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Best Turret Marauder for Caldari Space?

Author
Zeratul Kalla
Doomheim
#1 - 2014-05-22 21:03:22 UTC
As the title says: Which of the three turret based marauders would be best for missions in Caldari space?

I'm thinking a rail or mjd/blaster fit Kronos seems best but an AC Vargur might be good too. Any thoughts?

Thanks in advance.

This is a forum alt. Free speech and all that....

Syrias Bizniz
some random local shitlords
#2 - 2014-05-22 21:27:04 UTC
Kronos, as you said, or Arty Vargur.
Sobaan Tali
Caldari Quick Reaction Force
#3 - 2014-05-22 21:31:44 UTC
Yeah, I would vote Rail Kronos then an Arty Vargur as a close second for sure.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Zeratul Kalla
Doomheim
#4 - 2014-05-22 21:55:22 UTC
OK thanks! Much appreciated.

This is a forum alt. Free speech and all that....

Iyokus Patrouette
University of Caille
Gallente Federation
#5 - 2014-05-23 01:48:05 UTC
Why the Arties over the AC? on the Vargur. i've been messing with one using AutoCannons and once in bastion mode they seem to work well.

(Yes i am a complete noob in most things relating to minmatar.)

---- Advocate for the initiation of purple coloured wormholes----

chaosgrimm
Synth Tech
#6 - 2014-05-23 03:26:57 UTC  |  Edited by: chaosgrimm
kronos, arty should never be used on a vargur in PvE. If you want PvE arty, go Mach.

Vargur is probably the worst choice against guristas:
* they hang out at pretty far ranges which are bad for ACs
* Kinetic is the best dmg type to use... Projectiles dont deal kinetic dmg well.
* Arty vargur is just bad b/c of lower dps + dps loss due to overkill


Kronos is the way to go here:
* rails dont suffer from the same overkill problem
* nice amounts of kinetic dmg
* has the highest base kinetic resist of your choices.
* best drone bay
* can get caldari faction charges from lp stores
* higher base dps than projectiles
* highest tracking
Maeltstome
Ten Thousand Days
#7 - 2014-05-23 12:37:20 UTC
Vargur with Arties: Low ammo usage, can volley non-BS rats before they even react to you (which is quicker than waiting for drones to break the tank of a Dire-Guris frigate).

Faction ammo costs are significantly higher than T2/T1 - so using less of it = Higher Isk efficiency!
chaosgrimm
Synth Tech
#8 - 2014-05-23 13:09:46 UTC  |  Edited by: chaosgrimm
Maeltstome wrote:
Vargur with Arties: Low ammo usage, can volley non-BS rats before they even react to you (which is quicker than waiting for drones to break the tank of a Dire-Guris frigate).

Faction ammo costs are significantly higher than T2/T1 - so using less of it = Higher Isk efficiency!


But the cycle time of arties is about 15 - 16 seconds and you only get 4 guns, meaning hopefully hit and kill 4 frigs every 15 seconds... AC vargur usually takes half a volley or less to kill most frigs on a 3 sec cycle, meaning it kills 2 frigs every 3 seconds or 10 frigs in the amount of time it takes arties to kill 4. You get about 5 AC shots for every 1 arty

The mach does arty much better cause your dmg is spread over 7 turrets + 4 sentry drones. You don't lose as much dps to overkill.

Your savings in faction ammo isn't enough to make up for the loss in isk/hr from running missions slower. Not to mention, AC vargur is pretty much always within the 48km tractor range at all times. What isk/hour are u missing out on from not looting / taking longer to loot?

At any rate, for range: rail kronos > arty vargur cause arty vargur is bad
Maeltstome
Ten Thousand Days
#9 - 2014-05-23 15:05:11 UTC
chaosgrimm wrote:
Maeltstome wrote:
Vargur with Arties: Low ammo usage, can volley non-BS rats before they even react to you (which is quicker than waiting for drones to break the tank of a Dire-Guris frigate).

Faction ammo costs are significantly higher than T2/T1 - so using less of it = Higher Isk efficiency!


But the cycle time of arties is about 15 - 16 seconds and you only get 4 guns, meaning hopefully hit and kill 4 frigs every 15 seconds... AC vargur usually takes half a volley or less to kill most frigs on a 3 sec cycle, meaning it kills 2 frigs every 3 seconds or 10 frigs in the amount of time it takes arties to kill 4. You get about 5 AC shots for every 1 arty

The mach does arty much better cause your dmg is spread over 7 turrets + 4 sentry drones. You don't lose as much dps to overkill.

Your savings in faction ammo isn't enough to make up for the loss in isk/hr from running missions slower. Not to mention, AC vargur is pretty much always within the 48km tractor range at all times. What isk/hour are u missing out on from not looting / taking longer to loot?

At any rate, for range: rail kronos > arty vargur cause arty vargur is bad


That's kinda funny. I fly Both those ships, and the ability to solo 10/10's with an Arty Vargur with less than 150m worth of tanking modules seems like a no brainer. Especially in the Gist space regions, where therm/kin damage is trash and the modules sell for more than DG modules by a large margin. The Vargur is 100% effective in every region.

But sure, if you want to slow-grind with the Kronos, go for it.

1 Arty kills 1 frig. There are never more than 4 frigs in pack of rats that are present in the hardest deadspace pockets. And btw Guris like to orbit >40k, so Arty is better DPS in every way for Cruiser + rats. Plus, 4 damage mods is really nice with a 2k+ Tank. Chasing rats all over a pocket with AC's is manual and tedious.

OH - i just realised you where talking about missions. Massive waist of Time for a 1-billion isk ship. Join a pet alliance and do Sanctums or plex's. I'd use and Ishtar to run missions, better than the Kronos by a long shot.

and as a final point: MTU's and salvage drones are your friend.

Here's a Graph of what AC's are worse than Arty.

Arty Varg vs AC Mach vs Rail Kronos

Heres the same with damage mods applied. 2x on Kronos (a realistic Number given the slots needed for tank/projection) and the Mach/Varg have 4x Damage mods, again a realistic number given the slots and tank they have.

^ With damage mods.
chaosgrimm
Synth Tech
#10 - 2014-05-23 16:53:44 UTC  |  Edited by: chaosgrimm
Imma need to break my response down into 2 posts, this one will be about why the kronos is better than the vargur for what the OP is asking. The second will be about why AC > Arty on the vargur..

= Kronos v Vargur =

Maeltstome wrote:

That's kinda funny. I fly Both those ships, and the ability to solo 10/10's with an Arty Vargur with less than 150m worth of tanking modules seems like a no brainer. Especially in the Gist space regions, where therm/kin damage is trash and the modules sell for more than DG modules by a large margin.

I fly both as well. This thread is about missions in caldari space
(i.e. guristas are common there... Angels use "Gist" prefixes, not to be confused with guristas, which are "Pith"), not about plexes in angel space... You can easily run a T2 tank on an AC vargur... dont even need 150m worth of stuff.

Maeltstome wrote:

The Vargur is 100% effective in every region.

100% of....? / compared to??? Technically, every fit / hull is 100% effective when you compare it to itself.... Vargur is weakest against caldari/guristas b/c of lack of kinetic dmg and how the rats like far orbits.

Maeltstome wrote:

But sure, if you want to slow-grind with the Kronos, go for it.

you argument up to this point is that the Vargur is better than the kronos vs angels.... I agree with you, but we arnt talking about angels.... we are talking about guristas / pith.

Maeltstome wrote:

Plus, 4 damage mods is really nice with a 2k+ Tank. Chasing rats all over a pocket with AC's is manual and tedious.

OH - i just realised you where talking about missions. Massive waist of Time for a 1-billion isk ship. Join a pet alliance and do Sanctums or plex's. I'd use and Ishtar to run missions, better than the Kronos by a long shot.

lol... you didnt care to read the OP or thread title? Also, you are kinda adding to my point here... You dont need to chase all types of rats within factions, but you end up chasing many guristas... angels are nice because many of the rats like to race toward you, which limits the amount of chasing you need to do + makes some chasing more effective.

Also, no. Kronos is better than the Ishtar at missions. Better DPS + tractors. Missions are about isk per hour. What are you giving up by not being able to loot? / looting slower


Maeltstome wrote:

Arty Varg vs AC Mach vs Rail Kronos

Heres the same with damage mods applied. 2x on Kronos (a realistic Number given the slots needed for tank/projection) and the Mach/Varg have 4x Damage mods, again a realistic number given the slots and tank they have.

^ With damage mods.

To be fair, if you are going to show 1400s with quake you also need to show 425 rails with javelin, which have more dps and tracking than quake arty.

Also, 4 dmg mods are fine for the OP on his a mission Kronos. I run 4 dmg mods on mine and have never had a problem. I am guessing you are way overtanked. Care to post your fit?
chaosgrimm
Synth Tech
#11 - 2014-05-23 17:00:48 UTC  |  Edited by: chaosgrimm
= AC Vargur v Arty Vargur =

Maeltstome wrote:

1 Arty kills 1 frig. There are never more than 4 frigs in pack of rats that are present in the hardest deadspace pockets. And btw Guris like to orbit >40k, so Arty is better DPS in every way for Cruiser + rats.

if the pocket was complete after those frigs die,and they were the only things you needed to shoot, you would be correct. You aren't correct because you have more stuff to shoot.
Ex:
Say it takes an AC vargur 7 volleys to kill a BS. @ 3sec cycle we might say 7cycles * 3duration = 21 seconds to kill the ship. Note that we are also counting the cd after the ship is wrecked because we have more stuff to shoot.

You are/would be saying: it takes 2 cycles to kill the ship with arty. you fire 1 shot and kill it half way, then kill it 15 seconds later in shot 2. so Arty is better cause it only took you 15 seconds while the ACs took 21... You're neglecting ur 15 sec cooldown for the 2nd shot. For all intents and purposes, it took you 30seconds to kill the BS, not 15.


Maeltstome wrote:

Here's a Graph of what AC's are worse than Arty.

Arty Varg vs AC Mach vs Rail Kronos

Heres the same with damage mods applied...

^ With damage mods.

I noticed you did not include the AC vargur... I wonder why? lol xD
why arnt you using a Burst Aerator II? without it ur going to have slightly greater than 16sec cycles.

At any rate, AC Vargur has no trouble staying in ranges where it's dps is better than arty. Your graph also doesnt have any indication of DPS loss due to overkill which aside from the poor paper dps, makes arty even more terrible on the vargur. An arty Mach has a bit of room b/c the volley per gun is lower. Arty vargur is a terrible overkill offender.


Maeltstome wrote:

and as a final point: MTU's and salvage drones are your friend.

You must not loot very often. Tractors are much better for looting your missions. MTUs take much longer than 3 tractors in ur highs. Not only do they pull stuff slower, but they dont necessarily pull the wrecks you want. If MTU's are keeping up with the rate you kill things.... that should be a sign
ACE McFACE
Dirt 'n' Glitter
Local Is Primary
#12 - 2014-05-24 06:47:39 UTC
chaosgrimm wrote:
kronos, arty should never be used on a vargur in PvE. If you want PvE arty, go Mach.

Vargur is probably the worst choice against guristas:
* Kinetic is the best dmg type to use... Projectiles dont deal kinetic dmg well.

You've got some good points, but phased plasma overcomes this weakness.

Now, more than ever, we need a dislike button.

Syrias Bizniz
some random local shitlords
#13 - 2014-05-24 08:12:34 UTC
^

Basically, PP shoots straight into the second weakest resistance, and while it may be true that a Kronos will shoot more Kinetic, it still has 50%-60% thermal damage in it's ammo.
The difference in effective damage applied from hybrid ammo compared to PP is somewhere in the range of 5-10%.

As you mentioned, Guristas like getting out far. An Arty Varg, setup for Missions, can easily achieve some ranges in 70+120.
Where a Kronos might consider changing Ammo from AM to ~whatever floats your boat~ just to hit the furthest ships, the Varg can basically keep PP loaded at all times.

Ammo cost is also a significant factor here, if you were to use Faction ammo on a Kronos, you'd be going through it at a 3-4 times higher rate. Which means a drop in your appraised ISK efficiency or whatever you call your min-maxing on it, while the Varg can basically get 10% damage out of nowhere for cheap.

Oh yeah, keep in mind, with Bastion, and the Varg's hull bonus, you're easily looking at a 2 slot tank that can - and will - hold through any L4. Which, after Propmod, means you have 4 free midslots. On some fit i don't have anymore i managed to get this beast to a scanres of 600mm.
Talking about poppin' frigates, you know.

I have to state for fairness, i haven't flown Marauders yet.
But just from the raw paper, i'd say i could make a Vargur, that's nearly - or more - efficient that a Kronos for Missioning, even against Guristas.


And, while we're at it, keep in mind your Caldari Agents won't give you Guristas Only missions, where the Varg with selectable Damage types will have the upper hand.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#14 - 2014-05-24 08:29:21 UTC
chaosgrimm wrote:
said stuffs


AC Vargur fights in falloff. All minmatar ships do this.

Your argument that you have 'wasted' DPS from flying any form of Vargur is a bit puzzling when you consider that

  • no DPS is wasted if you have an AC Vargur because OMG you waited 2.8 seconds to shoot again
  • If the kronos has less DPS it can't afford to waste any via fighting in falloff, then your lower DPS is just plainly...lower DPS
  • Guristas flying around at 40km+? Fit depot, refit a tracking computer to an MJD, suddenly you're all up in their business doing max-DPS, and 2 minutes later you can be back on your tractor
  • Bastion module invalidates any tanking differences, when paired with MJD and depot


I sadly can believe there's spacenerds arguing over what amounts to basically inconsequential differences in ISK/hr efficiencies between the marauders. What it really boils down to is whether you want to make 60M ISK/hr or 65M ISK/hr plus or minus 20% due to your piloting, target calling choices and strategy for blitzing the missions. You'll have a better result by researching which NPC corp gives you the highest ISK/LP and use that to smooth out your inability to stop having asthma attacks from cheetos dust. This will see you move to Minmatar space, just sayin', where the Vargur reigns supreme.

Go Vargus.
chaosgrimm
Synth Tech
#15 - 2014-05-24 13:48:48 UTC  |  Edited by: chaosgrimm
@Trinkets friend

I think you are arguing against points I havent made... or arguing at the wrong person.
My points are:
* Kronos is better than the Vargur for what the OP is asking, because it has higher dps, a better dmg profile, a better long range option, and some additional QoL stuff.
* AC vargur is better than Arty vargur for PvE in general:
this is true because Arty vargur has lower DPS than an AC vargur, AC vargur has no problems staying in ranges where it's paper DPS is better than Arty, and Arty Vargur loses additional DPS due to overkill. example: an Arty Maelstrom can kill a frigate with 1 gun and potentially kills 8 frigs with a full volley. In a full volley on the vargur, it can only kill 4 frigs. The paper dps could be the same in this scenario, but the Maestrom is killing faster than the vargur who is loosing DPS due to overkill. AC vargur is much much better than arty vargur.

Trinkets friend wrote:

AC Vargur fights in falloff. All minmatar ships do this.

Your argument that you have 'wasted' DPS from flying any form of Vargur is a bit puzzling when you consider that

  • no DPS is wasted if you have an AC Vargur because OMG you waited 2.8 seconds to shoot again


This is part of why AC vargur is better than arty vargur.

Trinkets friend wrote:


  • If the kronos has less DPS it can't afford to waste any via fighting in falloff, then your lower DPS is just plainly...lower DPS
  • Guristas flying around at 40km+? Fit depot, refit a tracking computer to an MJD, suddenly you're all up in their business doing max-DPS, and 2 minutes later you can be back on your tractor


Kronos has a much better offensive profile than the vargur in this situation. here is a breakdown, assume a rail Kronos, Arty Vargur, and AC vargur are bastioned, have 1 TE II, 2 TC IIs and bastion is active. Comparing anti matter to phased plasma to a rat 40km away:
Kronos has a little more than a 10% paper dps advantage over the Arty and AC vargur before drones, has better tracking than the arty vargur and less overkill.
Comparing dmg profiles, Antimatter does about 58% kinetic dmg, compared to phased plasma's ~16-17%.

Im confused about ur other point... if a ship is 40-50KM away, and you jump 100KM via MJD, how are u any closer than you were before? kronos will outdamage you before and after you jump.

Also 2mins later ur back on ur tractor VS locking and tractoring the wreck almost as soon as it appears

Trinkets friend wrote:


  • Bastion module invalidates any tanking differences, when paired with MJD and depot


lol. ur doing it wrong.
If ur running a vargur and using the MJD to add to ur tank...
If u see no value in ever tanking w/o bastion active...


Trinkets friend wrote:

I sadly can believe there's spacenerds arguing over what amounts to basically inconsequential differences in ISK/hr efficiencies between the marauders.


lol you are a part of this discussion. If it was beneath you, you would have never posted.

Trinkets friend wrote:

What it really boils down to is whether you want to make 60M ISK/hr or 65M ISK/hr plus or minus 20% due to your piloting, target calling choices and strategy for blitzing the missions. You'll have a better result by researching which NPC corp gives you the highest ISK/LP and use that to smooth out your inability to stop having asthma attacks from cheetos dust. This will see you move to Minmatar space, just sayin', where the Vargur reigns supreme.

Go Vargus.

^ lol, ur bad at missions and fittings.
If you dont care to understand what makes a fit good or bad, at least do a search to find a fit someone else has made and understands. Ur kicking urself in the teeth.

The OP is asking about caldari space.

Maybe hack and slash games are a better outlet for you.
afkalt
Republic Military School
Minmatar Republic
#16 - 2014-05-24 16:20:38 UTC
AC vargur does fine, phased plasma does the trick.

Some Caldari areas are BR space though, in which case - Paladin.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#17 - 2014-05-24 19:54:25 UTC
Honestly, they all work. Marauders are missions on easy mode anyway.
Maeltstome
Ten Thousand Days
#18 - 2014-05-25 00:11:52 UTC
Antillie Sa'Kan wrote:
Honestly, they all work. Marauders are missions on easy mode anyway.


Basically yea. Level 4's are the biggest waste of time these days. Any ship that can cruise through them will make 2/3 times more in anom's.
chaosgrimm
Synth Tech
#19 - 2014-05-25 13:24:29 UTC
ACE McFACE wrote:

You've got some good points, but phased plasma overcomes this weakness.


Syrias Bizniz wrote:
^

Basically, PP shoots straight into the second weakest resistance, and while it may be true that a Kronos will shoot more Kinetic, it still has 50%-60% thermal damage in it's ammo.
The difference in effective damage applied from hybrid ammo compared to PP is somewhere in the range of 5-10%.

Guristas are weak against kinetic w/ secondary thermal.
Phased plasma breakdown:
~16.67% Kinetic, ~83.33%
Antimatter breakdown
58% Kinetic, 42% Thermal

Projectiles deal less damage and on top of that the damage dealt is mostly the secondary type

Syrias Bizniz wrote:

As you mentioned, Guristas like getting out far. An Arty Varg, setup for Missions, can easily achieve some ranges in 70+120.
Where a Kronos might consider changing Ammo from AM to ~whatever floats your boat~ just to hit the furthest ships, the Varg can basically keep PP loaded at all times.

Ships have jump drives. If you want to stay in optimal range, only a minimum of 50km optimal is needed. My rail fit uses 2 TC IIs and one TE II, while bastion is active + optimal range scripts, my optimal is ~57km with antimatter.
If you're getting 70+120 on 1400s, ur not doing it with fusion/emp/phased which means you are falling behind even more in DPS.

Syrias Bizniz wrote:

Ammo cost is also a significant factor here, if you were to use Faction ammo on a Kronos, you'd be going through it at a 3-4 times higher rate. Which means a drop in your appraised ISK efficiency or whatever you call your min-maxing on it, while the Varg can basically get 10% damage out of nowhere for cheap.

When you use faction ammo, the increase to DPS is given via volley damage, and the arty varg already overkills like mad... The AC vargur gains a better effective dps increase through faction ammo because of this.

ACs offer more isk/time even considering the cost of faction ammo. The AC vargur also completes missions faster via higher base dps, which increases the rate of lp gain. To add to this, Kronos in this situation will be able to get faction ammo at cost, while vargur will need to buy from the market and/or import

AC is generally always in tractor range, meaning it will loot more or loot faster. If you plan on using salvage drones, they will also be more efficient in AC range and/or tractored wreck range.

Syrias Bizniz wrote:

Oh yeah, keep in mind, with Bastion, and the Varg's hull bonus, you're easily looking at a 2 slot tank that can - and will - hold through any L4. Which, after Propmod, means you have 4 free midslots. On some fit i don't have anymore i managed to get this beast to a scanres of 600mm.
Talking about poppin' frigates, you know.

I have to state for fairness, i haven't flown Marauders yet.
But just from the raw paper, i'd say i could make a Vargur, that's nearly - or more - efficient that a Kronos for Missioning, even against Guristas.


And, while we're at it, keep in mind your Caldari Agents won't give you Guristas Only missions, where the Varg with selectable Damage types will have the upper hand.


For level 4s mid/low fittings, the Kronos and Vargur are very similar.
Its easy to use a 2 slot mid tank on the vargur, leaving 4 mids and 5 lows.
Its easy to use a 2 slot low tank on the kronos, leaving 4 mids and 5 lows.
(I use a RAH and LAR II on my Kronos, the only trouble I've ever run into is in the Angel Extravaganza bonus room. It can be ranged tanked after you down the cruise bats, but anymore I add an additional slot for tank via mobile depot toward the end of room 5)

Dont worry about scan res on marauders, save maybe very specific circumstances. Marauders can lock 10 targets, so if you plan for it, you're usually only down the initial lock time in a pocket.

On paper and in practice, the vargur is a nice ship and certainly worth the cost and SP (except Arty Vargur in practice its bad, Mach is a better choice for arty); however, that isnt to say the vargur is the king of missions everywhere. While it's true that ull get missions against other factions, there are more factions weak against kinetic than any other damage type, and there is no faction that exists whose primary weakness is thermal, which is the majority of phased plasma's damage.

The vargur will work for the OP, but the Kronos will do it better.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#20 - 2014-05-26 08:03:23 UTC
I get it, that when you have low SP, a MJD + sniper build is ideal.

Now that you're all grown up and fly a Marauder, jump INTO the fight.

internet spaceships

are serious business sir.

and don't forget it