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L4 missions BS.

Author
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#21 - 2013-09-22 22:44:39 UTC
Mathias Orsen wrote:
Cipher Jones wrote:
Kery Nysell wrote:
Cipher Jones wrote:
Caleidascope wrote:
Navy Raven, Navy Scorp. One weapons system, great range, never miss.


Never miss but almost never do full damage.


No.

With Precision Cruise missiles, a couple of T2 Rigors and a T2 Flare, even without a Target Painter, Frigates go down in one volley, Elite Frigates in three at the maximum. Same thing for the Cruisers and Elite Cruisers. That's maybe not full damage, but close enough for efficient mission running times.

With Fury Cruise Missiles and the same rig setup, you apply full damage to Battlecruisers and Battleships.


Just battleships. ER = 328, SR=270. But then everyone with a brain uses a TP.

Anyway you brought about the ultimate point, that nothing does full damage. As far as efficient mission times all 5 weapons systems can be made to win or fail. If you're setting the ship up to be "best" and not "favorite", the RS will get the quickest completion time more often than the other choices presented in the OP. Try them all and see for yourself, I have.


Turrets and sentries have a much better damage application than missiles. of the ships on the OP, I'd go with the dominix for it's ability to mjd and just gardes at long range.


That would result in longer mission completion times than an RS.

Not a bad setup for very low SP, not really optimal for anything else.

internet spaceships

are serious business sir.

and don't forget it

Josilin du Guesclin
Aliastra
Gallente Federation
#22 - 2013-09-23 03:16:55 UTC
Caleidascope wrote:
Ekaterina 'Ghetto' Thurn wrote:
Isn't the Typhoon / Fleet Typhoon meant to be good too now?

Typhoon has two bonuses to missiles.

Fleet Typhoon has still old style split weapon systems and split bonuses.

Typhoon works great now, no need to waste isk on Fleet Typhoon.

The Fleet 'Phoon's bonuses are larger than normal, though. Also, it's got more fitting room, and more base HP (not that this matters if you're running an active tank). Both lack the range bonus of the Raven, etc.


Josilin du Guesclin
Aliastra
Gallente Federation
#23 - 2013-09-23 03:39:46 UTC
Cage Man wrote:
marVLs wrote:
Currently in overall RNI is the the king of lvl4


Not sure how you can even say this. With my half decent skills and Caldari BS 5 I get the same eft DPS on a RNi and a SNI, off the top of my head it was round 855. On the SNI I get better tank and can fit 2 x TP.
So while looking at stats in eft with the bonuses, the RNI looks better, give it a bash in game and you will be very surprised.

The CNR doesn't need the second painter, due to it's explosion radius bonus. It also has very slightly higher sustained DPS due to not having to reload as often, and because its DPS comes from simply having lots of launchers it's DPS doesn't degrade as fast with imperfect skills. The CNR has a larger drone bay, is faster, more agile, and has a small signature.

That said, the only real differences are found if you fit them to be extremely tanky (SNI is superior) or extremely DPSy (CNR is superior).

Quote:

My NM will outperform any missile boat against EM weak NPC. Mach works great in anything that you don't need to do kinetic damage.

Not seeing it. The CNR and SNI both have no 'type' requirement. A Tach NM can beat their DPS inside ~40km, sure, but if we're looking at long range fits, that's not really a great selling point.

Looking at short-range fits, the NM has more reach (Scorch FTW), but short-range DPS is comparable, the torp boats having more theortical DPS, the NH probably having better application to BCs (Frigates and Cruisers, it depends on how the ships are fitted out for tracking, explosion velocity, etc.). Oh, and the NM makes the SNI look quick and agile.

The Nightmare is a cool ship, but it's not superior to the CNR or SNI, merely different. It probably needs a slight buff, actually - pirate battleships should probably bring something other than "well I can use Scorch in a shield boat" to the table compared to the (usually cheaper) Navy battleships.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#24 - 2013-09-24 20:16:38 UTC
Ekaterina 'Ghetto' Thurn wrote:
Isn't the Typhoon / Fleet Typhoon meant to be good too now?


Assuming lvl 5

Typhoon:
6 launchers, 0.75 x cycle time = 8 effective launchers, 25% explosion velocity bonus (more applied damage to moving targets)
100 bandwidth, 125m3 drone capacity

Fleet phoon: 6 launchers, 0.625 c cycle time = 9.6 effective launchers (or guns, if you want to cross train)
125 bandwidth, 125m3 drone capacity

Both have nice drone bays (100 bandwith



Raven:
6 launchers, 0.75x cycle time = 8 effective launchers, 50% range bonus (meh, if you use torps its good)
50 bandwidth, 75m3 drone capacity

Navy Raven
8 launchers, 1x cycle time = 8 effective launchers, 0.75x explosion radius bonus (more applied damage to smaller targets) and 50% range bonus
75 bandwidth, 10m3 drone capacity

So, the Ravens have better range, which is relevant with torps
The Phoons have the best drone bay
The fleet phoon does the most raw damage, all others are equal

The Fleet phoon and the Navy Raven both have a bonus to allow you to better hit small/fast targets.
I might like the exp velocity bonus better - you cant web very far to decrease damage lost due to speed, but you can TP pretty far to decrease damage lost to a small target.

Then, of course, the caldari boats have a slot layout better for shield tanking (though, with 3 rig slots, and 5 mids on the phoon, you can still make a decent shield tank out of it)


TL:DR
Missiles & drones, with an emphasis on missiles: Fleet Typhoon, or Typhoon
Drones & missiles, with an emphasis on drones: Rattlesnake
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#25 - 2013-09-24 20:20:12 UTC
Josilin du Guesclin wrote:
The CNR doesn't need the second painter, due to it's explosion radius bonus.


The RNI does need the second painter. 2 x Faction TPs is optimal for 1 shoting just about everything, Cruiser and under. 1 TP = 2nd salvo needed.

Plus ça change, plus c'est la même chose

Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#26 - 2013-09-24 20:44:01 UTC
Josilin du Guesclin wrote:
Cage Man wrote:
marVLs wrote:
Currently in overall RNI is the the king of lvl4


Not sure how you can even say this. With my half decent skills and Caldari BS 5 I get the same eft DPS on a RNi and a SNI, off the top of my head it was round 855. On the SNI I get better tank and can fit 2 x TP.
So while looking at stats in eft with the bonuses, the RNI looks better, give it a bash in game and you will be very surprised.

The CNR doesn't need the second painter, due to it's explosion radius bonus. It also has very slightly higher sustained DPS due to not having to reload as often, and because its DPS comes from simply having lots of launchers it's DPS doesn't degrade as fast with imperfect skills. The CNR has a larger drone bay, is faster, more agile, and has a small signature.

That said, the only real differences are found if you fit them to be extremely tanky (SNI is superior) or extremely DPSy (CNR is superior).

Quote:

My NM will outperform any missile boat against EM weak NPC. Mach works great in anything that you don't need to do kinetic damage.

Not seeing it. The CNR and SNI both have no 'type' requirement. A Tach NM can beat their DPS inside ~40km, sure, but if we're looking at long range fits, that's not really a great selling point.

Looking at short-range fits, the NM has more reach (Scorch FTW), but short-range DPS is comparable, the torp boats having more theortical DPS, the NH probably having better application to BCs (Frigates and Cruisers, it depends on how the ships are fitted out for tracking, explosion velocity, etc.). Oh, and the NM makes the SNI look quick and agile.

The Nightmare is a cool ship, but it's not superior to the CNR or SNI, merely different. It probably needs a slight buff, actually - pirate battleships should probably bring something other than "well I can use Scorch in a shield boat" to the table compared to the (usually cheaper) Navy battleships.


The big differentiator in the NM vs the missile boats it can with 1 beam insta pop frigs on their way in and cruiser melt equally fast to the lasers, that and the ability to not have to reload and switch ammo instantly makes a noticeable difference. Using aurora does pretty decent damage till past 100km. Not often you need to shoot past that.
But its like everything in eve, it boils down to preference.
Veritaal
Veri-Tech Tax Haven
#27 - 2013-09-25 02:00:16 UTC
Gotta go with sentry dominix.

I dislike missiles for a lot of reasons. Probably the biggest gripe I have is that no matter how you try to get around it, they suck at dealing with frigates/elite cruisers. With missile boats, you spend a lot of time, skills, mods, and rig slots dealing with small stuff. With turrets/sentries, just hit them at range and they die instantly.
Darling Hassasin
Parental Control
Didn't want that Sov anyway.
#28 - 2013-09-25 05:32:44 UTC
Caleidascope wrote:
Ekaterina 'Ghetto' Thurn wrote:
Isn't the Typhoon / Fleet Typhoon meant to be good too now?

Typhoon has two bonuses to missiles.

Fleet Typhoon has still old style split weapon systems and split bonuses.

Typhoon works great now, no need to waste isk on Fleet Typhoon.


Two issues with this statement,

(a) to apply max dps with a phoon (and that means most DPS of any med-long range capable BS ingame) you need a crapton of damage and application mods and a tiny bit of tank, thus TFI helps to make the tank more viable on this gank build.

(b) if you are dual or triple boxing like a boss TFI is the best BS out there. No other BS can touch the 1500 dps holly grail with 2 utility slots left for spidering stuff...
Beelzebozo
Starless and BB
#29 - 2013-09-25 06:28:09 UTC  |  Edited by: Beelzebozo
I'm a big Phoon advocate since odyssey. I think that assuming good skills the Typhoon Fleet Issue should be a top contender for best mission ship. Six bonus and a half'd launcher + 125 drones, whether you use the other two slots for bonused artilleries or drone control units for sentries, its gonna be a top pve ganker.

It will never be able to reach the mega tank potential of a deadspace decked out RNI or Golem, but it makes up for that considerably with speed and signature radius. I've been using the following build for level 4s.


[Typhoon Fleet Issue]

Large Armor Repairer II
Energized Adaptive Nano Membrane II
Racial Hardener X2
Ballistic Control System II x2
Capacitor Power Relay II

100mn Afterburner II
pwnage painter x2
Cap Recharger II
Sensor Booster II

Cruise Missile Launcher II x6
Drone Control Unit I x2


Large Capacitor Control Circuit I
Large Warhead Flare Catalyst I
Large Warhead Flare Catalyst I

Bouncer I x5
Hammerhead II x5
Hobgoblin II x5



My sentry skills are sorely lacking and this still beats the hell out of a Navy Raven, I suspect once I have t2 drones it will be a top runner. It's tempting to use bonused artilleries instead of DLAs but I think that really hurts the potential of this ship, 1 because sentries are practically inviable without increased control range, and 2 because the low targeting range of this ship kind of mandates a sensor booster which synergizes well with a sniping/sentries plan anyway.



As an semi change of subject, why is the Machariel constantly raved about as a mission runner? I can't even believe it would beat a vanilla typhoon or raven, much less the top dogs like Golem or Dominix.
Beelzebozo
Starless and BB
#30 - 2013-09-25 06:29:09 UTC  |  Edited by: Beelzebozo
double post
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#31 - 2013-09-25 06:37:39 UTC  |  Edited by: Cipher Jones
Darling Hassasin wrote:
Caleidascope wrote:
Ekaterina 'Ghetto' Thurn wrote:
Isn't the Typhoon / Fleet Typhoon meant to be good too now?

Typhoon has two bonuses to missiles.

Fleet Typhoon has still old style split weapon systems and split bonuses.

Typhoon works great now, no need to waste isk on Fleet Typhoon.


Two issues with this statement,

(a) to apply max dps with a phoon (and that means most DPS of any med-long range capable BS ingame) you need a crapton of damage and application mods and a tiny bit of tank, thus TFI helps to make the tank more viable on this gank build.

(b) if you are dual or triple boxing like a boss TFI is the best BS out there. No other BS can touch the 1500 dps holly grail with 2 utility slots left for spidering stuff...


I spent way less on my TFI than my Mach and it was faster (or at least as fast) at all non angel missions. It broke the 20mil per tick barrier for less than 1.5 bil, and I didn't have Caldari Navy BCU's either. Its an absolute beast.

After the 15% shield boost update and the fixed NOS, I am sure you could make one for <1 billion total that's just pimpsauce.

Quote:
whether you use the other two slots for bonused artilleries or drone control units for sentries, its gonna be a top pve ganker.


Drone link augmenter and NOS. I like your fit though, I went armor on mine at first too. It was particularly nice at killing Sansha's like that.

The Mach is great at all Angel missions. Nothing beats it in completion time, not even the Vargur. Its also great against Damsel In distress & Gone berserk. I have got 20 mil bounty ticks vs Sansha's with it in "9/10ths of a wormhole". Its better than a vanilla Typhoon or Raven at every mission, really it is. TFI Navy raven, RS, NM and quite a few others are much faster for the non angel missions however. It sucks against Serpentis and Guristas. Its Great against the non tracking disrupting Sansha's missions. Not sure how many there are. I use an Armageddon in Amarr space.

internet spaceships

are serious business sir.

and don't forget it

Beelzebozo
Starless and BB
#32 - 2013-09-25 07:04:53 UTC  |  Edited by: Beelzebozo
Cipher Jones wrote:

Drone link augmenter and NOS. I like your fit though, I went armor on mine at first too. It was particularly nice at killing Sansha's like that..


Shield tanking just seems hard for this ship since you really want a dual painter with missiles, especially if you use Fury missiles. But i suppose if you went with a pithum a-type medium + invulnerability field, that'd be sufficient tank for any mission with the gank you'd get from having 3 BCS + 3 DDA's + dual painter.


Cipher Jones wrote:
The Mach is great at all Angel missions. Nothing beats it in completion time, not even the Vargur. Its also great against Damsel In distress & Gone berserk. I have got 20 mil bounty ticks vs Sansha's with it in "9/10ths of a wormhole". Its better than a vanilla Typhoon or Raven at every mission, really it is. TFI Navy raven, RS, NM and quite a few others are much faster for the non angel missions however. It sucks against Serpentis and Guristas. Its Great against the non tracking disrupting Sansha's missions. Not sure how many there are. I use an Armageddon in Amarr space.


I'll take your word for it about Mach. I've never flown one but to me it looks like a tempest with an extra gun, and nobody runs angel missions with tempest. Also its bonuses are meant for autocannons, and again, never met a guy who runs missions well with an AC boat. I did use an artillery maelstrom for a long while as I skilled minmatar before getting caldari bs 5. It was a a passable mission runner but definitely not as good as vanilla raven. This was a while back though so maybe they've buffed artilleries significantly since then.

I feel like the top mission runners are probably Fleet Typhoon, Golem, and Navy Dominix, with RNI, dominix and typhoon trailing in second tier, and vanilla raven/others following that. I think people see ships like Abaddon and Machariel and get blinded by the absolute dps, when in practice that dps is never gonna happen until you get right in their face, which as we know takes time.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#33 - 2013-09-25 21:34:42 UTC  |  Edited by: Verity Sovereign
Beelzebozo wrote:
[Typhoon Fleet Issue]

Large Armor Repairer II
Energized Adaptive Nano Membrane II
Racial Hardener X2
Ballistic Control System II x2
Capacitor Power Relay II

100mn Afterburner II
pwnage painter x2
Cap Recharger II
Sensor Booster II

Cruise Missile Launcher II x6
Drone Control Unit I x2


Large Capacitor Control Circuit I
Large Warhead Flare Catalyst I
Large Warhead Flare Catalyst I

Bouncer I x5
Hammerhead II x5
Hobgoblin II x5



My sentry skills are sorely lacking and this still beats the hell out of a Navy Raven, I suspect once I have t2 drones it will be a top runner. It's tempting to use bonused artilleries instead of DLAs but I think that really hurts the potential of this ship,


I must commend you on fitting drone control units, I stupidly fit drone link augmentors :p

On a less sarcastic note, that is quite a cheap fit. I wouldn't be able to resist putting a faction (not fed/serp) or deadspace EANM on it.
Also, as this is a mission runner (and Angel has been specifically mentioned, which leads to high Min and Gal standings generally speaking) - I'd run the gallente arc once and get a Black eagle drone augmentor - 1 of those, plus maxed drone range skills gives you an 86km drone control range. I think with that, you can fre up that 2nd slot for a NOS/gun/tractor/remote repair for sentries.

On to the drones: why mix bouncers with hammer/hobs? Why not warriors and valkyries, or garde/wardens and hammer/hobs?

While you skill up to T2 sentry - for a modest 2.5 million per drone, (12.5 million total), you can upgrade to republic fleet bouncers. These have a lot of HP, and you shouldn't be losing them - they have better tracking (better than even T2), and better damage (than T1, not T2). 12.5 mill is worth the extra applied damage, IMO.

Do you really need the capacitor control circuit? I almost always use a PDU II instead, but in this case, I'd be tempted to go for more gank, and use a 3rd BCU instead.

Beelzebozo wrote:
I'll take your word for it about Mach. I've never flown one but to me it looks like a tempest with an extra gun, and nobody runs angel missions with tempest. Also its bonuses are meant for autocannons, and again, never met a guy who runs missions well with an AC boat.


Have you seen the falloff on arty? the bonus works just as well for them.
T2 1400mm arties are actually the cheapest guns to shoot in terms of ISK/hour, only using T2 or faction ammo (cheaper than lasers!).
That bonus allows you to use quake (supposedly close range ammo) and its elevated damage and tracking, against pretty much all enemies in targeting range. - although this works best against angels, for others you may want to switch to faction EMP/Phased Plasma

The mach also has speed on its side, which allows you to minimize traversal. (requires active piloting...)
Oh, and don't forget, the mach can field more drones than a Pest. (if sitting stationary, then you can deploy 4 sentries, and still have a flight of lights)


The Mach hits a lot harder, and can clear a room significantly faster, than a tempest/tempest fleet issue. There's no projectile BS that's even close to it.
Beelzebozo
Starless and BB
#34 - 2013-09-26 04:52:25 UTC  |  Edited by: Beelzebozo
Verity Sovereign wrote:
Beelzebozo wrote:
[Typhoon Fleet Issue]

Large Armor Repairer II
Energized Adaptive Nano Membrane II
Racial Hardener X2
Ballistic Control System II x2
Capacitor Power Relay II

100mn Afterburner II
pwnage painter x2
Cap Recharger II
Sensor Booster II

Cruise Missile Launcher II x6
Drone Control Unit I x2


Large Capacitor Control Circuit I
Large Warhead Flare Catalyst I
Large Warhead Flare Catalyst I

Bouncer I x5
Hammerhead II x5
Hobgoblin II x5



My sentry skills are sorely lacking and this still beats the hell out of a Navy Raven, I suspect once I have t2 drones it will be a top runner. It's tempting to use bonused artilleries instead of DLAs but I think that really hurts the potential of this ship,


I must commend you on fitting drone control units, I stupidly fit drone link augmentors :p

On a less sarcastic note, that is quite a cheap fit. I wouldn't be able to resist putting a faction (not fed/serp) or deadspace EANM on it.
Also, as this is a mission runner (and Angel has been specifically mentioned, which leads to high Min and Gal standings generally speaking) - I'd run the gallente arc once and get a Black eagle drone augmentor - 1 of those, plus maxed drone range skills gives you an 86km drone control range. I think with that, you can fre up that 2nd slot for a NOS/gun/tractor/remote repair for sentries.

On to the drones: why mix bouncers with hammer/hobs? Why not warriors and valkyries, or garde/wardens and hammer/hobs?

While you skill up to T2 sentry - for a modest 2.5 million per drone, (12.5 million total), you can upgrade to republic fleet bouncers. These have a lot of HP, and you shouldn't be losing them - they have better tracking (better than even T2), and better damage (than T1, not T2). 12.5 mill is worth the extra applied damage, IMO.

Do you really need the capacitor control circuit? I almost always use a PDU II instead, but in this case, I'd be tempted to go for more gank, and use a 3rd BCU instead.

Beelzebozo wrote:
I'll take your word for it about Mach. I've never flown one but to me it looks like a tempest with an extra gun, and nobody runs angel missions with tempest. Also its bonuses are meant for autocannons, and again, never met a guy who runs missions well with an AC boat.


Have you seen the falloff on arty? the bonus works just as well for them.
T2 1400mm arties are actually the cheapest guns to shoot in terms of ISK/hour, only using T2 or faction ammo (cheaper than lasers!).
That bonus allows you to use quake (supposedly close range ammo) and its elevated damage and tracking, against pretty much all enemies in targeting range. - although this works best against angels, for others you may want to switch to faction EMP/Phased Plasma

The mach also has speed on its side, which allows you to minimize traversal. (requires active piloting...)
Oh, and don't forget, the mach can field more drones than a Pest. (if sitting stationary, then you can deploy 4 sentries, and still have a flight of lights)


The Mach hits a lot harder, and can clear a room significantly faster, than a tempest/tempest fleet issue. There's no projectile BS that's even close to it.


Touche on the Drone Control Unit typo, i'll counter with your capacitor control unit typo.

Re: the capacitor power relay + cap recharger + cpc, yeah thats ugly that I had to fit all those to get a >5 minute tank. I've run enough missions with this build in the past few days that I can definitely say you could probably do without all that tank, as you can clear rooms fast enough that its not necessary. Probably in the craziest full aggro room missions you'll want them though. Re: a 3rd BCU, probably fitting a DDA would be better in terms of raw dps, but thats not dps that you can bring to the enemy 100% of the time so it's a tough call.

Re: faction stuff, I generally avoid posting deadspace/faction stuff in fittings where they aren't 100% necessary. It will always be true that you can make a good thing better by sinking isk into it. You could certainly fit a deadspace repper with 300 mil and remove a hardener or cap module for more gank.


I don't doubt that the Machariel beats all projectile based ships, but I doubt the efficacy of projectiles at running missions, especially artillery which is the lowest dps gun in eve. I can't imagine theres much the machariel can do that a decked out rail or beam laser boat couldn't do better, besides the fact that it can change damage types. And regarding speed, I can't argue with you there, it's even faster than typhoon, and typhoon's speed is why I think it is superior to raven for running missions.
Josilin du Guesclin
Aliastra
Gallente Federation
#35 - 2013-09-26 13:14:31 UTC
John Ratcliffe wrote:
Josilin du Guesclin wrote:
The CNR doesn't need the second painter, due to it's explosion radius bonus.


The RNI does need the second painter. 2 x Faction TPs is optimal for 1 shoting just about everything, Cruiser and under. 1 TP = 2nd salvo needed.

If it needs two, counting its hull bonus, the SNI is way inferior, because it will need three or more.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#36 - 2013-09-27 12:52:36 UTC
More to do with isk and play style than anything else.


I love my SNI.

It kills frigates and cruisers with one volly just as much as a turret ship.

It needs a lot of skill and switching ammo but it works.

The reason I fly an SNI over the other ships is it's tank in combination with not to much need on micro management, and less need for hyper attention (I'll do PvP if I can divert my complete attention to EVE)

As a father of young kids there are plenty of times I need to leave the PC for the kids or other stuff, an SNI makes that easier, Rattle Snake also has a great tank but you'll loose drones.

Internet disconections are less painfull in a SNI (also Because of its Tank and no drones)

It's less likely to be ganked than most of the other ships you mentioned. (RNI are the easier targets with simular mods)

Then there is the mission time.

Lab rats calculated that the Mach is faster, problem is we aren't in a lab, we step away from our pc to get drinks food ect ect.

It's not that the Mach takes hours quarters of hours or even 10 minutes on a mission I dounbt it will be more than 1 if both pay equal attention.

The Mach is more expensive so before you get any revenue from that investment even if you are a lab rat you need to run quite few missions and atlest have the same bladder capacity to make the proffit.

though that doesn't mean the other ships suck, but for me the SNI has the most advantages.

mama guru
Yazatas.
#37 - 2013-09-28 05:28:20 UTC
By Winter Marauders will be the kings of BS PVE anyway. So why invest in a Mach/RNI before the inevitable price crash?

EVE online is the fishermans friend of MMO's. If it's too hard you are too weak.

Twisted Chick
Sebiestor Tribe
#38 - 2013-09-28 07:47:02 UTC
SNI is what I use for L4s and I've used the Rattlesnake before too but I don't care much for drone boats, but in your case a RS would be best.

Title: She who hunts Pandas

"Remember you can't spell Slaughter without Laughter!"

          ~Pinkamena Diane Pie~
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#39 - 2013-09-28 08:52:18 UTC
Josilin du Guesclin wrote:
John Ratcliffe wrote:
Josilin du Guesclin wrote:
The CNR doesn't need the second painter, due to it's explosion radius bonus.


The RNI does need the second painter. 2 x Faction TPs is optimal for 1 shoting just about everything, Cruiser and under. 1 TP = 2nd salvo needed.

If it needs two, counting its hull bonus, the SNI is way inferior, because it will need three or more.


THE SNI is inferior. It has the same DPS on paper, but it falls way behind on application. It has a better tank by miles though.

Plus ça change, plus c'est la même chose

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#40 - 2013-09-28 09:43:31 UTC
Mike Whiite wrote:
I love my SNI.

It kills frigates and cruisers with one volly just as much as a turret ship.


My turret boats don't need a full volley.

With a mach, I only need 1 1400mm to fire, same with a nightmare and a tachyon beam.
Turret boats can often kill 3-4 frigs per volley.
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