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Micro Jump Drive Artilleraven

Author
Fenix Shadowsong
Caldari Provisions
Caldari State
#1 - 2012-12-31 11:02:20 UTC
Having done a few dozen L4 missions in my CNR there's no doubt in my mind that it is a tried-and-true beast when it comes to taking out NPC swarms. However, I noticed that with my skills my missiles had a max range well over 100km, a range that Rat weaponry is all but useless at yet is almost never seen. Instead the majority of missions would have you warp in right smack in the middle of a group or bunch of groups forcing you to react quickly to auto-aggro and pick/choose the closest/deadliest threat.

Now I'm not saying that's a bad way to run missions, but personally if I have weaponry that can function well beyond the range of my opponents' then I'd like to get as much distance between myself and them as possible. Since the CNR (or any battleship for that matter) won't win any races the Large Micro Jump Drive really shines through. For the unfamiliar the MJD will, after a 12 second charge-time (shrinkable to 6 seconds with skill points), instantly teleport your battleship 100 km in the direction that it's facing. This is subject to warp scramblers but I have yet to encounter a rat that scrambles in the first 12 seconds of your arrival into the deadzone.

Anyways the meat and potatoes of the fit is the same as your standard CNR running L4 missions but with a Signal Amplifier in the low to close the gap between your max targeting range and your missiles flight range. Since you will be out of the range of your prey's retaliatory strikes most of the time I have reduced tanking modules to a lone booster and an amplifier for it, leaving the other four mid slots to be filled by target painters and the MJD.

I'm aware that if scrambled you're pretty much screwed, but if you properly orient your ship as soon as you drop into the pocket and micro-jump away the enemy shouldn't be able to scramble you fast enough. Anyways it's not a perfect build, just a fun little idea I had for a new piece of equipment. Constructive criticism is requested and I will do my best to answer any questions in a timely manner.
DerArt1st
Doomheim
#2 - 2012-12-31 11:38:15 UTC
Fenix Shadowsong wrote:
Having done a few dozen L4 missions in my CNR there's no doubt in my mind that it is a tried-and-true beast when it comes to taking out NPC swarms. However, I noticed that with my skills my missiles had a max range well over 100km, a range that Rat weaponry is all but useless at yet is almost never seen. Instead the majority of missions would have you warp in right smack in the middle of a group or bunch of groups forcing you to react quickly to auto-aggro and pick/choose the closest/deadliest threat.

Now I'm not saying that's a bad way to run missions, but personally if I have weaponry that can function well beyond the range of my opponents' then I'd like to get as much distance between myself and them as possible. Since the CNR (or any battleship for that matter) won't win any races the Large Micro Jump Drive really shines through. For the unfamiliar the MJD will, after a 12 second charge-time (shrinkable to 6 seconds with skill points), instantly teleport your battleship 100 km in the direction that it's facing. This is subject to warp scramblers but I have yet to encounter a rat that scrambles in the first 12 seconds of your arrival into the deadzone.

Anyways the meat and potatoes of the fit is the same as your standard CNR running L4 missions but with a Signal Amplifier in the low to close the gap between your max targeting range and your missiles flight range. Since you will be out of the range of your prey's retaliatory strikes most of the time I have reduced tanking modules to a lone booster and an amplifier for it, leaving the other four mid slots to be filled by target painters and the MJD.

I'm aware that if scrambled you're pretty much screwed, but if you properly orient your ship as soon as you drop into the pocket and micro-jump away the enemy shouldn't be able to scramble you fast enough. Anyways it's not a perfect build, just a fun little idea I had for a new piece of equipment. Constructive criticism is requested and I will do my best to answer any questions in a timely manner.


Why are you not using torps instead?
Fenix Shadowsong
Caldari Provisions
Caldari State
#3 - 2012-12-31 11:54:34 UTC
DerArt1st wrote:

Why are you not using torps instead?


Primarily because my torpedo skills are garbage compared to my cruise missile skills, but also because I love the idea of hitting rats from 100+km away while most/all return fire misses me completely.
Buzzmong
Aliastra
Gallente Federation
#4 - 2012-12-31 11:58:51 UTC  |  Edited by: Buzzmong
Sniping with BS's is not new for missions, yes the MJD make it a lot easier as you no longer have to turn and burn for a few minutes each mission, but you still run into the same problems with using missiles on a sniper setup:

1) Flight time & therefore delayed damage.
2) Missile wastage due to launching volleys when there's already enough missiles in flight to kill the target.

Personally, if I'm doing the whole sniper thing, I prefer to take long range guns: Tachs, Rails or Arty.
Less ammo wastage and more efficient use of time as you're not waiting for missiles to hit.

Although I will concide if you're shooting Guristas or Serpentis, that having FOF missiles can be quite handy if you either get ECM'd or Damped to buggery.
Fenix Shadowsong
Caldari Provisions
Caldari State
#5 - 2012-12-31 12:25:26 UTC  |  Edited by: Fenix Shadowsong
Buzzmong wrote:
Sniping with BS's is not new for missions, yes the MJD make it a lot easier as you no longer have to turn and burn for a few minutes each mission, but you still run into the same problems with using missiles on a sniper setup:

1) Flight time & therefore delayed damage.
2) Missile wastage due to launching volleys when there's already enough missiles in flight to kill the target.

Personally, if I'm doing the whole sniper thing, I prefer to take long range guns: Tachs, Rails or Arty.
Less ammo wastage and more efficient use of time as you're not waiting for missiles to hit.

Although I will concide if you're shooting Guristas or Serpentis, that having FOF missiles can be quite handy if you either get ECM'd or Damped to buggery.


I play pretty casually/leisurely so the delayed damage and few thousand ISK in lost volleys were never really an issue for me. That said, all weapons have their downfalls but that doesn't mean the Raven or Caldari missile boats in general are poor choices for missioners. However, due to my sole focus on launchers I will admit that I was unaware turrets could even go that far. I'll be sure to look into it and, skill training aside, give an MJD gunboat a try for a change of pace.

As for being accosted by ECMs and dampeners the whole point of the build is to stay out of range of pretty much anything the rats can throw at you, including Ewar.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#6 - 2012-12-31 13:43:11 UTC  |  Edited by: Verity Sovereign
Fenix Shadowsong wrote:
personally if I have weaponry that can function well beyond the range of my opponents' then I'd like to get as much distance between myself and them as possible. Since the CNR (or any battleship for that matter) won't win any races the Large Micro Jump Drive really shines through. For the unfamiliar the MJD will, after a 12 second charge-time (shrinkable to 6 seconds with skill points), instantly teleport your battleship 100 km in the direction that it's facing. This is subject to warp scramblers but I have yet to encounter a rat that scrambles in the first 12 seconds of your arrival into the deadzone.

Anyways the meat and potatoes of the fit is the same as your standard CNR running L4 missions but with a Signal Amplifier in the low to close the gap between your max targeting range and your missiles flight range. Since you will be out of the range of your prey's retaliatory strikes most of the time I have reduced tanking modules to a lone booster and an amplifier for it, leaving the other four mid slots to be filled by target painters and the MJD.

I'm aware that if scrambled you're pretty much screwed, but if you properly orient your ship as soon as you drop into the pocket and micro-jump away the enemy shouldn't be able to scramble you fast enough. Anyways it's not a perfect build, just a fun little idea I had for a new piece of equipment. Constructive criticism is requested and I will do my best to answer any questions in a timely manner.


FYI, skills can take it down to 8 seconds, not 6, and this is viable, although I do it now with my tachymare... I did wantto check if some rats merely warp disrupt but don't truly "scram" can anyone confirm if the rats stop the jump?
If you do get tackled, sick your drones on it... you should be able to kill 1 frig before your tank craps out (do still fit a tank!)

I just wish we could range script it - say 30/100/130 km, so it could also be used to get to gates faster as if it were a normal prop mod (a 30 km jump would be pretty good for most gate journeys)

I've found that using a Microjump drive makes the guristas room of worlds collide much safer...
I have yet to find a mission where it matters much where I align to before hitting the jump module, so I just hit it the moment I drop out of warp
Fenix Shadowsong
Caldari Provisions
Caldari State
#7 - 2012-12-31 14:22:40 UTC
Verity Sovereign wrote:

FYI, skills can take it down to 8 seconds, not 6, and this is viable, although I do it now with my tachymare... I did wantto check if some rats merely warp disrupt but don't truly "scram" can anyone confirm if the rats stop the jump?
If you do get tackled, sick your drones on it... you should be able to kill 1 frig before your tank craps out (do still fit a tank!)

I just wish we could range script it - say 30/100/130 km, so it could also be used to get to gates faster as if it were a normal prop mod (a 30 km jump would be pretty good for most gate journeys)

I've found that using a Microjump drive makes the guristas room of worlds collide much safer...
I have yet to find a mission where it matters much where I align to before hitting the jump module, so I just hit it the moment I drop out of warp


My mistake on the skill reduction, thank you very much for the correction. And I still have the Booster on there, though no hardeners. Would you suggest removing a painter or two for additions to the tank "just in case"?
Caleidascope
Republic Military School
Minmatar Republic
#8 - 2012-12-31 18:10:45 UTC
DerArt1st wrote:

Why are you not using torps instead?

Because he is not a simpleton.

Life is short and dinner time is chancy

Eat dessert first!

Vixorz
Cabronazos
#9 - 2012-12-31 19:30:46 UTC  |  Edited by: Vixorz
I've been 'scrambled' with my domi by a few rats at the same time, i think it was in a worlds collide, but i was able to use the MJD. My guess is that the rats only disrupt you and the message that alerts you is wrong. (it says scramble, hence the quotes)

I do know that MJD can only be stoped by a true scrambler (+2) and i assume by the infinite focused point of HICs. Not by bubbles nor disruptors, no mather how many there are.
Chicken Pizza
One-man Armada
#10 - 2013-01-01 03:07:25 UTC
Vixorz wrote:
I've been 'scrambled' with my domi by a few rats at the same time, i think it was in a worlds collide, but i was able to use the MJD. My guess is that the rats only disrupt you and the message that alerts you is wrong. (it says scramble, hence the quotes)

I do know that MJD can only be stoped by a true scrambler (+2) and i assume by the infinite focused point of HICs. Not by bubbles nor disruptors, no mather how many there are.


AFAIK Micro Jump Drives are only stopped by warp scramblers. Infinity points act the same as any other point that stops your warp and isn't a scram, so I don't see why they would stop a MJD jump.
Cambarus
The Baros Syndicate
#11 - 2013-01-01 06:21:07 UTC
Caleidascope wrote:
DerArt1st wrote:

Why are you not using torps instead?

Because he is not a simpleton.

Cruises are terrible for missions. The only way to really measure the effectiveness of a mission running ship is its applied damage, and a cruise CNR puts out half what other ships in its class can, specifically BECAUSE you're more or less forced to use the longest range weapons out there. You pay for that range with damage, and sitting at 100km is always going to be slower than getting close with a higher damage weapon system.
Malcanis
Vanishing Point.
The Initiative.
#12 - 2013-01-01 10:45:12 UTC
Buzzmong wrote:
.
2) Missile wastage due to launching volleys when there's already enough missiles in flight to kill the target.


Did you know that it's possible to stop shoooting before the rat dies and switch to a new target?

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

Grath Telkin, 11.10.2016

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#13 - 2013-01-01 13:59:51 UTC  |  Edited by: Verity Sovereign
Fenix Shadowsong wrote:
My mistake on the skill reduction, thank you very much for the correction. And I still have the Booster on there, though no hardeners. Would you suggest removing a painter or two for additions to the tank "just in case"?


And my correction was still incorrect... its 9 seconds, not 8, oops Roll. its a 5% reduction per level, 25% total, 25% of 12 is 3, not 4, 12-3 =9

I can't comment on your specific case, as I don't fly Ravens or any missile boat aside from a drake (I was thinking about getting a navy raven or a navy scorp).
I do what you do with other ships, Arty Mach, tachmare, Warden sentry rattlesnake/Dominix with drone link augmentors.

However, you only need to last long enough to kill the tackle, in this case its not a sustainable tank you need, but a buffer tank.
I think a hardener or LSE would be worth more, and just in case for guristas, you may want an ECCM so you can still target the scramming frig.

However, so far, I haven't encountered a case where I need it... I only take the precaution because I generally use expensive hulls, and I want buffer anyway as protection against gank (of course, its not absolute protection)



Vixorz wrote:
I've been 'scrambled' with my domi by a few rats at the same time, i think it was in a worlds collide, but i was able to use the MJD. My guess is that the rats only disrupt you and the message that alerts you is wrong. (it says scramble, hence the quotes)

I do know that MJD can only be stoped by a true scrambler (+2) and i assume by the infinite focused point of HICs. Not by bubbles nor disruptors, no mather how many there are.


I'm going to have to test this with my massively overtanked rattler.... if this module is not stopped by the rats.... then it will quickly find its way onto my fits as an essential component, worth more than a DCII
Caleidascope
Republic Military School
Minmatar Republic
#14 - 2013-01-01 17:33:13 UTC
Cambarus wrote:
Caleidascope wrote:
DerArt1st wrote:

Why are you not using torps instead?

Because he is not a simpleton.

Cruises are terrible for missions.

I must be doing something wrong. They work just fine for me. ☺

Life is short and dinner time is chancy

Eat dessert first!

Cambarus
The Baros Syndicate
#15 - 2013-01-01 21:05:35 UTC
Caleidascope wrote:
Cambarus wrote:
Caleidascope wrote:
DerArt1st wrote:

Why are you not using torps instead?

Because he is not a simpleton.

Cruises are terrible for missions.

I must be doing something wrong. They work just fine for me. ☺

You struggle to get 1000 dps out of a cruise CNR even with faction mods and perfect skills, and that's including drones. If they're working "just fine" for you then your definition of "just fine" that needs work. For comparison a machariel gets 1400 dps with a similar fit using ACs, a nightmare gets 1300 with pulses, and a vindicator or navy dominix get 1400-1500. That is a very significant amount of damage you forfeit for the added range given by cruise missiles, before even going into lost volleys and flight time.
Tsobai Hashimoto
State War Academy
Caldari State
#16 - 2013-01-01 21:47:35 UTC
Cambarus wrote:
Caleidascope wrote:
Cambarus wrote:
Caleidascope wrote:
DerArt1st wrote:

Why are you not using torps instead?

Because he is not a simpleton.

Cruises are terrible for missions.

I must be doing something wrong. They work just fine for me. ☺

You struggle to get 1000 dps out of a cruise CNR even with faction mods and perfect skills, and that's including drones. If they're working "just fine" for you then your definition of "just fine" that needs work. For comparison a machariel gets 1400 dps with a similar fit using ACs, a nightmare gets 1300 with pulses, and a vindicator or navy dominix get 1400-1500. That is a very significant amount of damage you forfeit for the added range given by cruise missiles, before even going into lost volleys and flight time.



But the CNR can pick its damage type to the rats and still get 1000 DPS, while all of the others are limited in that aspect.

Sure a Vindicator can pump out 1400 DPS but sometimes the kin/therm resist is 65-71% instead of 41% for EXP

now the CNR does 590 DPS to the Vindi at 406-450 DPS

With a TP and GMP V you do full damage to BC + and still decent DMG to cruisers, frigs just sick the 5 light drones on em

I have not used Torps since the changes (have not done mission running in a year) so with GMP helping Torps out now they might be much more worth it, But before a TP + Torp did not get good results vs anything but a BS, and even then it had a slight dorp in DPS, that 25% boost should go a long way in fixing that..... Maybe the Torp Golem is a lot better now too
Malcanis
Vanishing Point.
The Initiative.
#17 - 2013-01-01 21:50:11 UTC
Cambarus wrote:
Caleidascope wrote:
Cambarus wrote:
Caleidascope wrote:
DerArt1st wrote:

Why are you not using torps instead?

Because he is not a simpleton.

Cruises are terrible for missions.

I must be doing something wrong. They work just fine for me. ☺

You struggle to get 1000 dps out of a cruise CNR even with faction mods and perfect skills, and that's including drones. If they're working "just fine" for you then your definition of "just fine" that needs work. For comparison a machariel gets 1400 dps with a similar fit using ACs, a nightmare gets 1300 with pulses, and a vindicator or navy dominix get 1400-1500. That is a very significant amount of damage you forfeit for the added range given by cruise missiles, before even going into lost volleys and flight time.


You're comparing Cruise to Pulse Lasers, ACs and Blasters?

How much DPS does that Vindi do at 80Km?

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

Grath Telkin, 11.10.2016

Buzzmong
Aliastra
Gallente Federation
#18 - 2013-01-01 23:24:19 UTC
Malcanis wrote:
Buzzmong wrote:
.
2) Missile wastage due to launching volleys when there's already enough missiles in flight to kill the target.


Did you know that it's possible to stop shoooting before the rat dies and switch to a new target?



Oh of course. Missile use 101 that is.

It is however a fair bit of effort to sit there and work out the volleys per rat and build up a little spreadsheet though. Only something you should do if you're really really really concerned about efficiency (for time and ISK) or if you're doing it for research purposes.

As an aside, if you're that concerned about efficiency, chances are you're not going to be fitting a sniping setup and will be trying to maximise DPS Smile
Cambarus
The Baros Syndicate
#19 - 2013-01-02 05:57:04 UTC
Malcanis wrote:


You're comparing Cruise to Pulse Lasers, ACs and Blasters?

How much DPS does that Vindi do at 80Km?
Given that literally the whole point of my post was to show that you trade off a significant amount of damage to gain the range needed to do sniping, and that this isn't worth it since it ends up meaning longer completion times, yes, I am comparing cruises to ACs and pulses (Not sure where you got blasters from, blaster domi/vindi is in the 1800-2000 dps range, not the 1400-1500 of rails)

As for resists: Pick your agents properly and it's almost never an issue.
Caitlyn Tufy
Perkone
Caldari State
#20 - 2013-01-02 09:27:28 UTC  |  Edited by: Caitlyn Tufy
Cambarus wrote:
Caleidascope wrote:
Cambarus wrote:
Caleidascope wrote:
DerArt1st wrote:

Why are you not using torps instead?

Because he is not a simpleton.

Cruises are terrible for missions.

I must be doing something wrong. They work just fine for me. ☺

You struggle to get 1000 dps out of a cruise CNR even with faction mods and perfect skills, and that's including drones. If they're working "just fine" for you then your definition of "just fine" that needs work. For comparison a machariel gets 1400 dps with a similar fit using ACs, a nightmare gets 1300 with pulses, and a vindicator or navy dominix get 1400-1500. That is a very significant amount of damage you forfeit for the added range given by cruise missiles, before even going into lost volleys and flight time.


It's not as simple as that. First, there is a distinct difference in how missiles and guns operate - in particular ACs will rarely get the theoretical applied dps, usually operating well in falloff. A fully skilled, 3 TE Machariel, for instance, has around 4km optimal - beyond this range, the dps is going to decrease. Granted, Mach's falloff is huge, but the dps drop is nontheless significant. Meanwhile, you get the stated 1000 dps with missiles at any range between 0 and maximum, regardless of angular velocity, provided that the target is big and slow enough (read: cruiser and up). It also has a shorter targetting range - take for instance Sansha Pirate Invasion - the mission completion mobs sit beyond 100km - for a Mach that means it'll have to fly some distance before it gets in range, whereas the CNR will simply target and shoot from warp-in location, with no need of movement.

Don't get me wrong, I'm not defending the cruise missiles, although I do use missiles far more than any other weapon system, there are clear limitations to them (example being above - a Mach's 800mm will easily oneshoot frigates at, say, 40km. A cruise missile won't do that regardless of distance). I'm also not saying that a CNR is a better ship than Mach. I am, however, saying that stating Cruises are terrible for missions is silly. They have their uses and there are situations where they clearly pull ahead of the alternative weapon systems. Overall, a cruise CNR is a good ship - it may not be Mach, but for a navy ship, it sure does great.

As for picking agents for proper resists - heh, that's like saying Nightmare's the best ship in game, because if you're not in sansha space, you're a noob anyhow.
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