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Does anyone use the Kronos or the Paladin?

Author
hmskrecik
TransMine Group
Gluten Free Cartel
#21 - 2012-07-03 07:46:30 UTC
I can't really comment on Paladin, but I have reasons to believe Kronos may be one of the most versatile ships you can get for missions. Point is, after fitting the biggest railguns you still have plenty of room for repper, prop and whatnot. Probably there are ships which have more pg/cpu left but I don't think there are many of them. You can get quite decent gank/tank using only T2 modules and with a touch of pimpage you can easily free some low/mid slots for utilities. Vindicator will perform better of course, but Kronos is less demanding to fit and easier to fly.

Web bonus is situational and I learned not to rely on it for most cases, yet contrary to popular complaints, I find it to be nice to have.
Songbird
#22 - 2012-07-03 08:36:09 UTC
I just know that you can't mount 4 t2 tachs + a t2 large repper in the paladin without a 3% grid implant. Damn it, it's the amarr marauder - it needs to have powergrid.
Maeltstome
Ten Thousand Days
#23 - 2012-07-03 09:43:38 UTC
Songbird wrote:
I just know that you can't mount 4 t2 tachs + a t2 large repper in the paladin without a 3% grid implant. Damn it, it's the amarr marauder - it needs to have powergrid.


It's my understanding that tachyons are not supposed to on any ship without fitting mods/implants as they are a massively oversized almost post-BS gun. The huge fitting requirements are to offset this unique size of gun.
Songbird
#24 - 2012-07-03 20:36:50 UTC
By any ship you mean with the exception of the nightmare right, cause this one can mount tachs with no trobles at all
MinefieldS
1 Sick Duck Standss on something
#25 - 2012-07-04 08:22:20 UTC  |  Edited by: MinefieldS
Melted Yeti wrote:
Looking at the marauder hulls it looks as these two are rather lacking, both the golem and the vargur have decent weapons bonuses for the battleship skill, where the paladin and kronos get stuck with a webifier bonus that while it sounds like it would be decent for pvp is rather lacking for the pve role that I assume marauders were designed for.

Am I missing something here? Are there people out there who have made good use of the gallente and amarr boats?




Kronos has the best dps, 1200 with void at 10km. Antimatter hits up to 30km, I use it for bc/cruisers/frigs, null for t2 cruisers and BS at 20-30km. The tank is weak so shooting triggers too early means you have to mwd around, otherwise it rapes everything. ~1100m/s w/ mwd, you mwd into a bunch of rats to 5km and blow them up, don't need no webs - use drones against frigs that are closer than 15km.

Vargur has an awesome tank, the dps is weak even with hail against angels, but it starts doing damage at 50km w/ regular ammo. ~1200m/s w/ mwd, but you can use AB in most cases just fine because of the falloff.

Paladin is ridiculously slow, it slowboats at 600m/s w/ mwd lmao. I just use it for sansha/blood/drone rats b/c their shields melt from laz0rz. The only good thing is that it has ~60k optimal w/ scorch. The tracking is **** too so it needs a web. It's the worst one out of 3.

All 3 were tested while fitted for max dps/ tracking and range as best as I could w/ t2 ****.
Tore Smith
Science and Trade Institute
Caldari State
#26 - 2012-07-04 08:49:51 UTC
I use both ships for missions regularly. Here is why plus a few pointers on how they work for me:

Kronos:
As a rail platform this ship is great for gur, serp and merc missions alike. While the vindi can push more dps, it will suffer in the tank department. So practically if you regularly had to do things like worlds collide, the Kronos will be better for you. There his superior targeting range also is a plus. Lastly with the Kronos you can effectively use sentries (warden) for long range dmg support because you have the highs to support drone range amplifiers.
Sensor strength, scan resolution and speed are his weak points obviously.

Paladin:
While I also find the Nightmare to be more practical for Sansha and Blood missions, I like the Paladin with pulses for anything Merc and Drone related. Stuff there mostly stays in range for multies. In those scenarios the dps output is even higher than on the Paladin and the otherwise useless web bonus can be put to good use.

Generally:
The rep bonus on marauders is great because it frees up so much space for dmg mods. Furthermore and this is a very personal preference, I have to fill all 3 rig slots. I know it’s probably some sort of compulsive disorder, but it prevents me from using t2 ROF rigs on faction BS even so I would so much like to. Not so on marauders, with only 2 slots these babies fit there without problem.
So (also as an answer to chainsaws question concerning the DPS-Paladin fit of one of the other posters, though his fit might be totally different ofc) I can practically fit the same amount or even more dmg mods on my paladin:

[Paladin, pulse]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Core A-Type Large Armor Repairer

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

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Drone Link Augmentor II
Drone Link Augmentor II
Small Tractor Beam II

Large Energy Burst Aerator II
Large Auxiliary Nano Pump I


Hobgoblin II x5
Curator II x2

In comparison to my Nightmare:

[Nightmare, beam_L4]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II

Gist B-Type Large Shield Booster
Adaptive Invulnerability Field II
Pithum A-Type Thermic Dissipation Amplifier
Caldari Navy EM Ward Amplifier
Cap Recharger II
100MN Afterburner II
Tracking Computer II

Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Drone Link Augmentor II
Responsive Auto-Targeting System I

Large Energy Discharge Elutriation II
Large Anti-EM Screen Reinforcer I
Large Energy Discharge Elutriation II


Hobgoblin II x5
Curator II x2
Echo Mande
#27 - 2012-07-04 09:50:02 UTC
I've flown both the Paladin and the Kronos in amarr space and they're both excellent against their prefered targets (paladin vs sansha/blood; paladin vs serpentis/guristas). I set both up pretty much the same (4 slot tank, 3 damage mods, T2 longrange heavy weapons; faction ammo) and they eat missions up quickly. They are skill-intensive beasts though and to be sure I fly with a domi escort to tank and keep them repped up.

However, because of Guristas jamming I've gotten a Tengu though, with an ishtar to keep it company.
Ron Maudieu
#28 - 2012-07-05 04:41:52 UTC  |  Edited by: Ron Maudieu
[Kronos, PvE]

Core B-Type Large Armor Repairer
Damage Control II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

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

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

Large Hybrid Burst Aerator II
Large Hybrid Metastasis Adjuster I


Hammerhead II x5
Hobgoblin II x5



Not too expensive, and not for the lazy. If you don't like the web, you can always fit a sensor booster for hitting out to ~140km with T2 ammo. Also note that you have spare drone space for whatever you decide to take.
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