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please delete

Author
LUMINOUS SPIRIT
Caldari Provisions
Caldari State
#1 - 2013-12-07 18:58:29 UTC  |  Edited by: LUMINOUS SPIRIT
please delete
ULSTER MAN
#2 - 2013-12-10 22:11:06 UTC  |  Edited by: ULSTER MAN
Delete this? I reckon this could be useful unless you made it all up :D
We ran tests for several days, practiced on c5 anoms like core garrisons, enclave relays, server banks.

Results.

A)

Pulse paladin is king, steadty dps to 100km, no tracking problems.
Cruise golem is good vs battleships, but ha poblems with fast cruisers (needs expl velocity rigs/implants, does NOT need painter)
Vargur has problems with 50km+ ranges and constant ammo switching, but murders cruisers up close.
Rail kronos has massive problems with tracking up close, and at range its dps is terrible.

B)

Optimal gang size is 3 marauders.

Solo marauder, you need to microjump to keep range and stay away from nossing cruisers, and you need a full cargohold of cap boosters. Solo time - 25min per site, 20 in a paladin.
Duo marauders, can sit still in bastion mode without jumping, but still you dont clear site quick enough, and need to use occasional cap booster batteries during heavy waves. Time - 15-20min per site.
Triple marauders, waves are cleared quickly, no cap problems. Time - 12-15min per site.

C)

Smartbombs. 1 navy EMP per marauder is sufficient. 2 is overkill.
Weapons. Cruise you need T2 fury and precision. Faction ammo has bad exl velocity. Pulse seems to have sufficient tracking for everything (scourch, conflag, imp navy). Autos have range issues beyond 50km (barrage, rep fleet EMP). T2 Rails are just junk.

D)

Mobile tractor units - WIN. with a group of 2-3 marauders, tractor just about manages to keep up.

D)

Tank - you need X-L repper, large cap injector, and resists in area of 80-85% in bastion. Bling as much as you want. Play in eft, but you want to tank about 2500 - 3000 dps. That means Gist X-Type / Core X-type reppers, and low-end deadpsace resist mods.

E)

capacitor. With massive tank, you dont need to perma-run the repper, you can pulse. Pulsing means you dont need to be cap-stable, you can get away with a large cap injector and 2 cap rigs. if you work in teams of 3, you dont even need the rigs, just pulse the cap injector as needed. Fitting 2 heavy NOS is optional, but helps.

F)

ISK. With optimal setup, a group of 3 marauders can clear an anom in 15minutes. Thats 100 mill per pilot per 15minutes (maybe a bit less).
Server banks, data fields, enclave relays, worth a bit more, for about 150-200mil per pilot per site, but take a bit more as well, roughly 20min per site. If you hack cans, return is a LOT more.
So overall, its I would say easily 350-400mil per pilot per hour in an optmized setup.


Conclusion.

Overall, paladin is the best (pulse paladin anyways). Kronos is the worst (maybe if it had web range bonus, otherwise, it cant hit jack). Golem and Vargur - golem cruise fury works vs long-rangeed BS, vargur murders cruisers up close with autos.

We did not have links, but i recon with skirmish links, a faction web would reach out to 18-20km and golem could be effective vs. cruisers. But you dont really need links, skirmish of siege. We were fine.