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Which Maurader ?

Author
aldhura
Blackjack and Exotic Dancers
Top Tier
#21 - 2016-10-12 06:35:55 UTC
Hesod Adee wrote:
Does the MJD work when you have Bastion active ?


nope
aldhura
Blackjack and Exotic Dancers
Top Tier
#22 - 2016-10-12 06:41:09 UTC
I have no idea why you would want to waste time and mjd all over the place when you can tank like no mans business.
also if you using a turret bs, fit a sensor booster so you can target and hit stuff faster as they come in, an auto targeter helps also as the npc frig will taget you first, and you will auto target them in return.
If you carry a mobile depo, you can switch between short and long range weapons.
Hesod Adee
Perkone
Caldari State
#23 - 2016-10-12 07:50:06 UTC
I think I'll go with the Paladin:
- I prefer the instant application of turrets to the delay of missiles.
- The raw DPS of the lasers mean I'm not losing much real DPS vs angel cartel compared to the Kronos or Vargur. Against rats with a therm or EM hole, I'm expecting higher DPS.
- Faction laser crystals are approximatly 1/5th of the cost per shot of faction hybrid or projectile rounds.
- I prefer the look of lasers firing.

Thanks for the help.


I still need to decide on pulse vs beams and the exact fit. But I'll worry about that later.
Sobaan Tali
Caldari Quick Reaction Force
#24 - 2016-10-13 04:29:15 UTC
Tachs work out pretty nicely, despite the relatively low tracking they tend to have. On mine I can push 61km optimal with IN Multi when in Bastion. Angels' missions will suck if the Paladin is all you have to throw at them, but still do-able and it's pretty smooth firepower-wise on virtually everything else. Tachs do struggle against cruisers that get too close or are already in their respective orbits by the time you open up on them, and pretty much cannot hit anything smaller than that in those conditions, so best to kill small and medium fast movers out at range, then go to town on the big stuff. You'll like the Bastion's ability to effectively kill all potential EWAR on the field as well, if not for the added layer of "pain tickles me" tank.

Then again, no one but you can really know which works best for you. Best thing to do, which fortunately isn't that hard to do on a Marauder to begin with, is to set up a fit for either weapon. Then, it's simply a matter of trial-and-error running each mission with the best of the two for that one mission, swapping between Pulse and Tachs as needed. Certain missions will obviously favor more range or short range. Personally, I found Pulse to be more frustrating when facing Blood Raiders, so I tend to lean more towards recommending and using Tachs way more.

I want to reiterate on the notion of you needing to field test and get a personal feel for the long and short range weapon options regardless of which ship you pick. Most, if not all of the weapons generally work well enough on Marauders to be more of a matter of personal taste rather than sheer meta, save for maybe torps since even the Golem makes them still kind of iffy most of the time.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Solonius Rex
Federal Navy Academy
Gallente Federation
#25 - 2016-10-13 22:32:00 UTC
Hesod Adee wrote:
I think I'll go with the Paladin:
- I prefer the instant application of turrets to the delay of missiles.
- The raw DPS of the lasers mean I'm not losing much real DPS vs angel cartel compared to the Kronos or Vargur. Against rats with a therm or EM hole, I'm expecting higher DPS.
- Faction laser crystals are approximatly 1/5th of the cost per shot of faction hybrid or projectile rounds.
- I prefer the look of lasers firing.

Thanks for the help.


I still need to decide on pulse vs beams and the exact fit. But I'll worry about that later.


I built my own paladin and golem. I enjoy using them both. Saved me around 150 mill each too.
Toobo
Project Fruit House
#26 - 2016-10-15 17:58:51 UTC
I've flown all except Paladin, because I already loved my Nightmare and didn't feel I needed to switch to Paladin.

Missioning mostly in Gallente space though, so mostly Serpentis and quite a bit of Angels, I actually enjoyed Kronos. It is perfectly viable to use Blaster Kronos with Null ammo, tracking enhancer+optimal scripted tracking comps+ambit extension rig, you can apply reasonably ok up to 45~55km, and turrets being turrets you can often insta-pop frigates approaching from further away than that.

What can get annoying is if the rats are in range of 60km or so, because your damage application is pretty meh after 50km ish (including fall off), and it's just that awkward distance where neither MJD or MWD is really convenient.

Having said that, for most missions, if you run them for a while and know all the rat spawn areas and such, there are usually spots you can MJD to which will get you in good blaster range of the rats. You just have to find the right direction to MJD to in considering different axis/angles/etc.

Vargur is nice for Angels and I MWD fit it instead of MJD, but fit like that it's debatable while not use an MWD Mach instead in such a case.

Golem is just very nice for all things, and with max support skills, implants and ewar skills your damage application is not bad at all, although hitting frigs that are 7~80km away will always be painful especially with missile travel time. Personally for missile ships I had a Golem fitted with Torps (because there ARE missions where Torp Golem is perfectly viable) and CNR for Cruise (because TP range is vastly shorter than cruise range on CNR).

All the marauders are more than capable of chewing through L4s in high-sec. I have not missioned for long time but they all been good and missions didn't really change as far as I know so I assume they are still good.

I did some missions on an alt recently, and one surprisingly good ship I tried was pimped Gila. Pimped GIla (A-type this and that, all faction drone damage mods, etc) with max skills (both missiles/drones) + augmented drones just zip around the space and kill everything in no time from frigs to battleships. It doesn't need much attention at all and with AB fit it speed tanks very easily, and anything that can catch up to can be very quickly destroyed with missiles+drones. And the warp speed of a cruiser is a lot more bearable than warp speed of a Marauder (that's one of the reasons why many consider Mach as the king).

Anyways, although you've chosen one Marauder I've never flown (Paladin heh), I'm sure it will be more than good enough for what you want to do.

Have fun!

Cheers Love! The cavalry's here!

Willy Eckerslike
Explo Ding
#27 - 2016-10-16 06:40:32 UTC
It's been a long time since I flew Lvl 4s, in a galaxy far, far away, but back in the day I flew them in Minmatar space against Angel rats. Back then, the Vargur was the be all and end all of mission runners vs Angels, with the discussion at the time being centred around two threads:

1. Is a Mach better than a Vargur?

2. Artillery vs ACs

I tried all flavours and came to the firm conclusion that the AC Vargur was easily the best and most fun combo out there. It was more tanky for those missions where you warp into the middle of everything, had great damage application out to over 80km and used half the ammo. Split the guns into two and pop frig rats at distance while cruising towards the bigger ships. It was just so easy to do.

Forget artillery. Yes, they alpha stuff easier, but I found nothing more frustrating than waiting for the guns to recycle. Angel rats can travel a long way in the time it takes your artillery to fire and once they are under your guns it gets a little annoying.

I also moved to Ammar space and tried out the Paladin. It works nice in that area, but don't even think about trying to use it as a mission boat vs Angels. It's slow, clunky and you still have to hit things more to kill them due to resists.

All this is my experience from before they introduced MJDs and Bastion mode, so things may have changed slightly in the intervening time.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#28 - 2016-10-25 13:10:20 UTC  |  Edited by: Bronson Hughes
Khan Wrenth wrote:
Now, onto the two other vessels. I'll start with the Kronos. That's the Gallente marader and it suffers from that "straddling the line problem" I mentioned earlier. There's an inherit flaw in the design of the Kronos (and Vargur) vs. the nature of this game. Battleship weapons just don't track. Both vessels have a tracking bonus. You know what you get when you bonus an insignificant number? You still have something insignificant, and also a Dilbert Comic strip I rather loved. Battleship weapons excel in range, which is why the Paladin and Golem both work very well.

Short-range causes problems like: you, as a battleship, have to *chase down* targets. That just doesn't work. Many targets, like frigates, are two sizes smaller than your weapons are designed to hit. Once they're in close range, you have the added problem of tracking problems spiking because of the relative positions of the ships. Tracking one size down is okay, two is a major problem. That means you have to start devoting lows and mids to more tracking and possibly even tackle. By contrast, a bonus to optimal range gives you the ability to use higher damaging ammo at longer ranges, targets are at range so tracking isn't an issue, and targets are at range so enemy DPS on you is less of an issue. On the battleship level, optimal is godly.


I agree with your observation about range vs tracking in battleships, but I disagree with the implications of that observation.

Having flown both the Kronos and the Paladin with both long and short range weapons, what I've found is that I personally have had the best luck using short range weapons. This plays to the strengths that you mentioned while still providing impressive range (even in a Null Kronos* I rarely had to "chase anything down"), great damage, and the ability to fully apply insane damage at close range. The tracking bonus on the Kronos mitigates the penalty from using Null (and help apply with AM) and the range bonus to the Paladin mitigates the shorter range of pulse lasers used with higher-damage crystals. (I think Scorch on a Paladin is optimal overkill, but I still carry it.)

I've tried the MJD/snipe combo before and, while I found it to be highly effective, I tended to finish missions faster with short range weapons. Better tracking and higher base DPS combined to produce higher applied DPS and things died faster. I was originally excited by the Tach Paladin because of its great range and damage potential, but I didn't like how limited the rest of my fit ended up being.

I don't think there is a right or wrong answer here, I'm just offering up a different perspective on a mutually perceived limitation of battleship weapons. I like Null Kronoses. You like Tach Paladins. They're both great ships when used properly.



* My Null Kronos (with Bastion active) had an "engagement range" (optimal + 1/2 falloff) of 40km, 862 paper DPS, excellent tracking, and more tank than I ever needed. Only a handful of times did I have to re-position to get into range of something, and that was generally because it was stuck.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Eli Apol
Definitely a nullsec alt
#29 - 2016-10-27 04:15:16 UTC
Rail kronos makes me sad.

Blasters + null pls to 50km pls.

but what would I know, I'm just a salvager

Khan Wrenth
Viziam
Amarr Empire
#30 - 2016-10-27 12:36:06 UTC
Bronson Hughes wrote:
I don't think there is a right or wrong answer here, I'm just offering up a different perspective on a mutually perceived limitation of battleship weapons. I like Null Kronoses. You like Tach Paladins. They're both great ships when used properly.

* My Null Kronos (with Bastion active) had an "engagement range" (optimal + 1/2 falloff) of 40km, 862 paper DPS, excellent tracking, and more tank than I ever needed. Only a handful of times did I have to re-position to get into range of something, and that was generally because it was stuck.

Yes, long range Paladin does great things for me. Sometimes though, I can't shake the feeling, that long-range Paladin is just a bit Tachy. LolCool

Yours is a very interesting perspective. And it's one that I've heard often through the years, but I just can't replicate the sorts of results others get out of a Blaster Kronos. I just can't get past the severe limitations of blaster range. I've attempted it on several missions, and my time to clear the missions doubled. So yeah, I quickly abandoned that tactic. Ever since I made that initial post here though, I've been wondering about blaster kronos again. Maybe I'll try it again with new configurations. I'm still skeptical though that I can make it work better than rails. Maybe certain missions; I do have a few in mind that might benefit from it.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#31 - 2016-10-27 13:40:54 UTC
Khan Wrenth wrote:

Yes, long range Paladin does great things for me. Sometimes though, I can't shake the feeling, that long-range Paladin is just a bit Tachy. LolCool

That, sir, was amazing. Well played.

Yours is a very interesting perspective. And it's one that I've heard often through the years, but I just can't replicate the sorts of results others get out of a Blaster Kronos. I just can't get past the severe limitations of blaster range. I've attempted it on several missions, and my time to clear the missions doubled. So yeah, I quickly abandoned that tactic. Ever since I made that initial post here though, I've been wondering about blaster kronos again. Maybe I'll try it again with new configurations. I'm still skeptical though that I can make it work better than rails. Maybe certain missions; I do have a few in mind that might benefit from it.


Fighting in falloff is the key. I use a dual Tracking Comp setup, and with Null, Bastion, and optimal range scripts, I get an optimal of 20km and a falloff of 49km. I can easily snipe cruisers and frigates out to 70km (where half damage from battleship blasters is still enough to get the job done), and at 45km and under I can start doing very good damage to battleships. (Optimal + 1/2 falloff is about 80% damage IIRC.) As stuff gets in closer, I start swapping out range scripts for tracking scripts and then eventually Null for Antimatter. A blaster Kronos will absolutely melt Angel battleships orbiting at ~7km.

The only time I used a Rail Kronos was on a mission where I had multiple battleships orbiting me at 50+ km. Blasters just couldn't cut it at that range. So it's not suited for every mission, but it's perfect for most of them I've run.

And I know that a lot of Kronos pilots would mock me for not using a web to deal with frigates and cruisers that get in too close, but that's why I snipe them at range and carry drones. Blink

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Altair Taurus
#32 - 2016-10-27 15:48:38 UTC  |  Edited by: Altair Taurus
I have been flying all four Marauders for a half a year now. I gained experience in running missions with all possible weapon types: Paladin (pulses , tachyons), Kronos (blasters, rails), Vargur (AC, artillery). What can I say?

- Paladin - tachyons are better overall but against EM-weak rats pulses with Scorch are better IMO
- Kronos - I think blasters with Null ammo are better most of the time but rails are also viable choice in many situations
- Vargur - no doubts here: ACs are the best choice, period!

Additionally I fly Golem armed with T2 cruise missiles only because torpedoes are utter garbage.

All my Marauders' fits are cap stable with over 1000 DPS omni-tank. I also use MJD as a good option to dictate engagement range. However one needs to learn a bit how to navigate (triangulate) using MJD in mission rooms.
Shallanna Yassavi
qwertz corp
#33 - 2016-10-30 16:55:45 UTC
Ralph King-Griffin wrote:
Pulse Paladin is quite good, you can go from facemelting DPs with conflag to sniping with Scotch instantly, so you're engagement range with a couple of tracking computers is ridiculous.
You're pretty much always in optimal range of something, personally I preferred it for missions for this reason.
The em/therm lock isn't an issue as your application is fantastic.
Great ship can't speak highly enough for it.

Kronos is more fun I'll grant you but somewhat less ... Glorious I'll go with.

That explains why my Nightmare can't hit anything. Its guns are drunk!

A signature :o

Eli Apol
Definitely a nullsec alt
#34 - 2016-10-30 19:45:04 UTC  |  Edited by: Eli Apol
Just to clarify the blaster kronos vs rail kronos discussion since I'm (now!) sober and seeing people state "Put up a graph of the damage profile of a rail Kronos verses a blaster kronos, and the rail kronos has better DPS for anything over 16km." and knowing that it was a load of bollocks:

https://docs.google.com/spreadsheets/d/1G3JkoTJALI2LZg4Lt8IZcDy8_DbpM_TaRqxq9mTMIQo/edit?usp=sharing

If all your targets are more than 50km away, you MJD towards them and annihilate them with void/AM swapping to null as required whilst using your drones on any close orbiting frigs. Remembering ofc that also the blasters have FAR superior tracking to the rails, even when using the 'bad' tracking of Null versus the 'good' tracking of Javelin (7.33 vs 2.17)


Fits used were Green Cobra's rail fit from earlier in the thread vs my T2 blaster fit as follows:

4x Neutron Blaster Cannon II
Heavy Energy Nosferatu II
Bastion Module I
Small Tractor Beam I

Large Micro Jump Drive
Cap Recharger II
Tracking Computer II
Tracking Computer II

Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II

Large Anti Explosive Pump II
Large Hybrid Burst Aerator II


With a little pimp you can free up another low slot for a 4th mag stab and use something like a sansha NOS for better cap stealing range. (bearing in mind Green Cobra's is already 200m more expensive)

but what would I know, I'm just a salvager

Arthur Aihaken
CODE.d
#35 - 2016-11-02 00:22:12 UTC  |  Edited by: Arthur Aihaken
Hesod Adee wrote:
Does the MJD work when you have Bastion active ?

It does not.

My preference is still the Golem, followed by the Golem and then finally the Golem. The Paladin is great for Amarr space, the Vargur isn't bad but the Golem can apply any damage at any range for any NPC type.

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

Elsa Hayes
Science and Trade Institute
Caldari State
#36 - 2016-11-05 12:02:00 UTC  |  Edited by: Elsa Hayes
Eli Apol wrote:
Rail kronos makes me sad.

Blasters + null pls to 50km pls.


Indeed please do not use a rail Kronos. Use blasters, and some solid tank (not too hard you are a Marauder)
a good web and two tracking comps +MWD/MJD (just an example)

With Null, as the other dude mentioned you can actually hit pretty far with still decent damage 60ish+ km. (optimum and single falloff)
Anything close you facemelt with Void/AM.

tl:dr
Rail Kronos is probably the worst Marauder out there, blaster Kronos is quite alright.
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