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Best ship for Amarr Navy lv4 mission?

Author
Demerius Xenocratus
The Scope
Gallente Federation
#21 - 2015-07-18 20:52:20 UTC
Pirate BS can be extremely effective with the 2 racial BS skills just at lvl 4, as long as you have good skills in the proper weapons and tank. I'm flying my Mach with Gallente and Minmatar BS at 4; it was effective even with T1 guns and now with T2 I shred missions easily. 1080 DPS with hail, not including drones. And that will top 1200 if I ever get around to finishing some of the longer DPS skills remaining. 1080 DPS out to 45k, 950 with whatever damage type faction ammo may be required, 1500 m/s with MWD and maneuverability/warp speed of a cruiser.

If you actually know how to fly a ship and understand what transversal is, the Mach is a monster.

If you'd rather AFK with sentry drones, rattlesnakes are 350M ISK currently. I don't even have the skills for that hull and I picked one up for potential future use.

The only advantage I see with Marauders is ewar immunity and more tank than a pirate BS, two things you will almost never need.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#22 - 2015-07-18 21:24:38 UTC  |  Edited by: Tyberius Franklin
Demerius Xenocratus wrote:
The only advantage I see with Marauders is ewar immunity and more tank than a pirate BS, two things you will almost never need.

All of the marauders also have an apparently often overlooked application bonus their pirate counterparts lack. The paladin will outrange a Nightmare, allowing higher damage crystals to be used farther. The Kronos similarly has a falloff bonus to help decrease the damage loss there at range, potentially meaning less travel in blaster fits. Vargur has tracking over the mach and the Paladin has a TP bonus.

All of the above also can do missions on a 3 slot, undersized tank leaving every other mid/low/rig slot to further push that damage and application.
Demerius Xenocratus
The Scope
Gallente Federation
#23 - 2015-07-19 00:25:47 UTC
Tyberius Franklin wrote:
Demerius Xenocratus wrote:
The only advantage I see with Marauders is ewar immunity and more tank than a pirate BS, two things you will almost never need.

All of the marauders also have an apparently often overlooked application bonus their pirate counterparts lack. The paladin will outrange a Nightmare, allowing higher damage crystals to be used farther. The Kronos similarly has a falloff bonus to help decrease the damage loss there at range, potentially meaning less travel in blaster fits. Vargur has tracking over the mach and the Paladin has a TP bonus.

All of the above also can do missions on a 3 slot, undersized tank leaving every other mid/low/rig slot to further push that damage and application.


You don't need tracking if you know how to manage transversal. Easy to do in a BS that flies like a cruiser + the standard shield mach has 3 TE and 3 faction gyros in the lows. And of course the warp bonus makes getting around so much quicker.

I think Marauders are still like 60 days training out for me; dunno why I'd need one except to make certain missions which have tons of ewar and DPS a bit easier, i.e. the assault and the jamming rats in dread pirate scarlet. Don't get me wrong marauders look neat but the amount of training you need to fly them is insane.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#24 - 2015-07-19 06:45:27 UTC  |  Edited by: Tyberius Franklin
The Machariel is the only pirate BS that warps faster than a marauder and is significantly more agile than a marauder.

The Nestor and Barghest each get one of those advantages, but neither is considered that good for missioning.

If the claim was about the Mach alone, sure, the agility and warp speed negate some need for additional tracking, but not all, and being at range while dealing the same damage, as in the case of the other pirate BS to marauder comparisons, will still yield better results. Considering the tracking is also reduced from stated on targets under 400m sig rad and rarely is anything at 0 angular velocity that tracking bonus adds up damage.

A Vargur can easily have 4 gyros and 3 TCs as well.

The mach singularly is a really good missioning ship, but not as far ahead of the vargur or paladin when the damage type is right as you make it seem. Against the other pirate BS's I'm not so sure the lead over marauders as a whole is as significant where it exists at all.

Also, as far as training AWU 5 is something you would want anyways and BS 5 only makes the mach better as well. Electronic upgrades 5 is more iffy admittedly unless you find yourself needing T2 RCU's regularly.
Celthric Kanerian
Viziam
Amarr Empire
#25 - 2015-07-28 00:30:55 UTC  |  Edited by: Celthric Kanerian
I use a Paladin for level 4 missions fitted with t2 pulse lasers.

In bastion mode (w/o drones)
Scorch L = 120 optimal - 895 dps

Conflag = 58 optimal - 1170 dps

Otherwise I also sometimes use my Rattlesnake which has 1560 dps (Drones and cruise missiles combined)
GordonO
BURN EDEN
#26 - 2015-07-28 01:33:26 UTC
Celthric Kanerian wrote:
I use a Paladin for level 4 missions fitted with t2 pulse lasers.

In bastion mode (w/o drones)
Scorch L = 120 optimal - 895 dps

Conflag = 58 optimal - 1170 dps

Otherwise I also sometimes use my Rattlesnake which has 1560 dps (Drones and cruise missiles combined)


You better of switching to faction crystals to match range than switching to scorch.

... What next ??

Gh0stBust3rs
Templars HIghsec
Stellar Fusion
#27 - 2015-07-28 09:26:00 UTC
More importantly dont do Amarr Navy Missions.

Do Ministry of Internal Order missions.

1. It gives you the standing needed for the epic arc.
http://dl.eve-files.com/media/corp/jowen/Amarr_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf

2. Penirgman it has 2 Level 3 agents and a Level 4. (Level 3s are easier to blitz for better isk/hr)(Also has In house Storyline Agent)
http://eve-agents.com/index.dxd?AgentName=&System=Penirgman&Region=-&Corporation=1000082&Faction=-&Division=24&Level=-&Skill=-&Locator=-&Storyline=-&FWAgent=-&Sort=7&Direction=0


3. Has access to the same LP store.
Daniela Doran
Doomheim
#28 - 2015-07-29 12:07:52 UTC
Gh0stBust3rs wrote:
More importantly dont do Amarr Navy Missions.

Do Ministry of Internal Order missions.

1. It gives you the standing needed for the epic arc.
http://dl.eve-files.com/media/corp/jowen/Amarr_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf

2. Penirgman it has 2 Level 3 agents and a Level 4. (Level 3s are easier to blitz for better isk/hr)(Also has In house Storyline Agent)
http://eve-agents.com/index.dxd?AgentName=&System=Penirgman&Region=-&Corporation=1000082&Faction=-&Division=24&Level=-&Skill=-&Locator=-&Storyline=-&FWAgent=-&Sort=7&Direction=0


3. Has access to the same LP store.


Is it even worth doing missions for Amarr, the LP store just plan sucks compared to SOE? And what are the benefits for doing the Amar epic arc missions?
Gh0stBust3rs
Templars HIghsec
Stellar Fusion
#29 - 2015-07-29 12:20:17 UTC
Daniela Doran wrote:
Gh0stBust3rs wrote:
More importantly dont do Amarr Navy Missions.

Do Ministry of Internal Order missions.

1. It gives you the standing needed for the epic arc.
http://dl.eve-files.com/media/corp/jowen/Amarr_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf

2. Penirgman it has 2 Level 3 agents and a Level 4. (Level 3s are easier to blitz for better isk/hr)(Also has In house Storyline Agent)
http://eve-agents.com/index.dxd?AgentName=&System=Penirgman&Region=-&Corporation=1000082&Faction=-&Division=24&Level=-&Skill=-&Locator=-&Storyline=-&FWAgent=-&Sort=7&Direction=0


3. Has access to the same LP store.


Is it even worth doing missions for Amarr, the LP store just plan sucks compared to SOE? And what are the benefits for doing the Amar epic arc missions?



Beyond the 350m payout between bounties and the end implant? every 3 months

Lp store is showing around 1k isk/lp. Its not great but its not terrible either. (Going by Jita Buy Orders)
GordonO
BURN EDEN
#30 - 2015-07-29 19:52:33 UTC
elitatwo wrote:
Tyberius Franklin wrote:
elitatwo wrote:
GordonO wrote:
marauder > pirate > navy > t1.. in that order best to worst

Marauders are only for pilots who cannot fly battleships properly Sad

Dunno, having an off button for NPC ewar, a T2 tank that performs like a size class up and not much need need to move the ship because you can apply damage decently out to 100km (800mm AC vargur falling slightly shorter) and an MJD cooldown reduction for when you do is kinda nice.

Also has more DPS for me due to not needing to fill more slots with tank out of the refusal to faction/deadspace fit.


Hmm.. While I get that electronic warfare can get frustrating sometimes, I see it as challenge. I have been jammed by Guristas for many years in my Raven - so what?

Then I see people making 546748742875642548675967204706516 whine thread how "unfair" that is because they cannot press F1 for 20 seconds - oh my..

If you fly a turret boat gunzz blazing into Sanshas, which you will know before you undock, you did not choose the right tool for the job at hand and I could not care any less about getting dampened by Serpentis when I sit in a blaster boat.

Pressing F1 every now and then is no challenge. Flying a ship right is.



its called being efficient.. may as well run lv4's in a frig if you want to show how well you can fly a ship. Like PVP'ing in pirate and Tac destroyers, why ?? well they better for the job at hand.

... What next ??

Ahed Sten
#31 - 2015-07-30 05:55:50 UTC
elitatwo wrote:
GordonO wrote:
marauder > pirate > navy > t1.. in that order best to worst

Marauders are only for pilots who cannot fly battleships properly Sad


My 1000 dps at 80km Paladin would disagree with you.
Ahed Sten
#32 - 2015-07-30 06:01:51 UTC
Daniela Doran wrote:
Gh0stBust3rs wrote:
More importantly dont do Amarr Navy Missions.

Do Ministry of Internal Order missions.

1. It gives you the standing needed for the epic arc.
http://dl.eve-files.com/media/corp/jowen/Amarr_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf

2. Penirgman it has 2 Level 3 agents and a Level 4. (Level 3s are easier to blitz for better isk/hr)(Also has In house Storyline Agent)
http://eve-agents.com/index.dxd?AgentName=&System=Penirgman&Region=-&Corporation=1000082&Faction=-&Division=24&Level=-&Skill=-&Locator=-&Storyline=-&FWAgent=-&Sort=7&Direction=0


3. Has access to the same LP store.


Is it even worth doing missions for Amarr, the LP store just plan sucks compared to SOE? And what are the benefits for doing the Amar epic arc missions?


And the only good reasons to mission for Amarr are:

1. Standings for locators
2. Standings for Amarr market hub

Their LP stores suck. Do yourself a favor and move to Apanake for SOE, make 20k+ LP/hr and actually buy something good with it.
Daniela Doran
Doomheim
#33 - 2015-07-30 09:31:28 UTC
Ahed Sten wrote:
Daniela Doran wrote:
Gh0stBust3rs wrote:
More importantly dont do Amarr Navy Missions.

Do Ministry of Internal Order missions.

1. It gives you the standing needed for the epic arc.
http://dl.eve-files.com/media/corp/jowen/Amarr_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf

2. Penirgman it has 2 Level 3 agents and a Level 4. (Level 3s are easier to blitz for better isk/hr)(Also has In house Storyline Agent)
http://eve-agents.com/index.dxd?AgentName=&System=Penirgman&Region=-&Corporation=1000082&Faction=-&Division=24&Level=-&Skill=-&Locator=-&Storyline=-&FWAgent=-&Sort=7&Direction=0


3. Has access to the same LP store.


Is it even worth doing missions for Amarr, the LP store just plan sucks compared to SOE? And what are the benefits for doing the Amar epic arc missions?


And the only good reasons to mission for Amarr are:

1. Standings for locators
2. Standings for Amarr market hub

Their LP stores suck. Do yourself a favor and move to Apanake for SOE, make 20k+ LP/hr and actually buy something good with it.


LOL, doing just that, but wonder how long this cash cow will last.
Chainsaw Plankton
FaDoyToy
#34 - 2015-07-30 21:53:02 UTC
Daniela Doran wrote:
LOL, doing just that, but wonder how long this cash cow will last.


I said that like a year ago but it seems to be holding pretty well. SoE has a ton of ways to sink LP, with most other LP stores you get 2-3 items that have decent conversion rates, with soe you have 6 implants, 2 ships, 2 probe launchers, 2 sets of scan probes. according to fuzzworks it looks to be holding around 1800 isk/lp.

@ChainsawPlankto on twitter

Daniela Doran
Doomheim
#35 - 2015-07-31 02:45:29 UTC
Chainsaw Plankton wrote:
Daniela Doran wrote:
LOL, doing just that, but wonder how long this cash cow will last.


I said that like a year ago but it seems to be holding pretty well. SoE has a ton of ways to sink LP, with most other LP stores you get 2-3 items that have decent conversion rates, with soe you have 6 implants, 2 ships, 2 probe launchers, 2 sets of scan probes. according to fuzzworks it looks to be holding around 1800 isk/lp.


Isn't there another Pirate Faction you can run missions for with good LP/Isk conversion rates similiar to SOE? I think Thukker tribe or something?
Khan Wrenth
Viziam
Amarr Empire
#36 - 2015-07-31 13:57:46 UTC
Chainsaw Plankton wrote:
Daniela Doran wrote:
LOL, doing just that, but wonder how long this cash cow will last.


I said that like a year ago but it seems to be holding pretty well. SoE has a ton of ways to sink LP, with most other LP stores you get 2-3 items that have decent conversion rates, with soe you have 6 implants, 2 ships, 2 probe launchers, 2 sets of scan probes. according to fuzzworks it looks to be holding around 1800 isk/lp.


It helps that SOE items don't need those god-awful tags, so you can actually USE that LP, instead of having to hunt down and buy tons of tags too.
C11H17NO3
Red Federation
RvB - RED Federation
#37 - 2015-07-31 14:12:44 UTC  |  Edited by: C11H17NO3
Rattlsnakes are just the king of L4s (non-maruader)

Dont have to care about tracking much, active tank it for the most DPS, Volley frigs with sentries and TPs, almost volley cruisers and bcs with cruise missiles and TPS then any bs gets closer than 10km, gecko or augmented ogres melt it.

this way it has so much dps you almost never have to use any cap charges, only mission that "might" need refill on cap charges is smash the supplier and maybe in the midst of deadspace 5/5
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