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Kronos...

Author
Anaesthera
Center for Advanced Studies
Gallente Federation
#21 - 2011-09-28 15:53:53 UTC
Fabulous Virgil wrote:
proly shouldn't have put a gallente armor tanker vs angels on the first mission if you're bad at running l4s, just sayin' you're bad at the game, you should be taking baby steps, don't jump the deep end l4s r hard k


Ignoring the nasty tone, I will give you credit for making a good point. It was an Angel mission. However, I've been doing that same Angel mission in an Ishtar with zero problems (as I stated in my original post). So MY point of this thread was the Kronos, not the mission
Tore Smith
Science and Trade Institute
Caldari State
#22 - 2011-09-28 16:32:57 UTC
Btw, I forgot to add the fit I use:

[Kronos, mission_serp/gur]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus C-Type Large Armor Repairer
Centum C-Type Energized Thermic Membrane
Centum C-Type Energized Magnetic Membrane

Heavy Capacitor Booster II, Cap Booster 800
Tracking Computer II, Optimal Range
Tracking Computer II, Tracking Speed
Federation Navy Stasis Webifier

425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
Drone Link Augmentor I
Small Tractor Beam I
Salvager I

Large Hybrid Burst Aerator II
Large Auxiliary Nano Pump I


Hobgoblin II x5
Garde II x3


For the rats I mentioned before, this works really good for me. Try to shoot frigs as soon as possible, because even the web will not slow them down sufficiently for your guns or sentries to hit them. You would need two webs for that. The web mostly is useful for Merc missions where cruisers and above orbit you close...

Puss in Boots
Naked Moon Industries
#23 - 2011-09-28 17:00:43 UTC
Anaesthera wrote:
Fabulous Virgil wrote:
proly shouldn't have put a gallente armor tanker vs angels on the first mission if you're bad at running l4s, just sayin' you're bad at the game, you should be taking baby steps, don't jump the deep end l4s r hard k


Ignoring the nasty tone, I will give you credit for making a good point. It was an Angel mission. However, I've been doing that same Angel mission in an Ishtar with zero problems (as I stated in my original post). So MY point of this thread was the Kronos, not the mission


I've done plenty of missions with angles when I flew a kronos. Your ship was fail fit for the task at hand and you have a lack of understanding on how to optimize what the ship does offer... eg 3 heavy drones instead of 5 med which offer better damage.
ColdCutz
Frigonometry
#24 - 2011-09-28 21:52:43 UTC
Replies have castigated OP well enough so far. I was having fun in EFT slapping together a Kronos to see just how bad this thing can suck. A shame it's still outperfomed by the other three *cough* *cough* hybrids *cough*



[Kronos, Pillager]
Large Armor Repairer II
Armor Explosive Hardener II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Damage Control II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Quad LiF Fueled I Booster Rockets
True Sansha Stasis Webifier
Cap Recharger II
Cap Recharger II

Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Heavy Nosferatu II
Salvager II
Small Tractor Beam I

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Ogre II x3
Hammerhead II x5



I always start by tanking for the worst case - Explosive (Angel, Minni, Rogue Drones). It's STABLE with everything but the Microwarp. Unfortunately with its web bonus the engagement rage is limited to 15km with the True Sansha Webifier.

damage: 960dps
tank: 491dps (Angel - 11,0,17,72%)
1-Up Mushroom
Doomheim
#25 - 2011-09-28 22:02:07 UTC
Anaesthera wrote:


Yes, I was flying this as a drone boat (being Gallente and all).



I just lol'd there, I just had too
5 Days In A Week... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Hemispheres On The Earth... ONLY 1-UP MUSHROOM!!!
Anaesthera
Center for Advanced Studies
Gallente Federation
#26 - 2011-09-28 23:42:32 UTC
Ok, you guys had your fun Roll

So, assuming that the Kronos is the only marauder I can fly, and I want to actually use it, what does the Kronos excel at? Give me a best case scenario for a Kronos (that doesn't include "reprocessing it"), and what to look for when fitting it
mxzf
Shovel Bros
#27 - 2011-09-29 00:10:50 UTC
Anaesthera wrote:
Ok, you guys had your fun Roll

So, assuming that the Kronos is the only marauder I can fly, and I want to actually use it, what does the Kronos excel at? Give me a best case scenario for a Kronos (that doesn't include "reprocessing it"), and what to look for when fitting it


It's good for pummeling Guristas and Serpentis rats at close range (after they're webbed). It can also be rail-fit if you can keep some range (though the web bonus is wasted).
Sassaniak
Deadspace Zombie Factory
#28 - 2011-09-29 03:48:27 UTC  |  Edited by: Sassaniak
As another Kronos pilot, Angels are hard at first, but you figure them out, and you adapt your tank to them. you are mission specific fitting tank right? I have to ask because i dont know. people do stupid lazy things sometimes, i dont know your habits.

[Kronos, this is the minimum serp/guristas]
Damage Control II
Large Armor Repairer II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Heavy Electrochemical Capacitor Booster I, Cap Booster 800
LiF Fueled I Booster Rockets
Tracking Computer II
Sensor Booster II

425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
Salvager I
Small Tractor Beam I
Small Tractor Beam I

Large Hybrid Burst Aerator II
Large Capacitor Control Circuit I

Medium drones x 5
Small drones x 20

the small drones will get killed from time to time inside of missions, they will draw aggro and attack random ships. having spares for those scram frigates is necessary. sentries are absolutely wrong on this ship.

angels missions switch the therm/kin hardners for exp/exp and you should be fine. kill frigates first and run bs down. cap booster should keep everything stable but burns boosters fast so juggle.

This is something I really like, you should be cap stable with the rep and the ab off, the cap booster is really only there for you to run the repper anyways. so bring 8-16 x 800 out with you. target and kil frigs out past 23 km abouts, cruisers at 15km bc at 5 and bs at 5 km, sometimes with angels its necessary to run them down, but thats easy enough.

your choices inside a mission are worth almost more then your actual fitting. ive run hard missions with terrible fittings and failed easy missions with great fittings.

I had about twice as much post written, whining about your various failures but decided it was too whiny, so suffice to say, shoot things at ranges starting with the small and going up, and learn more about a ship before you fly it.

edit - drop the web its not worth it when you can catch the cruisers using the ab and the frigates are dead at 35 km.

...............................................................................

Sometimes, you all make me very disappointed.

Jill Antaris
Imperial Academy
Amarr Empire
#29 - 2011-09-29 09:42:01 UTC
Against Angels you generally use a explo Hardner, 2 EANM and a large repper(you can actually use it for next to 90% of all L4 since it is basically a omni tank). It does AE bonus stage, recon 1/3 and blockade fairly well(if you look for the triggers), pirate invasion can be kind of hard if the buggy agro gives you 3 of the 4 groups at once. It even did ok in the L5 storyline that once spawned on L4, think about it as a AE bonus with a lot more BS, that deal a lot more DPS at range and a shiny 3-11M faction spawn in it. Cool

[Kronos, New Setup 2]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
True Sansha Energized Adaptive Nano Membrane
True Sansha Energized Adaptive Nano Membrane
Armor Explosive Hardener II
Core C-Type Large Armor Repairer

Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed
Cap Recharger II
Stasis Webifier II

425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
Small Tractor Beam I
Salvager II
Small Tractor Beam I

Large Hybrid Collision Accelerator II
Large Capacitor Control Circuit I


Valkyrie II x5
Garde II x3

The other marauders are a lot better, since the Kronos lacks the ability to use 5 sentry drones, his old 99% web(what really did help for sentry game play) and rails that do more than just poor DPS.
Theodoric Darkwind
The Scope
Gallente Federation
#30 - 2011-09-29 15:58:28 UTC
Aamrr wrote:
Uriel Winston wrote:
cant be compared to a maelstrom (dont even compare it to mach/tengu/nm)


I've flown a Nightmare. I haven't flown a Machariel, but the numbers lead me to believe it's at least as good as the Nightmare in its respective environment. And I have flown the Tengu. Maybe it's just me, but I don't think the Tengu is quite deserving of being grouped with the Nightmare or Machariel. There's a pretty big difference between 700 DPS and 1000.


I would consider T3s (at least Tengu and Loki) to be better than navy BS and not quite as good as pirate BS. They have the advantage of great tank and decent dps while being easy to fly, and some of the mods can transfer over to a marauder or pirate BS.

looking at various mach and NM fits.

AC Mach: easy to fly, excellent applied dps (insane falloff ftw), insane tank, doesn't need a hugely expensive fit to be viable, doesn't need a cap injector, can choose damage type

Tachyon NM: requires insane micromanagement of cap, T2 rigs pretty much required, face melting dps out to 80km or more, slow as molasses, cap injector required, prop mod will gimp the tank, strong but very micromanagement intensive tank, requires a deadspace fit to be viable some officer modules recommended.

Pulse NM: not as touchy about cap as the beam version, face melting dps, but very short range, still slow as molasses prop mod required, cap injector recommended but not required, can get away with a faction/T2 fit with a few deadspace modules.

All 3 fits are within 50 dps of each other as per EFT
Anaesthera
Center for Advanced Studies
Gallente Federation
#31 - 2011-09-29 23:22:37 UTC
So far, most of the fits are very similar. Lots of mag field stabilizers, armor hardeners, and recharger/booster. There seems to be one major difference- rails vs blasters. What is the advantage of either?
Sassaniak
Deadspace Zombie Factory
#32 - 2011-09-30 00:09:26 UTC
i had something like a thousand words written with pretty pictures and diagrams. tons of maths and long prosaic explanations. then CCP accidentally the forums. the WHole forums.

blasters are bad, not because of any particular reason dealing with blasters but because of rats preferred orbit ranges. some Angels like to get in real close, some don't. you will spend a ton of time chasing things down with blasters or you die waiting for them to get into range.

or you could pick them off as they come to you. AE4 spawns things at 25-35 km, they tend to orbit at 5 - 10 km and there are a few bs that orbit at 51 km,
serpentis are like this too, they tend to either orbit at 10km or 39 km. guristas like 35 km. bloods like 20 km and sansha like 35-55 km

425 AM rails can reach those ranges easily, without ammo changes, with blasters you'd have to use null. and even then you'd still have to chase things.


Ive noticed that none of the other fittings posted have sebos. why?
if you are thinking that you want to snipe frigates (which i heartily suggest) you need to be able to target them fast. an ab for when you really need to get moving and the cap booster because if you dont you have no space for mag stabs and any other mid-slot items.

to be honest, for missions there really aren't any advantages to blasters. for exploration there are some, and for pvp , well most here would tell you that again there really aren't any advantages to them but thats a different thing entirely

...............................................................................

Sometimes, you all make me very disappointed.

Elsa Nietchize
Doomheim
#33 - 2011-09-30 19:05:59 UTC
Anaesthera wrote:
Ok, you guys had your fun Roll

So, assuming that the Kronos is the only marauder I can fly, and I want to actually use it, what does the Kronos excel at? Give me a best case scenario for a Kronos (that doesn't include "reprocessing it"), and what to look for when fitting it


Kronos was hands down the best salvage ship till the noctis came out.
Jeicam Mmis
BEEFCO.
#34 - 2011-09-30 20:58:40 UTC
Anaesthera wrote:
So far, most of the fits are very similar. Lots of mag field stabilizers, armor hardeners, and recharger/booster. There seems to be one major difference- rails vs blasters. What is the advantage of either?


I prefer the blaster kronos. ESP vs angels.

Angels tend to approach you and orbit at 30km or less, in some missions, at less than 10km making them perfect blastertargets.

For a blaster kronos, you save on power grid and cap use but lose your range. Without tracking computers/links or a friend in an oneiros, you're looking at 20KM range. Fit a MWD on your blaster kronos and make a friend with an oneiros pilot.

tl;dr: blasterkronos + oneiros = cute babies

Pattern Clarc
Citeregis
#35 - 2011-10-02 02:26:27 UTC
2x TC Auxillary nanopump rigs

1x Large, faction Armour repairer.
3x Faction Hardeners
3x Magnetic Field Stablisers

1x Afterburner
1x Cap recharger
1x Tracking computer (tracking speed)
1x Federation Navy Web

4x 425mm Rails or Neutron blasters (depending on mission)

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

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