These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Missions & Complexes

 
  • Topic is locked indefinitely.
Previous page12
 

Nullsec anomalies

Author
Xequecal
Ministry of War
Amarr Empire
#21 - 2013-10-02 12:28:46 UTC
Deathsan wrote:
Cyrus wrote:
First off, people lie about what they actually make. Carrier with bouncers is the undisputed best isk/hour and that makes 35 mil per tick. Anyone claiming to make more per tick is failing to mention the low ticks (25m) as well as the average ticks (32-36m) and acting like those 40-45m ticks happen every 20 minutes. Those 40m ticks are ones with a domination spawn.


What kind of non-capital setup is getting those 25-35mil ticks? I've been trying to improve my setup for months to no success.


[Armageddon, New Setup 4]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System

Pith B-Type Large Shield Booster
Cap Recharger II
Dread Guristas Kinetic Deflection Field
Dread Guristas Kinetic Deflection Field

Cruise Missile Launcher II,Scourge Fury Cruise Missile
Cruise Missile Launcher II,Scourge Fury Cruise Missile
Cruise Missile Launcher II,Scourge Fury Cruise Missile
Cruise Missile Launcher II,Scourge Fury Cruise Missile
Cruise Missile Launcher II,Scourge Fury Cruise Missile
Small 'Solace' Remote Armor Repairer
Heavy Diminishing Power System Drain I

Large Bay Loading Accelerator II
Large Drone Scope Chip I
Large Anti-Thermal Screen Reinforcer I

Drones_Active=Garde II,5

1450 DPS, obviously only works against Guristas and Serpentis. You need a CA-1 and a CA-2 to get it to fit, and you also need almost perfect skills for it to work, like Guided Missile Precision V to bring the exp radius of fury cruise down to the sig radius of the BS rats. Note that Pith Dismantlers are the only Gurista rat that orbits further than 33km so nothing will ever be out of range.

Does not work without T2 sentries, FN Gardes don't have the range and you have no slots to acquire range without gimping your tank.

Only run the remote rep if the rats are shooting at a sentry, it will get aggro back on you pretty quickly. It's not cap stable either but you don't need to permarun the booster with this kind of dps. Utterly demolishes forsaken hubs and asteroid havens, you can do cloud havens too but you have to be very careful, if you trigger the next wave too early your tank will break and if there are scramblers in that wave you can lose your ship.
Jenn aSide
Worthless Carebears
The Initiative.
#22 - 2013-10-02 13:48:40 UTC  |  Edited by: Jenn aSide
I used to risk expensive ships ratting as you can see here (and do you wanna know the funny part? the clone I had in that ship had a full crystal set, a pashans hardwiring and four other +6 hardwirings lol, I'm serious, it's like a 6 bil clone, thank space-GOD they didn't have a dictor). in certain cases, I still do, like dropping a couple carriers on a Fleet Staging point 3 to do it and get it over with in 5 minutes for example.

But for the most part, it's a dumb thing to do. No offense to the fine fellows in this thread, but some of the loot pinatas you guys posted in this thread are ridiculas. Some of them would take weeks of ratting just to pay off their int initial purchase. With tiercide, Tech1 BSs are more than adequate for pulling in great isk quickly.

The Raven is ok, but the Typhoon, Armageddon and Dominix, wow. The 'Geddon and Dominix are generaly much better for null sec PvE than their 'Navy" upgrades. The Typhoon Fleet Issue (if rigged and fit right) is in my experience a bit better than the regular Typhoon but honestly, not by much.

I've been using 2 of these for the last several weeks (dualboxing is really easy with drones and fof missiles):

[Armageddon, Cheap is Good]
Domination Large Armor Repairer
Armor Thermic Hardener II
Dark Blood Armor EM Hardener
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Cap Recharger II
Cap Recharger II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II

Cruise Missile Launcher II, Mjolnir Auto-Targeting Cruise Missile I
Cruise Missile Launcher II, Mjolnir Auto-Targeting Cruise Missile I
Cruise Missile Launcher II, Mjolnir Auto-Targeting Cruise Missile I
Cruise Missile Launcher II, Mjolnir Auto-Targeting Cruise Missile I
Cruise Missile Launcher II, Mjolnir Auto-Targeting Cruise Missile I
Drone Link Augmentor I
Drone Link Augmentor I

Large Anti-Thermic Pump I
Large Anti-EM Pump I
Large Bay Loading Accelerator I

Hobgoblin II x14
Curator II x10

Currently fit for Blood Raider/Sansha space but works the same everywhere. 900 DPS with max skills and +3 missile hardwirings. I warp to 70, launch drones and start FoF missiles and watch them mow NPCs down. 17 to 20 mil ticks per ship (34 to 40 mil per tick total before corp tax).Each ship cost 200 mil. Even with nothing but low end ticks, this set up pays for itself in 3 or 4 hours. Everything after that is pure profit except ammo expenditures. As i said above, I also use other ships, Dual domis are great and no ammo expense unless you lse a drone, I just like FoF missiles so I use the geddons.

For comparison, a mach hull costs about 885 mil right now, if you got 35 mil per tick, it would take you 8 or 9 hours of anom farming just to pay for the unfit hull, if you add a deadspace or god forbid officer fit to that mach, your talking way longer while being a super juicy target.

I have yet to lose one of these cheap ratting ships, but if I did the loss wouldn't hurt much, wouldn't be embarrassing to my alliance on a killboard, gives me the option of standing and fighting against pvp raiders and would be easily replaceable, probably from null sec sources whereas if you lose a deadspace pirate ship, you WILL be making a trip to empire to get all the parts for it again lol.

All in all I always say use what you like and what fits for you, it's just that with me I decided to stop pressing my luck using expensive ships to make isk with.
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#23 - 2013-10-02 19:29:57 UTC
If you running forsaken hubs a carrier will not give you the best ticks as you tick will include the travel time between chaining the forsaken hubs. You should be running forsaken hubs in something that does high dps, gets good tracking and gets around relatively quickly. So depending where you are, pirate faction turret BS are your best bet. They don't need huge amounts of tank either so fit for gank and tracking, ie shield vindi for guristas, mach for angel's. Rest haven't done in a while but am pretty sure a NM will get the job done.
If you have sanctums, a sentry carrier will be the way to go.
Sentry and missile boats work, but they can't compete. That said, I haven't tried the geddon or fleet phoon since the changes, but will probably give them a go soonish. A HAM tengi in guristas space running forsaken hubs does an OK job also, but is not going to outperform a Naga or talos. Naga still works, just needs a lot of work to make sure you far away from the frigs when they spawn.

BTW -- dual boxing a ham tengu and a naga gets me round 20mil ticks per pilot. I know vindi pilots in guristas space that run around 40mil ticks since the change.

kari bourza
Shield of Iron Crown
#24 - 2013-10-04 14:16:57 UTC
CCP destroyed null sec players and alliances income, even the CFC has to rent space now, maybe they want everybody to pay for their subscriptions with real money, but that a debate for another topic maybe, using those shinnies does not justify anymore, but ultimately its your choice, mach still work if you warp at 30 and snip the frigates before they get too close, i hear isktar are still good and do almost as good as the mach with a 1/10 of the price.
Denuo Secus
#25 - 2013-10-05 00:36:28 UTC  |  Edited by: Denuo Secus
I was wondering...you're all mention sentry carriers. I know that drone damage mods made them viable. But on paper a thanatos with 15 fighters deals 1875dps - quite a bit more damage. I've no clue about carriers...so why does nobody seem to use fighters?

I could imagine it's not possible for one person to control 15 figthers, even with 5 DCUs fitted? Or is it because fighters are bad against smallish stuff? But wouldn't a target painter help here? Bonus: the carrier could stay aligned.

Any hint?
Mia Restolo
Royal Amarr Institute
Amarr Empire
#26 - 2013-10-05 02:55:05 UTC
Denuo Secus wrote:
I was wondering...you're all mention sentry carriers. I know that drone damage mods made them viable. But on paper a thanatos with 15 fighters deals 1875dps - quite a bit more damage. I've no clue about carriers...so why does nobody seem to use fighters?

I could imagine it's not possible for one person to control 15 figthers, even with 5 DCUs fitted? Or is it because fighters are bad against smallish stuff? But wouldn't a target painter help here? Bonus: the carrier could stay aligned.

Any hint?


A combination of fighters being bad against smaller targets, travel time for the fighters, and rats possibly switching over to your fighters... they aren't cheap to replace.
Denuo Secus
#27 - 2013-10-05 05:10:37 UTC  |  Edited by: Denuo Secus
Mia Restolo wrote:
Denuo Secus wrote:
I was wondering...you're all mention sentry carriers. I know that drone damage mods made them viable. But on paper a thanatos with 15 fighters deals 1875dps - quite a bit more damage. I've no clue about carriers...so why does nobody seem to use fighters?

I could imagine it's not possible for one person to control 15 figthers, even with 5 DCUs fitted? Or is it because fighters are bad against smallish stuff? But wouldn't a target painter help here? Bonus: the carrier could stay aligned.

Any hint?


A combination of fighters being bad against smaller targets, travel time for the fighters, and rats possibly switching over to your fighters... they aren't cheap to replace.


I found a forum thread about this topic meanwhile. According to this post travel time and small targets can be managed. But this thread is over a year old. So the new NPC AI hurts fighters as much as ordinary drones? Good point!
The Spod
Center for Advanced Studies
Gallente Federation
#28 - 2013-10-05 22:34:21 UTC
Mathias Orsen wrote:
James Tzashi wrote:
So running havens in a carrier is the best possible isk/hr your going to get ratting?


The carrier is the best isk/hr. While forsaken hubs are a bit better for isk due to a higher BS to frigate ratio, Havens and sanctums have a chance to escalate to a 10/10. This is where your deadspace mach comes into play. With the Carrier, you can expect an average tick to be 35m, and ticks that include a Domination to be 42-45 mil. Forsaken hubs should pull you in a few extra mil per tick if you are not wasting time warping to them only to find it already claimed.

[Thanatos, ratter]
Capital Armor Repairer I
Armor Explosive Hardener II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Cap Recharger II
Sensor Booster II, Scan Resolution Script
Federation Navy Omnidirectional Tracking Link
Federation Navy Omnidirectional Tracking Link
Sensor Booster II, Scan Resolution Script

Drone Control Unit I
Drone Control Unit I
Drone Control Unit I
Drone Control Unit I
Drone Link Augmentor II

Capital Drone Control Range Augmentor I
Capital Drone Control Range Augmentor I
Capital Capacitor Control Circuit I

1307 DPS with bouncers. over 110km control and fire range. Zero transversial since everything will be flying toward you.





Very good start.
To optimize the fit further you should put in the fifth DDA II (meaningful difference in volleys).

The garde carrier is a tad different, though. Instead of drone control range rigs you can optimize with the glitched drone scope rigs to put garde optimal at 80. This matches the one link augmentor and a 50km warp in (sanctums 20).

Bouncer carrier runs best angels, garde scope carrier rest.
The Spod
Center for Advanced Studies
Gallente Federation
#29 - 2013-10-05 23:46:59 UTC
Denuo Secus wrote:
Mia Restolo wrote:
Denuo Secus wrote:
I was wondering...you're all mention sentry carriers. I know that drone damage mods made them viable. But on paper a thanatos with 15 fighters deals 1875dps - quite a bit more damage. I've no clue about carriers...so why does nobody seem to use fighters?

I could imagine it's not possible for one person to control 15 figthers, even with 5 DCUs fitted? Or is it because fighters are bad against smallish stuff? But wouldn't a target painter help here? Bonus: the carrier could stay aligned.

Any hint?


A combination of fighters being bad against smaller targets, travel time for the fighters, and rats possibly switching over to your fighters... they aren't cheap to replace.


I found a forum thread about this topic meanwhile. According to this post travel time and small targets can be managed. But this thread is over a year old. So the new NPC AI hurts fighters as much as ordinary drones? Good point!


I'm the poster linked there, sold that character earlier (no imposting :))

The post was from when drone damage amps were announced. At that time fighters still were more efficient than sentries. Now the sentries are plain better after the introduction of drone damage amps.

Thanatos fighters are still pretty good in ring sanctums. The pathing management plays a huge role, afk fighters are 2/3 as efficient as micromanaged fighters. The trick with fighters is to minimize their flight time by primaring clustered targets and cycling their aggro on next targets before they land the killing blow and begin sitting still for a second. The latter can be grasped by trying in practise.
Roger Arkani
Science and Trade Institute
Caldari State
#30 - 2013-10-07 15:29:33 UTC  |  Edited by: Roger Arkani
While we're at this. I have a few questions.

During my prolonged EFT warrioring I concluded that my Blood Raiders ship should be either: Machariel, Nightmare, Typhoon Fleet Issue or Rattlesnake.

I'm feeling like going Rattlesnake (or Fleet Phoon for same reasons) because of safe range (I'm sure I'll have enough tank for Havens at 70-80 km) and lowish cost (Phoon will get expensive though). But I have my doubts.

So for you, who had pleasure living in Blood Raider space, my questions are:
1. How much tank does one need to tank Blood Raider Havens at 40km? (Nightmare case)
2. How much tank does one need to tank Blood Raider Havens at 0km? (Machariel case)
3. Is it possible to farm Blood Raider Havens in a Machariel without letting any ship past 15 km? Theoretically a lot of Battleships will try to orbit at 40-50km and escape 20-30km mark. I guess I could chase them with AB, but if that'll make impossible to shoot everything within ~15km Machariel seems to not worth it over Nightmare.

All of the above keeping in mind neuts. If they'll make me shoot at sniper ranges I'll just go with Rattlesnake or Fleet Phoon for more dps at said ranges.
Jenn aSide
Worthless Carebears
The Initiative.
#31 - 2013-10-08 13:56:50 UTC
Roger Arkani wrote:
While we're at this. I have a few questions.

During my prolonged EFT warrioring I concluded that my Blood Raiders ship should be either: Machariel, Nightmare, Typhoon Fleet Issue or Rattlesnake.


All 4 of these ships are AWESOME for blood raiders. Personally I like the rattlesnake and mach best. The rattlesnake uses drones and missles and passive tank so it ignores the neuting and tracking disrupting the Blood Raiders do.

What I'm going to say next is going to illicit screams of HERESY from my fellow Mach pilots, but I'll say it anyways. I use an armor tanked Machariel for Blood Raiders. Making use of that Natural EM resist the mach has to armor:


[Machariel, Armor Mach]
Dark Blood Large Armor Repairer
Corpum B-Type Energized Thermic Membrane
Core C-Type Armor EM Hardener
Capacitor Power Relay II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Cap Recharger II
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II
Tracking Computer II

800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
Heavy Unstable Power Fluctuator I

Large Anti-Thermic Pump I
Large Projectile Burst Aerator II
[empty rig slot]

Curator II x4
Hobgoblin II x5




Cap stable with EO-603 and EM-803 implants, cap lasts a long time even while bring neuted (kill any neut ships like Archbishops and harbingers 1st of course), tanks 400+ DPS against blood raiders (more than enough for forsaken hubs and pirate gate havens. 1300+ dps (on paper of course). i make 28 to 32 mil per 20 minitue tick with this ship. The Heavy Unstable Power Fluctuator I is for if I get tackled. had to use it once, capped out the frig holding me and I warped out.

(i'm experimenting with removing the low slot cap mod for a tracking enhancer and a tracking computer for another cap recharger, so for both fits seem pretty equal).


Quote:

I'm feeling like going Rattlesnake (or Fleet Phoon for same reasons) because of safe range (I'm sure I'll have enough tank for Havens at 70-80 km) and lowish cost (Phoon will get expensive though). But I have my doubts.


I warp to zero with my mach or rattlesnake.


So for you, who had pleasure living in Blood Raider space, my questions are:
1. How much tank does one need to tank Blood Raider Havens at 40km? (Nightmare case)
2. How much tank does one need to tank Blood Raider Havens at 0km? (Machariel case)
3. Is it possible to farm Blood Raider Havens in a Machariel without letting any ship past 15 km? Theoretically a lot of Battleships will try to orbit at 40-50km and escape 20-30km mark. I guess I could chase them with AB, but if that'll make impossible to shoot everything within ~15km Machariel seems to not worth it over Nightmare.

All of the above keeping in mind neuts. If they'll make me shoot at sniper ranges I'll just go with Rattlesnake or Fleet Phoon for more dps at said ranges.[/quote]

1. 4-500 dps tank for havens and up. less for forsaken hubs and down. Forlorn hub and the named rally points can surprice you because of triggered spawns (what's great about forsaken rally points, forsaken hubs and pirate gate havens is that there ar enot triggers, each spawn is sequential)

2. See above.

3. in the priate gate havens, No battleship ever got more than 30 km from me. Never need an afterburner. A tractorbeam is good though for getting a dark blood wreck without risking getting tanked in the structure around the pirate gate.

"Cloud/Factory" havens are harder on machs, but rattlesnakes do em fine. Hope this helps.
Roger Arkani
Science and Trade Institute
Caldari State
#32 - 2013-10-08 14:19:12 UTC
Jenn aSide wrote:
Hope this helps.


Yes that helped a lot, thank you.

But when you say you warp in at zero with Rattler this means you torp fitted? What kind of drones go with that? I thought sentries can't track at 0 range. Or you just MJD away and start shooting with cruise missiles and sentries?
Jenn aSide
Worthless Carebears
The Initiative.
#33 - 2013-10-08 14:39:16 UTC
Roger Arkani wrote:
Jenn aSide wrote:
Hope this helps.


Yes that helped a lot, thank you.

But when you say you warp in at zero with Rattler this means you torp fitted? What kind of drones go with that? I thought sentries can't track at 0 range. Or you just MJD away and start shooting with cruise missiles and sentries?


Cruise fitted. Torps opnly work when you can devote slots to target painters and missle rigs ect. Missiles on a rattlesnake are purely an afterthought. They help a bit and don't hurt to use them.

Warping to zero on a forsaken hub or pirate gate haven puts you usually 15 to 20 km off the rats. Garde IIs plus good skills and 2 drone tracking mods (omni-directionals) = blap blap blap isk lol.
Previous page12