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Murina
Gallente The Scope
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Posted - 2009.02.08 12:28:00 -
[421]
Edited by: Murina on 08/02/2009 12:32:23
Originally by: 7shining7one7
i don't know where you get that 2km from.. it's 4.5km with 13km falloff (with caldari/gallente navy antimatter)
Falloff reduces damage drastically bud, down to around 38% of the original/optimal dmg i believe..
Originally by: 7shining7one7 and don't give me that 1200 bs.. for you to be able to dish that out you'd have to be within 15-20km, and that's pretty much within web range..
Both ships had domi webs fitted...so the benefit is gone in fact it suits the baddon more...cos my favorite fit only had one plate and higher resists....
So you have got 15km of me hitting for 1200 raw dps to travel in at 100 or so ms difference...good luck cos your gonna get melted long before you get into the 4.5km uber dmg optimal your silly fit has.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal
Originally by: NightmareX Yes i support 7shining7one7 in EVERY ****ing way
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7shining7one7
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Posted - 2009.02.08 12:31:00 -
[422]
also i want to bring up again that.. the hype can field 4 heavy drones.
and that the dominix can field 5 heavy drones and has nos/neut versatility on top of that.
and that the megathron can field 5 heavy drones + blasters..
and you're complaining that the amarrians have extended pulse range with scorch to compensate for their drone, cap and fitting deficiencies, poor damage type, and lack of fits yielding proper dps but instead more damage over time if the target stays at mid range.. give me a break.
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7shining7one7
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Posted - 2009.02.08 12:33:00 -
[423]
Edited by: 7shining7one7 on 08/02/2009 12:35:59
Originally by: Murina
Originally by: 7shining7one7
i don't know where you get that 2km from.. it's 4.5km with 13km falloff (with caldari/gallente navy antimatter)
Falloff reduces damage drastically bud, down to around 38% of the original dmg i believe
Originally by: 7shining7one7 and don't give me that 1200 bs.. for you to be able to dish that out you'd have to be within 15-20km, and that's pretty much within web range..
Both ships had domi webs fitted...so the benefit is gone in fact it suits the baddon more...cos my favorite fit only had one plate and higher resists....
the hype went 200ms faster and also only had 1 plate fitted.. do the math when you get within web range and try to web it in order to use multifrequency on it, you will slow down more than the hype will when you get webbed by it. and when it's allready going 200ms faster than you at base, the web will make the speed differential even greater, and it'll get within antimatter optimal within 20 seconds.
and when it does, your resists are little match for 1609 dps.. if you think you can tank that with 1 plate and no slaves, you must be out of your fracking mind.
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Jessica Fyers
Gallente Azure Horizon
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Posted - 2009.02.08 12:35:00 -
[424]
Edited by: Jessica Fyers on 08/02/2009 12:36:14 I'm sorry, but been following this thread since page 1, and cant help but wonder - with my carebear logic:
Since when is cap stability a desired attribute of pvp ships?
I've always thought that its a question of get the other guy in his pod and beyond asap, dont mess around with cap stability if it lasts long enough to kill the other one!
PS: hell, even good pve setups are NOT cap stable, as long as they get the job done pronto! ---------------------------------------------- Some people say you should fight fire with fire... Nonsense of course; you should fight everything with fire! |

7shining7one7
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Posted - 2009.02.08 12:37:00 -
[425]
Originally by: Jessica Fyers I'm sorry, but been following this thread since page 1, and cant help but wonder - with my carebear logic:
Since when is cap stability a desired attribute of pvp ships?
I've always thought that its a question of get the other guy in his pod and beyond asap, dont mess around with cap stability if it lasts long enough to kill the other one!
if you get neuted you're dead in the water.
and it's not allways just 1 guy either..
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Murina
Gallente The Scope
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Posted - 2009.02.08 12:38:00 -
[426]
Originally by: 7shining7one7
and that the dominix can field 5 heavy drones and has nos/neut versatility on top of that.
Domi drone dps, max skills ogre2's = 467dps not including travel time (ogre 2 max mwd speed = 1008ms ).....
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal
Originally by: NightmareX Yes i support 7shining7one7 in EVERY ****ing way
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Jessica Fyers
Gallente Azure Horizon
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Posted - 2009.02.08 12:39:00 -
[427]
Edited by: Jessica Fyers on 08/02/2009 12:40:02
Originally by: 7shining7one7
if you get neuted you're dead in the water.
and it's not allways just 1 guy either..
Thats why you more often than not have cap boosters, if you get neuted without them, it wont matter if you got stellar cap regen or not...
And you shouldnt be alone either. ---------------------------------------------- Some people say you should fight fire with fire... Nonsense of course; you should fight everything with fire! |

7shining7one7
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Posted - 2009.02.08 12:40:00 -
[428]
Edited by: 7shining7one7 on 08/02/2009 12:41:20
Originally by: Murina
Originally by: 7shining7one7
and that the dominix can field 5 heavy drones and has nos/neut versatility on top of that.
Domi drone dps, max skills ogre2's = 467dps not including travel time (ogre 2 max mwd speed = 1008ms ).....
i'm thinking you're forgetting about the drone modules.. one increases range.. another increases mwd speed
also domi has high slots free for a lot of stuff.. it's an amazing ship..
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Takeshi Yamato
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Posted - 2009.02.08 12:41:00 -
[429]
Edited by: Takeshi Yamato on 08/02/2009 12:41:27 Damage reduction against a 2x EANM+DC armor tanked target:
EM damage is reduced to 25.6% Thermal damage is reduced to 33.2% Kinetic is reduced to 38.3%
Geddon with 2x HS 7x Megapulse II 5x Ogre II using Navy Multifrequency: Dps before resists: 1077 (633 thermal, 433 em) Dps after resists: 320 (210 thermal, 110 em)
Megathron with 2x MS, 7x Neutron II 5x Ogre II using Navy AM: Dps before resists: 1148 (663 thermal, 485 kinetic) Dps after resists: 406 (220 thermal, 186 kinetic)
A 6% dps advantage turns into a 26% dps advantage due to unfavorable resists. Just to illustrate how important it is to include them in any comparison.
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7shining7one7
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Posted - 2009.02.08 12:42:00 -
[430]
Edited by: 7shining7one7 on 08/02/2009 12:43:40
Originally by: Takeshi Yamato Edited by: Takeshi Yamato on 08/02/2009 12:41:27 Damage reduction against a 2x EANM+DC armor tanked target:
EM damage is reduced to 25.6% Thermal damage is reduced to 33.2% Kinetic is reduced to 38.3%
Geddon with 2x HS 7x Megapulse II 5x Ogre II using Navy Multifrequency: Dps before resists: 1077 (633 thermal, 433 em) Dps after resists: 320 (210 thermal, 110 em)
Megathron with 2x MS, 7x Neutron II 5x Ogre II using Navy AM: Dps before resists: 1148 (663 thermal, 485 kinetic) Dps after resists: 406 (220 thermal, 186 kinetic)
A 6% dps advantage turns into a 26% dps advantage due to unfavorable resists. Just to illustrate how important it is to include them in any comparison.
exactly.
also i gotta say..
for all the debates we've had in this thread.. i've yet to understand how someone can claim amarr superior.. it seems it's been shown quite extensively how that's not entirely accurate.
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Captator
Universal Securities
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Posted - 2009.02.08 12:43:00 -
[431]
Originally by: Jessica Fyers I'm sorry, but been following this thread since page 1, and cant help but wonder - with my carebear logic:
Since when is cap stability a desired attribute of pvp ships?
I've always thought that its a question of get the other guy in his pod and beyond asap, dont mess around with cap stability if it lasts long enough to kill the other one!
PS: hell, even good pve setups are NOT cap stable, as long as they get the job done pronto!
Generally speaking for close range fights 3-5 minutes cap is plenty, as it is normally over by then. Fleet fights then you really want 5-10, but you can always warp out for a bit to recharge in that situation.
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Jessica Fyers
Gallente Azure Horizon
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Posted - 2009.02.08 12:45:00 -
[432]
Originally by: Captator
Originally by: Jessica Fyers I'm sorry, but been following this thread since page 1, and cant help but wonder - with my carebear logic:
Since when is cap stability a desired attribute of pvp ships?
I've always thought that its a question of get the other guy in his pod and beyond asap, dont mess around with cap stability if it lasts long enough to kill the other one!
PS: hell, even good pve setups are NOT cap stable, as long as they get the job done pronto!
Generally speaking for close range fights 3-5 minutes cap is plenty, as it is normally over by then. Fleet fights then you really want 5-10, but you can always warp out for a bit to recharge in that situation.
Thats what i'm talking about, a cap that lasts for a short while is one thing, a cap that lasts 23/7 is quite another. ---------------------------------------------- Some people say you should fight fire with fire... Nonsense of course; you should fight everything with fire! |

Murina
Gallente The Scope
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Posted - 2009.02.08 12:46:00 -
[433]
Originally by: 7shining7one7 and when it's allready going 200ms faster than you at base, the web will make the speed differential even greater, and it'll get within antimatter optimal within 20 seconds.
200m/s pre web difference - 60% web = 80m/s difference...
Do you know how long it will take you to travel the 15km to your optimal at 80ms?.... 
3 minutes 7 seconds nublet     
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal
Originally by: NightmareX Yes i support 7shining7one7 in EVERY ****ing way
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7shining7one7
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Posted - 2009.02.08 12:50:00 -
[434]
Edited by: 7shining7one7 on 08/02/2009 12:52:38 Edited by: 7shining7one7 on 08/02/2009 12:51:00
Originally by: Murina
Originally by: 7shining7one7 and when it's allready going 200ms faster than you at base, the web will make the speed differential even greater, and it'll get within antimatter optimal within 20 seconds.
200m/s pre web difference - 60% web = 80m/s difference...
Do you know how long it will take you to travel the 15km to your optimal at 80ms?.... 
3 minutes 7 seconds nublet     
you're forgetting about momentum, it doesn't just dip down to 80ms right away.. and if i fitted a tracking disruptor instead of a point then.. clearly you could run away but you would be no threat whatsoever till i got very close to webbing range.. thus the fight would start completely on my terms.. and even if you overload the web and web me at 18km out, i'd still glide in to around 9km.. |

Murina
Gallente The Scope
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Posted - 2009.02.08 12:51:00 -
[435]
Edited by: Murina on 08/02/2009 12:53:24
Originally by: 7shining7one7
Originally by: Murina
Originally by: 7shining7one7 and when it's allready going 200ms faster than you at base, the web will make the speed differential even greater, and it'll get within antimatter optimal within 20 seconds.
200m/s pre web difference - 60% web = 80m/s difference...
Do you know how long it will take you to travel the 15km to your optimal at 80ms?.... 
3 minutes 7 seconds nublet     
you're forgetting about momentum, it doesn't just dip down to 80ms right away..
Cos only gallente ships have momentum?.
The momentum is equal and if its not it will marginally favor the heavier ship...
Originally by: 7shining7one7 and if i fitted a tracking disruptor instead of a point then.. clearly you could run away but you would be no threat whatsoever till i got very close to webbing range..
If your approaching the transversal will be very low so TD not such a problem, but hey if you need to fit ewar just so you can get a draw against the abaddon it must be even more powerful than i thought... |

Jessica Fyers
Gallente Azure Horizon
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Posted - 2009.02.08 12:52:00 -
[436]
Originally by: Murina
Originally by: 7shining7one7 and when it's allready going 200ms faster than you at base, the web will make the speed differential even greater, and it'll get within antimatter optimal within 20 seconds.
200m/s pre web difference - 60% web = 80m/s difference...
Do you know how long it will take you to travel the 15km to your optimal at 80ms?.... 
3 minutes 7 seconds nublet     
Also, 200m/s base difference means he's going faster than you by 200m/s... so his speed to cover that 15km will not be 80m/s... but rather 80m/s faster than you
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Murina
Gallente The Scope
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Posted - 2009.02.08 12:55:00 -
[437]
Originally by: Jessica Fyers
Originally by: Murina
Originally by: 7shining7one7 and when it's allready going 200ms faster than you at base, the web will make the speed differential even greater, and it'll get within antimatter optimal within 20 seconds.
200m/s pre web difference - 60% web = 80m/s difference...
Do you know how long it will take you to travel the 15km to your optimal at 80ms?.... 
3 minutes 7 seconds nublet     
Also, 200m/s base difference means he's going faster than you by 200m/s... so his speed to cover that 15km will not be 80m/s... but rather 80m/s faster than you
Approaching a stationary object at 80ms or approaching a ship burning away from you at 280ms when your target is doing 200 its still 80ms difference and as such 3 mins+ to cover the 15km gap... |

7shining7one7
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Posted - 2009.02.08 12:57:00 -
[438]
Edited by: 7shining7one7 on 08/02/2009 12:59:59
Originally by: Murina Edited by: Murina on 08/02/2009 12:53:24
Originally by: 7shining7one7
Originally by: Murina
Originally by: 7shining7one7 and when it's allready going 200ms faster than you at base, the web will make the speed differential even greater, and it'll get within antimatter optimal within 20 seconds.
200m/s pre web difference - 60% web = 80m/s difference...
Do you know how long it will take you to travel the 15km to your optimal at 80ms?.... 
3 minutes 7 seconds nublet     
you're forgetting about momentum, it doesn't just dip down to 80ms right away..
Cos only gallente ships have momentum?.
The momentum is equal and if its not it will marginally favor the heavier ship...
Originally by: 7shining7one7 and if i fitted a tracking disruptor instead of a point then.. clearly you could run away but you would be no threat whatsoever till i got very close to webbing range..
If your approaching the transversal will be very low so TD not such a problem, but hey if you need to fit ewar just so you can get a draw against the abaddon it must be even more powerful than i thought...
ofcourse not.. but since you are going 200ms slower at base.. you'd have less of it. and as i said if i fit a tracking disruptor with optimal range script you can forget about using scorch till i get within webbing range.. thus the battle starts on my terms rather than yours..
and how long do you think it'll take me to get from 22.5km to 18km when i'm going 200ms faster than you?
can't see how it's unfair that scorch goes out to 45km when you can set it close to webbing range by just using a single tracking disruptor.. thus negating any dps on the way in while loading up the blasters..
hello pretties.. you're entering a world of hurt.. |

Murina
Gallente The Scope
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Posted - 2009.02.08 13:01:00 -
[439]
Edited by: Murina on 08/02/2009 13:05:55
Originally by: 7shining7one7
ofcourse not.. but since you are going 200ms slower at base.. you'd have less of it. and as i said if i fit a tracking disruptor with optimal range script you can forget about using scorch till i get within webbing range.. thus the battle starts on my terms rather than yours..
So the battle starts at 20km (overheated domi web range) i hit you with scorch for 1000 dps for the 3 mins 7 secs it takes you to get into your optimal 4.5km uber dps range. (Thats me hitting you for 187,000 raw dmg before you even hit optimal btw ).
I hope your pod has good dps lol..
Any your Still refitting your ship with ewar just to try and get get a draw ......man oh man the baddon must be bad ass..
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7shining7one7
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Posted - 2009.02.08 13:05:00 -
[440]
Edited by: 7shining7one7 on 08/02/2009 13:06:12
Originally by: Murina Edited by: Murina on 08/02/2009 13:01:47
Originally by: 7shining7one7
ofcourse not.. but since you are going 200ms slower at base.. you'd have less of it. and as i said if i fit a tracking disruptor with optimal range script you can forget about using scorch till i get within webbing range.. thus the battle starts on my terms rather than yours..
So i hit you with scorch for 1000 dps for the 3 mins 7 secs it takes you to get into your optimal 4.5km uber dps range.
Still refitting your ship with ewar just to get a draw are you ......man oh man the baddon must be bad ass..
no actually it's not a draw
the hype has 5 mid slots.. adding 1 tracking disruptor with optimal script means you can't hit me with 1000 dps scorch untill i reach 22.5km.. not to mention how your multifreqency will be crippled.. at which point you can either run and live to fight another day before i reach 18km or stay, get webbed and die..
there goes your midrange advantage..
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Murina
Gallente The Scope
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Posted - 2009.02.08 13:14:00 -
[441]
Edited by: Murina on 08/02/2009 13:16:05
Originally by: 7shining7one7
no actually it's not a draw
Your right the best you can hope for is a draw cos your gonna get owned.
Originally by: 7shining7one7 the hype has 5 mid slots.. adding 1 tracking disruptor with optimal script means you can't hit me with 1000 dps scorch untill i reach 22.5km..
22.5 - 18km = 4.5km at 200ms = 22.5 seconds so at 1000dps of scorch that 22500 raw dps you have been hit with so far.
Originally by: 7shining7one7 at which point you can either run and live to fight another day before i reach 18km or stay, get webbed and die..
At 18 km we both web each other and your speed drops to a relative 80ms to mine and your transversal is also reduced to virtually zero if you intend to approach.
13.5km at 80ms = 2 mins 48 seconds to get to your optimal with me hitting you for 1000-1200 dps (168,000 raw dmg btw)
168,000 + 22500 dps = 191,250 raw dps before you even get into optimal....
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Murina
Gallente The Scope
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Posted - 2009.02.08 13:21:00 -
[442]
This t2 only geddon fit seems interesting what do you think it can be inproved with basic implants:
7 x pulse
1 x mwd 1 x cap booster 1 cap recharger
3 x heat sinks 1 x dcu 2 x eanm 2 x 1600 plates
1 x pg rig 2 x trimarks
5 x orges
101,806 ehp 1027dps at 0-15km 858dps at 0-45km
752m/s top speed
11mins 41 seconds of cap with the mwd running, cap stable without mwd running.
basic 3% cpu implant needed but they are cheap as chips, no other implants were used...
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal
Originally by: NightmareX Yes i support 7shining7one7 in EVERY ****ing way
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7shining7one7
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Posted - 2009.02.08 13:28:00 -
[443]
Edited by: 7shining7one7 on 08/02/2009 13:34:35 Edited by: 7shining7one7 on 08/02/2009 13:33:44
Originally by: Murina This t2 only geddon fit seems interesting what do you think it can be inproved with basic implants:
7 x pulse
1 x mwd 1 x cap booster 1 cap recharger
3 x heat sinks 1 x dcu 2 x eanm 2 x 1600 plates
1 x pg rig 2 x trimarks
5 x orges
101,806 ehp 1027dps at 0-15km 858dps at 0-45km
752m/s top speed
11mins 41 seconds of cap with the mwd running, cap stable without mwd running.
basic 3% cpu implant needed but they are cheap as chips, no other implants were used...
well as you are beginning to realize.. active tanking on amarr boats is a tough job while doing much damage and having no cap issues.. whereas gallente for instance... can do that quite nicely indeed..
that means when amarr's buffer runs out, they're toast.. whereas.. gallente can recoup..
even a SINGLE repper on an amarrian ship can mean a fitting and cap nightmare..
and even with the buffer gank fits.. they still don't do much damage compared to blasterboats..
the damage inflicted is much less due to their damage type.. they can't field heavy drones properly to mix up the dmg types.. and the short supply of midslots means fitting tackle or speed takes some serious consideration, which often ends up in sacrificing mobility for damage, tank range and/or tracking.
Their midrange advantage is removed if you fit a single tracking disruptor II.. also many fits are highly succeptible to being neuted..
I mean i'm all for being fair.. but i don't really see how amarr are overpowered.. i really don't.. and before the speed, web and resist nerf they were even worse.. atleast now they are fun to fly..
previously they got shafted 24/7.. especially by gallentean blaster and drone boats.. |

Murina
Gallente The Scope
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Posted - 2009.02.08 13:40:00 -
[444]
Originally by: 7shining7one7
well as you are beginning to realize.. active tanking on amarr boats is a tough job while doing much damage and having no cap issues.. whereas gallente for instance... can do that quite nicely indeed..
I fly on TQ not sissi so active tanking BS is pointless, and any gang can carry RR or just a few rep drones for running repairs in between fights.
Originally by: 7shining7one7 also many fits are highly succeptible to being neuted..
Both gallente and amarrs guns are susceptible to being nueted, at least my setups have boosters to overcome it you just fit cap chargers ffs lol.
Originally by: 7shining7one7 i mean i'm all for being fair.. but i don't really see how amarr are overpowered.. i really don't.. 
Thats because you do not know how to fit your ships or understand their strengths properly.
Think about it, you have gone fron claiming that approaching or moving away from certain systems reduces dmg inside optimal due to beam fragmentation or whatever, to needing to switch your fit to include a tracking comp and even with it you lose the fight.
Sorry bud but your game knowledge does not seem to cover even knowing the systems/ships/abilities, how they work and available scenarios on TQ, and certainly not knowing how balanced they are compared to each other.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal
Originally by: NightmareX Yes i support 7shining7one7 in EVERY ****ing way
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7shining7one7
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Posted - 2009.02.08 13:47:00 -
[445]
Edited by: 7shining7one7 on 08/02/2009 13:55:57
Originally by: Murina
Originally by: 7shining7one7
well as you are beginning to realize.. active tanking on amarr boats is a tough job while doing much damage and having no cap issues.. whereas gallente for instance... can do that quite nicely indeed..
I fly on TQ not sissi so active tanking BS is pointless, and any gang can carry RR or just a few rep drones for running repairs in between fights.
Originally by: 7shining7one7 also many fits are highly succeptible to being neuted..
Both gallente and amarrs guns are susceptible to being nueted, at least my setups have boosters to overcome it you just fit cap chargers ffs lol.
Originally by: 7shining7one7 i mean i'm all for being fair.. but i don't really see how amarr are overpowered.. i really don't.. 
Thats because you do not know how to fit your ships or understand their strengths properly.
Think about it, you have gone fron claiming that approaching or moving away from certain systems reduces dmg inside optimal due to beam fragmentation or whatever, to needing to switch your fit to include a tracking comp and even with it you lose the fight.
Sorry bud but your game knowledge does not seem to cover even knowing the systems/ships/abilities, how they work and available scenarios on TQ, and certainly not knowing how balanced they are compared to each other.
get your facts right.. i said you get reduced dmg within optimal mostly because of tracking issues.. you however was the one who said that tracking gets easier when the target got closer, and that you could do 1000 dps with scorch all the way from 45km down to 15km without having any need to switch crystals.. which you subsequently retracted as i pointed it out..
secondly the fit was made to illustrate how much dps the hype could put out which outdid your similarly juiced up abaddon fit by 600 dps excluding damage types..
and while your fit could make your run everything for 5 minutes it was ultimately not cap stable..
thirdly i didn't fit tracking computer.. i fit a tracking disruptor you buffoon.. it's quite different.. and the hype wouldn't loose the battle, only your subjective math says it will.. and your only strategy to combat the hype with your juiced up abaddon is to run like a little girl whilst attempting to deal damage.. and even at that, just 1 tracking disruptor allows the range to be dictated in the blasterboats favour, allowing it to take no damage whatsoever untill it could start dishing out some with null and heavy drones, which are not affected by falloff and will hit you quite nicely..
and even when the battle got the point where you could do damage.. the inflicted damage was still not even enough to bring down the hyperion glass cannon fast enough.. which is quite hilarious in itself considering how you proclaim amarr to be overpowered whilst fighting in a juiced up abaddon against a glass cannon fit..
fourthly.. i'd love to see how you are going to include medium logistics drones and remote rep on that fit of yours.. look at your cap and your pg.. and your dps..
and i'd also love to see how your cap can afford trying to neut me.. and how your dps and overall fit will suffer if you attempt to fit heavy neuts in them highs..
also you're being a f'ing ass again.. |

Murina
Gallente The Scope
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Posted - 2009.02.08 13:57:00 -
[446]
Originally by: 7shining7one7
secondly the fit was made to illustrate how much dps the hype could put out which outdid your similarly juiced up abaddon fit by 600 dps excluding damage types..
1200 vs 1600 = 400 pal, and 0-15km at 1200 > 0-4.5km at 1600
Originally by: 7shining7one7 thirdly i didn't fit tracking computer..
I never said you did, i made a typo figure it out ffs..
Originally by: 7shining7one7 fourthly.. i'd love to see how you are going to include medium logistics drones and remote rep on that fit of yours.. look at your cap and your pg.. and your dps..
Considering you cannot remote rep yourself or use drones on yourself to it wont have them fitted will it ffs...
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7shining7one7
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Posted - 2009.02.08 14:01:00 -
[447]
Edited by: 7shining7one7 on 08/02/2009 14:05:18
Originally by: Murina
Originally by: 7shining7one7
secondly the fit was made to illustrate how much dps the hype could put out which outdid your similarly juiced up abaddon fit by 600 dps excluding damage types..
1200 vs 1600 = 400 pal, and 0-15km at 1200 > 0-4.5km at 1600
Originally by: 7shining7one7 thirdly i didn't fit tracking computer..
I never said you did, i made a typo figure it out ffs..
Originally by: 7shining7one7 fourthly.. i'd love to see how you are going to include medium logistics drones and remote rep on that fit of yours.. look at your cap and your pg.. and your dps..
Considering you cannot remote rep yourself or use drones on yourself to it wont have them fitted will it ffs...
i know you can't remote rep yourself.. but you were the one talking about remote rep and logistics and piece of cake in gangs etc..
it's not 1200 dps with that juiced setup.. it will never be 1200 dps because you won't get to use that multifrequency anytime soon.. you will start dealing 1000 dps when i reach around 22.5km due to your optimal being disrupted by the tracking disruptor with optimal script thus dictating the combat range in the blasterboats favour.. and your multifrequency will be so f'ing impaired that when you are able to use it it'll be within feasible damage range of the navy antimatter..
why don't you just simply admit that amarr is not overpowered and move on?
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Murina
Gallente The Scope
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Posted - 2009.02.08 14:10:00 -
[448]
Originally by: 7shining7one7
why don't you just simply admit that amarr is not overpowered and move on?
Why don't you admit your out of your depth and learn a little.
You have already been educated about turrets and fall off as well as other delusional ideas you had about them. You lack the basic understanding to be able to make the judgments that your trying to palm off as fact.
Sit back and ask questions if you must but but stop making uneducated and unrealistic statements about systems, effects and scenarios you obviously know very little about. |

Murina
Gallente The Scope
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Posted - 2009.02.08 14:18:00 -
[449]
Edited by: Murina on 08/02/2009 14:20:52 Here is a low sec gank/active tank setup i just threw together:
HIGHS 8 x mega pulse
MIDS 1 t2 web 1 t2 point 1 heavy cap booster 1 cap recharger
LOWS 2 large armour repper 1 dcu 1 eanm 2 heat sinks
Drones 2 ogre 2 2 hammer 2 1 hob gob2
RIGS 3 x trimarks
Implants squire pg4 lancer g2beta squirecc8 gunslingercx-1 gnome kza2000
93,000 ehp 78.3em 71.8 therm 67.4 kin 65.2 ex
Constant cap without repping 14 mins with 1 repper running 3 mins with everything running.
938dps at 0-15km 765dps at 0-15-45km
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal
Originally by: NightmareX Yes i support 7shining7one7 in EVERY ****ing way
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7shining7one7
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Posted - 2009.02.08 14:18:00 -
[450]
Edited by: 7shining7one7 on 08/02/2009 14:24:41 it's pointless to debate you when you are lying your ass off..
also you've shown nothing that indicates that amarr is overpowered
cheers.
edit: the above setup that you threw together assumes that you have room for infinite 800 cap boosters.. do the cargo hold and effective cap calculation. and this is the kind of nonsense you have been doing throughout the entire f'ing thread.. it's pretty easy to make a ostensibly cap efficient dual rep gank setup when it's based on you having infinite cap boosters..
furthermore the fit is also dependent on 5 x 100m hardwirings and still only yields moderate damage inflicted.
i'm done.. you go ahead and continue your rant.
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