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New missile mods, any use with Torp or Cruise Golem?

Author
Wylde Kardde
Center for Advanced Studies
Gallente Federation
#1 - 2015-07-10 16:00:09 UTC
I was unsure if these new missile modules would have any positive uses for Golem fits vs previous cookie cutter setups for highest efficiency. I'm thinking that the scriptable module would essentially bring some Cruise abilities to Torps regarding smaller targets or hit farther out but uncertain whether TP's are still the way to go since Golem's have the bonus for it. Anyone testing these out with good effect?

The Origional Intention of Pirate BS's... pvp

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Tiberius Heth
Doomheim
#2 - 2015-07-10 17:12:54 UTC  |  Edited by: Tiberius Heth
Some quick checking shows that you'd need about 1.5 MGC II to outdo a fully bonused painter, this makes normal fights a lot easier because you're now freed of having to apply your painter to every goddamn target (assuming T2 cruise, as one should), it also works regardless of distance unlike painters who start behaving erratically outside optimal.

"T2 cruise, Rigor rigs, 2 MGC and be done with it" sounds like a good plan to me., or perhaps a rof rig, T1 rigor, 2 MGC and painters. However, you can now also go with torps and a choice of rigor/range rigs, MGC and painters to get a really nice combo of range and applied dps. However I'd probably still go for T2 cruise, just for ease of use.


Here's a fitting idea that seems to be the most optimised, note that these are just some hypothetical ramblings and isn't actually tested in any way.


[Golem, LVL 4 Test]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Large Micro Jump Drive
Gist C-Type Large Shield Booster
Kinetic Deflection Field II
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Missile Guidance Computer II, Missile Precision Script
Missile Guidance Computer II, Missile Precision Script

Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Bastion Module I
Heavy Nosferatu II
Small Tractor Beam II
[empty high slot]

Large Bay Loading Accelerator II
Large Warhead Rigor Catalyst I

Hornet II x5
Sobaan Tali
Caldari Quick Reaction Force
#3 - 2015-07-10 18:44:32 UTC
I haven't tried it yet (still waiting for initial prices to drop) but MGC may help a Torp Golem get just the right amount of range to make it worth it to use Torps for those who favor Cruises due to range. The issue is you likely will not apply the damage as good outside the unbonused ranges, but inside that you can flip the script to apply better. Playing around with Pyfa shows a descent range jump with two without scripts and a pretty nice one with them both running on range scripts.

I'm a little surprised, honestly. For now, I'm gonna be cautiously optimistic if Torps are actually a lot more viable now. Missiles still, I would think, need a full blown balancing pass, so more changes I'd assume are around the corner. I'm sure CCP still wants to add an EWAR counter for MGC's and MGE's later on.

"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."

Tiberius Heth
Doomheim
#4 - 2015-07-10 22:35:54 UTC  |  Edited by: Tiberius Heth
While the range will be better it still won't be great, 50-60km tops and at those ranges you'll already get application issues to a point where Fury cruise will outperform them. You're still in the ~45km ranges where they will actually make sense, they'll do good damage but that's where it ends.

However, you could use javelin torps with precision scripts which would apply more dps than T2 fury cruise, while having 57km range. So you'd have 0-45km with much better damage than cruise, and then 45-57km with still good application with Javelin. And nothing beyond. But that would require a lot of reloading and juggling with ammo types which generally will just mess it all up.

- edit -

This is all based on shooting cruisers, vs BC and BS it'll all be different ofc.
Hakaari Inkuran
State War Academy
Caldari State
#5 - 2015-07-10 23:16:49 UTC
If you use 3 or 4 painters, swapping one of them to a mgc is a huge help. Saves you micromanaging and is a straight buff.

Its the other nonphoon ships that have issues with the new modules.
Amanda Chan
Garoun Investment Bank
Gallente Federation
#6 - 2015-07-12 23:51:38 UTC
Testing on the Golem yielded the following results:
3x Faction BCU
1x T2 BCU
4x PWNAGE painters
2x Rigor II

This was the fit I was using pre-Aegis patch. Allowed me to shoot fury cruise missiles at everything decently but worst case scenario Angel frigate/cruiser which I used precision missiles. The Rigor stacking nerf hurt a little but not a huge difference.

3x Faction BCU
1x T2 BCU
3x PWNAGE painters
1x Missile Guidance Computer II(Precision Script)
2x Rigor II

Gives an increase in damage vs worst case scenario angel frigates/cruiser, although very slight that's 1 less painter I'd need to juggle.

3x Faction BCU
1x Missile Guidance Enhance II
3x PWNAGE painters
1x Missile Guidance Computer II(Precision Script)
2x Rigor II

Gives the same increase in damage vs worst case scenario angel frigates/cruiser, but obviously less damage against BS,BC and dessies that I was already doing full damage to with furies.

So what's the best fit I've found so far for price that is?
3x Faction BCU
1x T2 BCU
3x PWNAGE
1x MGC II(Precision Script)
1x Rigor II
1x Flare II

The difference was 12 dps at the frigate level and 10 dps at the cruiser level(with precision missiles).You'll get upwards of 20 dps difference with republic fleet/damnation painters but at a huge increase to cost. Seeing how it wouldn't save you a volley most of the time, I find it not worth it.

For myself I won't be making any changes to my cruise fit. My 3rd and 4th painter were optional anyways as I use a mobile depot to switch them for hardeners for when I need an increase in my tank while I whittle down the BS,BC and dessie rats.

As for torps, I'm still playing around with the fits. Torps actually do better against all targets then cruise missiles, the range is still subpar with the setup needed and also need atleast 1 of the painters to be republic fleet to apply full damage to an angel worst case scenario battleship. If you don't mind shooting extra volleys vs frig/cruisers then torps could be a more viable alternative. Then again torps take up 50% less space now so, it might be worth it as factoring reload times just puts torps even further ahead of cruises.

So hop into EFT, do a little work and see what's right for you.

stoicfaux
#7 - 2015-07-13 00:23:06 UTC  |  Edited by: stoicfaux
Cruise Fury missiles have more volley damage than CN torpedoes. Volley damage is useful in one-shotting non-elite NPC cruisers. =/

Three CN BCU + one BCU II:
Golem CN torp volley: 7184
Golem Fury volley: 7935
That's a 10% increase.

edit: transposed a number. Fury has a 1.5% advantage over Torp volleys.

With a 4 TP, 2 Rigor Golem, you'll want to replace the 4th TP with a MGC II + Precision script.


As for Torps in general on a PvE Golem: Meh. The range still sucks. Torps still move slowly compared to cruise (~5km/s verus 13km/s) which means DPS loss to volley miscounting. You could micromanage the MJD and Bastion to make sure you're always in torp range, but meh, micromanage....

On the plus side, if you do decide to micromanage the MJD and Bastion, you could free up the rigs for warp speed rigs.


tl;dr Use a Vargur instead.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Dungheap
DHCOx
#8 - 2015-07-13 14:47:12 UTC
i just tested target painters in falloff , and they do have a chance to fail ( no effect ) . while it may not apply to close range fits , it's something for the MJD / cruise missile users to consider .
Johnathan Coffey
Niforce Triggers
#9 - 2015-07-13 15:07:50 UTC
I'ma hijack this thread and ask about FW lvl4s in bombers. Is a guidance computer an option over a TP?

First rule of EVE UI: right click EVERYTHING.

Amanda Chan
Garoun Investment Bank
Gallente Federation
#10 - 2015-07-14 00:16:26 UTC  |  Edited by: Amanda Chan
Whelp...I think I've put together the best Torp Golem fit I can think of that's not obscenely overpriced.

[Golem, PvE - Torp]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Missile Guidance Enhancer II - This was chosen over a 4th T2 BCU because you gain more dps through application then straight damage/rof bonus.

Pithum A-Type Medium Shield Booster
Adaptive Invulnerability Field II
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
- Using Republic Fleet/Domination painters instead result in a 30 dps increase vs worst case scenario cruiser/frigate. All 3 painters are mandatory otherwise you lose full application against battleships.
Missile Guidance Computer II, Missile Range Script
500MN Microwarpdrive II
- A Large MJD will fit instead but I hate slowboating so this was used in my fit.

Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Bastion Module I
[empty high slot]
[empty high slot]
[empty high slot]

Large Warhead Rigor Catalyst II
Large Warhead Flare Catalyst II

Damage/Range(Does not include drones):
All level 5, full crystal set the rest missile +5 implants for projection, precision, prediction and rapid launch.
1241 dps and 44/37.1 km with Rage torps and and range/precision script.
1055 dps and 52.8/44.5 km with Faction torps and range/precision script..
918 dps and 52.8/44.5 km with T1 torps and range/precision script.
827 dps with 79.1/66.7 km with Javelin torps and range/precision script.

Below you will find how well the damage will apply to worst case scenario Angel ships. Please bear in mind that npcs do not always travel at top speed and worst case scenario are the smallest signature and fastest ships of the Angel rat npcs.

Against worst case scenario Angel battleship:
Applies perfect damage with all torp types using Range script.

Against worst case scenario Angel battlecruiser:
Applies perfect damage with all torp types using Range script.


Against worst case scenario Angel Cruiser:
Applies 25% of Rage damage(319 dps), 51% of Faction/T1 damage(539/469 dps) and 50% of Javelin damage(416 dps) with range script.
Applies 32% of Rage damage(398 dps), 63% of Faction/T1 damage(669/583 dps) and 62% of Javelin damage(519 dps) with precision script.

Against worst case scenario Angel frigate(I will show decimals for this one due to how close the numbers were):
Applies 2.9% of Rage damage(37 dps), 6.2% of Faction/T1 damage(66 dps/57 dps) and 5.8% of Javelin damage(48 dps) with range script.
Applies 3.7% of Rage damage(46 dps), 7.7% of Faction/T1 damage(82/71 dps) and 7.2% of Javelin damage(60 dps) with precision script. Only showing decimal here because both Faction/T1/Javelin were close in application.
The numbers look bad, but a similar build with cruise missiles would only apply 124 dps on frigates, so I'm thinking 4-6 torp volleys per frigate.

Tank:
840 ehp/s vs Sansha at low end and 1285 ehp/s vs Guristas.
For those of you unaware this tank is not enough for some missions(Remember sitting still = full dps applied).With a mobile depot, removing the MWD(best module to replace with a tanking piece) and replacing with another T2 invul fiends gives: 1136 ehp/s vs Sansha at low end and 1739 ehp/s vs Sansha.
If you switch with a EM WARD II instead you get: 1295 ehp/s vs Sansha.
Also keep in mind your cap will last much longer with the removal of the MWD.

Cap:
9m 19s with everything running but MWD
2m 43s with everything running

Mind you, this is likely not the optimal fit. As always the most important thing about missile dps is the amount of volleys. So you can reduce application to increase range if it will not change the amount of volleys you have to shoot before they pop.

For those of you unaware, the worst case scenario rats were obtained from "http://games.chruker.dk/eve_online/npc_ships.php?supergroup=7&return_to=" and modeled as closely as possible in EFT to achieve signature/speed.

I'd love feedback and thoughts on how to make the fit better.
GordonO
BURN EDEN
#11 - 2015-07-14 00:35:09 UTC
My conclusion on playing with fits and running some missions on the test server, if you plan to only shoot big things within 50ish M, use torps, otherwise cruise missiles with 2 x t2 rigors and TP's will always out perform.
But eft warrioring and 4 missions is not really that scientific, but I won't be switching

... What next ??

Amanda Chan
Garoun Investment Bank
Gallente Federation
#12 - 2015-07-14 00:53:44 UTC  |  Edited by: Amanda Chan
GordonO wrote:
My conclusion on playing with fits and running some missions on the test server, if you plan to only shoot big things within 50ish M, use torps, otherwise cruise missiles with 2 x t2 rigors and TP's will always out perform.
But eft warrioring and 4 missions is not really that scientific, but I won't be switching


Actually due to changes that rigor/flare rigs now have stacking penalty. 1 T2 Rigor and 1 T2 Flare is better then 2x T2 Rigor. Also Cruise missiles need 3/4 PWNAGE painters to 1 shot all Battlecruisers with Furies. Also 3 PWNAGE and 1 MGC II(Precision) script performs better vs cruisers and frigates while still 1 shotting Battlecruisers.
Chainsaw Plankton
FaDoyToy
#13 - 2015-07-14 01:39:33 UTC
rigors have stacking penalties now Shocked

at this rate I'm never using missiles again, I feel bad for whoever is training them, well aside from RLML apparently.

@ChainsawPlankto on twitter

Amanda Chan
Garoun Investment Bank
Gallente Federation
#14 - 2015-07-14 01:47:23 UTC
Chainsaw Plankton wrote:
rigors have stacking penalties now Shocked

at this rate I'm never using missiles again, I feel bad for whoever is training them, well aside from RLML apparently.


but..but..the screen shake!
Sobaan Tali
Caldari Quick Reaction Force
#15 - 2015-07-14 02:25:32 UTC
stoicfaux wrote:
Cruise Fury missiles have more volley damage than CN torpedoes. Volley damage is useful in one-shotting non-elite NPC cruisers. =/

Three CN BCU + one BCU II:
Golem CN torp volley: 7184
Golem Fury volley: 7935
That's a 10% increase.

edit: transposed a number. Fury has a 1.5% advantage over Torp volleys.

With a 4 TP, 2 Rigor Golem, you'll want to replace the 4th TP with a MGC II + Precision script.


As for Torps in general on a PvE Golem: Meh. The range still sucks. Torps still move slowly compared to cruise (~5km/s verus 13km/s) which means DPS loss to volley miscounting. You could micromanage the MJD and Bastion to make sure you're always in torp range, but meh, micromanage....

On the plus side, if you do decide to micromanage the MJD and Bastion, you could free up the rigs for warp speed rigs.


tl;dr Use a Vargur instead.


or just use what has worked before...without these crap mods. No sense in getting worked up over these things when they hardly do much to change the playing field. As I said in the Aegis Missile thread, the missile HP buffs have had a better effect.

"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."

Sobaan Tali
Caldari Quick Reaction Force
#16 - 2015-07-14 02:27:32 UTC
Amanda Chan wrote:
Chainsaw Plankton wrote:
rigors have stacking penalties now Shocked

at this rate I'm never using missiles again, I feel bad for whoever is training them, well aside from RLML apparently.


but..but..the screen shake!


Lol. Most people turn that blasted disorienting option off; kind of forgot that even exist.

"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."

C11H17NO3
Red Federation
RvB - RED Federation
#17 - 2015-07-15 16:00:41 UTC
ya its pretty nifty to make the mission golem even better than it was before

with 2 of the new modules and range scripts, with rigs you can get rage torps to 45km and jav torp to 102 km. (in bastion of course)
Barrogh Habalu
Imperial Shipment
Amarr Empire
#18 - 2015-07-16 09:31:49 UTC
Sobaan Tali wrote:
or just use what has worked before...without these crap mods. No sense in getting worked up over these things when they hardly do much to change the playing field. As I said in the Aegis Missile thread, the missile HP buffs have had a better effect.

Your sig seems fitting.
Fonac
Imperial Academy
Amarr Empire
#19 - 2015-07-16 12:30:00 UTC
C11H17NO3 wrote:
ya its pretty nifty to make the mission golem even better than it was before

with 2 of the new modules and range scripts, with rigs you can get rage torps to 45km and jav torp to 102 km. (in bastion of course)


I wish i could agree on that statement.
They made a direct nerf to Rigs, and Cruise missiles are still better than torps for most situations.
And it's not because cruise missiles are exactly overpowered....
Arcos Vandymion
Ministry of War
Amarr Empire
#20 - 2015-07-17 08:32:46 UTC  |  Edited by: Arcos Vandymion
Amanda Chan wrote:
Chainsaw Plankton wrote:
rigors have stacking penalties now Shocked

at this rate I'm never using missiles again, I feel bad for whoever is training them, well aside from RLML apparently.


but..but..the screen shake!

Fonac wrote:

They made a direct nerf to Rigs, and Cruise missiles are still better than torps for most situations.
And it's not because cruise missiles are exactly overpowered....


We asked for the same advantages turret users get but we never wanted their disadvantages *bohoo*

Roll
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