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Tsukino Stareine
EVE University Ivy League
388
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Posted - 2013.06.19 06:10:00 -
[31] - Quote
assault is very straightforward in a domi |
Tauranon
Weeesearch
181
|
Posted - 2013.06.19 07:18:00 -
[32] - Quote
Tsukino Stareine wrote:Tauranon wrote:Cipher Jones wrote:show some bounty ticks. Avoiding dread pirate scarlet because of her 5 mil bounty for 1 salvo 2013.02.15 15:52:04 Bounty Prizes 14,591,250.00 ISK did that in a t2 fit domi some time ago, had I had more firepower it would still have been the same amount, because I was entering a pocket in a different system when the wallet flashed. The problem with mission ticks is that they get curtailed by the red crosses running out before the 20 minutes are up. try pulling like 4 missions at a time and try to get them in the same system (hard I know but might be doable within 1 jump)
I levered up my alts standings with this character, so its much easier to just trigger a mission with my alt, and then do missions with this till they coincide, its not too hard a test to synthesize, but pocket clearing isn't best isk anyway.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
263
|
Posted - 2013.06.19 08:35:00 -
[33] - Quote
Voith wrote:Sexy Cakes wrote:While missles are flying towards the frigates the 800s/Neutrons/Tachyons are volleying them before they get up to speed. That isn't how DPS works. Once you know how many volleys you need there is no DPS loss, only DPS delayed. This means with equal DPS a missile finish a mission ~5 seconds slower total. Not per ship.
and sometimes they fire a defender, or get a rep cycle in. if you have your guns ungrouped it isn't uncommon for only one more shot to be needed, and with turrets you only fire that one more shot. with missiles I group them and can waste many rounds. if you can count individual missile launches, well good for you, it is far more effort, and a bit too random for me to even want to try bothering with it more than I have. it is nearly impossible to do, if an npc is in strucuter a full volley is almost always overkill, but will it need 3, 4, or 8 more missiles to fully kill? with turrets the game finds out for you and only fires that many shots. You can trust me, I have a monocole |
Tsukino Stareine
EVE University Ivy League
389
|
Posted - 2013.06.19 10:08:00 -
[34] - Quote
you'll get a feel of how many missiles are needed to kill certain npcs, comes with experience. |
Sir Nuke
The Scope Gallente Federation
1
|
Posted - 2013.06.19 10:18:00 -
[35] - Quote
using missiles for missions is nice on paper with that theoretical DPS, but railguns will be able to kill a frigate every 4 secs and by the time your missiles get to the targets a turret ship would already have killed them.
jammers are annoying tho. |
Lugalzagezi666
208
|
Posted - 2013.06.19 10:20:00 -
[36] - Quote
Chainsaw Plankton wrote: and sometimes they fire a defender, or get a rep cycle in. if you have your guns ungrouped it isn't uncommon for only one more shot to be needed, and with turrets you only fire that one more shot. with missiles I group them and can waste many rounds. if you can count individual missile launches, well good for you, it is far more effort, and a bit too random for me to even want to try bothering with it more than I have. it is nearly impossible to do, if an npc is in strucuter a full volley is almost always overkill, but will it need 3, 4, or 8 more missiles to fully kill? with turrets the game finds out for you and only fires that many shots.
This... and add mwd cycles where you easily lose 50% of the volley when npc is decelerating. Its beyond me how people dont see it, its like they are all theorycrafting and havent actualy used said ships/weapons.
I also dont believe in "counting individual shots" considering you have to manage 2-3 target painters (with different cycle time), your missiles hit with delayed damage (with target at point blank its 3 seconds) and you have NO IDEA if target will get rep, pulses mwd or fires defender (ungouped launchers = bigger chance of defender). And if it does and you already shot your missiles at another target (not target painted I guess), you have to wait 8 secs before shooting another volley at the first target and you are giving npc more chance for another rep cycle/defender... Overkill damage is another great point as it happens against every bc and t1 cruiser and most battleships.
Morrigan LeSante wrote:@Lugalzagezi666
You're missing (or I'm being unclear) my point - you simply DONT shoot missiles at the frigs, use gardes and omnis and eat them up.
You are right, I dont. Do you know why? Because it takes 5x more time to kill an elite frig with cruise misiles than with guns. Assuming frig wont pulse its mwd/get a rep cycle. If I could kill the frigs in reasonable time with cruises, I would do it and I would never launch anything else but salvage drones (fleet phoon is completely different beast, because its sentrys have almost 3x more dps than sentries on cnr and they can reliably kill even elite cruisers on their own).
I used t2 rof rig and cap booster (that I switched to sensor booster later). Not sure about web or drones as I never really felt it needs more tracking (keep at range + faster than most npc ships = perfect tracking).
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ExcalibursTemplar
Citadel Enterprises
1
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Posted - 2013.06.19 12:31:00 -
[37] - Quote
Sir Nuke wrote:using missiles for missions is nice on paper with that theoretical DPS, but railguns will be able to kill a frigate every 4 secs and by the time your missiles get to the targets a turret ship would already have killed them.
jammers are annoying tho.
I really don't understand why people keep going on about frigates. In my CNR I'm killing battleships in around 2 to 4 volleys. Isn't that the most important thing considering everything else except for elite frigs instant pops in one volley ? |
Morrigan LeSante
The Lost and Forgotten Troopers
296
|
Posted - 2013.06.19 17:38:00 -
[38] - Quote
Lugalzagezi666 wrote:If I could kill the frigs in reasonable time with cruises, I would do it and I would never launch anything else but salvage drones (fleet phoon is completely different beast, because its sentrys have almost 3x more dps than sentries on cnr and they can reliably kill even elite cruisers on their own).
The two omnis I can tack onto my CNR actually make it less of a gap with the phoon, strictly on frigs (the bore in hard and fast so garde range is a non issue), than you'd think. The phoon pulls away on bigger targets.
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Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
678
|
Posted - 2013.06.19 20:45:00 -
[39] - Quote
ExcalibursTemplar wrote:Sir Nuke wrote:using missiles for missions is nice on paper with that theoretical DPS, but railguns will be able to kill a frigate every 4 secs and by the time your missiles get to the targets a turret ship would already have killed them.
jammers are annoying tho. I really don't understand why people keep going on about frigates. In my CNR I'm killing battleships in around 2 to 4 volleys. Isn't that the most important thing considering everything else except for elite frigs instant pops in one volley ? EDIT: Half a volley with a target paint for normal frigs.
Not at all. Its the total time to kill all the ships in the mission. Especially when volleys are 9 seconds apart compared to 3; plus travel time of the initial volley.
we're gonna make them eat our ship, then ship out our ship, and then eat their ship that's made up of our ship that we made 'em eat. |
Lugalzagezi666
208
|
Posted - 2013.06.20 07:01:00 -
[40] - Quote
Morrigan LeSante wrote:The two omnis I can tack onto my CNR actually make it less of a gap with the phoon The gap is still so big that drones on tfi can murder frigate/cruiser/elite cruiser/bc npcs really efficiently on their own. Unlike drones on cnr.
I cant imagine I would actually use sentries on cnr against elite cruisers in sansha blockade - it takes ridiculously long for them to kill a single 250k cruiser. Sentries on tfi can kill them on their own so I dont have to waste a single volley on them. Same for blockades last spawn scram frigs - they just pop to tfis sentries, while they happily get rep cycles against cnrs sentries and I sometimes have to launch lights to kill the surviving frigs (if they point me). When volley of cruises leaves npc bs in hull, I can switch tfis sentries to it and they are actually able to kill it really fast - against cnr sentries npc bs happily gets rep cycles and it takes really long time for them to kill it.
Sentries on cnr simply dont work well as "independent" dps and synchronising their dps with launchers in really problematic because of delayed damage, so you never really know if they actually helped you to shoot 1 volley less or not. They are good for inflating eft dps values though. It is not the case with gunships, because not a single shot from turret have to be wasted if you dont want to and their instant damage allows you to precisely control outcoming dps.
Tfi is specific case (and drone boats ofc, difference is that on droneboats guns are "secondary"), because on tfi sentries can work as independent dps force, so they have much higher combat value. |
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Morrigan LeSante
The Lost and Forgotten Troopers
296
|
Posted - 2013.06.20 07:56:00 -
[41] - Quote
I use sentries on mine, they work well 199dps isn't to be sniffed at on small targets)
I tend to use them as mop up tools, for stuff that doesn't die in one hit or just give them their own thing to shoot. It's no different for me compared to the phoon (in principle) because the phoon I use is missile based too. |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
263
|
Posted - 2013.06.20 08:08:00 -
[42] - Quote
sentries on the cnr are great for finishing off ships that are in hull, but aren't worth another volley. You can trust me, I have a monocole |
Gimme more Cynos
Science and Trade Institute Caldari State
60
|
Posted - 2013.06.20 10:02:00 -
[43] - Quote
Lugalzagezi666 wrote: This... and add mwd cycles where you easily lose 50% of the volley when npc is decelerating. Its beyond me how people dont see it, its like they are all theorycrafting and havent actualy used said ships/weapons.
It's because it's the worst case scenario which happens maybe once per month in an Angel Extra. Defenders aren't a problem since 2 or 3 patches ago either. If you would fly a missile boat, you would have noticed.
Missiles do have their advantages - they never fight in falloff, they never lose damage to suboptimal damage types, and they never lose damage because you move your ship. ;)
Yeah, they have disadvantages, but the comparision isn't as bad as some people claim.
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ExcalibursTemplar
Citadel Enterprises
1
|
Posted - 2013.06.20 12:18:00 -
[44] - Quote
Cipher Jones wrote:ExcalibursTemplar wrote:Sir Nuke wrote:using missiles for missions is nice on paper with that theoretical DPS, but railguns will be able to kill a frigate every 4 secs and by the time your missiles get to the targets a turret ship would already have killed them.
jammers are annoying tho. I really don't understand why people keep going on about frigates. In my CNR I'm killing battleships in around 2 to 4 volleys. Isn't that the most important thing considering everything else except for elite frigs instant pops in one volley ? EDIT: Half a volley with a target paint for normal frigs. Not at all. Its the total time to kill all the ships in the mission. Especially when volleys are 9 seconds apart compared to 3; plus travel time of the initial volley.
In most missions the majority of targets are at most 50k away. My missiles travel at roughly 10km a second so 5 seconds latter they're hitting the target. So there is delayed damage but i don't see the problem as it's well within the cycle time of my missile launchers. If the targets are much closer the damage feels like its nearly instant.
Just out of interest how many volleys does it take you to kill most battleships ? |
Lugalzagezi666
209
|
Posted - 2013.06.20 12:58:00 -
[45] - Quote
Gimme more Cynos wrote:Lugalzagezi666 wrote: This... and add mwd cycles where you easily lose 50% of the volley when npc is decelerating. Its beyond me how people dont see it, its like they are all theorycrafting and havent actualy used said ships/weapons.
It's because it's the worst case scenario which happens maybe once per month in an Angel Extra. Defenders aren't a problem since 2 or 3 patches ago either. If you would fly a missile boat, you would have noticed. Missiles do have their advantages - they never fight in falloff, they never lose damage to suboptimal damage types, and they never lose damage because you move your ship. ;) Yeah, they have disadvantages, but the comparision isn't as bad as some people claim. Yeah, sure, I dont fly golem at all, defenders do not exist and rats mwd once per month. Its almost like some people WANT TO BELIEVE they have bestest mission ship in the universe.
Oh, and if you actually used missile boat you would notice, that 90% of the rats in angel extravaganza spawn outside their orbit range and they regularly use their mwds to get into that range (which is around 8k)... it is same for every mission that spawns npcs outside their orbit range, which is... ALOT.
Missiles have advantages and disadvantages and they are far from so good as some people claim.
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Devil's Call
Omega Legion XIII
837
|
Posted - 2013.06.20 16:18:00 -
[46] - Quote
Ladies and gentleman, I present you eve's fastest mission ship. (It only costs 4bil + 3.5bil implants! And requires nearly all the relevant skills at level 5)
Typhoon fleet issue
Low: Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Drone Damage Amplifier II Drone Damage Amplifier II Signal Amplifier II Mid Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Gist C-Type 100MN Microwarpdrive Pithum A-Type Medium Shield Booster Republic Fleet Target Painter High Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II 1400mm Howitzer Artillery II 1400mm Howitzer Artillery II Rigs Large Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Warhead Flare Catalyst II
Drones: -Garde/Bouncer II x5 -Hobgoblin II x5
Full HG Crystal set Cruise Missile Implants
1575 DPS, Cap stable ish 465 dps omni tank ()with MWD off. 9 Targets, 115km + target range. 1230 M/S to speed towards the gate after you shoot everything from a static position with sentries.
You're welcome.
Inb4 l00tpinata cryfest
Edit: If you can't clear a mission with this ship and./or don't have the ISK for it. Add in a second ship, replace the 1400's with Large Cap Transfers, and downgrade the tank to T2 and just perma run a large shield booster on both. :') I'm full of awesome ideas. *bows* |
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
678
|
Posted - 2013.06.20 22:54:00 -
[47] - Quote
Devil's Call wrote:Ladies and gentleman, I present you eve's fastest mission ship. (It only costs 3.5 + 2.5bil implants! And requires nearly all the relevant skills at level 5) Typhoon fleet issueLow:Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Drone Damage Amplifier II Drone Damage Amplifier II Signal Amplifier II MidPithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Gist C-Type 100MN Microwarpdrive Pithum A-Type Medium Shield Booster Republic Fleet Target Painter HighCruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II 1400mm Howitzer Artillery II 1400mm Howitzer Artillery II RigsLarge Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Warhead Flare Catalyst II Drones:-Garde/Bouncer II x5 -Hobgoblin II x5 Full HG Crystal set Cruise Missile Implants 1575 DPS, Cap stable ish 465 dps omni tank ( )with MWD off. 9 Targets, 115km + target range. 1230 M/S to speed towards the gate after you shoot everything from a static position with sentries. You're welcome. Inb4 l00tpinata cryfest Edit: If you can't clear a mission with this ship and./or don't have the ISK for it. Add in a second ship, replace the 1400's with Large Cap Transfers, and downgrade the tank to T2 and just perma run a large shield booster on both. :') I'm full of awesome ideas. *bows*
Not faster than a Mach at killing angels, sorry.
we're gonna make them eat our ship, then ship out our ship, and then eat their ship that's made up of our ship that we made 'em eat. |
Devil's Call
Omega Legion XIII
841
|
Posted - 2013.06.20 23:46:00 -
[48] - Quote
Cipher Jones wrote:Devil's Call wrote:Ladies and gentleman, I present you eve's fastest mission ship. (It only costs 3.5 + 2.5bil implants! And requires nearly all the relevant skills at level 5) Typhoon fleet issueLow:Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Drone Damage Amplifier II Drone Damage Amplifier II Signal Amplifier II MidPithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Gist C-Type 100MN Microwarpdrive Pithum A-Type Medium Shield Booster Republic Fleet Target Painter HighCruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II 1400mm Howitzer Artillery II 1400mm Howitzer Artillery II RigsLarge Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Warhead Flare Catalyst II Drones:-Garde/Bouncer II x5 -Hobgoblin II x5 Full HG Crystal set Cruise Missile Implants 1575 DPS, Cap stable ish 465 dps omni tank ( )with MWD off. 9 Targets, 115km + target range. 1230 M/S to speed towards the gate after you shoot everything from a static position with sentries. You're welcome. Inb4 l00tpinata cryfest Edit: If you can't clear a mission with this ship and./or don't have the ISK for it. Add in a second ship, replace the 1400's with Large Cap Transfers, and downgrade the tank to T2 and just perma run a large shield booster on both. :') I'm full of awesome ideas. *bows* Not faster than a Mach at killing angels, sorry.
Maybe not. Probably not faster than a Nightmare for Sansha either. Neither than a vindi for serpentis. It's pretty good all-round though. |
Doed
Tyrfing Industries Viro Mors Non Est
8
|
Posted - 2013.06.21 03:53:00 -
[49] - Quote
Navy Domi or CNR for Gurista/Serp, Vindi sucks |
Goldiiee
Tax and War Haven
417
|
Posted - 2013.06.21 06:17:00 -
[50] - Quote
Having spent 4 billion trying several different ships from the new TFI to the CNR and even gave the Rattler a try, in the end they are all going back to the buyerGÇÖs market and my Mach is still the only ship I can imagine grinding in. 1400 mach with ungrouped guns kill 7 frigs every 15 seconds then a quick click to group button kills a BS every 30 seconds. Or for the close in encounters 800s FTW and everything dies so fast the explosions lag out my pair of NVIDIA cards as the screen turns white like the after-effect of a Thermonuclear explosion.
I have drones, they sit in the Drone bay probably drinking rum and discussing the State of the union as they never get to go outside.
With 1000 DPS arties and 1400 DPS autos, ranges from 4500m to 140km, a tank well over 800dps cool and over 1000dps hot, add to that speeds in excess of 2200m/s (heat when desperate) it is the most lethal cruiser in the game.
Things that keep me up at night;-á Why do we use a voice communication device to send telegraphs? Couch Camoflage, If you sit very still maybe they wont see you. |
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ExcalibursTemplar
Citadel Enterprises
1
|
Posted - 2013.06.21 07:54:00 -
[51] - Quote
Devil's Call wrote:Ladies and gentleman, I present you eve's fastest mission ship. (It only costs 3.5 + 2.5bil implants! And requires nearly all the relevant skills at level 5) Typhoon fleet issueLow:Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Drone Damage Amplifier II Drone Damage Amplifier II Signal Amplifier II MidPithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Gist C-Type 100MN Microwarpdrive Pithum A-Type Medium Shield Booster Republic Fleet Target Painter HighCruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II 1400mm Howitzer Artillery II 1400mm Howitzer Artillery II RigsLarge Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Warhead Flare Catalyst II Drones:-Garde/Bouncer II x5 -Hobgoblin II x5 Full HG Crystal set Cruise Missile Implants 1575 DPS, Cap stable ish 465 dps omni tank ( )with MWD off. 9 Targets, 115km + target range. 1230 M/S to speed towards the gate after you shoot everything from a static position with sentries. You're welcome. Inb4 l00tpinata cryfest Edit: If you can't clear a mission with this ship and./or don't have the ISK for it. Add in a second ship, replace the 1400's with Large Cap Transfers, and downgrade the tank to T2 and just perma run a large shield booster on both. :') I'm full of awesome ideas. *bows*
I'd stay well clear of Osmon with that fit as the local suicide gankers will be jizzing in their pants as they rush for their Torrnados.
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Funky Lazers
Shin-Ra Ltd
279
|
Posted - 2013.06.21 17:06:00 -
[52] - Quote
Goldiiee wrote:Having spent 4 billion trying several different ships from the new TFI to the CNR and even gave the Rattler a try, in the end they are all going back to the buyerGÇÖs market and my Mach is still the only ship I can imagine grinding in. 1400 mach with ungrouped guns kill 7 frigs every 15 seconds then a quick click to group button kills a BS every 30 seconds. Or for the close in encounters 800s FTW and everything dies so fast the explosions lag out my pair of NVIDIA cards as the screen turns white like the after-effect of a Thermonuclear explosion.
I have drones, they sit in the Drone bay probably drinking rum and discussing the State of the union as they never get to go outside.
With 1000 DPS arties and 1400 DPS autos, ranges from 4500m to 140km, a tank well over 800dps cool and over 1000dps hot, add to that speeds in excess of 2200m/s (heat when desperate) it is the most lethal cruiser in the game.
You and I can have a lot of babies, because I think exactly just like you.
IMO it's just impossible to beat Mach in any fight.
I keep the record of time on every mission I do, some of the missions are done 30-40% faster compared to other ships like CNR, Typhoon or even Tengu. Whatever. |
Devil's Call
Omega Legion XIII
841
|
Posted - 2013.06.21 20:51:00 -
[53] - Quote
Funky Lazers wrote:Goldiiee wrote:Having spent 4 billion trying several different ships from the new TFI to the CNR and even gave the Rattler a try, in the end they are all going back to the buyerGÇÖs market and my Mach is still the only ship I can imagine grinding in. 1400 mach with ungrouped guns kill 7 frigs every 15 seconds then a quick click to group button kills a BS every 30 seconds. Or for the close in encounters 800s FTW and everything dies so fast the explosions lag out my pair of NVIDIA cards as the screen turns white like the after-effect of a Thermonuclear explosion.
I have drones, they sit in the Drone bay probably drinking rum and discussing the State of the union as they never get to go outside.
With 1000 DPS arties and 1400 DPS autos, ranges from 4500m to 140km, a tank well over 800dps cool and over 1000dps hot, add to that speeds in excess of 2200m/s (heat when desperate) it is the most lethal cruiser in the game.
You and I can have a lot of babies, because I think exactly just like you. IMO it's just impossible to beat Mach in any fight. I keep the record of time on every mission I do, some of the missions are done 30-40% faster compared to other ships like CNR, Typhoon or even Tengu.
Tell me how you get 1400 dps autos and range at all after this expansion? You're not using faction ammo I hope? :') :') :') If you mission for ISK anyway, le faction ammo will drain your wallet faster than you earn ISK. |
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
679
|
Posted - 2013.06.21 21:03:00 -
[54] - Quote
Quote:Tell me how you get 1400 dps autos and range at all after this expansion? You're not using faction ammo I hope? :') :') :') If you mission for ISK anyway, le faction ammo will drain your wallet faster than you earn ISK.
Right. Last mission I ran netted 9kLP, 19M bounty, 20M in salvage, and 3M in rewards in 31 minutes, and used <3000 rounds of faction ammo. So like 1700 LP and 750k isk.
Yeah, it really drains your wallet.
FFS.
we're gonna make them eat our ship, then ship out our ship, and then eat their ship that's made up of our ship that we made 'em eat. |
Devil's Call
Omega Legion XIII
841
|
Posted - 2013.06.21 21:13:00 -
[55] - Quote
Cipher Jones wrote:Quote:Tell me how you get 1400 dps autos and range at all after this expansion? You're not using faction ammo I hope? :') :') :') If you mission for ISK anyway, le faction ammo will drain your wallet faster than you earn ISK. Right. Last mission I ran netted 9kLP, 19M bounty, 20M in salvage, and 3M in rewards in 31 minutes, and used <3000 rounds of faction ammo. So like 1700 LP and 750k isk. Yeah, it really drains your wallet. FFS. Anyway, the expansion bridged the gap between some fleet issues and pirate faction ships, and boosted one Pirate ship. Cant agree enough with the post from the beginning that basically said "use the pirate faction BS appropriate to the space you're in". That's the fastest way to clear missions, period.
Not every mission is the same obviously, but autos on a mach with faction ammo is just not efficient ISK wise in my experience. With artilery, it's a different story for obvious reasons. |
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
679
|
Posted - 2013.06.21 21:24:00 -
[56] - Quote
Devil's Call wrote:Cipher Jones wrote:Quote:Tell me how you get 1400 dps autos and range at all after this expansion? You're not using faction ammo I hope? :') :') :') If you mission for ISK anyway, le faction ammo will drain your wallet faster than you earn ISK. Right. Last mission I ran netted 9kLP, 19M bounty, 20M in salvage, and 3M in rewards in 31 minutes, and used <3000 rounds of faction ammo. So like 1700 LP and 750k isk. Yeah, it really drains your wallet. FFS. Anyway, the expansion bridged the gap between some fleet issues and pirate faction ships, and boosted one Pirate ship. Cant agree enough with the post from the beginning that basically said "use the pirate faction BS appropriate to the space you're in". That's the fastest way to clear missions, period. Not every mission is the same obviously, but autos on a mach with faction ammo is just not efficient ISK wise in my experience. With artilery, it's a different story for obvious reasons.
You probably aren't running sentry II's then. I'm just an RCH (little bit) under 20 mil a tick.
Pop the triggers first instead of last so that everything you shoot except for the fist couple ships is in optimal.
If you're getting more than 20 million bounty ticks in a TFI or CNR I'd like to see that, because it would be amazing. Or RS. we're gonna make them eat our ship, then ship out our ship, and then eat their ship that's made up of our ship that we made 'em eat. |
Devil's Call
Omega Legion XIII
841
|
Posted - 2013.06.21 21:29:00 -
[57] - Quote
Cipher Jones wrote:Devil's Call wrote:Cipher Jones wrote:Quote:Tell me how you get 1400 dps autos and range at all after this expansion? You're not using faction ammo I hope? :') :') :') If you mission for ISK anyway, le faction ammo will drain your wallet faster than you earn ISK. Right. Last mission I ran netted 9kLP, 19M bounty, 20M in salvage, and 3M in rewards in 31 minutes, and used <3000 rounds of faction ammo. So like 1700 LP and 750k isk. Yeah, it really drains your wallet. FFS. Anyway, the expansion bridged the gap between some fleet issues and pirate faction ships, and boosted one Pirate ship. Cant agree enough with the post from the beginning that basically said "use the pirate faction BS appropriate to the space you're in". That's the fastest way to clear missions, period. Not every mission is the same obviously, but autos on a mach with faction ammo is just not efficient ISK wise in my experience. With artilery, it's a different story for obvious reasons. You probably aren't running sentry II's then. I'm just an RCH (little bit) under 20 mil a tick. Pop the triggers first instead of last so that everything you shoot except for the fist couple ships is in optimal. If you're getting more than 20 million bounty ticks in a TFI or CNR I'd like to see that, because it would be amazing. Or RS.
Mye I've been getting around 15m ticks without sentries and T1 ammo in a mach, with good missions anyway. I've hit 20 as well, but that is an exception. |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
265
|
Posted - 2013.06.21 21:47:00 -
[58] - Quote
the only 20m tick I remember seeing was in wc with a faction spawn. I nearly had a 20m tick on dread pirate in my rattler, only I fit a mjd as I thought that would be a good idea for afking, turned out to be a bad idea, should have fit an ab or mwd, and I spent way too long slow boating.
triggers first is the only way to do angels extra, but for a bunch of other missions that would be way too much deepz incoming, and I really cba to pimp it any more. You can trust me, I have a monocole |
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
679
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Posted - 2013.06.21 21:54:00 -
[59] - Quote
What are you getting in your missile boats if you don't mind me asking?
I'm only getting 13 in my TFI but its because theres only one Sansha mission worth doing in Minmatar space. we're gonna make them eat our ship, then ship out our ship, and then eat their ship that's made up of our ship that we made 'em eat. |
Funky Lazers
Shin-Ra Ltd
280
|
Posted - 2013.06.21 22:08:00 -
[60] - Quote
Devil's Call wrote: Tell me how you get 1400 dps autos and range at all after this expansion? You're not using faction ammo I hope? :') :') :')
My Mach has ~1300 DPS with faction ammo and no drones. I use Officer Cap. Power Relay so I can run cap stable Gist X-Type X-Large SB. The price for faction ammo is almost the same as for T2 missiles and it's not that high.
As for range I have 3.8+59 and it's perfectly fine. I still 1-shot frigs at ~60-80km range.
The key to use faction ammo is you use it on missions with lots of BS. For example I never use it on Mordus Headhunters and Infiltrated Outpost missions. Whatever. |
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