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Blitz and Burner Guide v1.2.1

First post
Author
Bumblefck
Kerensky Initiatives
#221 - 2016-04-30 10:08:59 UTC
Arthur Aihaken wrote:
Bumblefck wrote:
Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :)

I've been debating that, actually. You may be on to something here - three MGCs could be the ticket.



I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup.

The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too!

No proper scientific testing done, though :)

Perfection is a dish best served like wasabi .

Bumble's Space Log

Arthur Aihaken
CODE.d
#222 - 2016-04-30 14:13:24 UTC
Bumblefck wrote:
I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup.

The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too!

No proper scientific testing done, though :)

The only thing I found is that your missile range really takes a hit. With a range implant, this is somewhat mitigated - but you're still relegated to Javelin rockets against the Jaguar. For me, as I'm running without missile implants this is kind of a deal killer. What I have found is this: Substituting a Faction BCS and dropping the co-processor for a T2 MGE delivers about 20-30% more DPS when combined with a TP. I was previously getting hits in the 200-210 range and with this new setup it's jumped to 260-270 per volley. It's easily taken several minutes off completing Team Burners.

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

Anize Oramara
WarpTooZero
#223 - 2016-04-30 16:46:37 UTC  |  Edited by: Anize Oramara
Bumblefck wrote:
Arthur Aihaken wrote:
Bumblefck wrote:
Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :)

I've been debating that, actually. You may be on to something here - three MGCs could be the ticket.



I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup.

The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too!

No proper scientific testing done, though :)

So one thing you need to remember is that MGCs are exactly like Tracking comps and like any other module when it comes to stacking penalties.

That is to say having 2 or 3 modules give the same (smaller) bonus rather than having 1 or two of them give one (bigger) bonus and another one or two give another (bigger) bonus means you don't lose the effectiveness of those bonuses.

Basically it's better to script, especially in PvE where the variables are mostly known/fixed.

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

Arthur Aihaken
CODE.d
#224 - 2016-04-30 17:35:19 UTC
Anize Oramara wrote:
So one thing you need to remember is that MGCs are exactly like Tracking comps and like any other module when it comes to stacking penalties.

That is to say having 2 or 3 modules give the same (smaller) bonus rather than having 1 or two of them give one (bigger) bonus and another one or two give another (bigger) bonus means you don't lose the effectiveness of those bonuses.

Basically it's better to script, especially in PvE where the variables are mostly known/fixed.

Definitely. This is why I'm gaining almost no range from the MGE; it's the extra 12% damage application I'm really after.

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

Bumblefck
Kerensky Initiatives
#225 - 2016-04-30 18:55:47 UTC  |  Edited by: Bumblefck
Arthur Aihaken wrote:
Bumblefck wrote:
I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup.

The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too!

No proper scientific testing done, though :)

The only thing I found is that your missile range really takes a hit. With a range implant, this is somewhat mitigated - but you're still relegated to Javelin rockets against the Jaguar. For me, as I'm running without missile implants this is kind of a deal killer. What I have found is this: Substituting a Faction BCS and dropping the co-processor for a T2 MGE delivers about 20-30% more DPS when combined with a TP. I was previously getting hits in the 200-210 range and with this new setup it's jumped to 260-270 per volley. It's easily taken several minutes off completing Team Burners.



I only really use Mjolnir Javelins against the Bursts - against the Jaguar itself, Navy Scourges all the way.


I think the extra damage you are seeing, as you say, comes more from the Faction BCU and MGE rather than the TP. But I'm very probably wrong on this.


Quote:
So one thing you need to remember is that MGCs are exactly like Tracking comps and like any other module when it comes to stacking penalties.



I never have the stacking penalties out of mind, ever! Big smile The thing was, though, I remember trying the Team Garmur fit before fiddling with it - and the TP seemed to (annoyingly) cap the fit out. Switched it for the 3rd MGC and I seemed to get much the same result. Bear in mind that was a while ago and my memory is a little hazy.


Anyway, it's all grist to the mill. Thanks!



e: Just noticed in your posted setup:



Quote:
Small Hydraulic Bay Thrusters II
Small Rocket Fuel Cache Partition II
Small Warhead Flare Catalyst I



WTB Garmur with 500 calibration! P

Perfection is a dish best served like wasabi .

Bumble's Space Log

Arthur Aihaken
CODE.d
#226 - 2016-04-30 19:25:12 UTC  |  Edited by: Arthur Aihaken
Bumblefck wrote:
I only really use Mjolnir Javelins against the Bursts - against the Jaguar itself, Navy Scourges all the way.

I think the extra damage you are seeing, as you say, comes more from the Faction BCU and MGE rather than the TP. But I'm very probably wrong on this.

I find having to use Javelin on the bursts takes the longest. Now it doesn't! I'm definatel getting another 2.5% damage with the Faction BCS, but I think the balance is from the MGE. It doesn't seem like that extra 12% would make that much of a difference, but it is noticeable.

PS. Pretty sure that calibration adds up to 350. You're probably thinking the calefaction catalyst...

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

Bumblefck
Kerensky Initiatives
#227 - 2016-04-30 19:30:42 UTC
You're right! My bad :)

Perfection is a dish best served like wasabi .

Bumble's Space Log

Arthur Aihaken
CODE.d
#228 - 2016-04-30 22:54:32 UTC
So I've started to expand my Burner experience beyond Team Burners, and the one thing that keeps appearing over and over is the degree to which everything needs to be overheated. I can understand cap boosters to some extent, but having to fit and routinely overheat a few hundred million of Faction and Deadspace modules seems like bordering on lunacy - especially since you're turning a lot of these fits into 400m ISK flying pinatas. Are there no fits that require less micromanagement and abuse on equipment? Do any of the new cap batteries have any impact?

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

Ploing
Blue Republic
RvB - BLUE Republic
#229 - 2016-04-30 23:47:42 UTC
Arthur Aihaken wrote:
So I've started to expand my Burner experience beyond Team Burners, and the one thing that keeps appearing over and over is the degree to which everything needs to be overheated. I can understand cap boosters to some extent, but having to fit and routinely overheat a few hundred million of Faction and Deadspace modules seems like bordering on lunacy - especially since you're turning a lot of these fits into 400m ISK flying pinatas. Are there no fits that require less micromanagement and abuse on equipment? Do any of the new cap batteries have any impact?


the overheating is only because burners are cheaters. Blink
Arthur Aihaken
CODE.d
#230 - 2016-05-01 21:56:26 UTC
Ploing wrote:
the overheating is only because burners are cheaters. Blink

Quoted for truth. I was just wondering if there was a way to "cheat" back without having to overheat or fit Officer modules.

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

Taria Shikkoken
Science and Trade Institute
Caldari State
#231 - 2016-05-01 22:09:25 UTC
That's the whole point of burner missions, you don't get 200m isk/h for nothing.
Arthur Aihaken
CODE.d
#232 - 2016-05-01 22:14:59 UTC
Taria Shikkoken wrote:
That's the whole point of burner missions, you don't get 200m isk/h for nothing.

200m ISK/hour isn't solely from Burner missions, but your point is well taken.

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

Anize Oramara
WarpTooZero
#233 - 2016-05-03 06:57:41 UTC  |  Edited by: Anize Oramara
Just a general post as to the why around bling fits and OH for those wondering.

OH does two things, it increases tank so you can reduces the tank requirement to then increase the dps and increases DPS so you can decrease the required tank even further. All this equates into completing the burner faster. So if you are happy with reducing the time it takes to complete burners you might be able to get away with less/no OH and with less bling by replacing dps modules with more tank. The fits and skills and implants in the guide is all about decreasing the 'time' component as much as possible and as is realistic.

If you look hard enough you might find some less bling fits, especially in the burner mega thread but because of the way the burner repairing threshold works, over that repair threshold additional dps greatly increases the speed that you complete burners. So yes, the burners cheat by having stats 'similar' to ships that are faction and DED fit (with links) that are overheating those modules without burning them out. The advantage the player has of course is that it's (mostly) predictable AI and fixed fits so you can build ships around those cheats.

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

Arthur Aihaken
CODE.d
#234 - 2016-05-03 10:08:59 UTC  |  Edited by: Arthur Aihaken
I wish there were more Burner missions you could complete with universal fits like the Team Garmur, ie: where you basically only every have to switch out the ammunition, you never have to worry about capacitor, overheating, replacing drones, cap charges or otherwise repairing damaged modules every mission.

I do realize the 'unified' Daredevil fits are close, although for all intents and purposes you're really running 2-3 different fits.

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

Anize Oramara
WarpTooZero
#235 - 2016-05-03 10:50:58 UTC
Arthur Aihaken wrote:
I wish there were more Burner missions you could complete with universal fits like the Team Garmur, ie: where you basically only every have to switch out the ammunition, you never have to worry about capacitor, overheating, replacing drones, cap charges or otherwise repairing damaged modules every mission.

I do realize the 'unified' Daredevil fits are close, although for all intents and purposes you're really running 2-3 different fits.

Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running.

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

Arthur Aihaken
CODE.d
#236 - 2016-05-03 10:55:37 UTC
Anize Oramara wrote:
Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running.

What the heck do you need three Battleships for? I can see maybe one or two for clearing and blitzing... The only upside of all the unique hulls is that it requires you to train up a lot of base gunnery and small-medium ship skills that you wouldn't necessarily invest in otherwise. And with the acquisition of skill injectors this isn't quite as arduous process as it used to be.

I don't think anything will make the Gurista Base worth running short of redesigning it.

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

Arthur Aihaken
CODE.d
#237 - 2016-05-03 10:58:23 UTC  |  Edited by: Arthur Aihaken
On a separate issue... If you have Minmatar Cruiser V, can you get away with a pair of stasis webs on the Vigilant fit? Would be nice to turf the mobile depot and permanently affix a 50MN MWD. Also, since the Hornet I's die in a hail of fire - how much benefit do they actually have? (I find that by the third Sentinel they're all dead anyway)

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

Anize Oramara
WarpTooZero
#238 - 2016-05-03 11:06:38 UTC  |  Edited by: Anize Oramara
Arthur Aihaken wrote:
Anize Oramara wrote:
Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running.

What the heck do you need three Battleships for? I can see maybe one or two for clearing and blitzing... The only upside of all the unique hulls is that it requires you to train up a lot of base gunnery and small-medium ship skills that you wouldn't necessarily invest in otherwise. And with the acquisition of skill injectors this isn't quite as arduous process as it used to be.

I don't think anything will make the Gurista Base worth running short of redesigning it.

Well I have the Barghest for any lv4 blitz mission that can be done in one or two reloads. Right hand of Zazz, Thief, The Assault and Slave Trader if I'm desperate. The Machariel is currently fit with 1400 arties purely for Scarlet. It's the fastest aligning, sub warp and warp ship capable of 1 shotting Scarlet so great for getting through all the gates and grabbing the can. Then I have My Polarized Vargur that I use primarily for Angel Pirate Invasion (MJD, Bastion, Blap 6 BS at less than 10km with Hail, warp away) but I sometimes use it when I'm a bit bored and just want to murder all the things in Gone Bezerk or Attack of the drones.

I'm thinking about putting together a Cruise Barghest for blockade and such but that seems a bit excessive.

The game is as interesting and intricate as you make it.

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

Anize Oramara
WarpTooZero
#239 - 2016-05-03 11:20:21 UTC
Arthur Aihaken wrote:
On a separate issue... If you have Minmatar Cruiser V, can you get away with a pair of stasis webs on the Vigilant fit? Would be nice to turf the mobile depot and permanently affix a 50MN MWD. Also, since the Hornet I's die in a hail of fire - how much benefit do they actually have? (I find that by the third Sentinel they're all dead anyway)

It might be but it'd get chancy I think. I haven't really tested that. I know some people used to replace 1 web with either a tracking comp or a paint but I don't know if just two Webs is enough.

As for the Hornet 1s, they serve the singular purpose of dieing so you can live, they're super cheap. They're ablative armor basically, distracting and sometimes resetting the aggro on the Dramiels. This much is constant. Usually I lose 2-4 to help my tank and then pull them in once there's only 2 Drams left (I then stop OH the hardeners). Soon as I web the last Dram I send 5 hornets after the transport to get a head start on damaging him. Might be worth taking 5 T2s and sending them at the transport once you web the last Dram.

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

Arthur Aihaken
CODE.d
#240 - 2016-05-03 12:08:54 UTC
Anize Oramara wrote:
[quote=Arthur Aihaken]It might be but it'd get chancy I think. I haven't really tested that. I know some people used to replace 1 web with either a tracking comp or a paint but I don't know if just two Webs is enough.

Right now I only have Minmatar Cruiser III with 3 webs @78%, so I was just curious if 2 webs @90% would yield a similar result (I don't have my stacking penaly spreadsheet handy). I realize the drones act like ablative armor - just wondering if they're needed in this capacity or if they could be dispatched after the transport instead.

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