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Let's do it together - Building a Level 4 Mission Runner - Golem

Author
Ace Lapointe
The Scope
Gallente Federation
#1 - 2016-03-22 05:30:03 UTC  |  Edited by: Ace Lapointe
Hello EVE-O Forum community!

So here I am, looking at my new Golem class Marauder, and I want to fit it to run level 4 Security Missions, but I don't just want it to run them, I want it to be what a Marauder should be, I want it too be 100% effective, not just good or okay, I want to make the perfect Golem fit, that gets the most efficiency from the Hull, and I decided this could be a fun thing to do with other people, to get as many point of views as possible, as much input, and as much detail as possible, to work similar to a guide for newer and older players, to see the thought process behind theory crafting a good fit, and to see if the EVE-O community can come up with something awesome, and something akin to perfect.

What do we need to do for this?

1, We need to first work out what weapon system is the most optimized on this Hull for level 4 Security Missions, and why. This will require consideration into what Application Modules we will be using, and how many of each.

2, What tank layout works best, both with and without Bastion running (I.e. 2 Slot Tank, 3 Slot Tank, 4 Slot Tank, Ect.) and what kind of modules work best for effeciancy, considering ISK to efficiency ratios, and whether Omni Tanking or focused Tanking is best, how much Shields are needed on average for level 4's, this is about efficiency, we don't want to over Tank or under Tank.

3, How many Target Painters? Why not MGC's? This will depend on weapon system, and what will work best with that weapon system, we need to consider engagement ranges against most standard NPC's, remembering that MJD makes enemies past 100km still a possible target.

4, Low Slots, Cap Stable? More DPS? Better Application? Utility? What would bring the most efficiency out of these slots, remember, 4 Ballistic Controls aren't exactly efficient all the time.

5, Just a MJD? No MJD? Dual Prop? Triple Prop? What is best? What doesn't damage the fits Tank and Application, is it more efficient to have a AB and MJD to move between Gates when you MJD would put you too far away? Is it worth putting on a MWD and taking the Cap hit at the cost of getting into range faster? This will be a hard choice as everything effects efficiency, but we need to balance it so as not to damage it.

6, Spare High Slots, what here? Neuts/Vamps to effect NPC Rep cycles? Salvages and a Tractor? Auto-targeters? Drone Control Range? We want the best in slot choice.

And anything revelant you can think of, please bring it up, I want this to be a community thing, to get something people can look at when they are thoery crafting their own fits so they can see how it''s done, what kind of things they need to consider, and what things they should do.

This is for a practical fit as well, so don't recommend Officer Mods, as effeciancy involves living the un-docking process, Ptihum, Gistum, Pith and Gist modules are fine, some Faction is also fine, effeciancy isn't what is just a better module, but you have to work out if the cost to effect ratio is worth it, (I.e. a Pith X-Type Shield Boost over a T2 Shield Booster, is the difference needed? Can you add more Application if the one Pith module replaces 2 T2 versions? Is a Republic TP worth the price increase over T2 Painters? Is it a noticeable difference, ect.)

If this community project works out well, and if the community receives it well, I will do more things like this for different Hulls, PvP ships, and so on, I believe these will help newer players and more advanced players understand the need for theory crafting and analyzing fits and modules and ships, to work out what is the best possible slot choice, for each slot, to bring that ship to the absolute best possible configuration for the task at hand (In this case level 4 Security Missions), and what will give them the most efficient, both ISK, time spent and mission clearance times.

And I would like to thank anyone willing to help and add their input to this project in advance, you will be helping me put together a infomation bay for anyone to access, to look at and read over, so that they can understand more about the game, and how to fit their ships, with what ticks they need to consdider ticking, so they can see and learn and enjoy the game, so thank you.

Looking forward to what kind of response this gets, this is an open forum by the way, no idea or thought will get shot down, everything will be considered, and talked about, and please, if you disagree with someone elses idea, don't get angry or defensive, we are here to learn together, not just agrue what our personal preference is, remember, this is about formulating the most efficiant fit for the Golem class Marauder Hull to run Level 4 Security Missions.

Let's have some fun, and lets make something awesome together!
Ace Lapointe
The Scope
Gallente Federation
#2 - 2016-03-22 06:28:30 UTC  |  Edited by: Ace Lapointe
Let's work on the tank first, the Bastion module is considered apart of the Hull for this discussion, so considering that, what tank is the most effeciant? 2 slot? 3 slot? We don't want to over Tank, we want just enough to Tank most standard Missions, and assuming you don't aggro the whole room. Now, while passive Tanks have their place, the Golem has bonuses that improve active Tanking modules, so EHP is not the concern here, we are looking at how much active Shield Tanking, or, you need to handle level 4 Security Missions, so, I leave this to the community, what do you all think and why? What is enough Tank? We are focusing on Omni damage Tanking, the ball is in your court now, let's compile as much input as possible before we make a decision based off your input!
Tarojan
Tarojan Corporation
#3 - 2016-03-22 09:13:48 UTC
standard forum wisdom is that a mara needs a 2 slot tank with bastion. Either use an X-L booster and pulse it (good v ganked at gates) or use a medium booster and perma run it (good if you dc:- means you will still be alive when you log back in.). Then use an adaptive invul 2. Job done. If your twicthy about gankers shove a DC2 in the lows. Grats you can now ignore all triggers and pull full room aggro. Have fun.

Will gank for food

Kaiden krios
Mangueireiros
#4 - 2016-03-22 11:34:52 UTC
For any Marauder 2 slot tank is enough for the hardest missions, like Worlds Collide or The Assault, considering using some faction modules. For the rest of the missions even 1 slot is enough.
Donnachadh
United Allegiance of Undesirables
#5 - 2016-03-22 12:29:22 UTC
Ace Lapointe wrote:
So here I am, looking at my new Golem class Marauder, and I want to fit it to run level 4 Security Missions, but I don't just want it to run them, I want it to be what a Marauder should be, I want it too be 100% effective, not just good or okay, I want to make the perfect Golem fit, that gets the most efficiency from the Hull, and I decided this could be a fun thing to do with other people, to get as many point of views as possible, as much input, and as much detail as possible, to work similar to a guide for newer and older players, to see the thought process behind theory crafting a good fit, and to see if the EVE-O community can come up with something awesome, and something akin to perfect.

Never going to find "the perfect fit" because what defines a perfect fit varies from player to player.

The much talked about 2 slot tank is not good enough if you run missions with new players that are prone to screwing up triggers a 3 or even a 4 slot can and often are better options.

While it is less than the best for blitzing a Golem can do a respectable job of blitzing missions and a fit needed to blitz would be significantly different than one needed for a full clear and loot / salvage style of mission running.

Many love to use the MWD or the MJD to allow them greater flexibility in moving around the pockets, this is especially true for those players that champion the use of a 2 slot tank and the bastion module, while others prefer more tank relying on the bastion for the OS moments that happen from time to time.

The bastion all by itself is another potentially contentious module on the Marauders. Many rely on it to make their 2 slot tanks work which requires the prop mods to move about from pocket to pocket in a time efficient manor while others will rely on a 3 or even 4 slot tank and just slow boat from pocket to pocket while killing things on the move. For those with poor internet connections the bastion is a definite double edged sword it may help your ship survive while it is stuck in place, but being stuck in place and not safe warping when you DC has it's own set of problems.

Cap stability is another major point of contention in a mission fit. There are those who claim that cap stability is worthless and should never be considered, and there are others that consider cap stability to be a required part of a fit.

Cruise or torpedoes is another issue. Torps are best against the bigger ships in the pockets while the cruise are definitely better against the smaller ships. Range is another factor to consider between these two, with their significantly shorter range torps often require the use of a prop mod to get into range of some of the targets in a time effective way. And yet with travel time for the missiles using cruise has some disadvantages as well.

Some players I know prefer to go heavy on the DPS output side of the scale believing that killing it all quickly is the best tank you can possibly fit. Some prefer to have a huge tank making killing speed totally irrelevant and there are those who prefer some combination of the 2 extremes.

So after all that and several more posts worth I could write about this we get back to where this started.
There is no such thing as the perfect fit, there is only the perfect fit for your play style and your expectations and to help with that we need to know more about what you expect from this sip.
Ace Lapointe
The Scope
Gallente Federation
#6 - 2016-03-23 01:41:58 UTC
@Tarojan: Medium Booster running on perma verse the XL running on burst, this is what I want to work on, what is the most efficient is what I am trying to work out, cause I have used a Medium and it doesn't tank much (Around 800 with Bastion running, Omni damage of course), albet, I was testing it in a 5/10 Guristas DED.. So that might be why, they deal more DPS then a level 4 Mission I think.. Someone will have to confirm that for me.

@Kaiden krios: A 2 Slot Tank with T2? Or with DED/Faction Modules? This makes a hell of a difference, as once you start increasing the base cost by too much, you actually loose overall efficiency.

@Donnachadh: First of all, thanks for the awesome reply, very good! I will point out that there is the perfect efficiency fit, for running level 4 Missions, if you remove the person preference, I have none, I mean, I fly a Dual Rep Hyperion for PvP, with Nano Ravens, and Nano Megathrons to Moonwalking Megathrons and Hyperions, I don't have person preference to anything, I just like what is works, so a 'perfect' fit can be achieved if you are looking at numbers only, which is what you do in a theory crafting session, your not thinking about what Pilot A or B want, or that Pilot C wants a spolier on his, you care about getting the best numbers and efficiency, that is what I am looking for.

As you say on the 2 Slot Tank (Going to call this 2ST from now on), is very hard to hold up, I tried the 2ST for a Guristas 5/10 Site, and for Worlds Collide and Berserk, and I found it did not work, especially in those rooms where you land dead center of a BS fleet, haha! Though to be honest, I haven't tried MJD once or twice to get a range tank going to, but against Guristas that is almost pointless (Lol, Missiles). So I was thinking an T2 Invun and then a Mission Specific Hardener, or twin Invun, but drawing blanks as to what is overall better.

As for the MWD and MJD, I don't like the idea of MWD as the 25% hit to your Cap capacity is a bit much for me to like on something that costs almost 2bil ISK, but, that being said, I don't know how hard that 25% would hit a properly tanked Golem. And I guess the MWD would be better on Torpedo boats then a Cruise boat, given the range difference, though you can get Torpedo's to over 70km Range with T2 Jav, which would make the MJD better choice for those Torpedo boats, no?

With Bastion, I would assume it is the reason you buy the Hull, hence why I said it is included as the Hull, otherwise why not just use a Raven Navy Issue, or a different Battleship, haha! And yes, that is a double edged sword I hadn't considered.. Thank you for pointing that out.

I come from a PvP background so being Cap Stable isn't something I am focused on, but Missioning is a different beast all together, would a Cap Injector work as a counter measure to this? Or are they generally not as efficient as Cap Batteries or Rechargers? Because the T1 Charges are extremely cheap, and you can fit 2-3 reloads without harming your Cargo Bay.

I personally favour Torpedo's cause they seem like the premier weapon for the Golem, but trying Cruise last night, even with T1 Launchers and Faction Ammo, I was applying much more DPS to Cruisers, so I am thinking a switch might be beneficial, but want to get some more info on the general concensus before I move back PvP related skills for Cruise T2. What are your thoughts on Rapid Heavy Launchers for PvE? Does the reload time cripple them so that the overall DPS isn't actually the same? Even with better application that Heavy Missiles would apply?

I would want a balance between Tank and Gank, as pure DPS can leave you dead when you don't bring enough and don't have enough defence, and to much Tank might leave you in a Mission for an hour plus, most of the EFT fits I am getting with Cruise bring me at 800-900 DPS with T2 Fury, which I think would be enough, I have tried these Missions in a PvP fit Rattlesnake, but that could Buffer run the Missions, and shot out 1200-1300 DPS, however, that wasn't that effeciant, Warp outs and the like, hence the upgrade to a Golem, I wanted a more dedicated PvE boat.

Okay, I get what your saying, what I am looking for is a Level 4 Mission boat, capable of doing all level 4 Missions without a refit, that has enough Tank to hold against the incoming DPS, and enough DPS to break the enemy at an acceptable rate, while remain efficient, in both an ISK matter, and clearance time, and no, I don't want a blitz ship, I would go for the Mach or Rattle if that is what I wanted, I actually enjoy level 4 Missions so far, trying to get in more Roleplay stuff with EVE, and it gives me the chance :P be nice, it is Sandbox, no way of playing is wrong, haha! But I do genuinely enjoy it after doing a fleet or 2, but I want to be able to do them at a good rate, without making myself a Loot pinyata that deserves to die, and without Warping out, if this is too hard, let me know, but I wanted to get as much input as possible, and I thought it would be fun to see what the community can come up with when you get a lot of people involved in the theory crafting, you get to see different perspecives that I myself might not have considered or thought of, so yeah :) thanks for the massive informative reply!
Paranoid Loyd
#7 - 2016-03-23 01:59:23 UTC  |  Edited by: Paranoid Loyd
Ace Lapointe wrote:
Let's do it together

Archer wrote:


Sorry, not a troll worthy thread, actually a very nice thread, I just couldn't resist, guess I've been watching too much Archer.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Ace Lapointe
The Scope
Gallente Federation
#8 - 2016-03-23 02:04:54 UTC  |  Edited by: Ace Lapointe
Paranoid Loyd wrote:
Ace Lapointe wrote:
Let's do it together

Archer wrote:


Sorry, not a troll worthy thread, actually a very nice thread I just couldn't resist, guess I've been watching too much Archer.


I was waiting for the mighty trolls of EVE-O to come :P and thanks man, glad to have some positive feedback :) and wait.. There is a such a thing as too much Archer, cause "Er, phrasing", haha! :D
Donnachadh
United Allegiance of Undesirables
#9 - 2016-03-23 13:26:01 UTC
Ace Lapointe wrote:
@Donnachadh: First of all, thanks for the awesome reply, very good! I will point out that there is the perfect efficiency fit, for running level 4 Missions, if you remove the person preference, I have none, I mean, I fly a Dual Rep Hyperion for PvP, with Nano Ravens, and Nano Megathrons to Moonwalking Megathrons and Hyperions, I don't have person preference to anything, I just like what is works, so a 'perfect' fit can be achieved if you are looking at numbers only, which is what you do in a theory crafting session, your not thinking about what Pilot A or B want, or that Pilot C wants a spolier on his, you care about getting the best numbers and efficiency, that is what I am looking for.

You cannot remove personal preference from the discussion of what is the "perfect" mission fit for any ship, because the personal preferences are intrinsic to what makes a perfect fit. However if you truly believe that personal preferences do not play a role let me ask you some questions.
Why a Golem instead of the Vargur, Paladin or Kronos?
Why a Maurder when the Rattlesnake is in many ways a superior mission ship?
Why not a Nightmare?
To take this personal preferences are intrinsic to what is the best we can go into the whole different set of circumstances.
Blonds vs Brunettes?
Chevy vs Ford?
Mercedes vs BMW?
Tequila vs Vodka?
I could go on, however I hope that my point is made. When it comes to something as subjective as a computer game there is no way to isolate the personal preference aspect from the debate.

To take this back to the Golem here is a fit my son likes to fly, this is in EFT format for easy import.

[Golem, Golem Mission T2]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Target Painter II
Target Painter II
Shield Boost Amplifier II
X-Large Shield Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II

Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Bastion Module I
Heavy Energy Nosferatu II
Heavy Energy Nosferatu II
Medium Energy Nosferatu II

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II

Hobgoblin II x5

Mobile Tractor Unit x1
Inferno Fury Cruise Missile x2000
Mjolnir Fury Cruise Missile x2000
Nova Fury Cruise Missile x2000
Scourge Fury Cruise Missile x2000

With all relevant skills to level 5 this will be between 9% - 10% over on CPU and 1% - 2% over on PG.
My son uses implants, another drops the NOS, another uses Arbaleast launchers and an implant, yet another replaces several of the modules with faction equivalent. Same basic fit, same basic problems and 4 very personal choices in how to handle it.

Kaiden krios
Mangueireiros
#10 - 2016-03-23 14:33:51 UTC
Ace Lapointe wrote:


@Kaiden krios: A 2 Slot Tank with T2? Or with DED/Faction Modules? This makes a hell of a difference, as once you start increasing the base cost by too much, you actually loose overall efficiency.



A 2 slot Tank work if you control the triggers, and works better on the Golem because of its damage projection witch is the best. I had a Gist-B Large Shield Booster and a Dread Guristas Invulnerability, and was to OP, just for precaution.

When i used Kronos i had t2 tank, just a Large Armor Repairer II and a Energized Adaptive Nano Membrane II, and it worked fine.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#11 - 2016-03-23 14:48:27 UTC
[Golem, Lv4 max dmg]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Missile Guidance Enhancer II

Gist X-Type X-Large Shield Booster
Gist X-Type Shield Boost Amplifier
Gist X-Type Shield Boost Amplifier
Target Painter II
Target Painter II
Large Cap Battery II
Missile Guidance Computer II, Missile Range Script

Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo
Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo
Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo
Polarized Torpedo Launcher, Caldari Navy Mjolnir Torpedo
Bastion Module I
Salvager II
Salvager II
[empty high slot]

Large Warhead Flare Catalyst II
Large Warhead Flare Catalyst II

Acolyte II x5

Cap stable is a lie... if you want to be as efficent as you can you go for dmg Blink

No Worries

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#12 - 2016-03-23 17:48:58 UTC
what I use for tank in is a large shield booster and 2 invul fields all t2 to avoid looking more of a target, I also usually MJD out when I land and use distance to my advantage.

un until the last patch in jan, I was 1 hitting frigates, not takes 5 or so vollies

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

unidenify
Deaf Armada
#13 - 2016-03-23 21:11:30 UTC  |  Edited by: unidenify
[Golem, L4 fit]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II

Republic Fleet Target Painter
Republic Fleet Target Painter
Large Cap Battery II
Large Micro Jump Drive
Pith X-Type X-Large Shield Booster
Adaptive Invulnerability Field II
Heavy Stasis Grappler II

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

Large Rocket Fuel Cache Partition II
Large Hydraulic Bay Thrusters II

Hobgoblin II x10
Hobgoblin II x5
Nova Rage Torpedo x950
Navy Cap Booster 800 x22


Pith X XL booster is pretty cheap
Arthur Aihaken
CODE.d
#14 - 2016-03-23 22:08:05 UTC  |  Edited by: Arthur Aihaken
ChromeStriker wrote:
[Golem, Lv4 max dmg]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Missile Guidance Enhancer II

Gist X-Type X-Large Shield Booster
Gist X-Type Shield Boost Amplifier
Gist X-Type Shield Boost Amplifier
Target Painter II
Target Painter II
Large Cap Battery II
Missile Guidance Computer II, Missile Range Script

Large Warhead Flare Catalyst II
Large Warhead Flare Catalyst II

Not to critique, but this should have at least a pair of Faction BCUs and four BCUs total - as this will increase DPS by 10%. The MGC should also be precision as opposed to range-scripted (because this gives you more damage application than the pair of T2 flares) and the rigs should ideally be a pair of T2 hydraulics or T2 hydraulic/rocket fuel. I'm on the fence with the MGE because it does slightly augment your range and damage application. Depending on the mission this may be enough to offset the -5% DPS loss for the fourth BCU.

I am currently away, traveling through time and will be returning last week.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#15 - 2016-03-24 09:14:36 UTC  |  Edited by: ChromeStriker
Arthur Aihaken wrote:
ChromeStriker wrote:
[Golem, Lv4 max dmg]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Missile Guidance Enhancer II

Gist X-Type X-Large Shield Booster
Gist X-Type Shield Boost Amplifier
Gist X-Type Shield Boost Amplifier
Target Painter II
Target Painter II
Large Cap Battery II
Missile Guidance Computer II, Missile Range Script

Large Warhead Flare Catalyst II
Large Warhead Flare Catalyst II

Not to critique, but this should have at least a pair of Faction BCUs and four BCUs total - as this will increase DPS by 10%. The MGC should also be precision as opposed to range-scripted (because this gives you more damage application than the pair of T2 flares) and the rigs should ideally be a pair of T2 hydraulics or T2 hydraulic/rocket fuel. I'm on the fence with the MGE because it does slightly augment your range and damage application. Depending on the mission this may be enough to offset the -5% DPS loss for the fourth BCU.


The added numbers are minimal with the added faction BCU's and/or a 4th as you will be one shotting most things anyway. The added range and application from the MGE is more useful. Also the term gank-magnet is term for a reason.

The scipts are interchangeable depending on situation. The ability to hit out to 50Km with faction torps or 42 with rage cant be underestimated. Ofcourse when stuff is within normal range you would change to a precision script.

With 2 bonused TP's, the guidance computer, and enhancer, the only problems you will have are target velocities lol, hense the Flare catalysts. You dont need the added range rigs with the computer and everything else adding range when need.

No Worries

Ace Lapointe
The Scope
Gallente Federation
#16 - 2016-03-24 09:43:08 UTC
@Donnachadh: When theory crafting a fit, people don’t care about anything so long as it fits the desired roll, for example, you don’t use a Moa as a part of an Alpha Doctrine, when the Rupture is superior, even though I, hate the Rupture, with a burning passion, I still make fits for it, and still run fleets of them, because they are the best choice for that roll and cost. Personal preference actually drops effectiveness if anything, cause if it is a personal choice then you aren’t concerned about the numbers, your argument would work if I was just putting together a normal fit, I wouldn’t come to the forum, but because I have tried all the different ways so far, and everything seems to be lacking, hence I thought doing a theory crafting session would be interesting and fun, and actually introduce a lot of PvE people to the process behind a lot of good PvP fits and Doctrines, rather then throwing on modules we like more, it’s all about efficiency, person preference is the opposite. There is one guy on these forums that dual tanks with a Armour Rep on his Golem, which is great cause that is how he likes to play, that is his personal preference, is it efficient? Probably not, but it works for him and he likes it, will a Golem with a 5 Slot tank work? Yes, is it efficient? Probably not, not enough Application modules, see what I mean? It is a balancing act, and that is where the numbers come in and personal pref flies out the window.

Why a Golem instead of the others? Efficiency, Missiles while not the best platform for PvP, excel in PvE, they always hit, and they have the better range, less focus can be spent on Transversal and Angular, and once you get used to counting volleys, they do more damage and you can select the damage type, also, they are a Capless weapon, which is why I like it more then the Kronos, and the Paladin, which allows all your Cap to go to your defences and Application modules.

Why not a Rattle? Had this conversation last night with some guys, Rattlesnake has more DPS, yes, it has a great tank, it has Drones and Missiles, so fully selectable damage types for both weapon systems. So why not choose it? Show me a sub 2bil Rattle that can solo a C5 Site? Show me a Rattle fit that still does 800-1000 DPS at 200km while Salvaging Wreaks and Looting, show me a Rattle that can not be Jammed or Damped into the ground, Golem is more Agile as well, has a faster Warp Speed, has better Cargo, and doesn’t rely on Drones, which are a destroyable weapon system, for half it’s DPS, a Golems DPS can not be halved, and it only has to worry about the travel time of the Missiles, the Rattle requires attention to your Drones, and both weapon systems have longer then the Golem travel speeds, and once your Drones start taking damage you have to pull them back, and that is 800 DPS off the field that isn’t working, this is why the Golem, cause it is superior as an all in one unit, which is more capable in less thought of ways, was there a personal choice in this? Honestly I wanted a Kronos since I PvP in a Mega and like the Hull more, I choose the Golem based purely of the stats available to me, that and it is the most common Marauder by far (There is one Local Vargur pilot, 0 Paladin pilots, 1 Kronos pilot, and like 10+ Golem pilots). Also, anyone who chooses a car based on the sticker on it rather then what the car is capable of and it’s spec, so to say, is a moron.

As for the fit, nice, but why that many Neuts/Vamps? Gank defence? Or to turn off the tanks of the NPC’s? Also, gathering this fit just warps in hits Bastion and relies on killing everything fast enough before the Cap breaks? Cause it has no way to escape if your tank breaks, you can’t just disable the Bastion and wait for the cycle to MJD out of Point range. Would put out enough DPS to make that a tiny chance but still.

And yes, 4 different choices, but I can tell you, as I’m sure you know, some aren’t as efficient as others, you put them all on the same missions one by one, bet money that the completion times are different by a bit, so once again we come back to what I asked in the beginning, what is most efficient, theory crafting is about numbers, nothing else, you try and get the absolute maximum from the Hull, and you push for even more out of it, if you make personal choices rather then the better choice, your losing efficiency, which is fine for some, but not the premise of this thread, this thread is for theory crafting the most efficient fit from the Golem Hull based off the numbers and theory behind it, that is all.

@Kaiden krios: I still have to learn the triggers for missions, but is this 2 Slot Tank you uses enough to hold the DPS at bay? Or enough to keep the shields above 1% for you to kill them before your shield breaks? Because this is a factor to consider, if you accidentally trigger something you didn’t mean to (Mistakes happen even to the best), your Tank would snap in an instance if it isn’t able to hold the DPS at bay. Also, what are you other Mid slots since you save 5 for what ever you you want with a 2 Slot Tank?

@ChromeStriker: Nice fit, however, I think a Single Nado can volley that.. And there are 3-4 on my undock most days, so I might have to give the Polar fit a miss, thanks though :P

@Agondray: So you use a range tank as well? And you find T2 Modules do you fine? On that, do you aggro everything? Or do you engage one group at a time?
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#17 - 2016-03-24 11:13:55 UTC
Ace Lapointe wrote:

@ChromeStriker: Nice fit, however, I think a Single Nado can volley that.. And there are 3-4 on my undock most days, so I might have to give the Polar fit a miss, thanks though :P


.... Move Roll

No Worries

Arthur Aihaken
CODE.d
#18 - 2016-03-24 16:40:49 UTC
ChromeStriker wrote:
The added numbers are minimal with the added faction BCU's and/or a 4th as you will be one shotting most things anyway. The added range and application from the MGE is more useful. Also the term gank-magnet is term for a reason.

The scipts are interchangeable depending on situation. The ability to hit out to 50Km with faction torps or 42 with rage cant be underestimated. Ofcourse when stuff is within normal range you would change to a precision script.

With 2 bonused TP's, the guidance computer, and enhancer, the only problems you will have are target velocities lol, hense the Flare catalysts. You dont need the added range rigs with the computer and everything else adding range when need.

"Gank-magnet" and the Gist X-Type are mutually exclusive. In for a penny - in for a pound... You get a 40% bonus with a pair of T2 flares and a 33% bonus with a single precison-scripted MGC. In addition, you don't lose any damage application with the MGE due to stacking penalties and since explosion radius trumps explosion velocity, you're actually getting better damage application with a precision-scripted MGC/MGE over the MGE/flares. If you're running +5/6 missile application implants this makes a big difference as well.

I personally value missile velocity over range as it enables you to destroy targets faster and you lose less volleys in-transit (especially with the high ROF on Polarized torpedoes). As I've previously mentioned, I'm on the fence on whether a MGE offers more benefit than a 4th BCU. The new Grappler also adds an interestng twist. Last, with torpedoes a MJD is probably essential for any missions where the engagement range is over 80km.

I am currently away, traveling through time and will be returning last week.

Kaiden krios
Mangueireiros
#19 - 2016-03-24 22:33:19 UTC
Ace Lapointe wrote:


@Kaiden krios: I still have to learn the triggers for missions, but is this 2 Slot Tank you uses enough to hold the DPS at bay? Or enough to keep the shields above 1% for you to kill them before your shield breaks? Because this is a factor to consider, if you accidentally trigger something you didn’t mean to (Mistakes happen even to the best), your Tank would snap in an instance if it isn’t able to hold the DPS at bay. Also, what are you other Mid slots since you save 5 for what ever you you want with a 2 Slot Tank?


In bastion is very hard to break the tank, even the hardest missions, and some times i forget the booster is on. My Vargur tanked almost all the rats of The Blockade one time, but i was controlling the capacitor level. With the Golem is even easier, because in this particular mission i was destryoing BS rats at 70/80km of distance.

I can show my old fit:

Golem, L4 fit]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System

Git B-Type Large Shield Booster
Dread Guristas Adaptive Invulnerability Field
Republic Fleet Target Painter
Republic Fleet Target Painter
Missile Guidance Computer II, Missile Precision Script
Missile Guidance Computer II, Missile Precision Script
Republic Fleet 500MN Afterburner

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

Large Warhead Calefaction Catalyst II
Large Warhead Rigor Catalyst I

And 5% Hardwiring for cruise missiles. This fit can destroy a Core Rear Admiral with only 3 volleys, or a Gist Commander with only 2.
Tarojan
Tarojan Corporation
#20 - 2016-03-25 08:39:49 UTC
I'll just add this personal question here about target painters.

I don't like painters. There I said it. They have a fall off range which I normally cruise beyond (pun intended). Add to that they are just one more fiddly thing to have to use and one more step beyond target and open fire before I get to see explosions. Given I already use auto targeters to relief myself of the chore of having to click on countless frigates, I really can't be bothered to use them.

Am I penalising/slowing my mission times down by a great deal if I don't use painters, but instead use 3 missile guidance comps with 4 BCS? rigs are HVS2s because I really can't not rig that way any more unless I have to.

So something like

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Caldari Navy Ballistic Control System

Missile Guidance Computer II, Missile Precision Script
Missile Guidance Computer II, Missile Precision Script
Missile Guidance Computer II, Missile Precision Script
Large Micro Jump Drive
Pith X-Type X-Large Shield Booster
Adaptive Invulnerability Field II
500MN Afterburner II

Bastion Module I
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
auto targeting system II
salvager II
salvager II

hypervelocity optimiser II
hypervelocity optimiser II

Will gank for food

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