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[Odyssey] Tech 1 Battleships - Amarr

First post First post First post
Author
The Djego
Hellequin Inc.
#2881 - 2013-05-19 10:12:41 UTC
Samas Sarum wrote:
The Djego wrote:

That is a common mistake, people think it is like this because they didn't look closer at the mechanics. The only problem is that you can't kill the spy without getting room agro if you do it with your drones(90% web + turrets, Legion frig ownage or using missiles works just fine). If you keep the drones at passive and focus on the groups, doing the spies last you can use drones without any issue in this pocket.

Marauders with the 90% web bonus are actually pretty effective at using sentry drones at close range(one of the biggest advantages of the Kronos)..


Like I said before, I found it very difficult and tedious on the harder Level 4's with drone ships and maybe you're better at it than I was. I found AC's the fastest with missiles and lasers somewhere in between (never tried blasters).

My primary point is that it will mainly be newer pilots missioning in the T1 BS's. It is bogus to level up through primarily laser ships up through battlecruisers (required in odyssey) which are laser-based and then you get to T1 BS's and you're handed a drone/neut/missile ship and 2 BS's that are obnoxious to beam fit with an active tank (again, can't use Scorch yet). This might be fixed in the laser rehash but diversifying the loadouts of the Abaddon and Apoc would have better solved it, instead they're both exactly the same with the same ultra-tight fitting with beams for missions. A non 8 turret laser BS similar to the N-Geddon would have went a long way. Instead if I were leveling up again in Odyssey I would just stick with navy harbinger until I could afford the N-Geddon which is unfortunate.


With the right fittings, in amarr space, there is nothing faster than a laser BS. While AC dps looks cool on paper, the falloff mechanics will cost you a considerable big amount of damage you lose and using faction ammo with them is the most expensive thing. Blasters are terrible for L4 outside a few missions. CMs will be interesting after the patch.

Beams on the Abaddon are not slot effective compared to puls(if you stick the 2 extra slots you need for cap into dps and optimal puls are better for L4) and there is not really a good reason to use them on the apoc, given that the extra optimal is nearly always wasted with beams on it and what puls lasers gain by the optimal bonus. I simply struggle to see why so many of you guys want to fit beams on them. Puls cost less fitting, less cap, track a lot better and are just as good at most common ranges. On the Apoc you need to go beyond 100km to actually make use of bigger beam dps at range, because with long range faction crystalls/scorch it does very good dps on ranges where you need arti\rails on the other hulls(and the apoc out damage them at most of this ranges with puls).

You don't need scorch with puls lasers, with 2 TCs navy Infrared is also a good option(less damage, more tracking). As pointed out a couple of pages before, you will need around 2 more cap related mods on a L4 apoc and you gain the equivalent of a faction TC with tracking script for it, reducing the amount of slots more or less to 1, what costs you 5% optimal or dps. While this is a small cut, it by no means make the apoc useless to new players.

The issue of new players with amarr BS come down 99% of the time to jumping into them to soon(I have seen people with 500k SP in gunnery), fitting them mostly wrong and simply lacking a good understanding how lasers perform at certain ranges and how to use them the most effective way(because this is something that comes from praxis). If you look at the threads when new players have questions or struggle, this isn't a amarr exclusive problem but a universal thing for all races.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Ocih
Space Mermaids
#2882 - 2013-05-19 15:08:48 UTC
The exception the Geddon and the Proph, I like the direction of the Amarr ships. Tracking for speed tanks. It's kind of what we were supposed to be designed for. You could argue nothing beats a speed tank better than a drone I suppose and as such it still holds to Amarr doctrine of kill those damn Minmatar blue jay fits but I still resent an Amarr drone boat.
Zidious
EntroPrelatial Vanguard
EntroPraetorian Aegis
#2883 - 2013-05-20 00:28:39 UTC
Thanks for Utterly Ruining the Geddon.
Ashlar Vellum
Esquire Armaments
#2884 - 2013-05-20 18:33:26 UTC
Well this thread is some thing of wonder. I learned so much things, like:

  • neut bonus on Geddon is OMFG bonus! Why? Just cause.
  • laser cap bonus on amarr hulls made lasers - "hybrid style".
  • more missile slots on amarr ships is a must - cause some players are tired of TDs
  • price point is not a concern for a new BS vs ABC - tracking bonus will balance things out
  • people who play EVE don't care about maths
  • good Abaddon fit include medium armor repairer and afterburner
  • scorch is extremely op - that is probably why we see amarr hulls blot out the sun everywhere

If you think I missed some of the things/important things add them, peeps need to know.
Ocih
Space Mermaids
#2885 - 2013-05-20 18:52:26 UTC
Zidious wrote:
Thanks for Utterly Ruining the Geddon.


No dps bonus means it's now an Arty/ Neut boat like the Prophecy was for years. That has been the strength of Amarr for 10 years. They were never a laser platform. They just happened to be the only fleet that had the option to use them. They still are. When they aren't, the become an Armor tanking beast with a crazy Capacitor and in this case a Drone bay to boot. Logi the drone bays, add that to the weapons free capacitor tank and I'm thinking a Geddon fleet is going to be one SOB to kill.
Tonto Auri
Vhero' Multipurpose Corp
#2886 - 2013-05-20 21:31:29 UTC
Ocih wrote:
Zidious wrote:
Thanks for Utterly Ruining the Geddon.


No dps bonus means it's now an Arty/ Neut boat like the Prophecy was for years. That has been the strength of Amarr for 10 years. They were never a laser platform. They just happened to be the only fleet that had the option to use them. They still are. When they aren't, the become an Armor tanking beast with a crazy Capacitor and in this case a Drone bay to boot. Logi the drone bays, add that to the weapons free capacitor tank and I'm thinking a Geddon fleet is going to be one SOB to kill.

Are-aren't-are-aren't... I stopped reading after third passage. You making no sense.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Ashlar Vellum
Esquire Armaments
#2887 - 2013-05-20 21:42:08 UTC
Pelea Ming wrote:
The Djego wrote:
Pelea Ming wrote:

yea, no.
I tested the Abaddon out for L4s with the changes.
Previously, with slot 6 and slot 8 5% cap implants, it was taking 3 CCC rigs, 3 cap rechargers, and a cap power relay for it to run 2 HS, 2 Imp Nav L reppers, 1 1600 plate, 1 eanm, and 2 mission spec'd energized resist plates, and was only cap stable if either not running 1 repper, or shutting off half it's turrets to be able to run both reppers (which was needed in quite a few sites due to having to rely on drones to kill off scram ships while tanking the incoming DPS which otherwise would have killed it) with BS V giving it 25% resist bonus.
With the changes, while it's gaining 10% less cap draw on the pulses, it's immediately having to give that extra cap up (plus a little more) in exchange for a Reactive Hardner to balance out the resist loss, thus forcing it to keep 3 CCC, 3 Cap Rechargers, and a Cap Power Relay, with the exact same requirements behind keeping it cap stable, but now you may want to split your turret stacks 4/1/3, as if you have to run the dual reps for too long, you'll need to turn off that 5th turret to not shut down from cap loss.


The problem is mostly that you think fitting 2 large reppers, a ton of cap mods and only two heat sinks on a Abaddon would result in a effective L4 BS, or the Abaddon should somehow work with a setup like this. This will cripple any BS in the game, not just Amarr hulls. Putting the setup on the BS with the biggest cap use on purposes seams like you handicap yourself for no particular good reason. If you have issues with your ship fittings, I would look into S&M first to get sorted out.

For reference, I fit it like this and you often can fit a 4. Heat sink instead dual EANM to speed up missions.

[Abaddon, L4]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Beta Reactor Control: Capacitor Power Relay I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Medium Armor Repairer

Gist B-Type 100MN Afterburner
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

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
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

Large Energy Locus Coordinator II
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation I


Hammerhead II x5
Hobgoblin II x5

With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%, about 3.5 cap per second less on my fitting and a hole lot more on yours if you don't fit discharge rigs.

The only thing I can point out here is... there is definately something wrong when a battleship which should be using large reppers is instead making use of what should be a too small of a repper to be workable. Thank you for the suggestion, though. :)

Note, I'm not saying to nerf the deadspace medium repper, I'm simply saying that its use is yet again pointing out a huge and drastic flaw in large reppers.

I'm a bit baffled. Without a doubt I'm certainly doing something wrong here. Pelea Ming did you actually fited that ? Ugh
Ocih
Space Mermaids
#2888 - 2013-05-21 10:10:05 UTC
Tonto Auri wrote:
Ocih wrote:
Zidious wrote:
Thanks for Utterly Ruining the Geddon.


No dps bonus means it's now an Arty/ Neut boat like the Prophecy was for years. That has been the strength of Amarr for 10 years. They were never a laser platform. They just happened to be the only fleet that had the option to use them. They still are. When they aren't, the become an Armor tanking beast with a crazy Capacitor and in this case a Drone bay to boot. Logi the drone bays, add that to the weapons free capacitor tank and I'm thinking a Geddon fleet is going to be one SOB to kill.

Are-aren't-are-aren't... I stopped reading after third passage. You making no sense.


I'm not a cheer leader.

I adapt. That means I some times need to change. It's a hard concept, I get it.
Nevyn Auscent
Broke Sauce
#2889 - 2013-05-21 10:29:32 UTC
Ashlar Vellum wrote:
Pelea Ming wrote:
The Djego wrote:
Pelea Ming wrote:

yea, no.
I tested the Abaddon out for L4s with the changes.
Previously, with slot 6 and slot 8 5% cap implants, it was taking 3 CCC rigs, 3 cap rechargers, and a cap power relay for it to run 2 HS, 2 Imp Nav L reppers, 1 1600 plate, 1 eanm, and 2 mission spec'd energized resist plates, and was only cap stable if either not running 1 repper, or shutting off half it's turrets to be able to run both reppers (which was needed in quite a few sites due to having to rely on drones to kill off scram ships while tanking the incoming DPS which otherwise would have killed it) with BS V giving it 25% resist bonus.
With the changes, while it's gaining 10% less cap draw on the pulses, it's immediately having to give that extra cap up (plus a little more) in exchange for a Reactive Hardner to balance out the resist loss, thus forcing it to keep 3 CCC, 3 Cap Rechargers, and a Cap Power Relay, with the exact same requirements behind keeping it cap stable, but now you may want to split your turret stacks 4/1/3, as if you have to run the dual reps for too long, you'll need to turn off that 5th turret to not shut down from cap loss.


The problem is mostly that you think fitting 2 large reppers, a ton of cap mods and only two heat sinks on a Abaddon would result in a effective L4 BS, or the Abaddon should somehow work with a setup like this. This will cripple any BS in the game, not just Amarr hulls. Putting the setup on the BS with the biggest cap use on purposes seams like you handicap yourself for no particular good reason. If you have issues with your ship fittings, I would look into S&M first to get sorted out.

For reference, I fit it like this and you often can fit a 4. Heat sink instead dual EANM to speed up missions.

[Abaddon, L4]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Beta Reactor Control: Capacitor Power Relay I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Medium Armor Repairer

Gist B-Type 100MN Afterburner
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

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
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

Large Energy Locus Coordinator II
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation I


Hammerhead II x5
Hobgoblin II x5

With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%, about 3.5 cap per second less on my fitting and a hole lot more on yours if you don't fit discharge rigs.

The only thing I can point out here is... there is definately something wrong when a battleship which should be using large reppers is instead making use of what should be a too small of a repper to be workable. Thank you for the suggestion, though. :)

Note, I'm not saying to nerf the deadspace medium repper, I'm simply saying that its use is yet again pointing out a huge and drastic flaw in large reppers.

I'm a bit baffled. Without a doubt I'm certainly doing something wrong here. Pelea Ming did you actually fited that ? Ugh

Additionally, what is the tank, what is the cap stability with AB & Repper on, since you almost certainly are not getting enough reps off a medium repper to get away with pulsing your reps. And you will be having AB on in an attempt to mitigate incoming damage to make up for your tiny tank.
It's a great EFT Warrior fit, I'm really not convinced by it though, especially since you are faction/deadspace fitting everything, so that's way way WAY out of reach of anyone just starting into Lvl 4 missions.
Kagura Nikon
Native Freshfood
Minmatar Republic
#2890 - 2013-05-21 11:07:49 UTC
Nevyn Auscent wrote:
Ashlar Vellum wrote:
Pelea Ming wrote:
The Djego wrote:
Pelea Ming wrote:

yea, no.
I tested the Abaddon out for L4s with the changes.
Previously, with slot 6 and slot 8 5% cap implants, it was taking 3 CCC rigs, 3 cap rechargers, and a cap power relay for it to run 2 HS, 2 Imp Nav L reppers, 1 1600 plate, 1 eanm, and 2 mission spec'd energized resist plates, and was only cap stable if either not running 1 repper, or shutting off half it's turrets to be able to run both reppers (which was needed in quite a few sites due to having to rely on drones to kill off scram ships while tanking the incoming DPS which otherwise would have killed it) with BS V giving it 25% resist bonus.
With the changes, while it's gaining 10% less cap draw on the pulses, it's immediately having to give that extra cap up (plus a little more) in exchange for a Reactive Hardner to balance out the resist loss, thus forcing it to keep 3 CCC, 3 Cap Rechargers, and a Cap Power Relay, with the exact same requirements behind keeping it cap stable, but now you may want to split your turret stacks 4/1/3, as if you have to run the dual reps for too long, you'll need to turn off that 5th turret to not shut down from cap loss.


The problem is mostly that you think fitting 2 large reppers, a ton of cap mods and only two heat sinks on a Abaddon would result in a effective L4 BS, or the Abaddon should somehow work with a setup like this. This will cripple any BS in the game, not just Amarr hulls. Putting the setup on the BS with the biggest cap use on purposes seams like you handicap yourself for no particular good reason. If you have issues with your ship fittings, I would look into S&M first to get sorted out.

For reference, I fit it like this and you often can fit a 4. Heat sink instead dual EANM to speed up missions.

[Abaddon, L4]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Beta Reactor Control: Capacitor Power Relay I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Medium Armor Repairer

Gist B-Type 100MN Afterburner
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

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
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

Large Energy Locus Coordinator II
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation I


Hammerhead II x5
Hobgoblin II x5

With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%, about 3.5 cap per second less on my fitting and a hole lot more on yours if you don't fit discharge rigs.

The only thing I can point out here is... there is definately something wrong when a battleship which should be using large reppers is instead making use of what should be a too small of a repper to be workable. Thank you for the suggestion, though. :)

Note, I'm not saying to nerf the deadspace medium repper, I'm simply saying that its use is yet again pointing out a huge and drastic flaw in large reppers.

I'm a bit baffled. Without a doubt I'm certainly doing something wrong here. Pelea Ming did you actually fited that ? Ugh

Additionally, what is the tank, what is the cap stability with AB & Repper on, since you almost certainly are not getting enough reps off a medium repper to get away with pulsing your reps. And you will be having AB on in an attempt to mitigate incoming damage to make up for your tiny tank.
It's a great EFT Warrior fit, I'm really not convinced by it though, especially since you are faction/deadspace fitting everything, so that's way way WAY out of reach of anyone just starting into Lvl 4 missions.



He surely CAN do with pulsing the repairer. Impressive how people do not notice that there are more effective way of tankign than the tank itse;v. MOVMENT, range and vaporizing the enemies on right order cut the incommign DPS by 5 fold.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Samas Sarum
Imperial Academy
Amarr Empire
#2891 - 2013-05-21 11:20:36 UTC
Kagura Nikon wrote:


He surely CAN do with pulsing the repairer. Impressive how people do not notice that there are more effective way of tankign than the tank itse;v. MOVMENT, range and vaporizing the enemies on right order cut the incommign DPS by 5 fold.


Puttering around at 100 in any Amarr BS doesn't really achieve those results.
Ashlar Vellum
Esquire Armaments
#2892 - 2013-05-21 11:20:43 UTC
Kagura Nikon wrote:
Nevyn Auscent wrote:
Pelea Ming wrote:
The Djego wrote:
Pelea Ming wrote:

yea, no.
I tested the Abaddon out for L4s with the changes.
Previously, with slot 6 and slot 8 5% cap implants, it was taking 3 CCC rigs, 3 cap rechargers, and a cap power relay for it to run 2 HS, 2 Imp Nav L reppers, 1 1600 plate, 1 eanm, and 2 mission spec'd energized resist plates, and was only cap stable if either not running 1 repper, or shutting off half it's turrets to be able to run both reppers (which was needed in quite a few sites due to having to rely on drones to kill off scram ships while tanking the incoming DPS which otherwise would have killed it) with BS V giving it 25% resist bonus.
With the changes, while it's gaining 10% less cap draw on the pulses, it's immediately having to give that extra cap up (plus a little more) in exchange for a Reactive Hardner to balance out the resist loss, thus forcing it to keep 3 CCC, 3 Cap Rechargers, and a Cap Power Relay, with the exact same requirements behind keeping it cap stable, but now you may want to split your turret stacks 4/1/3, as if you have to run the dual reps for too long, you'll need to turn off that 5th turret to not shut down from cap loss.


The problem is mostly that you think fitting 2 large reppers, a ton of cap mods and only two heat sinks on a Abaddon would result in a effective L4 BS, or the Abaddon should somehow work with a setup like this. This will cripple any BS in the game, not just Amarr hulls. Putting the setup on the BS with the biggest cap use on purposes seams like you handicap yourself for no particular good reason. If you have issues with your ship fittings, I would look into S&M first to get sorted out.

For reference, I fit it like this and you often can fit a 4. Heat sink instead dual EANM to speed up missions.

[Abaddon, L4]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Beta Reactor Control: Capacitor Power Relay I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Medium Armor Repairer

Gist B-Type 100MN Afterburner
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

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
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

Large Energy Locus Coordinator II
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation I


Hammerhead II x5
Hobgoblin II x5

With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%, about 3.5 cap per second less on my fitting and a hole lot more on yours if you don't fit discharge rigs.

The only thing I can point out here is... there is definately something wrong when a battleship which should be using large reppers is instead making use of what should be a too small of a repper to be workable. Thank you for the suggestion, though. :)

Note, I'm not saying to nerf the deadspace medium repper, I'm simply saying that its use is yet again pointing out a huge and drastic flaw in large reppers.

Additionally, what is the tank, what is the cap stability with AB & Repper on, since you almost certainly are not getting enough reps off a medium repper to get away with pulsing your reps. And you will be having AB on in an attempt to mitigate incoming damage to make up for your tiny tank.
It's a great EFT Warrior fit, I'm really not convinced by it though, especially since you are faction/deadspace fitting everything, so that's way way WAY out of reach of anyone just starting into Lvl 4 missions.

He surely CAN do with pulsing the repairer. Impressive how people do not notice that there are more effective way of tankign than the tank itse;v. MOVMENT, range and vaporizing the enemies on right order cut the incommign DPS by 5 fold.

My question was not about price or tank, but about cap stability. In particular this fit is not stable at 42% now and is not stable on sisi with 47%.

  • Abaddon - check
  • ab and rep off - check
  • mega pulses with INM on - check
  • 3 heat sinks - check
  • 2 TCs on - check
  • 2 Discharge rigs (one is I, one is II) - check

result - 42% stable - no check (it is actually 9m37s) WTF where are those 42% stable. New Aboddon, old Abaddon and still no 42% stable and not certainly 47%.
what am I doing wrong? What?

'tho it is 56% stable with only medium rep running. Big smile

Lugalzagezi666
#2893 - 2013-05-21 11:32:39 UTC  |  Edited by: Lugalzagezi666
Rofl, what a crap abaddon fit.

4 cap mods, pulses, high end MEDIUM repairer, high end afterburner and still not even close to being capstable. And the funniest part - 189 tank. Anyone thinking it is viable mission boat must be mentally challenged. Go take it to sansha blockade and lets see how long you will last.

But hey, "if you dont use that armor repairer AND afterburner AND conflagration, it for sure is 100% capstable." Cap stability redefined. Lol

Anyone posting that shitfit, go back under your bridge please and dont spam worthless **** in "features and ideas" subforum.

Ashlar Vellum wrote:

'tho it is 56% stable with only medium rep running. Big smile

Who needs to shoot rats when missioning anyway...
Ashlar Vellum
Esquire Armaments
#2894 - 2013-05-21 12:06:05 UTC  |  Edited by: Ashlar Vellum
Cause Rise in on a stroll again in Features & Ideas Discussion,
back on topic:

  • Price point Apoc vs Oracle - with or without tracking bonus it does not bring enough to the table (imho)
  • Geddon vs Curse(if geddon is as good as some people claim) - will that be intended if we get battleship curse for a ~200 mill
  • Can CCP elaborate on what kind of problems do lasers have from their point of view, giving feedback is tricky without knowing this.


quick edit:
my concerns about Apoc/Geddon/price/neut bonus #2770
Pelea Ming
Royal Amarr Institute
Amarr Empire
#2895 - 2013-05-21 14:34:26 UTC
Ashlar Vellum wrote:
Pelea Ming wrote:
The Djego wrote:
Pelea Ming wrote:

yea, no.
I tested the Abaddon out for L4s with the changes.
Previously, with slot 6 and slot 8 5% cap implants, it was taking 3 CCC rigs, 3 cap rechargers, and a cap power relay for it to run 2 HS, 2 Imp Nav L reppers, 1 1600 plate, 1 eanm, and 2 mission spec'd energized resist plates, and was only cap stable if either not running 1 repper, or shutting off half it's turrets to be able to run both reppers (which was needed in quite a few sites due to having to rely on drones to kill off scram ships while tanking the incoming DPS which otherwise would have killed it) with BS V giving it 25% resist bonus.
With the changes, while it's gaining 10% less cap draw on the pulses, it's immediately having to give that extra cap up (plus a little more) in exchange for a Reactive Hardner to balance out the resist loss, thus forcing it to keep 3 CCC, 3 Cap Rechargers, and a Cap Power Relay, with the exact same requirements behind keeping it cap stable, but now you may want to split your turret stacks 4/1/3, as if you have to run the dual reps for too long, you'll need to turn off that 5th turret to not shut down from cap loss.


The problem is mostly that you think fitting 2 large reppers, a ton of cap mods and only two heat sinks on a Abaddon would result in a effective L4 BS, or the Abaddon should somehow work with a setup like this. This will cripple any BS in the game, not just Amarr hulls. Putting the setup on the BS with the biggest cap use on purposes seams like you handicap yourself for no particular good reason. If you have issues with your ship fittings, I would look into S&M first to get sorted out.

For reference, I fit it like this and you often can fit a 4. Heat sink instead dual EANM to speed up missions.

[Abaddon, L4]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Beta Reactor Control: Capacitor Power Relay I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Medium Armor Repairer

Gist B-Type 100MN Afterburner
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

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
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

Large Energy Locus Coordinator II
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation I


Hammerhead II x5
Hobgoblin II x5

With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%, about 3.5 cap per second less on my fitting and a hole lot more on yours if you don't fit discharge rigs.

The only thing I can point out here is... there is definately something wrong when a battleship which should be using large reppers is instead making use of what should be a too small of a repper to be workable. Thank you for the suggestion, though. :)

Note, I'm not saying to nerf the deadspace medium repper, I'm simply saying that its use is yet again pointing out a huge and drastic flaw in large reppers.

I'm a bit baffled. Without a doubt I'm certainly doing something wrong here. Pelea Ming did you actually fited that ? Ugh

Later on I did, and I found out that you end up trading 2 CCC rigs for 2 Nano Pump rigs to make it come close to a single T2 Large Repper... ie, your paying way more for that deadspace med for less then you get out of an Imp Nav L Repper with similar cap stability considering the tradeoffs you have to make...

In short, it doesn't do a damned thing for the Abaddon's cap issues, it's just a trade off.
Kagura Nikon
Native Freshfood
Minmatar Republic
#2896 - 2013-05-21 14:42:44 UTC
Lugalzagezi666 wrote:
Rofl, what a crap abaddon fit.

4 cap mods, pulses, high end MEDIUM repairer, high end afterburner and still not even close to being capstable. And the funniest part - 189 tank. Anyone thinking it is viable mission boat must be mentally challenged. Go take it to sansha blockade and lets see how long you will last.

But hey, "if you dont use that armor repairer AND afterburner AND conflagration, it for sure is 100% capstable." Cap stability redefined. Lol

Anyone posting that shitfit, go back under your bridge please and dont spam worthless **** in "features and ideas" subforum.

Ashlar Vellum wrote:

'tho it is 56% stable with only medium rep running. Big smile

Who needs to shoot rats when missioning anyway...



CAP Stability is irrelevant for god sake!!

You only need to have cap enough to finish the damm mission, that shoudl be around 10 minutes. Considerign that you will NOT run all things on all the time , 9 minutes to dry is as good as cap stable for a good mission runner.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Pelea Ming
Royal Amarr Institute
Amarr Empire
#2897 - 2013-05-21 14:47:28 UTC
Well, I won't lie, I use 2 6% cap implants and a 6% controlled bursts implant as a matter of course with any amarr BS I sit in, and I tweaked that fit to use a T2 CCC, 3 Cap Rechargers, 1 Cap Power Relay, a T2 Nano Pump and a T1 Nano Pump and no AB. I end up with about 240.8 hp/s rep and 30.2% cap stability. Going back to my old set up of dual Imp Nav L Reppers, 2 T2 CCC and 1 T1 CCC lets me perma run 1 repper and burst the second when/if needed for 273.1 hp/s (1 rep running) and cap stability with 1 running at 48.7%. And, yes, there have been many a time when I've had to actually shut down half my turrets to continiously run that second repper to handle the incoming fire with amarr bs 5 and the current 5% per level resist bonus.

After testing this tank out in the test server with the changes, I found that I had to swap out my old standard of an eanm for a reactive armor hardner to make up for the lost resist profile which with the reduced cap draw of the pulse ended up equalling out to I actually ended up losing some of my cap stability in the long run, and the tank is still squishier then before.

IE, so much for armor tank supposedly being brought up to being comparable to shield tank, this really just makes it that much worse.
Lugalzagezi666
#2898 - 2013-05-21 14:54:05 UTC
Kagura Nikon wrote:
Lugalzagezi666 wrote:
Rofl, what a crap abaddon fit.

4 cap mods, pulses, high end MEDIUM repairer, high end afterburner and still not even close to being capstable. And the funniest part - 189 tank. Anyone thinking it is viable mission boat must be mentally challenged. Go take it to sansha blockade and lets see how long you will last.

But hey, "if you dont use that armor repairer AND afterburner AND conflagration, it for sure is 100% capstable." Cap stability redefined. Lol

Anyone posting that shitfit, go back under your bridge please and dont spam worthless **** in "features and ideas" subforum.

Ashlar Vellum wrote:

'tho it is 56% stable with only medium rep running. Big smile

Who needs to shoot rats when missioning anyway...



CAP Stability is irrelevant for god sake!!

You only need to have cap enough to finish the damm mission, that shoudl be around 10 minutes. Considerign that you will NOT run all things on all the time , 9 minutes to dry is as good as cap stable for a good mission runner.


Yeah, who needs to run all guns all the time or guns and rep and ofc when you want to move somewhere with afterburner you will stop shooting just because...
As I said, go on and do sansha blockade in that shitfit.
Ashlar Vellum
Esquire Armaments
#2899 - 2013-05-21 15:03:37 UTC
Kagura Nikon wrote:
Lugalzagezi666 wrote:
Rofl, what a crap abaddon fit.
4 cap mods, pulses, high end MEDIUM repairer, high end afterburner and still not even close to being capstable. And the funniest part - 189 tank. Anyone thinking it is viable mission boat must be mentally challenged. Go take it to sansha blockade and lets see how long you will last.
But hey, "if you dont use that armor repairer AND afterburner AND conflagration, it for sure is 100% capstable." Cap stability redefined. Lol
Anyone posting that shitfit, go back under your bridge please and dont spam worthless **** in "features and ideas" subforum.
Ashlar Vellum wrote:

'tho it is 56% stable with only medium rep running. Big smile

Who needs to shoot rats when missioning anyway...

CAP Stability is irrelevant for god sake!!
You only need to have cap enough to finish the damm mission, that shoudl be around 10 minutes. Considerign that you will NOT run all things on all the time , 9 minutes to dry is as good as cap stable for a good mission runner.

Person who posted that fit stated citation:
Quote:
With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%,

That was incorrect or a lie or big pile of lies call it what you want. So that was my point for asking, cause maybe I did something wrong.

And no I would not agree that cap stability is irrelevant, at least not only when you are using your guns with help of 2 rigs and still don't even get close to stable.

Kagura Nikon
Native Freshfood
Minmatar Republic
#2900 - 2013-05-21 15:27:04 UTC
Ashlar Vellum wrote:
Kagura Nikon wrote:
Lugalzagezi666 wrote:
Rofl, what a crap abaddon fit.
4 cap mods, pulses, high end MEDIUM repairer, high end afterburner and still not even close to being capstable. And the funniest part - 189 tank. Anyone thinking it is viable mission boat must be mentally challenged. Go take it to sansha blockade and lets see how long you will last.
But hey, "if you dont use that armor repairer AND afterburner AND conflagration, it for sure is 100% capstable." Cap stability redefined. Lol
Anyone posting that shitfit, go back under your bridge please and dont spam worthless **** in "features and ideas" subforum.
Ashlar Vellum wrote:

'tho it is 56% stable with only medium rep running. Big smile

Who needs to shoot rats when missioning anyway...

CAP Stability is irrelevant for god sake!!
You only need to have cap enough to finish the damm mission, that shoudl be around 10 minutes. Considerign that you will NOT run all things on all the time , 9 minutes to dry is as good as cap stable for a good mission runner.

Person who posted that fit stated citation:
Quote:
With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%,

That was incorrect or a lie or big pile of lies call it what you want. So that was my point for asking, cause maybe I did something wrong.

And no I would not agree that cap stability is irrelevant, at least not only when you are using your guns with help of 2 rigs and still don't even get close to stable.



If takes you lets say 9 minutes to dry your capacitor usign all your modules on max capabilities, But you can finish your mission in 8 minutes. How in hell is that a problem? being satable woudl be better? a tiny tiny bit better yes, but hardly something very important.

Is the same issue with tank. If the max incomming DPS is 500, why woudl you need a 1500 dps tank?

"If brute force does not solve your problem....  then you are  surely not using enough!"