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Isk is no object..., BEST SHIP EVER.

First post
Author
Flurk Hellbron
Science and Trade Institute
Caldari State
#21 - 2012-12-28 02:55:58 UTC
Concord BS Big smile
Evanga
DoctorOzz
Domain Research and Mining Inst.
#22 - 2012-12-28 11:55:42 UTC
Panther and Redeemer Cool
Nastasjjia
The xPlicit Method
#23 - 2012-12-30 06:27:03 UTC
Vindicator all the way. It's probably the most powerful sub-cap ship in game... but don't quote me on that one.

I use my Vindi to make billions of isk running incursions... then I switch fits over and pvp with RR on my tail. Provided you have excellent Gallante battleship, gunnery, and tanking skills.... in the right hands, this ship tears through most any target in highsec. Best 3 billion (faction fitted) I ever spent. Ive had that ship for over 2 years and fly it almost everyday.

I even installed stripper poles into the cargo hold...Shocked

A  blonde with P.M.S. and a Vindicator is the most powerful force in Eve. Screw the DoomsDay Device. She just figured out how to make blaster rounds out of Estrogen...

digitalwanderer
DW inc
#24 - 2012-12-30 17:16:23 UTC
Having flown every ship in the game, including all the fleet issue, pirate issue and marauders, i'd have to say a vargur lists as my favorite for a few reasons:


1: It can do all damage types.
2: Second fastest battleship in the game, second only to a mach.
3: Insane resists because it's a Tech 2 ship.
4: No reliance on cap to fire it's guns....It only needs it for shield tank.
5: It can seriously put out some serious DPS( think 1200+ DPS).
6: Autocannon fitted, it can hit targets at 70 kms, something wich a blaster boat could only dream of.
Big Forehead
Garoun Investment Bank
Gallente Federation
#25 - 2012-12-31 02:57:26 UTC
digitalwanderer wrote:
Having flown every ship in the game, including all the fleet issue, pirate issue and marauders, i'd have to say a vargur lists as my favorite for a few reasons:


1: It can do all damage types.
2: Second fastest battleship in the game, second only to a mach.
3: Insane resists because it's a Tech 2 ship.
4: No reliance on cap to fire it's guns....It only needs it for shield tank.
5: It can seriously put out some serious DPS( think 1200+ DPS).
6: Autocannon fitted, it can hit targets at 70 kms, something wich a blaster boat could only dream of.


Too bad it has 13.2 sensor strength and has garbage powergrid. The vindicator is better.
digitalwanderer
DW inc
#26 - 2012-12-31 04:04:28 UTC  |  Edited by: digitalwanderer
Big Forehead wrote:


Too bad it has 13.2 sensor strength and has garbage powergrid. The vindicator is better.



Since it's 4 guns do double damage, the low powergrid is more than enough for the items that use the most amount of power, and yes the low sensor strength is it's only real drawback, but then again the ships that can ECM it are ships that also do little damage to begin with like falcons or scorpions anyhow, not to mention having 3 utility slots open up top, wich one would without a doubt be a cloak and unlike other ships that need those 8 high slots to do maximum damage, doesn't affect a marauders damage output in a negative way and just takes longer to get a lock and can't be scanned down while cloaked.


My reasoning is based purely on one on one confrontations and the vindicator does a lot of damage, but it's all kinetic and heat based damage using weapons that are useless beyond 15 kms, while the vargur hits to 70 kms and when dealing with a vindicator, i'd switch to explosive damage wich the vindicator has very low resist towards that type of damage.


So unless the vindicator warps in right on top of the vargur where it can lock, web and warp scramble and fire away immediately afterwards, the vargur is heavily advantaged by being able to fire from a range where the vindicator can only fire up the MWD making it's signature quite a bit larger and burns through a lot of cap, and also burning cap for the tank until it gets into range to fire the blasters onto the vargur, wich itself is equipped with an AB( at least mine is), so it'll take time to catch up to it and the vargur will hit the vindicator with at least a good 10~15 volleys since autocannons fire pretty fast.


So the biggest variable is from what range does this fight start in order to reduce the natural advantage of autocannons basically, and in pvp confrontations, i'd also fit the vargur with a cap injector to take advantage of it's large cargo hold wich can hold a lot more cap charges than the vindicator ever would be able to, should the fight turn out to who runs out of cap first should both ships rely on their tank for extended periods of time.


I know marauders are a pain in the ass to train for, but they do have their advantages.
Demolishar
United Aggression
#27 - 2012-12-31 05:19:11 UTC
Big Forehead wrote:
digitalwanderer wrote:
Having flown every ship in the game, including all the fleet issue, pirate issue and marauders, i'd have to say a vargur lists as my favorite for a few reasons:


1: It can do all damage types.
2: Second fastest battleship in the game, second only to a mach.
3: Insane resists because it's a Tech 2 ship.
4: No reliance on cap to fire it's guns....It only needs it for shield tank.
5: It can seriously put out some serious DPS( think 1200+ DPS).
6: Autocannon fitted, it can hit targets at 70 kms, something wich a blaster boat could only dream of.


Too bad it has 13.2 sensor strength and has garbage powergrid. The vindicator is better.


Works OK with smartbombs to kill ECM drones. Not really smart in highsec though.
Big Forehead
Garoun Investment Bank
Gallente Federation
#28 - 2012-12-31 07:11:51 UTC
For close to 200mil sp, you really have no idea what you're talking about do you?

Let's list the things you mentioned that made me laugh:

AB PVP Vargur
Using a utility slot on the vargur for a cloak
Believing that you will ever be fighting ECM ships solo
Thinks anybody who flies a vindi won't fit an exp hardener right away
Thinks that a 1v1 manfight vindi vs vargur will ever happen

And the general way you think a pvp fight progresses, dear god.



Also, towards Demolishar, the reason I mentioned the powergrid being bad is the fact that it's very difficult to fit the guns, a heavy cap booster, a shield booster, MWD, and then also fill your 3 utility highs with useful things like smartbombs/neuts.
Nastasjjia
The xPlicit Method
#29 - 2012-12-31 07:17:53 UTC  |  Edited by: Nastasjjia
digitalwanderer wrote:
Big Forehead wrote:


Too bad it has 13.2 sensor strength and has garbage powergrid. The vindicator is better.



Since it's 4 guns do double damage, the low powergrid is more than enough for the items that use the most amount of power, and yes the low sensor strength is it's only real drawback, but then again the ships that can ECM it are ships that also do little damage to begin with like falcons or scorpions anyhow, not to mention having 3 utility slots open up top, wich one would without a doubt be a cloak and unlike other ships that need those 8 high slots to do maximum damage, doesn't affect a marauders damage output in a negative way and just takes longer to get a lock and can't be scanned down while cloaked.


My reasoning is based purely on one on one confrontations and the vindicator does a lot of damage, but it's all kinetic and heat based damage using weapons that are useless beyond 15 kms, while the vargur hits to 70 kms and when dealing with a vindicator, i'd switch to explosive damage wich the vindicator has very low resist towards that type of damage.


So unless the vindicator warps in right on top of the vargur where it can lock, web and warp scramble and fire away immediately afterwards, the vargur is heavily advantaged by being able to fire from a range where the vindicator can only fire up the MWD making it's signature quite a bit larger and burns through a lot of cap, and also burning cap for the tank until it gets into range to fire the blasters onto the vargur, wich itself is equipped with an AB( at least mine is), so it'll take time to catch up to it and the vargur will hit the vindicator with at least a good 10~15 volleys since autocannons fire pretty fast.

So the biggest variable is from what range does this fight start in order to reduce the natural advantage of autocannons basically, and in pvp confrontations, i'd also fit the vargur with a cap injector to take advantage of it's large cargo hold wich can hold a lot more cap charges than the vindicator ever would be able to, should the fight turn out to who runs out of cap first should both ships rely on their tank for extended periods of time.


I know marauders are a pain in the ass to train for, but they do have their advantages.


The problem with your argument is that most PVP situations happen at close range when a OMGWTFIGOTHOTDROPPED fleet starts raping you in the face. Your 70 kms range is cool and all... if you can see em coming.

Besides, a Vindi can hit you as far as 50 kms. Reliably under 40kms. You're getting hurt under 35 kms. Under 30kms Time to consider ejecting. Under 20kms your shields have failed and you're dual webbed, under 10 kms you're getting 1600+ DPS or more blowing your teeth out, and then they hand the ashes to your wife.P

Vindi all the way Cool

A  blonde with P.M.S. and a Vindicator is the most powerful force in Eve. Screw the DoomsDay Device. She just figured out how to make blaster rounds out of Estrogen...

digitalwanderer
DW inc
#30 - 2012-12-31 16:43:15 UTC
Big Forehead wrote:
For close to 200mil sp, you really have no idea what you're talking about do you?

Let's list the things you mentioned that made me laugh:

AB PVP Vargur
Using a utility slot on the vargur for a cloak
Believing that you will ever be fighting ECM ships solo
Thinks anybody who flies a vindi won't fit an exp hardener right away
Thinks that a 1v1 manfight vindi vs vargur will ever happen

And the general way you think a pvp fight progresses, dear god.



Also, towards Demolishar, the reason I mentioned the powergrid being bad is the fact that it's very difficult to fit the guns, a heavy cap booster, a shield booster, MWD, and then also fill your 3 utility highs with useful things like smartbombs/neuts.



Well, here's my take on it......I don't gang **** with 10 ships versus a single hostile ship, post the kill on killboards and even attempt to claim it was PVP to begin with....That's one.


Two, in 0.0 space and in order to keep your ship safe and unscannable as well as allowing you to pick your targets, a cloak is pretty much mandatory and that goes double if you're in hostile space.


Three, i didn't say i'd be fighting ECM ships solo, i said it would take an ECM ship to jam me, despite my low sensor strenght and those ships don't do much damage so they'd have to call for backup, while my premise is 1 on 1 fights and prefferably with equal class ships( battleship versus battleship and so forth)....Not the defensless haulers some boast about killing as if it was a huge thing.


Fourth, fitting an explosive hardeners still makes the explosive resist the lowest on the ship.....I've tried every possible combination on a vindicator and explosive is always the lowest resist if you're aiming for an omni tanking ship with good resists towards all types of damage, and by good resists, i mean upwards of 80% resists across all damage types.....Marauders can acheive this and all T1, fleet or pirate ships simply can't do it unless you go for some crazy expensive fit.
digitalwanderer
DW inc
#31 - 2012-12-31 16:47:16 UTC
Nastasjjia wrote:


The problem with your argument is that most PVP situations happen at close range when a OMGWTFIGOTHOTDROPPED fleet starts raping you in the face. Your 70 kms range is cool and all... if you can see em coming.

Besides, a Vindi can hit you as far as 50 kms. Reliably under 40kms. You're getting hurt under 35 kms. Under 30kms Time to consider ejecting. Under 20kms your shields have failed and you're dual webbed, under 10 kms you're getting 1600+ DPS or more blowing your teeth out, and then they hand the ashes to your wife.P

Vindi all the way Cool



Well in my particular case, wich the ship is extremely well fitted( I.E expensive), i have upwards of 85% resist to heat and kinetic damage on the shields, and the shield booster reps 1700 shields every 4 secs.....Basically the blasters on your vindicator in a 1 on 1 fight would hardly register as damage.


Nott saying it to be mean or anything, but it's just a fact.
Nastasjjia
The xPlicit Method
#32 - 2012-12-31 19:18:28 UTC
digitalwanderer wrote:
Nastasjjia wrote:


The problem with your argument is that most PVP situations happen at close range when a OMGWTFIGOTHOTDROPPED fleet starts raping you in the face. Your 70 kms range is cool and all... if you can see em coming.

Besides, a Vindi can hit you as far as 50 kms. Reliably under 40kms. You're getting hurt under 35 kms. Under 30kms Time to consider ejecting. Under 20kms your shields have failed and you're dual webbed, under 10 kms you're getting 1600+ DPS or more blowing your teeth out, and then they hand the ashes to your wife.P

Vindi all the way Cool



Well in my particular case, wich the ship is extremely well fitted( I.E expensive), i have upwards of 85% resist to heat and kinetic damage on the shields, and the shield booster reps 1700 shields every 4 secs.....Basically the blasters on your vindicator in a 1 on 1 fight would hardly register as damage.


Nott saying it to be mean or anything, but it's just a fact.


D.P.S. = Damage Per Second

Your ship is repairing 1700 every 4 seconds?Shocked

So that means the Vindi is doing approximately 1600 D.P.S. x 4 seconds = 6400 damage in 4 seconds.

Which means you're dead regardless of your 85% resists... right? Am I failing on the math here guys?Big smile


A  blonde with P.M.S. and a Vindicator is the most powerful force in Eve. Screw the DoomsDay Device. She just figured out how to make blaster rounds out of Estrogen...

digitalwanderer
DW inc
#33 - 2013-01-01 00:35:26 UTC  |  Edited by: digitalwanderer
Nastasjjia wrote:


D.P.S. = Damage Per Second

Your ship is repairing 1700 every 4 seconds?Shocked

So that means the Vindi is doing approximately 1600 D.P.S. x 4 seconds = 6400 damage in 4 seconds.

Which means you're dead regardless of your 85% resists... right? Am I failing on the math here guys?Big smile






On the damage types it can do you are correct, meaning heat and kinetic and not taking the resists of the target into the calculations at all, meaning a target with 0% resists and you firing at your optimal.


Firing at my ship, wiith it's high resists, you're pissing away 85% of the vindicators damage output right off the top BEFORE i even turn on the shield booster at all.


So 1600 DPS minus 85% = 240 DPS on my ship per second, or close to 1000 DPS every 4 seconds and i rep 1700 shield every 4 seconds, so the end result is that you're not breaking my tank at all, as i don't need to keep it running all the time to begin with, but my guns keep firing the whole time since they don't need cap.


One on one, it is very difficult to take out a well fitted marauder basically, even more so one that doesn't need cap to fire it's guns and does all damage types( golem and vargur being the prime examples)


Blink
Nastasjjia
The xPlicit Method
#34 - 2013-01-01 00:41:05 UTC
digitalwanderer wrote:
Nastasjjia wrote:


D.P.S. = Damage Per Second

Your ship is repairing 1700 every 4 seconds?Shocked

So that means the Vindi is doing approximately 1600 D.P.S. x 4 seconds = 6400 damage in 4 seconds.

Which means you're dead regardless of your 85% resists... right? Am I failing on the math here guys?Big smile






On the damage types it can do you are correct, meaning heat and kinetic and not taking the resists of the target into the calculations at all, meaning a target with 0% resists and you firing at your optimal.


Firing at my ship, wiith it's high resists, you're pissing away 85% of the vindicators damage output right off the top BEFORE i even turn on the shield booster at all.


So 1600 DPS minus 85% = 240 DPS on my ship per second, or close to 1000 DPS every 4 seconds and i rep 1700 shield every 4 seconds so the end result is that you're not breaking my tank at all as i don't need to keep it running all the time to bgin with, but my guns keep firing the whole time since they don't need cap.


Blink


And what do the calculations come out to when the guns are over-heated?

I think the Vindi can do around 2400 DPS approximately overheated... no boosters...

And you're assuming that the Vindi pilot doesn't have the proper ammo loaded. Right?

I dunno man. I think that tank would melt.

A  blonde with P.M.S. and a Vindicator is the most powerful force in Eve. Screw the DoomsDay Device. She just figured out how to make blaster rounds out of Estrogen...

digitalwanderer
DW inc
#35 - 2013-01-01 00:52:30 UTC  |  Edited by: digitalwanderer
Nastasjjia wrote:


And what do the calculations come out to when the guns are over-heated?

I think the Vindi can do around 2400 DPS approximately overheated... no boosters...

And you're assuming that the Vindi pilot doesn't have the proper ammo loaded. Right?

I dunno man. I think that tank would melt.



Over heating the guns, wich only lasts maybe 2 mins if you're not on a tech 3 cruiser wich is has a specific bonus to make overheating last longer, adds maybe another 20~25% damage and is done as a last resort exclusively since the vindi becomes defenseless if the guns are damaged.


So let's add that extra 25% damage to the 1600 DPS.....It equals 2000 DPS, wich if you then take the 85% resists, equals 300 DPS wich is 1200 DPS every 4 secs, and my tank is still handling it( 1700 shield every 4 secs remember?), not to mention that i can also overheat my guns too and get more damage.....I just don't need to.


And regardles of the ammo on the vindicator, you're always doing the same 2 types of damage and only the ranges at wich you can do said damage vary if using longer ranged ammo.....The extreme figures quoted are for the highest damage types possible when the ship is basically right on the targets face.


I do the 1200 DPS i quoted from 70 kms away and with a variety of damage types to boot....Blink
Nastasjjia
The xPlicit Method
#36 - 2013-01-01 01:03:02 UTC
digitalwanderer wrote:
Nastasjjia wrote:


And what do the calculations come out to when the guns are over-heated?

I think the Vindi can do around 2400 DPS approximately overheated... no boosters...

And you're assuming that the Vindi pilot doesn't have the proper ammo loaded. Right?

I dunno man. I think that tank would melt.



Over heating the guns, wich only lasts maybe 2 mins if you're not on a tech 3 cruiser wich is has a specific bonus to make overheating last longer, adds maybe another 20~25% damage and is done as a last resort exclusively since the vindi becomes defenseless if the guns are damaged.


So let's add that extra 25% damage to the 1600 DPS.....It equals 2000 DPS, wich if you then take the 85% resists, equals 300 DPS wich is 1200 DPS every 4 secs, and my tank is still handling it( 1700 shield every 4 secs remember?), not to mention that i can also overheat my guns too and get more damage.....I just don't need to.


And regardles of the ammo on the vindicator, you're always doing the same 2 types of damage and only the ranges at wich you can do said damage vary if using longer ranged ammo.....The extreme figures quoted are for the highest damage types possible when the ship is basically right on the targets face.


I do the 1200 DPS i quoted from 70 kms away....Blink




And if you're within 10 kms like most pvp situations? Hows your DPS then? How long til you cap out?



A  blonde with P.M.S. and a Vindicator is the most powerful force in Eve. Screw the DoomsDay Device. She just figured out how to make blaster rounds out of Estrogen...

digitalwanderer
DW inc
#37 - 2013-01-01 02:13:52 UTC
Nastasjjia wrote:


And if you're within 10 kms like most pvp situations? Hows your DPS then? How long til you cap out?







It depends if you can push the shield tank to the point where i'm forced to leave it on all the time, and even then i'd still have the capacitor charges and the cap injector to rely on, wich is backed up by the very large cargo bay on marauders, wich are almost 2x larger than on t1, fleet or pirate BS's......Capping out can happen but only after a pretty prolonged fight, assuming a single battleship could break the vargurs tank to begin with and the math doesn't add up.



This isn't to say that the vindicator is a bad ship in the least, but it isn't the end all and be all PVP ship to fear, depending on what you fly, and marauders hold their own......


The best analogy is that of sharks in the real world, and them not spending time and effort hunting other sharks, wich puts them at risk of getting wounded or even killed, but rather spend the effort hunting easier to kill prey.
digitalwanderer
DW inc
#38 - 2013-01-01 16:36:19 UTC  |  Edited by: digitalwanderer
There is a natural enemy to pretty much every turret based, active tanked ship out there in 1 on 1 slugfests, and i'm surprised no one has mentioned it yet since it has several advantages:


The bhaalgorn....Twisted


1: It only has 4 turrets but does the same damage of 8, so it's the same as marauders in that sense.
2: It doesn't need ammo to fire it's guns, only cap so there's no need to ressuply for ammo.
3: It NOS and Neut bonus is insane in this thing as it can completely cap out BS's in record time( think under a minute easy).
4: With the cristals using so little cargo space, it leaves more than enough for cap charges and a capacitor injector of it's own.
5: It's actually cheaper than a vindicator .


Only a specifically fitted ship that uses missile launchers( they don't need cap at all) with a completely passive tank( also does not need cap) that's heavily tanked agaisnt laser damage( EM and heat) might have a chance against a bhaalgorn, and of those only 1 or 2 ships comes to mind:


Navy scorpion with 8 mid slots and using torpedos, both of wich don't need cap and can fire all damage types or the T2 variant in black ops form, the widow wich can sneak up to the bhaalgorn while cloaked and attack it by surprise and also has 8 mid slots but with higher base resists.
Kara Books
Deal with IT.
#39 - 2013-01-02 07:43:13 UTC
Id probably fit a Bhaalgorn, down some pills and then trash gatecamps like a Boss.
Reiisha
#40 - 2013-01-02 10:49:46 UTC
digitalwanderer wrote:
There is a natural enemy to pretty much every turret based, active tanked ship out there in 1 on 1 slugfests, and i'm surprised no one has mentioned it yet since it has several advantages:


The bhaalgorn....Twisted


1: It only has 4 turrets but does the same damage of 8, so it's the same as marauders in that sense.
2: It doesn't need ammo to fire it's guns, only cap so there's no need to ressuply for ammo.
3: It NOS and Neut bonus is insane in this thing as it can completely cap out BS's in record time( think under a minute easy).
4: With the cristals using so little cargo space, it leaves more than enough for cap charges and a capacitor injector of it's own.
5: It's actually cheaper than a vindicator .


Only a specifically fitted ship that uses missile launchers( they don't need cap at all) with a completely passive tank( also does not need cap) that's heavily tanked agaisnt laser damage( EM and heat) might have a chance against a bhaalgorn, and of those only 1 or 2 ships comes to mind:


Navy scorpion with 8 mid slots and using torpedos, both of wich don't need cap and can fire all damage types or the T2 variant in black ops form, the widow wich can sneak up to the bhaalgorn while cloaked and attack it by surprise and also has 8 mid slots but with higher base resists.


Passively tanked scorpion navy issue and rattlesnake may give the bhaalgorn a run for it's money again ;p

If you do things right, people won't be sure you've done anything at all...

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