors. 2-4 large repair units, 1-2 plates, tri-hardener, damage control, 1-2 eanms.
When someone gets targeted you put your reps on him and only use as many as you need to keep him up.
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Qui Shon
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Posted - 2008.06.14 12:39:00 -
[13]
Edited by: Qui Shon on 14/06/2008 12:43:48
Originally by: Drone AI1 Edited by: Drone AI1 on 14/06/2008 03:39:40
I'm just asking because I'm trying to create a spider tank force for 3 domi's that can tank 3 enemies (I don't expect it to tank a larger force). In all cases that each enemy does ~1k damage the domi being focused fire will go down within under 20 seconds in the worse case scenario (i.e. enemies do the damage type my domi's have least resistance to) even if its being focused repaired in the 20 seconds. This is ignoring complex/navy modules and making sure that theres at least one eccm per domi.
maybe the person who said that spider tanking in pvp is only good for large fleets (over a dozen or few dozen) and not for small gang encounters was correct.
Tanking 3k dps is easy with remreps. Like so, for example:
[Dominix, Comedy RepperDomi Trio] Armor Explosive Hardener II Armor Explosive Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Armor EM Hardener II Energized Adaptive Nano Membrane II Damage Control II
Heavy Capacitor Booster II, Cap Booster 800 Quad LiF Fueled I Booster Rockets Fleeting Propulsion Inhibitor I Warp Disruptor II ECCM - Magnetometric II
Large Remote Armor Repair System II Large Remote Armor Repair System II Large Remote Armor Repair System II Large Remote Armor Repair System II Large Energy Transfer Array II Large Energy Transfer Array II
Remote Repair Augmentor I Remote Repair Augmentor I Remote Repair Augmentor I
Yeah, so. 3800dps omnitank, can make it run for a while with remrep and energy tranfer skills at 4, as long as you don't need to mwd around much. Energy transfers create about 11 cap/s/unit if everyone runs them, but they should be juggled so the ones doing the repping get more cap, since the one being repped obviously doesn't need it. Get bumped out of range or jammed, and that's it, so I don't think I would actually use this. Web and mwd are named just because my alt can't use T2.
43k armor ehp, 74k total.
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Drone AI1
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Posted - 2008.06.14 13:22:00 -
[14]
Originally by: Qui Shon
Large Energy Transfer Array II Large Energy Transfer Array II
nice I didn't realize that you could create energy by transfering it :), I only checked it on lower skill levels.
that changes a lot. |
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