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Pulse or Beam - Level 4 Apocalypse

Author
Aesiron
Viziam
Amarr Empire
#1 - 2011-10-09 08:32:47 UTC
Hi. Currently I am training and built up for a level 4 mission running Apocalypse. I can't currently use Tech 2 guns, but I should be able to in a matter of years looking at the training time.

But in the meantime should I use Mega Pulses or Mega Beams?
Headerman
Native Freshfood
Minmatar Republic
#2 - 2011-10-09 08:34:40 UTC
Pulses for sure.

With Standard crystals it should give you enough range to kill any rat in a L4, and MFs make short work of most rats anyway. Best thing about pulses? A lot less cap usage.

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pussnheels
Viziam
#3 - 2011-10-09 12:28:16 UTC
pulse for certain and fit a AB aswell pref a faction one and get those t2 pulse lasers asap

I do not agree with what you are saying , but i will defend to the death your right to say it...... Voltaire

Ceq Lysander
#4 - 2011-10-09 12:40:02 UTC
Confirming T2 Mega Pulses for level 4's.

This is my signature. There are many like it but this one is mine!

Mavnas
The Scope
Gallente Federation
#5 - 2011-10-09 15:21:28 UTC
I don't think these people read your post. If you can't fit T2 pulses, fit beams. Also, fit a cap booster, and if you're willing to be a 800 addict, those beams can be tachs.

Tachs with multifrequency will have similar range to pulses with standard and about 60% more damage. Also, way more falloff.

Pulses will be cap stable and have better tracking, but god help you if things spawn at 80km+. I guess it all depends on your missions. I like being able to hit the guys that spawn at 100km without moving.
Goose99
#6 - 2011-10-09 16:08:57 UTC
Mavnas wrote:
I don't think these people read your post. If you can't fit T2 pulses, fit beams. Also, fit a cap booster, and if you're willing to be a 800 addict, those beams can be tachs.

Tachs with multifrequency will have similar range to pulses with standard and about 60% more damage. Also, way more falloff.

Pulses will be cap stable and have better tracking, but god help you if things spawn at 80km+. I guess it all depends on your missions. I like being able to hit the guys that spawn at 100km without moving.


^This

Tachs don't fit though, too much grid. So settle with megabeams. Pulse without Scorch is not viable. Also not viable for anything other than Amar rats, since Scorch is almost entirely EM dmg and not much thermal.
Mavnas
The Scope
Gallente Federation
#7 - 2011-10-09 16:26:19 UTC
Goose99 wrote:
Mavnas wrote:
I don't think these people read your post. If you can't fit T2 pulses, fit beams. Also, fit a cap booster, and if you're willing to be a 800 addict, those beams can be tachs.

Tachs with multifrequency will have similar range to pulses with standard and about 60% more damage. Also, way more falloff.

Pulses will be cap stable and have better tracking, but god help you if things spawn at 80km+. I guess it all depends on your missions. I like being able to hit the guys that spawn at 100km without moving.


^This

Tachs don't fit though, too much grid. So settle with megabeams. Pulse without Scorch is not viable. Also not viable for anything other than Amar rats, since Scorch is almost entirely EM dmg and not much thermal.


They fit with 3x Ancilary Current Router I Cool (Yeah, I ended up not flying that one too much. Still, it makes a great stationary sniping platform.)
Alice Katsuko
Perkone
Caldari State
#8 - 2011-10-09 16:27:55 UTC
Use pulses for missions where the rats orbit close-in, and beams where rats orbit/spawn at a distance. If you don't want to swap fittings, then Mega Beams are probably best for your purposes, although they will not have sufficient tracking to hit the rats in some missions without the use of stasis webifiers. Tachyons require much more powergrid and CPU than Mega Beams, and consequently I would not advise using them without more experience. Fitting Tachyons on an Apocalypse hull requires compromising tank and/or cap stability, which may not be a good idea for a relatively new player.

That said, it takes about a month to train for T2 lasers, including both beams and pulses, once you get the core gunnery support skills. T2 pulses are well worth the training time, since Scorch offers good damage at excellent range for short-range guns. It only takes a few days to get large T2 beams afterward.
Aesiron
Viziam
Amarr Empire
#9 - 2011-10-09 16:51:46 UTC
My Pulse Lasers with Radio Crystals can reach up to 65 KM and deal 300+ damage at least.
Malcanis
Vanishing Point.
The Initiative.
#10 - 2011-10-09 17:41:41 UTC
Aesiron wrote:
Hi. Currently I am training and built up for a level 4 mission running Apocalypse. I can't currently use Tech 2 guns, but I should be able to in a matter of years looking at the training time.

But in the meantime should I use Mega Pulses or Mega Beams?


Use Beams until you can use T2 Pulse. Train T2 pulse up as a priority.

Longer term, look at getting a Nightmare, for which you will want Tachyon Beams (and of course some shield skills)

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Goose99
#11 - 2011-10-09 17:42:04 UTC
Aesiron wrote:
My Pulse Lasers with Radio Crystals can reach up to 65 KM and deal 300+ damage at least.


You call that damage?
EvEa Deva
Doomheim
#12 - 2011-10-10 00:44:06 UTC
Pulse

Train T2 pulse ASAP, but use meta 4 until then.

Then go Navy Apoc when you can
Aesiron
Viziam
Amarr Empire
#13 - 2011-10-10 06:51:57 UTC
Goose99 wrote:
Aesiron wrote:
My Pulse Lasers with Radio Crystals can reach up to 65 KM and deal 300+ damage at least.


You call that damage?


Considering that it is out of the accuracy falloff by about 10KM I'd say it's quite a decent volley. And that is about 150 dps.
Tesh Sevateem
Cherry Candy Mountain
#14 - 2011-10-10 09:16:21 UTC
It may be due to lacking skills and just being able to fly the Apocalypse, but if you can't break the 700 DPS mark in a battleship, then you're better off in a Heavy Assault Ship, Command Ship or T3 Cruiser. They provide at least comparable tank, and at least the same paper-DPS, which ends up doing more actual damage due to the smaller turret size (meaning better tracking and smaller signature resolution).

Anything below 500 DPS in a battleship and you're Doing It Wrong™

As for your question, I'm going to jump in with the others saying T1 Beams for now, and then switch to T2 Pulses once you're able. I will add, that for T1 Beams I'd definitely pick the Abaddon over the Apocalypse, unless you really love cap stability. With the range of Beams, the Abaddon simply dishes out more damage in most cases. The range bonus of the Apocalypse is mostly noticable when using T2 Pulses. Besides, the Abaddon looks so much cooler Big smile
drinking12many
Nine Inch Ninja Corp
#15 - 2011-10-10 13:50:50 UTC  |  Edited by: drinking12many
I personally use pulses with 2 tracking computers I keep both scripts on hand and it works quite well. My amarr alt cant quite use T2s yet. I can get over 750 DPS out of it its with an almost 700 dps sansha tank. not perfect but it works pretty well. Course it is cap boosted... stability is for the weak!
Aesiron
Viziam
Amarr Empire
#16 - 2011-10-10 14:37:13 UTC
Here is my fitting:

8x Mega Modulated Energy Pulse I

3x Cap Recharger II
1x Tracking Computer

3x Mission Specific Hardener II
1x Large Armor Repairer II
3x Heat Sink II

2x Capacitor Control Circuit
1x Auxiliary Nano Pump

5x Hogbolin II
5x Hammerhead II




Anyone got any feedback?
Jennifer Starling
Imperial Navy Forum Patrol
#17 - 2011-10-10 14:43:23 UTC
Aesiron wrote:
My Pulse Lasers with Radio Crystals can reach up to 65 KM and deal 300+ damage at least.

But a Drake does even better ... ?!
IGNATIUS HOOD
Viziam
Amarr Empire
#18 - 2011-10-10 19:45:44 UTC
Aesiron wrote:
Here is my fitting:

8x Mega Modulated Energy Pulse I

3x Cap Recharger II
1x Tracking Computer

3x Mission Specific Hardener II
1x Large Armor Repairer II
3x Heat Sink II

2x Capacitor Control Circuit
1x Auxiliary Nano Pump

5x Hogbolin II
5x Hammerhead II




Anyone got any feedback?


Counting Rigs you're using 5 spots to charge your cap. Sub optimal IMO but doable. If it was me I'd ditch the Heat Sinks for a DC II and 2 target enhancers and I'd see what I could do about all the Cap Modules moving to a booster might be the right answer dunno. I tend to fit conservatively. Also as far as Mission Spec Hardeners, I'm lazy I like three EANM II becuase they are passive (need no Cap) and they give you solid rainbow coverage added in with the DC II and it starts looking pretty good. Sure you might be leaving percents on the table, but if you're skilled moderately well it shouldn't matter.

I have an Abbadon I use in WH work and its fit like this

8X Mega Pulse II (Navy Multi 20k or Standard 50k, or Radio 75k) (I don't use Scorch or Conflag becuase its WH work and one less thing to worry about having to replace.)

2X Web II
1X Recharger II
1X Target Painter II

3X EANMS II
1X DC II
1X Heavy Repper II
2X Target Enhancer II

3X CCC (Four is still too many mods/rigs for Cap but Amarr boats don't give you lots of choices unless you boost which in the WH without easy more batteries Smile it doesn't make a lot of sense to me to rely on them.)

The Webs, Enahancers, and TP let me engage Sleeper Frigates with the big guns. So you won't need all that but overall you have the right idea IMO. I agree with everyone though, get T2 weaps as soon as possible the change is noticeable. But make sure to train the specialization skill to at least 4 to maximize the benefits.



"Every normal man must be tempted at times to spit upon his hands, hoist the black flag, and begin slitting throats."   --H.L. Mencken
Aesiron
Viziam
Amarr Empire
#19 - 2011-10-10 19:52:13 UTC
Jennifer Starling wrote:
Aesiron wrote:
My Pulse Lasers with Radio Crystals can reach up to 65 KM and deal 300+ damage at least.

But a Drake does even better ... ?!


My Drake can do 1k volley, but it's only a total of about 100 DPS considering the fire rate. And I don't think it can even hit at 65KM.
Tanya Powers
Doomheim
#20 - 2011-10-10 19:55:36 UTC
Aesiron wrote:
My Pulse Lasers with Radio Crystals can reach up to 65 KM and deal 300+ damage at least.



Almost that laughable than T2 rails ;o

Gunnery support skills at least at 4 is not an option, also, at that range that dmg you're using meta 1 pulse's?
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