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New Ashimmu \o/

Author
Maeltstome
Ten Thousand Days
#21 - 2014-06-10 17:45:13 UTC
ChromeStriker wrote:
Under a 5 man gang i would agree... after that you can start specialising ships... dedicated tackle, logi, neuts, dps... depends on whats called for or what you want to fly...
I dont even know what your thinking with the energy transfer stuff.... apart from being unusable, why would you do that when your own neuts are substantially better Shocked

There is a fit with guns.... and a brick tanked ship with no hardeners, prop, EWAR or possibly weapons isnt much of a threat...
Do you even neut?

Why would you have a shield booster on an armour ship???? burn through cap? you know these nos's don’t need that...

you sir are talking backwards...



The Ashimu is not a specialised ship. It has 3 bonuses that are independant of one another. I'd much rather have a Curse with multiple neuts and benefit from the range bonus in order to avoid being crunked at <10k ranged.

The biggest benefit of running Nos is the faction vairiants allowing you to sit at 19km and still be fully effective. Neuts without a range bonus on a medium/small hull puts you in suicide engagement range.
Lloyd Roses
Artificial Memories
#22 - 2014-06-10 18:05:27 UTC  |  Edited by: Lloyd Roses
Maeltstome wrote:
ChromeStriker wrote:
Under a 5 man gang i would agree... after that you can start specialising ships... dedicated tackle, logi, neuts, dps... depends on whats called for or what you want to fly...
I dont even know what your thinking with the energy transfer stuff.... apart from being unusable, why would you do that when your own neuts are substantially better Shocked

There is a fit with guns.... and a brick tanked ship with no hardeners, prop, EWAR or possibly weapons isnt much of a threat...
Do you even neut?

Why would you have a shield booster on an armour ship???? burn through cap? you know these nos's don’t need that...

you sir are talking backwards...



The Ashimu is not a specialised ship. It has 3 bonuses that are independant of one another. I'd much rather have a Curse with multiple neuts and benefit from the range bonus in order to avoid being crunked at <10k ranged.

The biggest benefit of running Nos is the faction vairiants allowing you to sit at 19km and still be fully effective. Neuts without a range bonus on a medium/small hull puts you in suicide engagement range.


While those words are very true in honourable 1v1 samurai pvp, the topic here is *gangs*. It also means that your *keeping range* is BS, simply cause each side has 4+ 35km webs on field. That number going up to double-digit is all but rare.

So, does a curse have better range? Yes. Does it help? No.

Bottom line, you can fly two different neutships - a legion or an ashimmu. The legion got drone dps and 60-80% more ehp (~135k unlinked, 190k linked), the ashimmu got uncontested cap-stability - if he fits at least 2 NOS - and webs, together with roughly 2-3x the tank a curse will get.

The curse got TD (which is pretty useless if your mortal enemy consists of geckos, gardes, ogres and praetors) and longer range webs (which is pretty useless if you don't get to your range or get blapped off field because big guns now got tracking on you)+

Hope that helps. Don't fly recons closer than you need to, or you go the way of the SMA Falcon.


EDIT: Important! Keep in mind that inside w-space, you spawn less than ~10km from the hole, with the majority of times landing at roughly 2.5km off the hole. That also means that - if you camp a connection, nothing will spawn further than ~7.5km off you.
0rch1d
Aggressive Salvage Services LLC
#23 - 2014-06-10 21:03:58 UTC
Damn. I just sold mine.

Wasn't really keen on using it anyway. Looked bitchin' tho.
Luwc
State War Academy
Caldari State
#24 - 2014-06-11 06:48:59 UTC
Curse.

http://hugelolcdn.com/i/267520.gif

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#25 - 2014-06-11 07:19:40 UTC  |  Edited by: ChromeStriker
Luwc wrote:
Curse.


Fit for armour and see how far you get Roll (half the ehp)

Curse is awesome, ashimmu is different.

No Worries

Camper101
State War Academy
Caldari State
#26 - 2014-06-11 13:09:07 UTC  |  Edited by: Camper101
Luwc wrote:
Curse.


My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.


Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.

In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.

2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.

My name is Hans. The "L" stands for danger.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#27 - 2014-06-11 13:44:00 UTC
Camper101 wrote:
Luwc wrote:
Curse.


My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.


Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.

In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.


One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation Big smile

Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor.

No Worries

Maeltstome
Ten Thousand Days
#28 - 2014-06-11 13:48:55 UTC
ChromeStriker wrote:
Camper101 wrote:
Luwc wrote:
Curse.


My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.


Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.

In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.


One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation Big smile

Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor.


Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#29 - 2014-06-11 14:03:27 UTC  |  Edited by: ChromeStriker
Maeltstome wrote:
ChromeStriker wrote:
Camper101 wrote:
Luwc wrote:
Curse.


My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.


Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.

In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.


One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation Big smile

Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor.


Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse.


All depends on the neuts lol... Curse gets its damage from drones, ashimmu from lasers, so the curse can have more neuts with out sacraficing dmg... and once the ashimmu is capped... its screwed

No Worries

iu'ra
Criterion.
Minmatar Fleet Alliance
#30 - 2014-06-11 18:48:18 UTC
With an HG Talisman set would the NOS suck more than unbonused neuts without HG Talismans in an equal amount of time?
Another Altlol
Doomheim
#31 - 2014-06-11 20:40:05 UTC
Will the NOS continue to siphon the full cap amount to you, regardless of the target ships cap level?

I.E if the enemy is neuted out will NOS be capturing the same or significantly less cap?

Just wondering because it would make it a bit more difficult to keep an enemy capped out if you're running the dual web with no booster, as you would need to switch the NOS onto someone new to keep yourself stable. I guess you could leave one of the medium neuts on the old target to keep them locked down.




iu'ra
Criterion.
Minmatar Fleet Alliance
#32 - 2014-06-11 20:56:10 UTC
Another Altlol wrote:
Will the NOS continue to siphon the full cap amount to you, regardless of the target ships cap level?

I.E if the enemy is neuted out will NOS be capturing the same or significantly less cap?

Just wondering because it would make it a bit more difficult to keep an enemy capped out if you're running the dual web with no booster, as you would need to switch the NOS onto someone new to keep yourself stable. I guess you could leave one of the medium neuts on the old target to keep them locked down.






It will continually suck cap regardless of the enemy's cap level but if it sucks 160GJ and they only have 84.125GJ then you only get 84.125GJ. I don't believe this ship can draw cap from nothing
Another Altlol
Doomheim
#33 - 2014-06-11 21:18:48 UTC
Ah okay, thought I'd check, haven't had much experience with neut ships and Guardians can generate it out of thin air after all :D

So if you have 3/2 setup is the best idea to neut out your closest target then throw 2 neut and 2 nos onto your next target while keeping 1 neut on your original so that you keep them from regaining enough cap to do anything useful?

Any useful tips appreciated.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#34 - 2014-06-12 08:05:28 UTC
Another Altlol wrote:
Ah okay, thought I'd check, haven't had much experience with neut ships and Guardians can generate it out of thin air after all :D

So if you have 3/2 setup is the best idea to neut out your closest target then throw 2 neut and 2 nos onto your next target while keeping 1 neut on your original so that you keep them from regaining enough cap to do anything useful?

Any useful tips appreciated.


All based on cycle time and whether you think your target is cap boosted either locally or like a guardian from another source...

Nos's have a quick cycle time but less neuting power, so are good for keeping a target capped out without the chance of cycling hardeners for example. However you must also remember you will not be getting as much cap due to the enemy being empty so you run the risk of capping yourself out.

Neuts cycle slower but neut more, so an enemy may be able to generate enough cap between cycles to use something. Runing two neuts in tandem (one then the other halfway through it cycle) helps mitigate this.

My usual practice is to work on a primary bases, cap out your primary, once your confident he's out keep the neuts on him Then have your nos's on a secondary or tertiary target (if in range).

If you can only get hold of one target, i use the nos's to keep him capped.

Obviously this is up for a lot variation due to circumstance....

No Worries

Camper101
State War Academy
Caldari State
#35 - 2014-06-12 13:02:10 UTC  |  Edited by: Camper101
ChromeStriker wrote:
Maeltstome wrote:
ChromeStriker wrote:
Camper101 wrote:
Luwc wrote:
Curse.


My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.


Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.

In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.


One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation Big smile

Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor.


Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse.


All depends on the neuts lol... Curse gets its damage from drones, ashimmu from lasers, so the curse can have more neuts with out sacraficing dmg... and once the ashimmu is capped... its screwed


To say it again: with 2 medium NOS a shimmu does not get below 20% Capacitor. Even under Neuts from a Curse. You never ever cap out once you are in Nos range. And again: I ran 2 medium armor reppers and my lasers while i had a full rack of Curse neuts on me. (Might want to add that good staggered neuts will mess with you still but you can't shut down the NOSes so you will have to disengage or run into danger of being Nos'd out in the curse.)

Edit: Reppers pulsed every Nos Cycle that means ofc, tackle ran forever. (A type NOS has silly cycle times, especially with talismans)

sadly, a curse usually does not fly alone, so you're screwed anyways :P

2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.

My name is Hans. The "L" stands for danger.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#36 - 2014-06-12 13:29:31 UTC
Camper101 wrote:
ChromeStriker wrote:
Maeltstome wrote:
ChromeStriker wrote:
Camper101 wrote:


My 'Shimmu was able to keep up tackle and dualreptank under curse Neuts with 2 Nos. After 20s he capped out. So, if you are in a curse: Don't - under any circumstances - get into the Webrange of an Ashimmu. It will slow you down, suck your cap dry and tank whatever you throw at it in a Curse - while chipping away from you with 450-550dps.


Edit: I won't deny tho, that the curse is a very good ship for neuting. The Ashimmu on the other hand has these incredible Noses, so depends on what you need. I would not advise for 'Shimmu if you want a good Neuting ship for fleet usage, the range is too short imo, so you have to burn from 1 target to another.

In small gang engagements you can work even under neut pressure while (slowly) capping out opponents and dealing okay-ish damage. Plus LRWebs.


One on one it could be a close run thing lol, if the curse capped you out you would do no dmg and have no neuts lol other way round and the ashimmi would do more dmg... but it all depends on the situation Big smile

Ashimmu makes a great hard tackle, shutting down a target completely. But your right for large fleet battle, range becomes more of a factor.


Overheated Faction webs on an ashimmu makes it a much less appealing 1v1 for a curse.


All depends on the neuts lol... Curse gets its damage from drones, ashimmu from lasers, so the curse can have more neuts with out sacraficing dmg... and once the ashimmu is capped... its screwed


To say it again: with 2 medium NOS a shimmu does not get below 20% Capacitor. Even under Neuts from a Curse. You never ever cap out once you are in Nos range. And again: I ran 2 medium armor reppers and my lasers while i had a full rack of Curse neuts on me. (Might want to add that good staggered neuts will mess with you still but you can't shut down the NOSes so you will have to disengage or run into danger of being Nos'd out in the curse.)

Edit: Reppers pulsed every Nos Cycle that means ofc, tackle ran forever. (A type NOS has silly cycle times, especially with talismans)

sadly, a curse usually does not fly alone, so you're screwed anyways :P


Hmm would like to test this... i cant believe you can run all that under bonused neuts... sounds to me like the curse wasnt cycling properly?

And yeah... solo curses are rare and far between lol

No Worries

Camper101
State War Academy
Caldari State
#37 - 2014-06-12 13:47:36 UTC
ChromeStriker wrote:


Hmm would like to test this... i cant believe you can run all that under bonused neuts... sounds to me like the curse wasnt cycling properly?

And yeah... solo curses are rare and far between lol


Well with pimp each Nos gets 3.3s cycle time, so yes, you can run a lot, but i guess it was not cycled properly. Problem is still that running Neuts costs cap, NOSes don't, you do not want to stay close to blood ships for extended periods of time usually :)

2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.

My name is Hans. The "L" stands for danger.

Aralieus
Shadowbane Syndicate
#38 - 2014-06-13 02:17:26 UTC
Not to derail this thread but I hope they give pilgrim and curse that lovely nos bonus

Oderint Dum Metuant

Camper101
State War Academy
Caldari State
#39 - 2014-06-13 06:36:11 UTC
Aralieus wrote:
Not to derail this thread but I hope they give pilgrim and curse that lovely nos bonus


Sadly that would leave the Blood Ships no longer unique, which was the idea :P

2013.03.01 13:30:58 notify For participating in the General Discussion Forum Section your trustworthiness has been adjusted by -2.5000.

My name is Hans. The "L" stands for danger.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#40 - 2014-06-13 07:25:18 UTC
Camper101 wrote:
Aralieus wrote:
Not to derail this thread but I hope they give pilgrim and curse that lovely nos bonus


Sadly that would leave the Blood Ships no longer unique, which was the idea :P



Just so, Curse is still master of projection and perfect for larger fleet fights (and the TD can be useful too).

Pilgrim has a cloak.... because cloak.... cloak....

The ashimmu is similar but seperate to the curse, being armour tanked and having shorter range changes its play style alot...
It also doesnt have a cloak...

No Worries

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