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The nightmare.....tell me about it

Author
Zyella Stormborn
Green Seekers
#21 - 2012-10-27 16:23:58 UTC
Arazel Chainfire wrote:
irishFour wrote:
Arcosian wrote:
The nightmare is awesome. What makes it awesome you ask?

#1 Easy to get 1000+dps to well over 50km
#2 Great damage projection
#3 Faction crystals are pretty cheap and last forever. Best of all you only need 4 at a time rather than the LOL # for mach
#4 Easy to fit an 800 dps tank against sansha/BR
#5 Tracking of .05...with tachs o.O
#6 Has spikey bits to impale corpses on Pirate

Down sides:
#1 Only Em/Therm damage which really isn't a problem if you (and you should) mission in amarr space.
#2 High end fit needs a cap booster (not really an issue as I hardly use it in L4)
#3 5% hardwires really make it shine
#4 Tach fits really don't let you fit a prop mod but you really don't need one for missions.

Remarks:
As long as you mission in amarr space it will be king of PVE. Don't use pulse lasers for missions.



What about drone hordes
What about it being the team mate for an archon or thanny while running anoms?


Dunno about drone hordes, as the last time I was in drone space was before anoms came out. But for other spaces, you might do better with a different ship if you're teaming with a thanny/archon. That does depend though on whether the carrier is using fighters or sentries. If fighters, you want to have something like a legion to swat all the smaller ships. If using sentries, again you want something more like the legion so you can just assist the drones and not worry about actually having to lock things with the carrier's abysmal locking time.

Not saying the nightmare is bad... but it doesn't really compliment a carrier well...

-Arazel



This.

Legion will synergize with an Archon much better for drone hordes. My nephew runs anoms and drones using either a Legion or a Paladin depending on his mood for the synergy (he uses Archon, does not have skills for a Thanny), and swears by them for it.

I would have to assume if you have a shield repping carrier the Nightmare would be the better option.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Hatsumi Kobayashi
Perkone
Caldari State
#22 - 2012-10-29 01:49:38 UTC
Arcosian wrote:
The nightmare is awesome. What makes it awesome you ask?

#1 Easy to get 1000+dps to well over 50km
#2 Great damage projection
#3 Faction crystals are pretty cheap and last forever. Best of all you only need 4 at a time rather than the LOL # for mach
#4 Easy to fit an 800 dps tank against sansha/BR
#5 Tracking of .05...with tachs o.O
#6 Has spikey bits to impale corpses on Pirate
#7 FECKING VERTICAL

Down sides:
#1 Only Em/Therm damage which really isn't a problem if you (and you should) mission in amarr space.
#2 High end fit needs a cap booster (not really an issue as I hardly use it in L4)
#3 5% hardwires really make it shine
#4 Tach fits really don't let you fit a prop mod but you really don't need one for missions.

Remarks:
As long as you mission in amarr space it will be king of PVE. Don't use pulse lasers for missions.


fixed

No sig.

McRoll
Extraction and Exploration Ltd.
#23 - 2012-10-29 14:55:08 UTC
What hasnt been mentioned yet probably is that the Nightmare gets totally screwed by tracking disruption. Too bad that it happens to be the rats that you fly mostly against. I stopped using my Paladin because I got sick of being tracking disrupted in several missions, it takes so friggin long to kill the disrupting rats with drones so you could have as well fly a lvl 4 in a Drake or something.

The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons).
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#24 - 2012-10-29 15:56:42 UTC
McRoll wrote:
The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons).


Mach is no good against Guristas?

Plus ça change, plus c'est la même chose

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#25 - 2012-10-29 16:33:31 UTC  |  Edited by: Fronkfurter McSheebleton
The mach works fine vs guristas....though I'd argue that a rail vindi would be a bit better. The battleships tend to orbit very far out, compared to most mission battleships, meaning the mach either has to deal with heavy dps losses or spend time burning toward everything.



IMO, nightmares work best in pairs. You can set them up to be cap buddies, meaning capacitor isn't as big of an issue and you can fit for maximum dps application, which is where they start to get a little ridiculous.

thhief ghabmoef

Zhilia Mann
Tide Way Out Productions
#26 - 2012-10-29 17:22:35 UTC
McRoll wrote:
What hasnt been mentioned yet probably is that the Nightmare gets totally screwed by tracking disruption. Too bad that it happens to be the rats that you fly mostly against. I stopped using my Paladin because I got sick of being tracking disrupted in several missions, it takes so friggin long to kill the disrupting rats with drones so you could have as well fly a lvl 4 in a Drake or something.

The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons).


This isn't really unique to the Nightmare. All laser boats are to one extent or another gimped by tracking disruption. In fact, the NM is better off than most with its ability to fit tachs (which have a decent amount of falloff) and a tracking bonus (to mitigate tracking speed problems).
Inkarr Hashur
Skyline Federation
#27 - 2012-10-29 17:33:35 UTC  |  Edited by: Inkarr Hashur
As somewhat of a noob I'd like someone to explain something to me.

Tach:
Sick range

Pulse:
Much better cap stability (leaving more room for running your shield booster, leaving more cap boosters in your cargo)
Better damage
64 km Scorch
2 to 3x better tracking
Much more room in powergrid and CPU
Cap stability and powergrid means you can use rigs other than CCC (I kinda like large elutriation II

You look at damage projection, Tach's range with Navy Ultra and Navy Gamma is similar to scorch. The damage of these types is also similar to scorch.

Does basically the entire argument come down to the fact that the nightmare can also burn to death anything within 80 km? How often do you really need that ability? Because scorch is already pretty impressive in both range and damage. And the rats are already going to be heading in your direction if you target one and so much as throw a rock at it, so its not like you need to slowboat for very long in that rare circumstance they spawn too far away from you.
It seems like any mission where things spawn on you, you'll want pulse.
Any mission where the gate drops you in the middle of the action, you want pulse.
And finally, any situation where something is within range to TD you, I think pulse should do a better job of resisting that TD and successfully killing the perp than tachs would (due to superior tracking resisting that TD).

So if someone has had experience with both, and can tell me exactly why you would favor a beam fit in most circumstances, instead of favoring a pulse fit in both circumstances, I'd be very happy.
yopparai
ASTARTES CORP
Hashashin Cartel
#28 - 2012-10-29 17:46:17 UTC
Nightmare

Since this terror was first seen haunting the spacelanes a year and a half ago, it has been the subject of persistent rumors to the effect that its design bears the indelible stamp of long-dead Sansha's own madness. Who else, the conspiracy theorists argue, could come up with such marvelously twisted designs?

Special Ability: 100% bonus to Large Energy Turret damage

Amarr Battleship Skill Bonus: 7.5% bonus to Large Energy Turret tracking per level
Caldari Battleship Skill Bonus: 5% bonus to Large Energy Turret damage per level
Zhilia Mann
Tide Way Out Productions
#29 - 2012-10-29 17:50:56 UTC  |  Edited by: Zhilia Mann
Inkarr Hashur wrote:
Does basically the entire argument come down to the fact that the nightmare can also burn to death anything within 80 km?


That's one important component, yes. The Nightmare just doesn't like to, you know, move.

Inkarr Hashur wrote:
And finally, any situation where something is within range to TD you, I think pulse should do a better job of resisting that TD and successfully killing the perp than tachs would (due to superior tracking resisting that TD).


This is the other thing. NPC TDs are... special. They absolutely murder optimal range and hurt tracking speed -- but they don't do anything at all to falloff. Pulses rely almost entirely on optimal and so get hit much harder than beams, which actually have decent falloff.

Edit: the third thing is that given equal DPS, you'll want to choose the higher alpha option under almost all circumstances. Tachs provide this over megabeam/scorch.
Donnerjack Wolfson
Brutor Tribe
Minmatar Republic
#30 - 2012-10-29 18:31:18 UTC
Paikis wrote:
The Nightmare does have cap issues. Also, people love the machariel and have a massive hard on for projectiles. Shame they're mostly ignorant of falloff mechanics, otherwise they WOULD be raving about the Nightmare.

Projectiles get WAY more credit than they are actually due. EFT warriors love them.



That's because your average EFT warrior is ignorant of falloff mechanics.

1 falloff cuts off 50% damage.

2 cuts it to negligible.

Don't fight in falloff unless you have to.
Exploited Engineer
Creatively Applied Violence Inc.
#31 - 2012-10-29 19:35:22 UTC  |  Edited by: Exploited Engineer
Donnerjack Wolfson wrote:
That's because your average EFT warrior is ignorant of falloff mechanics.

1 falloff cuts off 50% damage.

2 cuts it to negligible.

Don't fight in falloff unless you have to.


Projectile boats with a falloff bonus (Mach, Vargur) can easily reach falloff distances of 70km. And the damage doesn't drop linearily with distance while in falloff. Also, they track better than the NM.

And the formula for tracking is just as bad as for falloff - angular velocity (modified by sig resolution vs. target sig) equals 1x tracking cuts damage to 50%, angular velocity at 2x tracking cuts damage to negligible.
Exploited Engineer
Creatively Applied Violence Inc.
#32 - 2012-10-29 20:36:25 UTC
Inkarr Hashur wrote:
Does basically the entire argument come down to the fact that the nightmare can also burn to death anything within 80 km? How often do you really need that ability?


In missions? Quite a bit. Especially since the Nightmare has trouble chasing down anything that's moving faster than a wheelchair.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#33 - 2012-10-29 21:34:39 UTC
The nightmare is an awesome ship, if you got the skills. t2 lasers (both if possible for more flexibility) are a must. The capacitor is ok, I would recommend ccc rigs or cap boosters. cap rechargers are cool if like having less tank. The lows should be dc 2 te and 3 heatsinks. mids are actually ptretty flexible. I would recommend finding room for a tracking computer and a cap booster (800). A propmod is nice for when you are JUST out of range of something. (Get a faction/deadspace MWD if you are going to use one due to cap capacity issues)

The more money you dump into this, the better and more ridiculous it gets. Be carefull and invest in things that will provide the best bang for your buck. I would recommend a deadspace shield xl booster and faction lows. That will make it a decent nightmare. The two spare highs, maybe salvager and tractor beam for when u get a officer or faction spawn?
Arcosian
Arcosian Heavy Industries Corp Holding
#34 - 2012-10-29 21:36:19 UTC
McRoll wrote:
What hasnt been mentioned yet probably is that the Nightmare gets totally screwed by tracking disruption. Too bad that it happens to be the rats that you fly mostly against. I stopped using my Paladin because I got sick of being tracking disrupted in several missions, it takes so friggin long to kill the disrupting rats with drones so you could have as well fly a lvl 4 in a Drake or something.

The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons).

The ONLY mission where tracking disruption is a problem is L4 Sansha blockade where 6-8 elite cruisers perma-TD you. Any gunboat will have trouble with that not just the NM. Other than that mission everything else dies too fast to be a problem. I have also flown the paladin in many missions and TD has never been a problem except sansha blockade. If you are having that much trouble is must be skill related.
Threshner
#35 - 2012-10-29 22:07:28 UTC
Arcosian wrote:
McRoll wrote:
What hasnt been mentioned yet probably is that the Nightmare gets totally screwed by tracking disruption. Too bad that it happens to be the rats that you fly mostly against. I stopped using my Paladin because I got sick of being tracking disrupted in several missions, it takes so friggin long to kill the disrupting rats with drones so you could have as well fly a lvl 4 in a Drake or something.

The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons).

The ONLY mission where tracking disruption is a problem is L4 Sansha blockade where 6-8 elite cruisers perma-TD you. Any gunboat will have trouble with that not just the NM. Other than that mission everything else dies too fast to be a problem. I have also flown the paladin in many missions and TD has never been a problem except sansha blockade. If you are having that much trouble is must be skill related.



Have only been in a NM around 4 days and ran about 20 missions including blockade i believe that blockade is the only missions that has really caused me to warp out and back in due to the tracking disrupting. I love the nightmare i have no regrets buying it. Although i'm not sure how true the killing before they kill you think works because most missions i have come against most ships are around 40km or closer to you.

When my cap skills get a bit better i will be switching out my cap rigs for something better maybe more resistances. No regrets buying the ship.
McRoll
Extraction and Exploration Ltd.
#36 - 2012-10-30 01:00:23 UTC
Well I didn't fly Amarr missions for ages - if it's only the blockade then its not that much of a problem. I just still have bad memories of that.

However you dont get tracking disrupted only in missions. Ive seen quite some disrupting in complexes as well. Don't know if there is any in anomalies. If you are using it just for missions then it sure is one of the best damage platforms.


John Ratcliffe wrote:
McRoll wrote:
The projectile boats don't have that problem, they can take down all rats (except Guristas) with best damage types and are entirely unaffected by tracking disruption because they fight nearly always in falloff (if you use autocannons).


Mach is no good against Guristas?


It works fine, just not as good as against other rats because you don't have high damage ammunition which has kinetic as primary damage type. You can choose between phased plasma which has thermal as primary or barrage.There is also depleted uranim or whatever the midrange ammo is called. Guristas also tend to stay further away so you have to do more flying around then usual or fight in deep falloff.

Or you can get some 1400's on with republic fleet ammo.
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