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Hybrid use for L4s

Author
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#21 - 2014-06-19 14:50:10 UTC
Missiles vs. Hybrids (or any turret really) for missions is about the tradeoffs:

Missile damage gets reduced by NPC Defender missiles, but you can select your damage type. If you're not running missions primarily against Guristas/Serpentis, missiles will have the advantage.

Blasters do great damage but have horrible range; your effective DPS gets dropped by spending time moving from target to target, or engaging far in falloff. Same applies for torpedoes, but to a lesser extent.

Rails have great range, but not the best damage; you'll spend almost no time moving around, but more time shooting at each target. Here, rails have the advantage of instant damage application over long range.


Given your situation, I'd say it's more worth it to let the implants go unused than it would be to try to fit a hybrid ship just to take advantage of them.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

The Djego
Hellequin Inc.
#22 - 2014-06-19 14:54:19 UTC  |  Edited by: The Djego
Why don't you just use a 2. navy Domi?

[Dominix Navy Issue, DPS]
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Capacitor Power Relay II

Pith B-Type Large Shield Booster
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Republic Fleet Target Painter
Tracking Computer II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script

425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L

Large Drone Control Range Augmentor II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Warden II x5
Garde II x5
Hobgoblin II x5

Before the changes to the Marauders I flown a Kronos for L4 for a couple of years, but I dropped the hull with the speed nerf, web nerf and drone band wide nerf in the "great" marauder buff and now it is collecting dust in one of my hangars, since when you have a navy Apoc, Mach and Typhoon fleet issue sitting next to it, there is hardly any reason to still use it after the changes. I guess you could still fly something like this, but it isn't even close to what it could do once(while being the worst of all 4 marauders back then to). I played around with the vindi for a bit but the capacitor was just plain bad and it did take to many slots to fix that, at what point it wasn't really attractive any more.

[Kronos, L4]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Centii A-Type Adaptive Nano Plating
True Sansha Energized Adaptive Nano Membrane
Core C-Type Large Armor Repairer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Federation Navy Stasis Webifier
Core A-Type 100MN Microwarpdrive

425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
Drone Link Augmentor II
Small Tractor Beam II
Small Tractor Beam II
Salvager II

Large Anti-Explosive Pump II
Large Hybrid Burst Aerator II

Garde II x2
Warden II x2
Hobgoblin II x5


Btw CM ships can be some of the biggest heavy hitters for L4s, like the fleet phoon or Rattlesnake with the last changes.

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

Anize Oramara
WarpTooZero
#23 - 2014-06-19 15:20:08 UTC
too much tank, too much bling, no mjd, rails instead of blasters.

oh right and no bastion pahahaha.

the fit would suggest you are trying to fly it like an arty Machariel and wondering why it wont work.

the old marauders are dead, just let it go, like in that song.

once you've learned to let it go get acquainted with the new sexy marauder. treat her right and buy her the right shoes and she will never let you go. heck they dont even have to be fancy shoes, just nice T2 ones will do wonders.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Keilateau Shakor
Shakor Freight and Mining Service
#24 - 2014-06-19 15:28:10 UTC
[Kronos, New Setup 1]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Magnetic Field Stabilizer II
Reactive Armor Hardener
Imperial Navy Energized Adaptive Nano Membrane
Core B-Type Large Armor Repairer

Large Micro Jump Drive
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Heavy Capacitor Booster II, Cap Booster 800

Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Bastion Module I
Drone Link Augmentor II
Drone Link Augmentor II
Small Tractor Beam II

Large Hybrid Collision Accelerator II
Large Hybrid Metastasis Adjuster I

Hammerhead II x5
Hobgoblin II x5
Garde II x2


Create a new clone, invest in x05 implants. You don't need Railguns with an MJD. Blaster Kronos is a monster. Use and abuse it.
The Djego
Hellequin Inc.
#25 - 2014-06-19 18:12:30 UTC
Anize Oramara wrote:
the fit would suggest you are trying to fly it like an arty Machariel and wondering why it wont work.


No, both ships did perform very different, while the artillery mach has to watch range and transversal a lot to score good hits, the Kronos could cover all ranges effective, including close range(covered with the 90% web, what included sentry drone damage and was a massive difference to the artillery mach that is next to useless at sub 30km ranges) with a far more linear damage evolve(less damage loss by to much alpha application, higher tracking, little to no falloff dps loss with good positioning/ammo switching) and performed just as excellent as my navy apoc as a very mobile and flexible medium range dps platform. A lot of people where telling me to use it like a ac mach with blasters, and I told them there is no reason for it when you have a Mach right next to it in the hangar and the mach is plain better at this, by more range, more speed, quite similar damage output in practice and selectable damage types.

It also was a excellent multi boxing platform, given the huge range it could cover and the effectiveness at all ranges, the ability to omni tank everything with ease and the 90% web that you could apply against frigs to one volley them with another fast tracking hull on grid(like a puls navy Apoc).

Anize Oramara wrote:
the old marauders are dead, just let it go, like in that song.


The old marauders did need a helping hand, removing nonsense handicaps like sensor strength(that was applied when NPC ECM worked different) and stupid low scan resolution. However for the most they did need a real solution to individual problems, like the lack of DPS on the Kronos compared to the other marauders by giving it the 125/275m³ and a sentry drone optimal/racking bonus, the Golem by giving it proper speed and cap and another torp damage application bonus to make it a more effective torp platform, the Vargur a higher speed, buffing the tracking up to 10% per level and a bigger drone bay to become a better artillery alternative to the Mach. The only Marauder that was ok before the changes was the Paladin(because it was different to the NM, had different uses and was a brilliant ship on its own). Also stuff like a mwd cap use bonus(because that is far more useful to people that used the ship in a efficient way) and fitting + cap use bonus to remote reps and remote shield transfers, since they are fantastic spider tanking ships in Incs and WH for armor and the Vargur/Golem where a lot worse by not having this kind of options by the to high fitting cost of remote shield transfers.

However what they did get was crap(bastion) a fail save for people that are bad at pve and a massive nerf in other areas that made them plain worse compared to pirate BS.

The reason I used the Kronos both in L4 and Incs was because it was a fairly effective ship on its own when you did look with what hull you could archive the overall best result, the reason why I dropped it was that it wasn't any more after the changes.

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

Robert Morningstar
Morningstar Excavations LTD
Business Alliance of Manufacturers and Miners
#26 - 2014-06-19 21:39:43 UTC
Dominix can easly fit 3*425mm railgun II but that is just the agro magnet to keep fire off the senturies and for a little bonus to damage the other slots will be for drone link augmentor II so all your fire can reach out to 125k plus
Anize Oramara
WarpTooZero
#27 - 2014-06-20 00:06:36 UTC  |  Edited by: Anize Oramara
the bastion is an amazingly fun piece of kit. just the posibilities alone makes me all hot and bothered. I guess im lucky in that I didnt fly the marauders much before the change. I think I had my vargur for only a little while and was so utterly disappointed and frustrated with it in sansha space that I nearly quit the game. I didnt have standings for angel space. I got into whs at least and when the bastion changes/mjd came on the test server it utterly blew my mind, especially on the paladin and vargur is just sooo good and fun now compared to how it was. the salvaging, the ecm immunity, the range, the mjd. the kronos seemed the most controversial but also has some of the most potential.

I was lucky, I didnt get stuck in a rut with marauders, relying so heavily on things like broken 90% web. I could look past the removal of things like that and see their true potential and adapt where others just could not.

I could let it go.

you should too, just let go of the 90% web.
just let it go. let it go.

ps. its even worse that you are taking a ship that changed so radically and fit it exactly the same way as before and for some inane reason think it will perform the same way as before. that is just plain dumb. like can you see how stupid that is? the problem is not the ship, its the sod piloting it and yet the poor kronos gets all the blame.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Chainsaw Plankton
FaDoyToy
#28 - 2014-06-20 02:43:19 UTC
Xoceac wrote:
3 options are left from all of the comments

1. Kronos (armor tank)
2. Navy Mega (armor tank)
3. Stay with missiles

A more bigger problem is that I have a max shield booster alt and I also have a drone Navy Domi alt. I just don't want my hybrid implants go to waste. This is difficult. Kronos would work best with a shield tank I believe, since I don't need a super tanky ship and it gets the best amount of DPS, even without faction damage mods and implants. EFT shows the Kronos is the best for DPS.

Choices are difficult too:

1. Change implants for missiles (Don't want to, because I might incursion with a Vindi again)
2. Stay with missiles
3. Get another missile boat
4. Get another hybrid boat (Cruiser/Battlecruiser)

Can't they just design a new ship for this purpose?


Well why didn't you say so? Shield tanked navy domi is a dps monster. Add in shield ganglinks and it should be nice and easy to fly as well. Can fit all damage mods and use a pithum c-type (they are pretty damn cheap) with an invul or two.

@ChainsawPlankto on twitter

The Djego
Hellequin Inc.
#29 - 2014-06-20 08:02:06 UTC  |  Edited by: The Djego
Anize Oramara wrote:
the bastion is an amazingly fun piece of kit. just the posibilities alone makes me all hot and bothered. I guess im lucky in that I didnt fly the marauders much before the change. I think I had my vargur for only a little while and was so utterly disappointed and frustrated with it in sansha space that I nearly quit the game. I didnt have standings for angel space. I got into whs at least and when the bastion changes/mjd came on the test server it utterly blew my mind, especially on the paladin and vargur is just sooo good and fun now compared to how it was. the salvaging, the ecm immunity, the range, the mjd. the kronos seemed the most controversial but also has some of the most potential.


That is strange because I always face rolled Sansha and Blood Raider L4s in my armor Mach or 2-3 slot tanked pre bastion Vargur, can it be that the issue that you lack the movement, L4 knowledge about spawn triggers, npc dps ranges and how to cancel out TD effects? While the performance was nowhere close to my Pala or navy Apoc, it was still very good compared to what other hulls could do and somebody with a good knowledge about what the different hulls could do should know that.

There is actually great irony in that statement that you where frustrated without a ship that lets you ignore any kind of mechanic in L4 missions and removes every kind of punishment to players that do it wrong while you take great pleasure in them now because this makes L4s more interesting to you and to suit your play style, what is apparently being bad at L4s.

Anize Oramara wrote:
I was lucky, I didnt get stuck in a rut with marauders, relying so heavily on things like broken 90% web. I could look past the removal of things like that and see their true potential and adapt where others just could not.


I love it when people call 90% webs broken, thinking they know what they speak off(hint back in the days every ship had 90% webs and a large amount of L4 content was designed under this conditions). Actually marauders started out with 99% webs, for the simile reason to speed frig shooting up with long range guns, never resorting to light drones. The reason why you can look past of the removal of things is because you don't understand how it was used, how it improved the hull and what great of a deal it actually is removing key features of hulls that made them interesting alternatives to others and improved her performance immensely in proper game play.

There is no "true potential" behind overtaking everything to the max and removing any other source of interaction(like EW effects) the player has to deal with till even the worst player can do stuff without any knowledge about game mechanics or paying attention. It is not that you did "adopt" you just did get handed out a ship that lets you get away with being bad at the game and you like that, even when in the greater picture the hulls took a big hit in her usability for others and the devs ignored all the input about the actual design flaws some players pointed out(beside super low scan resolution and the PG of the Vargur). However this is something you don't know, because you never utilized the old marauders properly and don't understand why and how people used them.

Sure I could still fly all my marauders with marauder 5 and all other stuff at 5. The difference is that they are now worse for the most part, compared of what they where before and I have zero use for uber bastion tanks(because the incoming dps in missions in fairly negotiable for the most part, if you use repositioning and knowledge about spawn triggers and what kind of dps NPCs can do at what ranges), mjd to compensate with huge range for the lack of understanding of tracking and dps mechanics actually work under the hood or EW immunity(outside of ECM, but mostly because it is broken itself and a awful mechanic, because it gives the player not options to negate the effect with actions on grid).

It is like the back in the days, when people called passive tanked Drakes and Rattlesnakes or Tengus with massive active tanks effective for L4s, not because the hulls where so much, but because there was zero chance of failure with something like this and they could ignore most of the mechanics that they didn't understand.

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

Anize Oramara
WarpTooZero
#30 - 2014-06-20 09:31:19 UTC
the personal attacks really aren't necessary. However you post does continue to highlight a few very important shortcomings in you understanding of the changes, especially how to use the bastion correctly.

you continually talk about the overtanking that bastion allows and while that is extremely usefull in OTHER areas of the game, using it in lv4s makes you a scrubby. what you do is you fit the ship so that you have the same amount of tank AFTER bastion is turned on that you had before bastion was introduced. (maybe a smidge more because you are not moving after all). this allows you more fitting flexibility and importantly allows you to drop those silly expensive officer/dedspace mods meaning you are now far more safe from getting ganked for profit.

then theres the increase in range, the extra application you get from that and from extra mid slot application mods or even prop mods.

you also seem to have completely missed the point of the mjd, believing it is used (on the marauders) as a way to fly away from the rats. it is used to get CLOSER instantly instead of having to run a mwd to get closer. thats the whole point of the time reduction for it on the hull. rapid re deployment to get to rats amd gates faster.

see you original fit lacks two things that are bonused on the hull (not to mention you STILL fit an unbonused web) and you complain that the marauders are worse now. stop living in the past, you are only giving people a reason to make fun of you.

this is like me taking the vindi, not fitting webs to it and armor tanking it and fitting rails and complaining that no one wants to invite me to their incursion fleet.

or like not fitting nos to the blood raider ships, or not fitting ab to the sansha ships, etc.

do you get it yet? if you can't the you really should not be giving patendly bad advice like the fit you posted. its outdated and will get ganked or lost to rats. a fit like that is borderline trolling.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

hmskrecik
TransMine Group
Gluten Free Cartel
#31 - 2014-06-20 20:12:14 UTC
IIshira wrote:

The best choice for hybrids would be the Kronos. It's close up DPS is decent but with rails sucks

Mind you that for Kronos this "close up" means 50km engagement range, give or take. And honestly I don't get what's sucky about 900+ DPS at 39+95km, before TC/bastion are applied. Other than that, I totally agree.

From what I gathered flying it, blasters should be weapon of choice for serious grinding but rails allow for still effective yet quite relaxed mission mode. There is slight difference in performance but it's not as big as paper stats suggest.
IIshira
School of Applied Knowledge
Caldari State
#32 - 2014-06-20 20:29:57 UTC
hmskrecik wrote:
IIshira wrote:

The best choice for hybrids would be the Kronos. It's close up DPS is decent but with rails sucks

Mind you that for Kronos this "close up" means 50km engagement range, give or take. And honestly I don't get what's sucky about 900+ DPS at 39+95km, before TC/bastion are applied. Other than that, I totally agree.

From what I gathered flying it, blasters should be weapon of choice for serious grinding but rails allow for still effective yet quite relaxed mission mode. There is slight difference in performance but it's not as big as paper stats suggest.


Are you talking actual turret DPS before implants? The most I've ever got was 746 with 4 faction magstabs and rail spec to 5. I guess you can use faction ammo but that would be expensive for missions.

To be fair to say it "sucks" may be a bit harsh but it seems inferior for missions compared to the Golem and Paladin. I don't own a Vargur so I can't speak for it.

Golem 1007 DPS @190km with T2 cruise missiles. No implants or drones in this figure

Paladin 1040 DPS @ 73 + 51 with T2 Tachs and IN MF. Again no implants or drones.
hmskrecik
TransMine Group
Gluten Free Cartel
#33 - 2014-06-21 07:13:28 UTC
IIshira wrote:
hmskrecik wrote:
IIshira wrote:

The best choice for hybrids would be the Kronos. It's close up DPS is decent but with rails sucks

Mind you that for Kronos this "close up" means 50km engagement range, give or take. And honestly I don't get what's sucky about 900+ DPS at 39+95km, before TC/bastion are applied. Other than that, I totally agree.

From what I gathered flying it, blasters should be weapon of choice for serious grinding but rails allow for still effective yet quite relaxed mission mode. There is slight difference in performance but it's not as big as paper stats suggest.


Are you talking actual turret DPS before implants? The most I've ever got was 746 with 4 faction magstabs and rail spec to 5. I guess you can use faction ammo but that would be expensive for missions.

To be fair to say it "sucks" may be a bit harsh but it seems inferior for missions compared to the Golem and Paladin. I don't own a Vargur so I can't speak for it.

Golem 1007 DPS @190km with T2 cruise missiles. No implants or drones in this figure

Paladin 1040 DPS @ 73 + 51 with T2 Tachs and IN MF. Again no implants or drones.

Well, I tend to forget I fly with some chips inside my skull... I'm using generic +5% DPS implant. Stuffing my fit into PYFA for unimplanted-all-V pilot I get following gun stats:
- Antimatter, vanilla: 789 @39+54 (apologies for this stat in previous post, it was readout from game, another thing I forgot about)
- Antimatter, blessed: 907 @ditto
- Javelin: 921 @19+54

Stats are from following bare bone fit:
4 guns
1 bastion (switched off for stats above)
3 utility

2 TC (switched off for stats above)
2 utility

4 magstabs (3 faction, 1 tech II)
1 TE
1 repper
1 token hardener (mostly reactive because I grew to be lazy)

Large Burst Aerator II
utility rig

I'd also like to dispel this "ammo expensiveness" myth. I did some testing, it was a while ago but weapons' balance didn't change much since then, and it turned out that it is less profitable to shoot ordinary antimatter. And it was assuming you buy both from market. Let me reiterate it: when flying Kronos, for most of missions (with exception of low value crap you don't want to do anyway), the total profit was bigger when shooting faction ammo. I don't have my notes at hand but if you don't believe me and ask nicely I may try to find and retrieve them.
The Djego
Hellequin Inc.
#34 - 2014-06-21 09:28:14 UTC  |  Edited by: The Djego
Anize Oramara wrote:
the personal attacks really aren't necessary. However you post does continue to highlight a few very important shortcomings in you understanding of the changes, especially how to use the bastion correctly.


Where is the personal attack? I just pointed out that you like the changes apparently because you had issues with the hulls before that are not really related to the hulls itself but your game play(because other people didn't had them), and that the low value of a web bonus in your eyes steams form your lack of understanding how it is used properly to improve dps applied and speed up times.

Anize Oramara wrote:
you continually talk about the overtanking that bastion allows and while that is extremely usefull in OTHER areas of the game, using it in lv4s makes you a scrubby. what you do is you fit the ship so that you have the same amount of tank AFTER bastion is turned on that you had before bastion was introduced. (maybe a smidge more because you are not moving after all). this allows you more fitting flexibility and importantly allows you to drop those silly expensive officer/dedspace mods meaning you are now far more safe from getting ganked for profit.


No it doesn't, you need to massively over tank bastion ships that you actually want to move around outside of bastion, for the reason that you don't have the bastion tank while you move. I seen not a single good fitted marauder on the KBs that got suicide ganked where I did my L4s after the changes. If you look a bit more more closely, nearly all people that get suicide ganked ended up on the KBs while they massively over tanking the hulls, because they don't pay attention, what gets them killed in the end. I had never issues with my fittings because I actually pay a bit attention on what happens on grid and in the systems I fly in(what are some where 30B worth of ships did die every single day to suicide gankers).

Anize Oramara wrote:
you also seem to have completely missed the point of the mjd, believing it is used (on the marauders) as a way to fly away from the rats. it is used to get CLOSER instantly instead of having to run a mwd to get closer. thats the whole point of the time reduction for it on the hull. rapid re deployment to get to rats amd gates faster.


I am only aware of 4 L4s where the MJD would bring you in a favourable position from the warp in. This is the reason why I and most reasonable people I know use mwds.

Anize Oramara wrote:
see you original fit lacks two things that are bonused on the hull (not to mention you STILL fit an unbonused web) and you complain that the marauders are worse now. stop living in the past, you are only giving people a reason to make fun of you.

this is like me taking the vindi, not fitting webs to it and armor tanking it and fitting rails and complaining that no one wants to invite me to their incursion fleet..


Why a mjd and and bastion don't help me to fly the L4s faster, why should I fit them if you don't need the extra tank and can move the hull fare more precise over the grid with a mwd than a mjd? Since you are not aware of how you actually fly a rail BS effective, the reason why you fit a web on a rail BS is because it lacks the tracking to hit properly at sub 20km ranges(what is a quite common range in many L4s that you have from the warp in to the NPCs) and while a 60% web is bad, it is still better than nothing.

Just for your interest a armor tanked vindi is in most situations more effective than a shield one in VGs, because it pushes out more dps(stacking DDAs and sentry drones instead of TEs and light drones) and can fit more webs. Do you know why people fit in a specific way for Incursions? Because people like me come up with doctrines, play test them, optimize them and tell people like you how to fit and use a ship, as FC or LC. The way it works is that some people with a good understanding of game mechanics come up with a fitting, people with relative little of the former laugh, the fittings get play tested, optimized and finalized and then the people that did laugh once get told how to fit and fly her ship, because the way they think it is effective is not effective enough for others.

I for myself find is very ironic that you think you make fun of me, while I had non of your issues before the changes with the Vargur and you display "great" understanding how to fit and use hulls for a specific purpose, leave a alone how to set them up and utilize them to archive the best result. This is why you like the bastion changes, while I criticize them.

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

Xoceac
Incursion Supplies
Gluten Free Cartel
#35 - 2014-06-24 11:25:08 UTC  |  Edited by: Xoceac
To come back to the original topic of this thread, I have gone for the new Clone with Missile implants and continue to fly the Scorpion Navy Issue. I lack the skills too fly a Kronos and having to buy a Hybrid ship is not such a good idea, since it can't get, in any way, better than the ship I am flying now.

Since every gunnery class needs tracking and can't hit everything within every range of a 110km (only with different kinds of ammo), I will stay with my SNI.

Thanks for the imput everyone, I will certainly take it all into account.
Anize Oramara
WarpTooZero
#36 - 2014-06-24 13:05:25 UTC  |  Edited by: Anize Oramara
take a look then at the typhoon/fleet phoon/rattlesnake as well. working on drone skills is always an excellent next step after you are happy with your missile skills. Drones are used by every race in almost every ship in both pve and pvp.

not to mention they recently got a big overhaul making all race drones useful.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Hakaari Inkuran
State War Academy
Caldari State
#37 - 2014-06-24 13:35:07 UTC
Xoceac wrote:
To come back to the original topic of this thread, I have gone for the new Clone with Missile implants and continue to fly the Scorpion Navy Issue. I lack the skills too fly a Kronos and having to buy a Hybrid ship is not such a good idea, since it can't get, in any way, better than the ship I am flying now.

Since every gunnery class needs tracking and can't hit everything within every range of a 110km (only with different kinds of ammo), I will stay with my SNI.

Thanks for the imput everyone, I will certainly take it all into account.

My paladin's tachs with 3TCs can hit everything within 110km. Granted they start missing a bit past 80km if you're too stubborn to just spend 2s swapping crystals.
Xoceac
Incursion Supplies
Gluten Free Cartel
#38 - 2014-06-24 13:38:32 UTC  |  Edited by: Xoceac
Anize Oramara wrote:
take a look then at the typhoon/fleet phoon/rattlesnake as well. working on drone skills is always an excellent next step after you are happy with your missile skills. Drones are used by every race in almost every ship in both pve and pvp.

not to mention they recently got a big overhaul making all race drones useful.

Not bad, having either of those ships is worth looking into. Training an alt for pure droning, but it's somewhat mixed. My alt has the drone skills and my main has the missile skills. I'd rather focus on those two, than mixing them together.

As for the Paladin, I know it's possible, but I still keep my three target painters, good tank and an Afterburner in my mid slots.

EDIT: The Rattlesnake is the closest to what I have, but keeps the missiles.
Hakaari Inkuran
State War Academy
Caldari State
#39 - 2014-06-24 13:49:14 UTC  |  Edited by: Hakaari Inkuran
Xoceac wrote:
Anize Oramara wrote:
take a look then at the typhoon/fleet phoon/rattlesnake as well. working on drone skills is always an excellent next step after you are happy with your missile skills. Drones are used by every race in almost every ship in both pve and pvp.

not to mention they recently got a big overhaul making all race drones useful.

Not bad, having either of those ships is worth looking into. Training an alt for pure droning, but it's somewhat mixed. My alt has the drone skills and my main has the missile skills. I'd rather focus on those two, than mixing them together.

As for the Paladin, I know it's possible, but I still keep my three target painters, good tank and an Afterburner in my mid slots.

EDIT: The Rattlesnake is the closest to what I have, but keeps the missiles. Still kinda worth it, it has two drone damage amps in the lows.

Huh? You don't target paint with gun ships. Not that they dont benefit but its just pointless in solo PVE

Anyway, I'm putting together a skill plan for the rattlesnake as well. Its nice having such a high DPS ceiling while also getting a sizeable tank for low-stress mission running. Also its a cheap hull for the extreme performance you get.
Nolak Ataru
Hedion University
Amarr Empire
#40 - 2014-06-24 13:51:18 UTC
Xoceac wrote:
Anize Oramara wrote:
take a look then at the typhoon/fleet phoon/rattlesnake as well. working on drone skills is always an excellent next step after you are happy with your missile skills. Drones are used by every race in almost every ship in both pve and pvp.

not to mention they recently got a big overhaul making all race drones useful.

Not bad, having either of those ships is worth looking into. Training an alt for pure droning, but it's somewhat mixed. My alt has the drone skills and my main has the missile skills. I'd rather focus on those two, than mixing them together.

As for the Paladin, I know it's possible, but I still keep my three target painters, good tank and an Afterburner in my mid slots.

EDIT: The Rattlesnake is the closest to what I have, but keeps the missiles. Still kinda worth it, it has two drone damage amps in the lows.


Tachyon paladin will tank any L4 you throw at it while still having 4 sinks and range out past 110km. 2 TCs, Painter, AB and you're golden.