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The ULTIMATE Solo L4 Mission Ship

Author
Gerald Mardiska
Caldari Provisions
Caldari State
#41 - 2015-09-06 16:39:01 UTC  |  Edited by: Gerald Mardiska
you do realise that t2 weapons do more DPS with the spec skill right... and that the cost of faction MODS in the weapon slots is just wasteful.
Arthur Aihaken
CODE.d
#42 - 2015-09-06 16:55:51 UTC
Gerald Mardiska wrote:
you do realise that t2 weapons do more DPS with the spec skill right...

Yes.

I am currently away, traveling through time and will be returning last week.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#43 - 2015-09-06 17:28:20 UTC
Gerald Mardiska wrote:
you do realise that t2 weapons do more DPS with the spec skill right... and that the cost of faction MODS in the weapon slots is just wasteful.


Faction launchers do more dps even taking that into account. This is if we're talking about the same ammunition used though.
Arthur Aihaken
CODE.d
#44 - 2015-09-06 19:09:06 UTC
Tsukino Stareine wrote:
Faction launchers do more dps even taking that into account. This is if we're talking about the same ammunition used though.

I think in this example we're referring to T2 Fury ammunition, which does more damage as well as DPS.

I am currently away, traveling through time and will be returning last week.

Donnachadh
United Allegiance of Undesirables
#45 - 2015-09-07 03:36:49 UTC  |  Edited by: Donnachadh
The Bigpuns wrote:
Mgc's and mge's do not provide anywhere near the same application bonus as tp's on a golem, except at ranges > 80km (ish). The only times they are preferable is: if you need range cos torps; your blasting stuff at long range; you already have 2-3 tp's; or your target is immune to tp's.


I am not going to post out a bunch of numbers that are only valid for a very specific fit and character skills. Besides many may not believe them even if I did. So here goes nothing.

While you loose a large portion the sig radius bonus by dropping TP you do not lose all of it since the precision scripts decreases the explosion radius which has exactly the same affect. The MGC increase (edited made a mistake here I put reduced when I should have oput increased) your explosion velocity as well something that TP's cannot do, as your targets speed increases that explosion velocity increase actually moves the MGC ahead of the TP. And once the targets are out of optimal for you TP's then the MGC as hands down the best since there affects are not effected by range.

Since what you like and what you think is more important than spreadsheet numbers and staying with the theme of there is no one best anything in the game and given that the MGC and scripts are cheap strap them on in place of your TP and take them for a spin. Then you can decide for yourself which is right for you, so far everyone I know that has tried them has sold their TP's, but then maybe they are all just crazy like me.
Arthur Aihaken
CODE.d
#46 - 2015-09-07 04:15:14 UTC  |  Edited by: Arthur Aihaken
Donnachadh wrote:
I am not going to post out a bunch of numbers that are only valid for a very specific fit and character skills. Besides many may not believe them even if I did. So here goes nothing.

While you loose a large portion the sig radius bonus by dropping TP you do not lose all of it since the precision scripts decreases the explosion radius which has exactly the same affect. The MGC reduce your explosion velocity as well something that TP's cannot do, as your targets speed increases that explosion velocity increase actually moves the MGC ahead of the TP. And once the targets are out of optimal for you TP's then the MGC as hands down the best since there affects are not effected by range.

Since what you like and what you think is more important than spreadsheet numbers and staying with the theme of there is no one best anything in the game and given that the MGC and scripts are cheap strap them on in place of your TP and take them for a spin. Then you can decide for yourself which is right for you, so far everyone I know that has tried them has sold their TP's, but then maybe they are all just crazy like me.

You're bang-on with your assessment, though. Two additional points:
1. A pair of precision-scripted MGCs, V missile skills and +5 implants will allow you to apply 100% damage with T2 Fury cruise missiles to most standard NPC targets (excluding frigates and named NPCs).
2. Unlike target painters, with MGCs you don't lose damage application if you split your launchers over multiple targets.

I am currently away, traveling through time and will be returning last week.

Lamboux
Quagaars
#47 - 2015-09-08 14:13:37 UTC
At one point or another I think I've agreed, disagreed, agreed again and so on with most comments on this thread (not that I read it all closely I admit).

With around 4 years flying lots of L4s (mainly in Missile boats but have all four marauders etc) I'd say that the faction launcher thing might be a good idea when you don't have all skills at five. Later, and assuming +5 implants and all skills, I really can't see why one wouldn't use T2 Cruises (launchers and ammo).

However, as was mentioned, Torps are now viable on a Golem. With skills, implants and a couple of range scripts - Furies hit out to 47km and 90-odd with Javelins (in Bastion of course).

Swapping in Exp radius scripts when you don't need the range is pretty easy (unlike the cycle time on Omnis for drone boats).

Still, why try and find the 'right fit' - part of the fun of Eve is the long game meaning things will change as you go. If you're grinding isk/hour to pay for PvP then yes, efficiency is all. Personally I rarely fly more than 2-3 missions without wanting to change things for the sake of changing them (so don't ever believe me if I say I just need a couple of minutes to re-fit ;)

rO

L
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