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Apocalypse

Author
Xander Det89
T.R.I.A.D
Ushra'Khan
#21 - 2013-06-12 16:27:06 UTC
Tbh I'm pretty sure "Large Energy Weapon Discharge Elutriation II" is more efficient than CCC, but I can't argue with the greater flexibility offered by CCCs. Oh and they're among the cheaper t2 rigs if that worries you (~30Mil).
The Djego
Hellequin Inc.
#22 - 2013-06-12 17:10:06 UTC  |  Edited by: The Djego
Xander Det89 wrote:
Tbh I'm pretty sure "Large Energy Weapon Discharge Elutriation II" is more efficient than CCC, but I can't argue with the greater flexibility offered by CCCs. Oh and they're among the cheaper t2 rigs if that worries you (~30Mil).


It is actually not that simple, if you look at the setup posted in the middle of the last page, discharge rigging is actually worse than fitting a 2. CCC, because the only time you would gain more runtime would be when using conflagration and even in this case it would be worse, given the implants that improve every cap mod in the fitting while doing nothing for the discharge rigs. 2 T1 dischargers would give you 5m 48s, 1 T2 and 1 T1 on the other hand 6m 18s while 2 T1 CCCs also would give you 6m 18s(what is better in any situation outside conflagration use).

CCC and cap mod stacking has a positive stacking effect, for every mod you add, every other cap mods gains technically more performance. A single CCC is worth 10.1 cap/s in this fitting, a 2. makes both worth 11.8 each and a 3. would increase this value to 13.8 per mod.

Discharge rigs on the other hand simply reduce the cap consummation of your guns and scale better with high damage ammos(multi, scorch and conflag) while being worse with lower cap using ammo like standard. Outside of very specific fittings, where you want to reduce slots spend on cap mods to a minimum and utilize high cap use ammo all the time, they are currently a bit to weak(they do work for a few fittings but are not that useful for most players yet).

If you like, you can take a look at my proposal liked in my bio, regarding the subject.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Xander Det89
T.R.I.A.D
Ushra'Khan
#23 - 2013-06-12 17:28:54 UTC
Certainly see the logic, and I understand don't worry. I guess it mostly comes from playing with fits to make a stable sniper apoc (because inevitably BSs have to do the dull work of structure dps at some point or another), managed to get an all ammo stable Apoc with full 149k optimal, 310 dps, 75k EHP, however it's done with 2x Elutriation II rigs and 1x CCC... and the guns are Dual Heavy Beams. Overall a very unsatisfactory build, and I guess cap stability for the most part is overrated anyway. Hence the prevalence of Pulse Baddons with 1x Elutriation II and a Cap Booster... well and Rokh's but they don't apply for having major cap issue nowadays :P. Ofc a large part of their popularity comes down to their naturally high EHP that other combat BS's just can't match without dropping too much dps... anyway, that's a whole other kettle of fish.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#24 - 2013-06-12 22:46:14 UTC
Silvin Nighteye wrote:
Has anyone tried the new apocalypse ina tachyon sniping setup yet? I imagine the tracking bonus would make it nice amd lethal. Perhaps even give some sort of role for gleam crystals...


why would you fit beams on an apoc when scorch works so well with it?
Taoist Dragon
Okata Syndicate
#25 - 2013-06-13 00:32:08 UTC
Not flown it yet as I generally only use BS in missions or ihub bashes but the new model is awsome! Finally looks like they finished the ship!

But for lvl 4's you can fit up a cap stable one for less than 200mil with enough tank/gank to easily handle the vast majority of lvl 4's (unless they have made lvl 4's a lot harder in the last 8months or so since I last ran one)

I mey even go get one just to fly the ship around cos it looks cool.

That is the Way, the Tao.

Balance is everything.

Caitlyn Tufy
Perkone
Caldari State
#26 - 2013-06-13 06:47:10 UTC
Tsukino Stareine wrote:
Silvin Nighteye wrote:
Has anyone tried the new apocalypse ina tachyon sniping setup yet? I imagine the tracking bonus would make it nice amd lethal. Perhaps even give some sort of role for gleam crystals...


why would you fit beams on an apoc when scorch works so well with it?


This. With range bonus and tracking, coupled with Scorch, the new Apocalypse makes for an awesome mid-range boat. If I was to use Beams, I'd almost certainly pick an Abaddon over it.
Dato Koppla
Spaghetti Militia
#27 - 2013-06-13 07:15:45 UTC
Beams still cause massive fitting and cap problems which makes it such that Pulses are usually the better choice. Even on a Baddon if you try fit Mega Beams + LAR + Heavy Capacitor Booster you'll need a PG mod/rig. If you forgo active capacitor and try to get a reasonable recharge rate, even with 7 slots dedicated to cap recharge/reducing cap on guns, you'll get at best around 5 minutes of cap when everything is running. Navy Apocalypse is the only ship that can fit beams decently on a mission fit but because of it's optimal bonus Scorch has no problems reaching 90km which once

So yeah, nothing much has changed, Pulses + Scorch all the way for Amarr.
Caitlyn Tufy
Perkone
Caldari State
#28 - 2013-06-13 08:29:43 UTC
You don't need a Heavy Cap Booster for missions. The basic build I'd be running with is:

[Abaddon, beam missions]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Armor EM Hardener II
Armor EM Hardener II
Armor Thermic Hardener II
Large Armor Repairer II

Large Micro Jump Drive
Cap Recharger II
Cap Recharger II
Cap Recharger II

Mega Beam Laser II, Imperial Navy Standard L
Mega Beam Laser II, Imperial Navy Standard L
Mega Beam Laser II, Imperial Navy Standard L
Mega Beam Laser II, Imperial Navy Standard L
Mega Beam Laser II, Imperial Navy Standard L
Mega Beam Laser II, Imperial Navy Standard L
Mega Beam Laser II, Imperial Navy Standard L
Mega Beam Laser II, Imperial Navy Standard L

Large Ancillary Current Router I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I

Hammerhead II x5
Hobgoblin II x5

Note: you need factioned Heat Sinks to fit, just like CNR needs factioned BCUs. The fit is cap stable with guns and runs over 5 minutes with Repairer (which are my base values for every mission/ratting fit using armor tank).

From here on out, you can improve on the build. If you get CA-1 and CA-2 implants, you can drop the Ancillary Current Router. You can also replace the Large Repairer with a faction one, for instance Corpus C-Type, allowing you to replace two Cap Rechargers with Tracking Computers (which increase the ship's dps at MJD range). You can upgrade two Semiconductor rigs to T2s and add a third one, keeping cap at 5 minutes with repper running (guns remains stable throughout the upgrade). Since you're likely to have issues with range (MJD has the same jump distance as Abaddon's targetting range), you'll probably drop a hardener for Signal Amplifier - after all, if you're 100km from the targets, you won't need that tank.

Alternatively, you can keep the ancillary rig and throw a heavy cap booster into the fit, freeing the two mid slots for Tracking Computers. You'll bust the CPU, but you can fix that by factioning the hardeners (for instance, to True Sanshas). This keeps the fit well under 1 billion and still gives you a similar performance to the above variation. If you so choose, you can easily fit a 100mn MWD II into this as well, though the cap will obviously hate you for that :D

In short, there's plenty of options for a mission running Beam Abaddon, even if it might appear tight on grid. Of course, a navy ship will likely perform better, but then, that's what navy ships are for, right?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#29 - 2013-06-13 08:54:14 UTC
of course you don't "need" a cap booster in missions but using it has many more benefits than filling your mids with cap rechargers.
The Djego
Hellequin Inc.
#30 - 2013-06-13 09:54:06 UTC  |  Edited by: The Djego
The abaddon is not a good beam ship(because it was designed that way), the reason for this is that you need to many slots to make it work(cap mods or dischargers don't change much, because of the extra grid you need) that a balanced puls setup can outperform it nearly all the time. It can use tachs to great effect with a mjd if you snipe and fit it up like a glass cannon, but if you want tank and gank at the same time, puls is basically always better.

[Abaddon, L4 pulsgank]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Beta Reactor Control: Capacitor Power Relay I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Medium Armor Repairer

Gist A-Type 100MN Afterburner
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L

Large Energy Locus Coordinator II
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation I


Hobgoblin II x5
Curator II x2


Quote:

of course you don't "need" a cap booster in missions but using it has many more benefits than filling your mids with cap rechargers.


It doesn't have so many, most people just use them to overtank L4 ships or can't be bothered with cap management. The slot difference between cap booster tank and and cap recharge tank is 2 slots on the abaddon, while you don't really need more tank, you run into heavy stacking penalty's for adding range or dps and you can't fit a T2 damage rig since you need a discharge rig for longer missions and you would throw away a rig slot if you do. Cap booster setups are surprisingly ineffective on amarr ships without the cap bonus, because the slot/cap balance and gains from the extra slots isn't that good like on some other hulls. Like the Raven for example, where extra painters help immensely for damage projection, not just to use all painters on one target but being able to spread them, since painter cycle is more than 3 times longer as CM rof and with the new speed, you have lots of issues to switch painter targets while your missiles are still on the way.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Mizhir
Devara Biotech
#31 - 2013-06-13 10:16:40 UTC
The new model makes it look badass. And the EOM version is just damn sexy:
http://i.imgur.com/eK70Ag8.jpg
http://i.imgur.com/sFEcYjY.jpg

❤️️💛💚💙💜

Durbon Groth
Pator Tech School
Minmatar Republic
#32 - 2013-06-13 19:29:42 UTC
Mizhir wrote:
The new model makes it look badass. And the EOM version is just damn sexy:
http://i.imgur.com/eK70Ag8.jpg
http://i.imgur.com/sFEcYjY.jpg




DO WANT
Shereza
Center for Advanced Studies
Gallente Federation
#33 - 2013-06-14 02:38:34 UTC
Durbon Groth wrote:
Mizhir wrote:
The new model makes it look badass. And the EOM version is just damn sexy:
http://i.imgur.com/eK70Ag8.jpg
http://i.imgur.com/sFEcYjY.jpg




DO WANT


Jesus dear lord almighty, this is happening man, this is happening!

Yes, I seriously freaking want to fly a ship with that hull and skin.

Also, regarding (mega) beams on apocalypse and abaddon hulls I'd really consider best named and faction over T2. You might get great range with Aurora crystals, but Standard crystals still get solid range at the same DPS values with nearly half the capacitor consumption. Likewise Gleam crystals might do great damage, but you get comparable damage with lower capacitor consumption and far better tracking using mega pulse lasers and standard MF crystals. Worse still if you use conflaguration ammo in said mega pulse lasers you get far better DPS, better alpha damage, a hair less capacitor consumption, and still manage to get better tracking compared to mega beams with gleam ammo. The only thing beams with gleams are superior at is falloff and, subsequently, maximum range. It's something like 55km "zero range" for beams compared to 35km for mega pulses and 35km 50% range to 25km. A not inconsiderable factor, but if you're already using pulses and not planning on relying solely on Scorch you should probably have a prop. mod fitted anyways thereby reducing the penalties of shorter-ranged ammos/guns.

Frankly, given the choices there I'd rather use faction mega beams and save the 25% on my capacitor consumption and switch to mega pulse lasers if I actually want/need that close-in damage.
Dato Koppla
Spaghetti Militia
#34 - 2013-06-14 08:17:46 UTC
Faction Beam lasers are definitely the best option if you want to run with beams because of the cap and fitting, but a full rack of 8 will set you back around 300million which can be used to pimp your Pulse setup to have better performance. Part of the reason beam setups aren't used is the sheer awesomeness of Pulse lasers.
Lugalzagezi666
#35 - 2013-06-14 09:10:30 UTC
Apoc is only good for getting isk for nighmare or paladin. Domi, raven and phoon all comfortably outclass it against its racial enemies (sanshas and bloods). Hell, domi can do that easily just with drones.
Kagura Nikon
Native Freshfood
Minmatar Republic
#36 - 2013-06-14 10:42:54 UTC
Jimbo Mann wrote:
Shereza wrote:
If you fit 3 CCC rigs you shouldn't need any other cap mods to fire your guns non-stop. That's also enough to perma-run a reasonable tank. I'm sure there are some exceptions, but so far as I can see the only times you'll fit a cap injector on an apocalypse now are likely situations you fit one on it pre-Odyssey. One potential exception being people who like fitting tanking rigs, something I've never been keen on in most circumstances given how much more flexible CCCs are than most other rigs.


I have 2 CCC rigs and 3 Cap Recharger IIs, and I still can only fire my guns and run one Large Armor Repairer II (+ hardeners) with my guns for about 4 minutes. One LAR is not enough tank, especially if I were to remove an armor rig. That is only repairing about 170 HP per second. Good luck surviving any missions with that pathetic of a tank. Before Odyssey, I was able to run those modules for about 13 minutes, which is more than enough to take out enough DPS to occasionally pulse the Armor Rep.

It's to the point where its just not worth using my Apoc. I just use my Maelstrom even on missions where EM/Therm resistance and damage are preferred.



If you need more than 1 faction LAR 2 EANM 1 DC to tank a mission beforeyou kill most of its dps.. then you really are in need of relearning your trade.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Bastion Arzi
Ministry of War
Amarr Empire
#37 - 2013-06-14 11:13:17 UTC  |  Edited by: Bastion Arzi
Shereza wrote:
If you fit 3 CCC rigs you shouldn't need any other cap mods to fire your guns non-stop. That's also enough to perma-run a reasonable tank. I'm sure there are some exceptions, but so far as I can see the only times you'll fit a cap injector on an apocalypse now are likely situations you fit one on it pre-Odyssey. One potential exception being people who like fitting tanking rigs, something I've never been keen on in most circumstances given how much more flexible CCCs are than most other rigs.


+1 to this my apoc is cap stable with the guns, repper and 2 hardners on. And i dont have level 5 skills yet i think im level 4 in the capacitor recharge rate skill and level 3 i n the max capacitor skill. Also got level 3 or 4 in controlled bursts.

oh and i use one cap power relay and cap recharegr 2's
Zea'dal
Ministry of War
Amarr Empire
#38 - 2013-06-20 13:02:08 UTC
How are you fitting them for PVP?
Daniel Plain
Doomheim
#39 - 2013-06-20 14:10:07 UTC
Mizhir wrote:
The new model makes it look badass. And the EOM version is just damn sexy:
http://i.imgur.com/eK70Ag8.jpg
http://i.imgur.com/sFEcYjY.jpg


i need new underwear.

I should buy an Ishtar.

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