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Come and see the show, stupidity in abundance

First post
Author
Arsine Mayhem
Doomheim
#1 - 2014-02-16 13:54:18 UTC  |  Edited by: Arsine Mayhem
Yes, simple minded, ignorant shadow cartel spewing crap all over the thread. Seems to have a control problem cause as he states, I haven't learned anything from his posts. So he goes on like the control freak he is, lying to control the situation because he is fail and cannot comprehend anything beyond what is right in front of him. Sorry, dumb fuk, I don't follow blindly. I have a mind of my own.

It's the same thing I see every morning. I turn left at a traffic light, the next light is red and if you go faster than 20mph, you have to stop. Idiots, morning after morning go flying past me to stop for the light. Even a rat in a cage learns after being shocked a few times.

So enjoy the stupidity within. Shadow Cartel can't seem to shut his fuking mouth and goes on and on, lying every other word, proving over and over the stupidity.

OP below-------------------------------------------

I see way to many people telling new players to cram 1400's on a maelstrom for L4 missions. Really makes you wonder who the noobs are. So they send them an incursion or fleet fit and tell them to go mission. Seriously?

First of all 1200's have far better tracking, and less fitting requirements, and little dps loss, which is debatable because they are going to hit more. If you're not hitting your target, you're not doing dps. Wasting 3 slots for power, cpu to fit 1400's is a dps or defense loss.

This is the fit you should start with until you're comfortable running L4's:

[Maelstrom, Maelstrom PvE Newb]

Tracking Enhancer II
Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Pith B-Type Large Shield Booster
Shield Boost Amplifier II
Cap Recharger II
EM Ward Field II
Thermic Dissipation Field II
Large Micro Jump Drive

1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Warrior II x5
Valkyrie II x5
Hornet EC-300 x5

Swap hardners per mission, range is you're best defense. Create 2 groups of 4 weapons, frigates can be taken out 40-60km fairly easily, many times one shotted.

When you're more confident, swap out the Cap Recharger for a Tracking Computer and swap scripts as needed. Swap one of the Large Capacitor Control Circuit for a Large Projectile Burst Aerator. Republic Fleet Gyro's aren't to expensive, as is a Pith B-Type Large Shield Booster. Move to T2 weapons as soon as you can.

Angle your jumps right and you can align and jump back to 0km on the acceleration gate. Just be 70 - 100km and you'll land right on top of it. Remember to wait 3 mins before jumping to next area if you are going to need to do an MJD after landing.
Bertrand Butler
Cras es Noster
#2 - 2014-02-16 14:20:27 UTC  |  Edited by: Bertrand Butler
Thats a horrible PvE Mael fit. A three slot tank is sufficient even to newbies due to the MJD, and there is no need for 4 (!) cap modules.

Moreover, by using an MJD you can easily fit 1400s in 3 weapon groups (3-3-2) without any problems in tracking due to the indirect tracking bonus from jumping. Here is a basic serpentis variant.

[Maelstrom, Maelstrom PvE]

Tracking Enhancer II
Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Dread Guristas Large Shield Booster
Kinetic Deflection Field II
Thermic Dissipation Field II
Large Micro Jump Drive

1400mm 'Scout' Artillery I, Fusion L
1400mm 'Scout' Artillery I, Fusion L
1400mm 'Scout' Artillery I, Fusion L
1400mm 'Scout' Artillery I, Fusion L
1400mm 'Scout' Artillery I, Fusion L
1400mm 'Scout' Artillery I, Fusion L
1400mm 'Scout' Artillery I, Fusion L
1400mm 'Scout' Artillery I, Fusion L

Large Projectile Burst Aerator II
Large Ancillary Current Router I
[Empty Rig slot]


It will give you 618DPS before implants or drones @43+85, more than 300HP/s for 3min perma (what you need on a MJD BS) and 3 target simul-sniping with 2362/3542/3542 salvoes.
Arsine Mayhem
Doomheim
#3 - 2014-02-16 15:45:32 UTC  |  Edited by: Arsine Mayhem
1. He needs someone else to rig. Wonder if he'll get his ship back.
2. He needs a 3% Engineering EG-603 implant to fit. I started LVL4's with Weapon Upgrades at 4.
3. Worse tracking even if you put 2 Tracking Scripts on those Tracking Computers.
4. One half the Rate of Fire, that alone will more than make up for the 35 DPS difference. Seems to elude you.
5. Total Crap for defense, be prepared to warp out.
6. How much time will you spend waiting for your cap to recharge? Oh, you can just warp to a station and back. Remember, you're getting all that awesome dps to make up for it.
7. Waste 2 rig slots to fit those 1400's, yea those 2 rigs take up 400 calibration.
8. Oh, sorry, you'll need to trash that Burst Aerator II for a Burst Aerator I and add another Ancillary Current Router to get T2 1400's on it. You still have that PG implant right?

[Maelstrom, Maelstrom PvE Newb]

Tracking Enhancer II
Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Pith B-Type Large Shield Booster
Shield Boost Amplifier II
Cap Recharger II
EM Ward Field II
Thermic Dissipation Field II
Large Micro Jump Drive

1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Warrior II x5
Valkyrie II x5
Hornet EC-300 x5


To:

[Maelstrom, Maelstrom PvE Newb]

Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Pith B-Type Large Shield Booster
Shield Boost Amplifier II
Tracking Computer II
EM Ward Field II
Thermic Dissipation Field II
Large Micro Jump Drive

1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Projectile Burst Aerator I


Warrior II x5
Valkyrie II x5
Hornet EC-300 x5

Or:

[Maelstrom, Maelstrom PvE Newb]

Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Pith B-Type Large Shield Booster
Shield Boost Amplifier II
Tracking Computer II
EM Ward Field II
Thermic Dissipation Field II
Large Micro Jump Drive

1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L
1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L

Large Anti-EM Screen Reinforcer I
Large Core Defense Field Extender I
Large Projectile Burst Aerator I


Warrior II x5
Valkyrie II x5
Hornet EC-300 x5
Bertrand Butler
Cras es Noster
#4 - 2014-02-16 15:58:28 UTC  |  Edited by: Bertrand Butler
Arsine Mayhem wrote:


And there it is. Need I say more?


Not really, the OP suffices. If you really need to use 1200s though for whatever reason, plz fit it like the loadout shown above (and exchange the ACR to a falloff/tracking or cap rig).
Damien White
Deep Core Mining Inc.
Caldari State
#5 - 2014-02-16 16:45:17 UTC  |  Edited by: Damien White
Arsine Mayhem wrote:
I see way to many people telling new players to cram 1400's on a maelstrom for L4 missions. Really makes you wonder who the noobs are. So they send them an incursion or fleet fit and tell them to go mission. Seriously?

First of all 1200's have far better tracking, and less fitting requirements, and little dps loss, which is debatable because they are going to hit more. If you're not hitting your target, you're not doing dps. Wasting 3 slots for power, cpu to fit 1400's is a dps or defense loss.

This is the fit you should start with until you're comfortable running L4's:

[Maelstrom, Maelstrom PvE]
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II

Large Shield Booster II
Shield Boost Amplifier II
Cap Recharger II
EM Ward Field II
Thermic Dissipation Field II
Large Micro Jump Drive

1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L
1200mm Heavy 'Scout' Artillery I, EMP L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Warrior II x5
Valkyrie II x5
Hornet EC-300 x5


Swap hardners per mission, range is you're best defense. Create 2 groups of 4 weapons, frigates can be taken out 40-60km fairly easily, many times one shotted.

When you're more confident, swap out the Cap Recharger for a Tracking Computer and swap scripts as needed. Change Damage Control for another Gyro. Swap one of the Large Capacitor Control Circuit for a Large Projectile Burst Aerator. Republic Fleet Gyro's aren't to expensive, as is a Pith B-Type Large Shield Booster. Move to T2 weapons as soon as you can.

Angle your jumps right and you can align and jump back to 0km on the acceleration gate. Just be 70 - 100km and you'll land right on top of it. Remember to wait 3 mins before jumping to next area if you are going to need to do an MJD after landing.


Dont get me wrong but this fitting is crap. The DPS is garbage, the range useless, tracking is nowhere to be found and you waste lots of slotts for Cap you dont need.

Just do all of us a favor and compare your and Bertrands fitting. Or better jet, I do it for you...

Yours / Bertrand

DPS: 436 / 618 (EMP L, no drones)
Volley: 4025 / 9446
Tank: 341 / 228 (omni, peak)
Tank: 311 / 72 (omni, perma)

Range: 29+62 / 42+84 (EMP L, range script)
Tracking: 0,01667 / 0,01996 (EMP L, tracking script)


So.... even your tracking is worse than the 1400 variant, the main reason why you created the fitting in the first place. Just face the facts, 1200 artillery is crap beyond repair and aside from PG problems there is no reason not to fit 1400s and even then it is better to fit PG modules instead of destroying this nice ship with a **** fit.


EDIT: Btw, Bertrands version is working with "Advanced weapon upgrades 0" so it is useable by newbies.

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Arsine Mayhem
Doomheim
#6 - 2014-02-16 16:59:31 UTC  |  Edited by: Arsine Mayhem
Damien White wrote:

Yours / Bertrand

DPS: 436 / 618 (EMP L, no drones)
Volley: 4025 / 9446
Tank: 341 / 228 (omni, peak)
Tank: 311 / 72 (omni, perma)

Range: 29+62 / 42+84 (EMP L, range script)
Tracking: 0,01667 / 0,01996 (EMP L, tracking script)


So.... even your tracking is worse than the 1400 variant, the main reason why you created the fitting in the first place. Just face the facts, 1200 artillery is crap beyond repair and aside from PG problems there is no reason not to fit 1400s and even then it is better to fit PG modules instead of destroying this nice ship with a **** fit.


First of all you're a lying piece of crap, it does ~40 dps less. And give Bert's fit to a noob and see if he can undock. Umm, sorry, this crap doesn't turn on. Oh wait, I don't have the skills to enable all these mods.

Yea, and every new toon has all 5 skills, and endless ISK. I also stated when you feel more comfortable with 4's to swap out Damage Control, Cap Recharger, and a rig, and you still get about 3-4 mins cap depending on skills.

You fail to take into consideration skills and the effect tracking has on "hitting" targets. EFT doesn't show misses or glancing blows.

You also fail to take into consideration the cycle time for 1400's is about 2x as long so when you're dealing with a bunch of ships.....
Damien White
Deep Core Mining Inc.
Caldari State
#7 - 2014-02-16 17:20:47 UTC
Arsine Mayhem wrote:


Yea, and every new toon has all 5 skills, and endless ISK. I also stated when you feel more comfortable with 4's to swap out Damage Control, Cap Recharger, and a rig, and you still get about 3-4 mins cap depending on skills.


No, thats why I checked for advanced weapon upgrades. There are some skills even a newbie should have and although advanced weapon upgrades is none of them the basic CPU and PG skills are, as well as skills for T2 tank and some SP in gunnery supportskills.


Arsine Mayhem wrote:
You fail to take into consideration skills and the effect tracking has on "hitting" targets. EFT doesn't show misses or glancing blows.


Erm... the tracking of his 1400s is better and the weapon signatur is the same. Even worse, your optimal and falloff are way to low, at 90km you are at 100% falloff, resulting in a hit rate of only 50%, Bertrands fitting reaches this point at 125km. So even at longer ranges, where you ****** tracking would not have that much if an effect you still hit worse than he does.

Arsine Mayhem wrote:
You also fail to take into consideration the cycle time for 1400's is about 2x as long so when you're dealing with a bunch of ships.....


You do understand the concept behind the term "Damage per second", do you? It already takes reload and cycle time into account. He does nearly 50% more dps than you by more than twice the volley damage.

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Arsine Mayhem
Doomheim
#8 - 2014-02-16 17:32:19 UTC  |  Edited by: ISD Gallifreyan
Damien White wrote:

You do understand the concept behind the term "Damage per second", do you? It already takes reload and cycle time into account. He does nearly 50% more dps than you by more than twice the volley damage.


It does 50 more dps in EFT, which can easily be lost with 2x cycle time. One ship has 5hp left, takes 18 seconds as opposed to 9 seconds to cycle, you lost your dps advantage. That's not counting the dps lost due to tracking.

If you're so narrow minded that you think seeing 4k show up on your screen rather than 2k twice as fast is more dps, then go push your trash somewhere else.

You are full of crap if you think it's 50% more dps.

* (Inflamatory remark removed by ISD Gallifreyan)
Damien White
Deep Core Mining Inc.
Caldari State
#9 - 2014-02-16 17:43:36 UTC
Arsine Mayhem wrote:
Damien White wrote:

You do understand the concept behind the term "Damage per second", do you? It already takes reload and cycle time into account. He does nearly 50% more dps than you by more than twice the volley damage.


It does 50 more dps in EFT, which can easily be lost with 2x cycle time. One ship has 5hp left, takes 18 seconds as opposed to 9 seconds to cycle, you lost your dps advantage. That's not counting the dps lost due to tracking.


His tracking is still better, his range is better and his falloff is better. He will miss less targets than you on longer ranges. The tracking, the whole point for your fit, is absolutely crap and way below average in your fit.

Please try at least to learn how tracking and actually hitting stuff works in eve, especialy the part about how falloff works because thats what is the last nail in the coffin for your ship.


Arsine Mayhem wrote:
If you're so narrow minded that you think seeing 4k show up on your screen rather than 2k twice as fast is more dps, then go push your trash somewhere else.


Again, raw damage is not the problem of you fitting, it is the tracking, the low range and falloff. I could understand sacrificing Range and falloff on an MJD based fitting for superior tracking like you do with autocannons but here we have a fitting that is worse in every single point when it comes to dealing damage.

Arsine Mayhem wrote:
You are full of crap if you think it's 50% more dps.


Yes, 50% more EFT DPS when using the same ammunition. On 100km it will do nearly twice the DPS of yours thanks to your short range. Again, try to understand how falloff works, its a factor simply saying at 100% falloff you miss 50% of your shots and at 200% falloff you miss 100% of your shots. So the lower the falloff the more missed hits you get at longer ranges and his range is far superior to yours.

Arsine Mayhem wrote:
So just quit filling up the thread with crap.


I just wanna help you to understand the flaw in your "theory" because you seem to have some realy big gaps in your knowledge about hitting stuff with turrets.

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Bertrand Butler
Cras es Noster
#10 - 2014-02-16 17:52:46 UTC  |  Edited by: Bertrand Butler
I'd just like to add that as I said in the previous post, you can split your guns to a 3-3-2 setup with 1400s so as to control DPS loss from overshooting. This gives you combos of different (2,3,5,6 and 8 gun) alpha, and enables you to deliver the correct amount of damage to a known npc threat.

The more accustomed you get to the difficulty level and the npcs at hand, the faster you are able to complete a mission by splitting your guns and avoiding overshooting. Thats the main problem that large artie ships have in PvE anyway. Blink
Arsine Mayhem
Doomheim
#11 - 2014-02-16 18:12:14 UTC  |  Edited by: Arsine Mayhem
Damien White wrote:

Yes, 50% more EFT DPS when using the same ammunition. On 100km it will do nearly twice the DPS of yours thanks to your short range. Again, try to understand how falloff works, its a factor simply saying at 100% falloff you miss 50% of your shots and at 200% falloff you miss 100% of your shots. So the lower the falloff the more missed hits you get at longer ranges and his range is far superior to yours.

Arsine Mayhem wrote:
So just quit filling up the thread with crap.


I just wanna help you to understand the flaw in your "theory" because you seem to have some realy big gaps in your knowledge about hitting stuff with turrets.


So you are telling me that if a fit with 1200's is doing 500 dps, then the same fit with 1400's is doing 750 dps. You're full of crap. And bringing in range and falloff is just there in an attempt to divert from your ignorance. Range is more than sufficient with 1200's.

You're a lying piece of crap.
Damien White
Deep Core Mining Inc.
Caldari State
#12 - 2014-02-16 18:18:56 UTC  |  Edited by: Damien White
No, I am telling you, that your fit with 1200s is doing 436 DPS with EMP L while his fit with 1400s is doing 618 DPS with EMP L.

618/436 = 1,42

So.. ok, not 50% but 42%. Still a metric buttload of Damage.

Btw, when your fit gets to 500 DPS using Rep fleet EMP L his fit gets over 700 DPS using the same amunition, while requiring only half the ammo.


EDIT: Do you even try to understand the flaw in your fitting?

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Arsine Mayhem
Doomheim
#13 - 2014-02-16 18:19:47 UTC
Bertrand Butler wrote:
I'd just like to add that as I said in the previous post, you can split your guns to a 3-3-2 setup with 1400s so as to control DPS loss from overshooting. This gives you combos of different (2,3,5,6 and 8 gun) alpha, and enables you to deliver the correct amount of damage to a known npc threat.

The more accustomed you get to the difficulty level and the npcs at hand, the faster you are able to complete a mission by splitting your guns and avoiding overshooting. Thats the main problem that large artie ships have in PvE anyway. Blink


At least you understand what I mean by cycle time. But have you done any missions with 1200's compared to 1400's?

It's similar to the difference of 650's to 720's. 650's have better tracking, faster fire time which can make up for the paper dps advantage of 720's.

Try it out once.
Damien White
Deep Core Mining Inc.
Caldari State
#14 - 2014-02-16 18:26:02 UTC
I have flown Tempest, Maelstrom and Machariel with all sorts of setups and I still can tell you how wrong you are.

Yes, 650 Artys do have their benefits to 720, so do 1200s compared to 1400s.


Still, your fitting is absolute BS. I thougt it was enough to simply compare the two fits in this thread but even with hard numbers you dont get why your fit is crap.

Bertrands fitting does not require any special skill
Bertrands fitting
- does +42% DPS
- has +45% optimalrange
- has +35% falloff
- has +20% tracking
- can attack 3 targets at the same time instead of 2
- has only 60% of the ammunition costs


Where is the benefit to your fitting?

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Arsine Mayhem
Doomheim
#15 - 2014-02-16 18:26:54 UTC  |  Edited by: Arsine Mayhem
Damien White wrote:
No, I am telling you, that your fit with 1200s is doing 436 DPS with EMP L while his fit with 1400s is doing 618 DPS with EMP L.

618/436 = 1,42

So.. ok, not 50% but 42%. Still a metric buttload of Damage.

Btw, when your fit gets to 500 DPS using Rep fleet EMP L his fit gets over 700 DPS using the same amunition, while requiring only half the ammo.


EDIT: Do you even try to understand the flaw in your fitting?


You are so full of crap. Same fit 1200's 436 dps, 1400's 479 dps.

So what is your problem. Control issues? You have to make up crap to fit your agenda?
Damien White
Deep Core Mining Inc.
Caldari State
#16 - 2014-02-16 18:29:18 UTC  |  Edited by: Damien White
"same fit"

It is not same fit, yours is simply crap³


EDIT: Just in case you still dont realize, I am not saying that 1200s are bad but your fitting. It would not change when you put 1400s on yours or 1200s on Bertrams, you fitting would still be crap, no matter the weapon used.

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

IIshira
School of Applied Knowledge
Caldari State
#17 - 2014-02-17 00:57:49 UTC
Damien White wrote:
"same fit"

It is not same fit, yours is simply crap³


EDIT: Just in case you still dont realize, I am not saying that 1200s are bad but your fitting. It would not change when you put 1400s on yours or 1200s on Bertrams, you fitting would still be crap, no matter the weapon used.


This is a bit harsh but true. No matter if you prefer 1200's or 1400's your fit has way too many tanking and cap mods even for a newbie MJD fit. I understand that you should start out with more tank till you get comfortable but this is just way too much.

A low DPS fit with low skills means missions will take forever.
Jake Warbird
Republic Military School
Minmatar Republic
#18 - 2014-02-17 14:46:42 UTC
Wow OP, I hope you brought some nanite paste for all those burns.
Arsine Mayhem
Doomheim
#19 - 2014-02-17 15:52:01 UTC  |  Edited by: Arsine Mayhem
IIshira wrote:

This is a bit harsh but true. No matter if you prefer 1200's or 1400's your fit has way too many tanking and cap mods even for a newbie MJD fit. I understand that you should start out with more tank till you get comfortable but this is just way too much.

A low DPS fit with low skills means missions will take forever.


I realize that. They can go out on a couple of missions, get the feel of the ship and I posted:

Arsine Mayhem wrote:

When you're more confident, swap out the Cap Recharger for a Tracking Computer and swap scripts as needed. Change Damage Control for another Gyro. Swap one of the Large Capacitor Control Circuit for a Large Projectile Burst Aerator. Republic Fleet Gyro's aren't to expensive, as is a Pith B-Type Large Shield Booster. Move to T2 weapons as soon as you can.


To grow into. Yes, you can easily drop the damage control, cap recharger, and 1 Large Capacitor Control Circuit (Check fitting before you do this one). Check the fit on EFT, they may be able to fit 1400 Meta 4's on it if they would like to try it.

I've tried them both, and even though 1400's look better on paper, I think for general missioning 1200's come out on top.

Since we don't have a DPS meter in this game, it's hard to prove.

Sorry but new players don't come with 7M SP in gunnery.

Between shots missing due to lower tracking, double fire time of the 1400 as compared to the 1200, and fitting requirements, my perception is clear, 1200's come out on top. It's the same with other projectiles, 220's instead of 425, 650's instead of 720. Dual 180's instead of 220's, and on and on. There are many cases where it's better to go with the smaller option.

So unless you've tested it out, and have actual experience, then why are you posting? Take it to the test server and run some tests.

Fit after changes I listed:

[Maelstrom, Maelstrom PVE]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II

EM Ward Field II
Thermic Dissipation Field II
Large Micro Jump Drive
Tracking Computer II
Shield Boost Amplifier II
Pith B-Type Large Shield Booster

1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L
1200mm Artillery Cannon II, EMP L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Projectile Burst Aerator I

Hobgoblin II x5
Hammerhead II x5
Batelle
Federal Navy Academy
#20 - 2014-02-17 16:29:35 UTC
Lot of people getting butthurt over seeing a self-described noob fit being somewhat overtanked. There's a difference between a fit being non-optimal and a fit being horrible. If the OP further prefaces the fit with, "hey this is overtanked and for rookies and they should definitely fit more damage as they get used to the ship" then you should at least put away the torches and pitchforks.

The OP is also not the first to argue the virtues of 1200s. That said, if you're using an MJD sniper, all guns should have effectively infinite tracking as npcs fly directly at you. PG use and cycle time are valid points of comparison.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

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