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Dual Rep Incursus woes

Author
Sleban
Pole Shift Incorporated
#41 - 2013-10-23 11:47:41 UTC


That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#42 - 2013-10-23 11:50:23 UTC
Sleban wrote:
Quote:
and without a web how exactly are you going to keep an opponent from orbiting you close? do tell.

I know that rails hit fine at 7 km.. But you need the web to keep your enemies there.


I'm about to deliver a 'LOL' answer to that, so take it in the spirit in which it is intended....

Easy. Just rep long enough that out of sheer boredom they log off in combat, run out of rockets, or the downtime happens.



0/10

BYDI recruitment closed-ish

Zappity
New Eden Tank Testing Services
#43 - 2013-10-23 19:27:17 UTC
Sleban wrote:


That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to.

[Incursus, 125mm]
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Magnetic Field Stabilizer II
200mm Reinforced Rolled Tungsten Plates I

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Processor Overclocking Unit I
Small Semiconductor Memory Cell I
Small Auxiliary Nano Pump I

Hobgoblin II x1

Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills.

Zappity's Adventures for a taste of lowsec and nullsec.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#44 - 2013-10-23 19:31:32 UTC
Zappity wrote:
Sleban wrote:


That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to.

[Incursus, 125mm]
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Magnetic Field Stabilizer II
200mm Reinforced Rolled Tungsten Plates I

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Processor Overclocking Unit I
Small Semiconductor Memory Cell I
Small Auxiliary Nano Pump I

Hobgoblin II x1

Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills.


Protip

meta 3 dcu.

BYDI recruitment closed-ish

Zappity
New Eden Tank Testing Services
#45 - 2013-10-23 20:12:32 UTC
Ooh, that is pro. Good stuff.

Zappity's Adventures for a taste of lowsec and nullsec.

Taoist Dragon
Okata Syndicate
#46 - 2013-10-23 20:37:18 UTC
Bah!

[Incursus, Brawler - Rail]

Magnetic Field Stabilizer II
Small Ancillary Armor Repairer, Nanite Repair Paste
Adaptive Nano Plating II
Adaptive Nano Plating II

1MN Afterburner II
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I

150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S

Small Hybrid Collision Accelerator I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I

Hobgoblin II x1

Screw a DCU. You rep armour not hull. Fit real guns and blap the crap out of them before they know what hit them!

160dps at 8.6km range, 175dps tank while paste loaded. Most things just die.

That is the Way, the Tao.

Balance is everything.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#47 - 2013-10-23 20:47:20 UTC
Taoist Dragon wrote:
Bah!

[Incursus, Brawler - Rail]

Magnetic Field Stabilizer II
Small Ancillary Armor Repairer, Nanite Repair Paste
Adaptive Nano Plating II
Adaptive Nano Plating II

1MN Afterburner II
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I

150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S

Small Hybrid Collision Accelerator I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I

Hobgoblin II x1

Screw a DCU. You rep armour not hull. Fit real guns and blap the crap out of them before they know what hit them!

160dps at 8.6km range, 175dps tank while paste loaded. Most things just die.


No DCU?

ohh god..

I have to get Ohm to kick you from corp now... Sad

BYDI recruitment closed-ish

Tetsuo Tsukaya
Perkone
Caldari State
#48 - 2013-10-23 21:06:27 UTC
Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks
Yang Aurilen
State War Academy
Caldari State
#49 - 2013-10-23 23:07:33 UTC
Tetsuo Tsukaya wrote:
Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks

What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me.

Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors.

Post with your NPC alt main and not your main main alt!

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#50 - 2013-10-23 23:09:52 UTC
Yang Aurilen wrote:
Tetsuo Tsukaya wrote:
Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks

What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me.

Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors.


The difference between rails and lml's is that you actually have to pilot your ship to apply dps with railguns

Its not just press f1 and keep away like lml's

BYDI recruitment closed-ish

Yang Aurilen
State War Academy
Caldari State
#51 - 2013-10-23 23:12:27 UTC
Garviel Tarrant wrote:
Yang Aurilen wrote:
Tetsuo Tsukaya wrote:
Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks

What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me.

Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors.


The difference between rails and lml's is that you actually have to pilot your ship to apply dps with railguns

Its not just press f1 and keep away like lml's

So manual piloting or keep at range at x KM? I heard orbiting kills your DPS on turrets.

Post with your NPC alt main and not your main main alt!

Taoist Dragon
Okata Syndicate
#52 - 2013-10-23 23:56:05 UTC
Yang Aurilen wrote:
Garviel Tarrant wrote:
Yang Aurilen wrote:
Tetsuo Tsukaya wrote:
Ib4 someone uses that 150 fit, orbits at 8km, tracks absolutely nothing and then says the fit sucks

What's wrong with rails? I thought rails were the LML's of hybrid guns and blasters the rocket variant. I've been using missiles and rockets all my life so things like "tracking speed", "transversal velocity", "angular velocity" are alien to me.

Also the rocket condor build that was posted is good. I made one the other day but had to put an ACR rig due to LOLFITTING skills. Also 200mm plate kestrel or 400mm plate kestrel? I made 2 armor kestrels to fight firetails but keeps getting ambushed by condors.


The difference between rails and lml's is that you actually have to pilot your ship to apply dps with railguns

Its not just press f1 and keep away like lml's

So manual piloting or keep at range at x KM? I heard orbiting kills your DPS on turrets.


If you orbit using long range weapons other than LM you are bad and deserve to be killed!

TBH for my incursus (and beam tormentor tbh) I just keep at range at about 7km setting. Most of the time I'm faster/more agile than my opponents plated brawler and just melt them. Works against AF's as well if they are short range brawly fit. Love messing with enyo's who just fit blasters and void (cos OMG THOSE DEEPS!)

I just keep an eye on the combat logs to see what is going on. Then manually fly if I need to manage tracking etc.

That is the Way, the Tao.

Balance is everything.

Sleban
Pole Shift Incorporated
#53 - 2013-10-24 07:13:06 UTC  |  Edited by: Sleban
Garviel Tarrant wrote:
Zappity wrote:
Sleban wrote:


That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to.

[Incursus, 125mm]
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Magnetic Field Stabilizer II
200mm Reinforced Rolled Tungsten Plates I

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Processor Overclocking Unit I
Small Semiconductor Memory Cell I
Small Auxiliary Nano Pump I

Hobgoblin II x1

Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills.


Protip

meta 3 dcu.



I've spent a lot of time tinkering with the scram kite, so a few more refinements to consider:

- Use the meta 3 X5 Prototype Engine Enervator instead of the Fleeting if you've the CPU skills - uses 1 more CPU to fit but saves you almost a million ISK.
- With some of the money you save, fit the Faint Epsilon Warp Scrambler I to give you that extra few meters of range.
- Pseudoelectron Containment Field I instead of the DCII, as suggested.
- rigs wise, if you're the fitting skills IMHO the optimum scenario is Small Hybrid Burst Aerator I / Small Hybrid Locus Coordinator I (gets the range of Navy antimatter with the 125s up to 7,762m, so you're still at optimal for longer) and, perhaps controversially, Small Anti-Explosive Pump I to fill that hole in your resists.
- I prefer the plate on this.

So therefore I consider the absolute final word in 125mm rail 7km AB / scram kite fitting to be this:

[Incursus, 125mm]
Small Ancillary Armor Repairer, Nanite Repair Paste
Pseudoelectron Containment Field I
Magnetic Field Stabilizer II
200mm Reinforced Rolled Tungsten Plates I

1MN Afterburner II
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Hybrid Burst Aerator I
Small Hybrid Locus Coordinator I
Small Anti-Explosive Pump I

Hobgoblin II x1

With the skills to fit this, you're looking at EHP 4497 / 166 DPS with overheated guns. Cap lasts 52 seconds with all mods on.
Sleban
Pole Shift Incorporated
#54 - 2013-10-24 07:43:51 UTC  |  Edited by: Sleban
Quote:
So manual piloting or keep at range at x KM? I heard orbiting kills your DPS on turrets.


I also prefer Keep at Range at 7km when using the 7km scram kite incursus. I believe it helps your tracking a small amount, but I also believe it's slightly better than orbitting for keeping the scram / web locked on as with orbiting I find there's some gaffing about where your ship tries to adjust its range first, then gets into the orbit. If you're both AB / Webbed / Scrammed then the likelihood is that you don't need to worry so much about orbiting and your rails are hitting well. Then it usually comes down to your DPS / EHP vs theirs.

Manual piloting is much more useful if you're running an MWD kiting ship with the 24km long point, especially against another kite - typically to get yourself into range (the 'spiralling' technique), and either keep at range or enable yourself to wriggle out with the 'stop start+overheat' technique if things go sour. The benefit of 'speed tanking' - orbiting at speed with the MWD on - I think is pretty much negligible compared to the sig radius increase that makes you more hittable with it on. The only exceptions is if you're in an interceptor that has reduced sig radius, or a drone kite where you've nothing to lose. I think you're not hitting anywhere near as well in an orbiting railgun kite compare to Keep At Range, although orbiting does allow you to mitigate, sometimes, the damage you get from artillery. Although artillery tends to get disproportionately more 'critical strikes', even with your orbiting. And so on and so on.

However, manual piloting isn't easy in a quick frigate fight, so in a kite vs kite scenario where I'm using the WDII with 24km range (Federation Navy Comet being an example) I also prefer keep at range. I tend to do the following:

- set keep at range at 18,000 to 18,500. Enough of a range buffer to keep the point on, but also to keep you out of range of web / scram.
- If you're winning the fight, and your opponent starts trying to wriggle out with slingshotting etc, then overheat the long point and consider dropping your keep at range to 15km. A WDII keeps overheated for quite a while and gives you another 4km range. I prefer to heat it half-way throughout a fight anyway as most times people will try and escape. But then again I tend to 100% commit to a fight to the very end and not run away. Lots of fights end deep in structure on one side or the other,

Although there will no doubt be someone along soon to advise me that I'm talking rubbish, have no idea how to fit or fight and 'manual piloting' at slow speeds is better than keep at range.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#55 - 2013-10-24 09:43:00 UTC
Sleban wrote:
Garviel Tarrant wrote:
Zappity wrote:
Sleban wrote:


That link doesn't work for me. Can you transcribe the 'proper' rail fit incursus here? If it's the usual 7km scram web, then probably no need to.

[Incursus, 125mm]
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Magnetic Field Stabilizer II
200mm Reinforced Rolled Tungsten Plates I

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Processor Overclocking Unit I
Small Semiconductor Memory Cell I
Small Auxiliary Nano Pump I

Hobgoblin II x1

Some prefer an adaptive resistance whatsit instead of the plate. You can probably fit 150s if you have good fitting and tracking skills.


Protip

meta 3 dcu.



I've spent a lot of time tinkering with the scram kite, so a few more refinements to consider:

- Use the meta 3 X5 Prototype Engine Enervator instead of the Fleeting if you've the CPU skills - uses 1 more CPU to fit but saves you almost a million ISK.
- With some of the money you save, fit the Faint Epsilon Warp Scrambler I to give you that extra few meters of range.
- Pseudoelectron Containment Field I instead of the DCII, as suggested.
- rigs wise, if you're the fitting skills IMHO the optimum scenario is Small Hybrid Burst Aerator I / Small Hybrid Locus Coordinator I (gets the range of Navy antimatter with the 125s up to 7,762m, so you're still at optimal for longer) and, perhaps controversially, Small Anti-Explosive Pump I to fill that hole in your resists.
- I prefer the plate on this.

So therefore I consider the absolute final word in 125mm rail 7km AB / scram kite fitting to be this:

[Incursus, 125mm]
Small Ancillary Armor Repairer, Nanite Repair Paste
Pseudoelectron Containment Field I
Magnetic Field Stabilizer II
200mm Reinforced Rolled Tungsten Plates I

1MN Afterburner II
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Hybrid Burst Aerator I
Small Hybrid Locus Coordinator I
Small Anti-Explosive Pump I

Hobgoblin II x1

With the skills to fit this, you're looking at EHP 4497 / 166 DPS with overheated guns. Cap lasts 52 seconds with all mods on.


Ok lets have some more pro tips from me then

1. x5 uses less cpu than fleeting not more.
2. jb5 for life
3. Collision is better on this, alpha so nice.
4. keep at range should be the default thing to use in it, along with some manual piloting and the occasional align out and overheat everything (Useful against daredevils)

BYDI recruitment closed-ish

Sleban
Pole Shift Incorporated
#56 - 2013-10-24 11:52:07 UTC
Quote:
1. x5 uses less cpu than fleeting not more.


You're right. I stand corrected. I had always assumed it used more. Fleeting does generate an extra 2% of velocity reduction, but I suppose that's hardly worth sweating for the extra million the Fleeting costs above the X5.

Quote:
2. jb5 for life


It's cheaper, aye, but the extra 375m reach of Faint Epsilon is worth the additional cash, IMHO. Plus it uses 3GJ of cap every 5s, compared to 3.75GJ for the J5b.

Quote:
3. Collision is better on this, alpha so nice.


Considering my original fit, and with guns overheated, the stats with either are:

Burst: 146DPS / volley 317 every 1.63 seconds / cap lasts 56s with all the relevant mods active.

Collision: 145DPS / volley 337 every 1.78 seconds / cap lasts 58s.

Alpha is nice if you're going to be one or two shotting something. With volleys of 337, though, not likely to happen.

Burst gives you 34 volleys before cap runs out = 10,788 damage

Collision gives you 32 = 10,784 damage.

Not a massive amount in it over the long haul, although burst gives you that extra volley every 10 volleys compared to Collision.






Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#57 - 2013-10-24 12:51:15 UTC
Sleban wrote:
Quote:
1. x5 uses less cpu than fleeting not more.


You're right. I stand corrected. I had always assumed it used more. Fleeting does generate an extra 2% of velocity reduction, but I suppose that's hardly worth sweating for the extra million the Fleeting costs above the X5.

Quote:
2. jb5 for life


It's cheaper, aye, but the extra 375m reach of Faint Epsilon is worth the additional cash, IMHO. Plus it uses 3GJ of cap every 5s, compared to 3.75GJ for the J5b.

Quote:
3. Collision is better on this, alpha so nice.


Considering my original fit, and with guns overheated, the stats with either are:

Burst: 146DPS / volley 317 every 1.63 seconds / cap lasts 56s with all the relevant mods active.

Collision: 145DPS / volley 337 every 1.78 seconds / cap lasts 58s.

Alpha is nice if you're going to be one or two shotting something. With volleys of 337, though, not likely to happen.

Burst gives you 34 volleys before cap runs out = 10,788 damage

Collision gives you 32 = 10,784 damage.

Not a massive amount in it over the long haul, although burst gives you that extra volley every 10 volleys compared to Collision.








pro tip 343. J5B FOR LIFE.
pro tip 243553. Calculating how many shots you have before your cap runs out is absolutely pointless.


Also the burst/collision thing is just a matter of preference, i just like collision :P

BYDI recruitment closed-ish

The Lobsters
Viziam
Amarr Empire
#58 - 2013-10-24 13:10:06 UTC
Sleban wrote:
[quote]


Not a massive amount in it over the long haul, although burst gives you that extra volley every 10 volleys compared to Collision.






The burst also decreases your overheat time, your guns will burn out quicker than the collision guy. That can be important in a frig fight.

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.

Zappity
New Eden Tank Testing Services
#59 - 2013-10-24 18:36:07 UTC
The increased volley damage is useful for breaking through active tanks. It chips just that bit more of the hull away every time.

I like the extra 2.5% velocity reduction of the meta 4 web. Think about speed in terms of an overheated prop mod and the amount becomes significant. Especially if you (or your opponent) is using blasters or 150 autos.

Zappity's Adventures for a taste of lowsec and nullsec.

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