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

Author
Arthur Aihaken
CODE.d
#61 - 2016-05-02 19:34:24 UTC  |  Edited by: Arthur Aihaken
Jenn aSide wrote:
Not really just about the Golem, just saying people are using Grapplers incorrectly then being disappointing in them lol. I love them, watching an npc frig that is orbiting at 3k from my Mach stop like it hit a brick wall then get blapped by BS guns is funny as hell to me even now.

They're great for killing NPC frigates and spider drones; but they can't replace the offensive power of a standard stasis web or target painter. I find that it's a lot easier to either volley them off the start or pull range and volley them. This is doable with gunnery (less so with missiles).

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

Arthur Aihaken
CODE.d
#62 - 2016-05-04 03:02:05 UTC  |  Edited by: Arthur Aihaken
After playing around with an updated Golem fit for the past few days, I've come to appreciate the new heavy stasis grappler. Combined with a pair of precision-scripted MGCs and Faction target painter, the grappler usually offers just a bit more of a nudge to positively impact damage application. It's usually the difference between an extra volley against Elite cruisers, but under ranges of 10-20km it has more value than a second target painter because you can literally blap non-Elite frigates that are foolish enough to orbit at less than 8km (smiting small targets with Fury ammunition is no small matter in of itself).

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

Arthur Aihaken
CODE.d
#63 - 2016-05-08 19:19:25 UTC  |  Edited by: Arthur Aihaken
The optimal fit for applying damage with a Golem seems to be:
• 2x Missile Guidance Computer II, precision-scripted (-33% explosion radius, +33% explosion velocity)
• Large Warhead Rigor Catalyst II (-20% explosion radius)
• Large Warhead Flare Catalyst II (20% explosion velocity)
• 2x Faction Target Painters (62% signature radius modifier)

With full V skills and implants this gets Fury missiles down to 320m and 138m/s. The pair of target painters will give you an approximate 125% signature bloom on any target which should give you enough applied damage to volley any non-Elite cruiser or frigate. Two target painters also allows you to split your launchers into pairs as in a lot of instances you don't need a full volley to take it out.

I personally prefer using a Large Warhead Rigor Catalyst I and Large Bay Loading Accelerator II to give a slightly faster rate of fire (7.39s vs. 7.82s, or just shy of an additional half second off per volley). I also like the MP-705 or MP-706 implant as it gives just a bit more missile velocity (especially when out of Bastion), which comes in handy for extending missile range on the Garmur, Hawk and Onyx for Burner-specific missions.

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

Roci Nantes
Center for Advanced Studies
Gallente Federation
#64 - 2016-05-08 22:09:53 UTC
Is there a formatted version of the working fit? Looking to buy my first golem and found this to be the most up to date fitting discussion.
Arthur Aihaken
CODE.d
#65 - 2016-05-09 17:17:01 UTC  |  Edited by: Arthur Aihaken
Roci Nantes wrote:
Is there a formatted version of the working fit? Looking to buy my first golem and found this to be the most up to date fitting discussion.

Please bear in mind that there isn't really any 'perfect' Golem fit per say, but this will give a good basis to start from in customizing your own. Here are a few points:
• 3x Faction BCS are the equivalent of 4x T2 BCS; if you don't mind a bit less damage a T2 Damage Conrol or T2 Signal Amplifier can be fit instead. If you want more damage, fit either a T2 Large Bay Loading Accelerator or T2 Large Warhead Calefaction Catalyst.
• A pair of T2 Adaptive Invulnerabilities is probably over-tanking, so you can easily run another Faction TP, T2 Shield Boost Amplifier, T2 Cap Recharger, T2 Heavy Capacitor Booster, etc.
• Drones are very much personal preference. I like 'Augmented' Hornets and running a T2 Drone Link Augmentor to extend their range instead of the Nosferatu. Some people prefer a Salvager I or II instead.
• Depending on your implants, if you're running Ascendancy you'll want to look at one or two T2 Hyperspacial rigs as well.
• I don't recommend torpedoes as the DPS ends up working out to about the same after you factor in maneuvering, nor would I advocate looking at a Polarized fit (it's very niche and very unforgiving).

Good luck!

[Golem, Base Golem]

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
Small Tractor Beam II
Small Tractor Beam II
Heavy Ghoul Compact Energy Nosferatu

Gist X-Type 500MN Microwarpdrive
Missile Guidance Computer II, Missile Precision Script
Adaptive Invulnerability Field II
Republic Fleet Target Painter
Adaptive Invulnerability Field II
Missile Guidance Computer II, Missile Precision Script
Pith C-Type X-Large Shield Booster

Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Ballistic Control System II

Large Warhead Rigor Catalyst II
Large Warhead Flare Catalyst II

Hobgoblin II x5

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

Arthur Aihaken
CODE.d
#66 - 2016-05-16 02:57:35 UTC
Back with a few interesting observations on the new heavy stasis grappler. There is a significant difference between the T2 and two Faction versions, even though on paper it may not seem like much. You can lock the T2 version out to 30km, 34km for the Shadow Serpentis variant and an impressive 37km for the Domination variant! While it doesn't replace a target painter of missile guidance computer, if you've already maxed out these options it does an an interesting twist. And if you have the extra slot, why not. It does murder frigates and drones at an impressive rate.

What I've found is that at the extreme lock range it has a ~5% effect on target velocity which increases to ~20% at roughly two thirds this distance. For the Domination heavy stasis grappler, this means ~5%@37km and ~20%@24km (not too shabby at all). In practice it's usually just enough to tip the scales to make the difference in being able to volley the target in a single shot.

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

Arsine Mayhem
Doomheim
#67 - 2016-05-16 03:59:28 UTC
Ion Kirst wrote:
PhatController wrote:
Hmm let me see....Has bonuses to missiles... So put missiles on it
Cool so we are using missiles...so that means BCU's in the low....

Oh look, also has bonuses to Target Painters, probably a good idea to use a couple of them..
Hmm... Shield tank bonuses... Probably should put a shield booster and some shield resists.. Big ship, myaswell use an L or XL booster, and and invul or two, and keep a full set of shield resist mods in the hold to swap around depending on the rats your fighting

Still got two slots, probably gonna want a prop mod for this fat arse ship, hey look, it's got bonuses to MJDs? One of those pelase, and and MWD/AB in the hold to swap in and out as needed.

How about we make those giant missiles hit things better, what about an missiles computer thingy?

Rigs you ask? Well we've got a pretty solid tank, and capacitor isn't really an issues, damage and damage application rigs seems like a good idea?

We've got some extra highs, and the descriptions says something about a siege thingy, probably should grab one of them

I think we are sorted?


This!!

Hey, Ace, everyone knows she was talking about cruise missiles. She actually answered all your questions in one shot. This really didn't have to be a team effort to come up with a good fit, and maybe that's why the hint of sarcasm.

-Kirst


Yea, PhatController has it covered. I started reading this thread, skipped the first couple of posts tldr, and thought WUT? Forming a committee to fit a ship? That's hilarious.
Arthur Aihaken
CODE.d
#68 - 2016-05-16 04:12:00 UTC
Arsine Mayhem wrote:
Yea, PhatController has it covered. I started reading this thread, skipped the first couple of posts tldr, and thought WUT? Forming a committee to fit a ship? That's hilarious.

Relax... It isn't a conspiracy.

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

Ion Kirst
KIRSTONE ALLIANCE
#69 - 2016-05-16 13:24:18 UTC  |  Edited by: Ion Kirst
For comparison, since some numbers were posted, here are some of my numbers:

Golem:


rigs: 2xrigor II

2x Rep. TPs (sig. rad 55.44% each, optimal at 50km, falloff at 126km)
Fed. webber, -60% vel. 14km and in.
4x Caldari BCUs (4th is like a 6% dam. implant)

RoF is 8s
Flight time - 15.75s
max. vel. - 10,892m/s
Exp. rad. - 267m
Exp. vel. - 112m/s

1005dps / 8128 volley

Just ran AE. BSs went down in 3 volleys (could have been 2-1/2); BCs, cruisers, destroyer, frigates, one volley (actually I split the launchers on the destroyers and frigates): Elite cruisers and elite frigates, two volleys. Spider drones, just put the drones on them with the webber.

I like my new Republic TPs.

-Kirst

Always remember Tovil-Toba, and what was done there.

Arthur Aihaken
CODE.d
#70 - 2016-05-16 16:21:25 UTC
I also ran Angels and can report similar results - except I used torpedes. My loadout was comparable except instead of rigors I used hydraulic rigs and augmented damage applcation with a Faction heavy stasis grappler. 56km range while in Bastion, 5.5s cycle time, 46 volleys before reload and 37km range with the grappler. Just shy of 1200 DPS without drones (which I didn't use as I wanted to see how effective the new grappler could be). I used a MJD for a few missions but I may eventually ditch this for another large cap battery to operate the MWD longer or a missile guidance computer to extend range furrher.

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

Ion Kirst
KIRSTONE ALLIANCE
#71 - 2016-05-16 18:04:38 UTC  |  Edited by: Ion Kirst
On my previous post I forgot add this:

The explosion radius of my fury cruise missiles is 267m. That is largely due to the two T2 rigors.

Arthur I believe you posted a radius of 320m.

My explosion velocity is 112m/s, and Arthur's was 138m/s.

just sayin,

-Kirst

Always remember Tovil-Toba, and what was done there.

Arthur Aihaken
CODE.d
#72 - 2016-05-16 20:15:12 UTC
This is the complete torpedo fit I'm using for my Golem. There is a bit of bling on it (the largest being the Domination Heavy Stasis Grappler, but I did get a deal on this one), but for a 1.3-billion ISK hull you can't really get the most out of it with just T2 modules - especially if you opt for torpedoes. The Gist X-Type 500MN MWD (80m ISK) and Gist X-Type Large Shield Booster (95m ISK when I snagged it) are stupid cheap, as are the Dread Guristas Torpedo Launchers.

Operating costs - no question Faction torpedoes are going to run you a lot more. But how can this be measured against the smile on your face? Here are the specs:

• 63.9k EHP and 553.7 HP/s sustained (Bastion). If you manage aggro you never, ever need more than this.
• 7728 volley, 56.7km range (almost 60km with Drifter booster), 317m explosion radius and 141m/s explosion velocity.
• 1165 missile DPS and 102 DPS from drones for a total of 1267 DPS and a 6.63s cycle time (46 rounds).
• 3.39 AU/s warp speed with 10.6s align

A fourth Faction BCS isn't really need as you're not short on CPU with this fit and it only adds a whopping 43 volley and 8 DPS. I don't need Crystal implants so I'm using a set of Ascendancies, but I could just as easily go with a set of Genolutions, too. Despite a slightly lower volley than Fury cruise I'm not seeing a huge difference in terms of the number required to pop ships. Frigates are 1-2, cruisers are 1-2, destroyers and battlecruisers 1 and battleships 3-4 depending on the type.

Faction torpedoes have slightly less explosion radius (317m vs. 267m) but more explosion velocity (141m/s vs. 112 m/s). Roughly comparable. A precision-scripted missile guidance computers would put torpedoes over the top, but I still don't think I'd see any huge difference - especially with the grappler which gives me a clear edge.

[Golem, Torp Golem]

Dread Guristas Torpedo Launcher, Caldari Navy Inferno Torpedo
Dread Guristas Torpedo Launcher, Caldari Navy Inferno Torpedo
Dread Guristas Torpedo Launcher, Caldari Navy Inferno Torpedo
Dread Guristas Torpedo Launcher, Caldari Navy Inferno Torpedo
Bastion Module I
Small Tractor Beam II
Small Tractor Beam II
Drone Link Augmentor II

Gist X-Type 500MN Microwarpdrive
Large Cap Battery II
Republic Fleet Target Painter
Domination Heavy Stasis Grappler
Republic Fleet Target Painter
Large Micro Jump Drive
Gist X-Type Large Shield Booster

Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Ballistic Control System II

Large Hydraulic Bay Thrusters II
Large Hydraulic Bay Thrusters I

'Augmented' Hornet x5
Salvage Drone I x5

Caldari Navy Mjolnir Torpedo x2500
Caldari Navy Scourge Torpedo x2500
Caldari Navy Inferno Torpedo x2500
Caldari Navy Nova Torpedo x2500
'Packrat' Mobile Tractor Unit x1

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

Arthur Aihaken
CODE.d
#73 - 2016-05-16 21:54:26 UTC  |  Edited by: Arthur Aihaken
I think the maximum damage application you can reasonably get on a Golem would involved something like this:
• 2x T2 Missile Guidance Computers, precision-scripted
• 2x Faction target painters
• 1x T2 Large Warhead Rigor and 1x T2 Large Warhead Flare

An alternate setup if you don't have great target painter skills would be:
• 3x T2 Missile Guidance Computers, precision-scripted
• 1x T2 Large Warhead Rigor and 1x T2 Large Warhead Flare

An advantage to a setup without target painters (aside from having to not train the skills) is that you can split your launchers between 1, 2 and 4 groups to take on individual small targets - since you'll be getting maximum damage application. You can also stagger volleys to be fairly creative. And of course you don't have to continually activate, cycle and wait on target painters.

One final suggestion is to run a pair of T2 Hydraulic Bay Thruster rigs as this turns your Golem almost into a Barghest (almost). With Bastion and a Zainou Missile Projection implant you can boost your missile velocity to over 18,300m/sec.

With V skills and implants, this is what you can get your missile damage application with Fury cruise down to:
• 2x T2 MGCs and no rigs ............... 286m | 154m/s
• 3x T2 MGCs and no rigs ............... 259m | 168m/s
• 2x T2 MGCs and T2 Rigor/Flare ... 248m | 173m/s
• 3x T2 MGCs and T2 Rigor/Flare ... 237m | 181m/s
• 4x T2 MGCs and T2 Rigor/Flare ... 232m | 184m/s

You don't need anything beyond a pair of MGCs to apply full damage to battlecruisers and battleships, so it's debatable whether or not it's worth it to devote this much to trying to achieve 'perfection' when switching to precision ammunition will allow you to one-shot everything else (especially considering the smaller ships are seldom a threat).

You don't necessarily need to increase damage beyond 4 BCSs because most battleships will pop in 3 volleys with 7700-8100 damage. The few large targets (emphasis on few) that might benefit from a few hundred more points of damage can also negate that with a timely shield or armor repair, so it's often an effort in futility trying to achieve 3-volley kills.

I think there are more important things one can focus on with optimizing a Golem fit, including but not limited to: increasing sensor strength, align time, velocity and warp speed (the latter indirectly help reduce mission completion times). Golems have an insane tank, and I think that this is one area that can be focused on a lot less.

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

No Mahdss
Subsidy H.R.S.
Xagenic Freymvork
#74 - 2016-06-14 16:37:08 UTC
Long time EVE player just coming back after a few years so there is a lot of stuff I missed.

My mission runner is a Golem and I found this thread incredibly useful - so thanks to OP and contributors.

Q1 - Bastion Module was not around last time I was here - I got one. It takes about 5 mins to turn it off - isn't that a waste of time? I used to salvage on the go but now with Bastion on I ain't moving. It seemed the Golem had a pretty good tank before the Bastion - has that changed?

Q2 - Only trained for torps so far so I use up tp 3 TPs in my mids. Can someone explain how replacing one with a web/ stasis grapler would be a better option?

Thanks for reading.

Played Eve for a long while - but that does not mean I was any good at it!



Hans Momaki
State War Academy
Caldari State
#75 - 2016-06-20 13:50:11 UTC  |  Edited by: Hans Momaki
No Mahdss wrote:
Long time EVE player just coming back after a few years so there is a lot of stuff I missed.

My mission runner is a Golem and I found this thread incredibly useful - so thanks to OP and contributors.

Q1 - Bastion Module was not around last time I was here - I got one. It takes about 5 mins to turn it off - isn't that a waste of time? I used to salvage on the go but now with Bastion on I ain't moving. It seemed the Golem had a pretty good tank before the Bastion - has that changed?



Welcome back!

Golem still has a very solid tank without the bastion module. However, bastion increases the tank and your range. It also makes immune to e-war (like ECM, Tracking Disruption and Sensor dampening).

It also means you can strip some tank of the Golem to fit more application/DPS. A Golem with an X-Large Shield booster, a heavy capacitor booster and a single Invulnerability field is overtanked (by a ton) for any lv4 mission, apart from special cases like TriggerHappyBlockade/Enemies Abound 5/5.

Yes, it makes you immobile, but with clever usage, you can turn it on once needed and turn it off once you need to move.


Unfortunately, I can't answer your question 2, as torps aren't my thing at all. Beauty of missiles for PvE is "long range" so I never tried torps.
Roci Nantes
Center for Advanced Studies
Gallente Federation
#76 - 2016-06-20 14:29:01 UTC
No Mahdss wrote:
Long time EVE player just coming back after a few years so there is a lot of stuff I missed.

My mission runner is a Golem and I found this thread incredibly useful - so thanks to OP and contributors.

Q1 - Bastion Module was not around last time I was here - I got one. It takes about 5 mins to turn it off - isn't that a waste of time? I used to salvage on the go but now with Bastion on I ain't moving. It seemed the Golem had a pretty good tank before the Bastion - has that changed?

Q2 - Only trained for torps so far so I use up tp 3 TPs in my mids. Can someone explain how replacing one with a web/ stasis grapler would be a better option?

Thanks for reading.

Played Eve for a long while - but that does not mean I was any good at it!





For question two, you need to look at how the damage is applied. Once the sig radius is larger than the explosion radius, of your torp, you no longer gain any application. Next missile damage compares the ships true velocity, not angular velocity, to the explosion velocity. This means there is a speed that the target has to be moving faster than to reduce your application damage below 100%.

So larger ships that move slow always take missiles to the face, they already have a large sig and in most cases are not fast enough to reduce damage application with velocity.

Frigates, on the other hand can do both well vs missiles. So once you increase their sig enough to apply full damage that way, you have to slow them down to get better application.

No Mahdss
Subsidy H.R.S.
Xagenic Freymvork
#77 - 2016-06-20 14:57:55 UTC
Hans Momaki wrote:
No Mahdss wrote:
Long time EVE player just coming back after a few years so there is a lot of stuff I missed.

My mission runner is a Golem and I found this thread incredibly useful - so thanks to OP and contributors.

Q1 - Bastion Module was not around last time I was here - I got one. It takes about 5 mins to turn it off - isn't that a waste of time? I used to salvage on the go but now with Bastion on I ain't moving. It seemed the Golem had a pretty good tank before the Bastion - has that changed?



Welcome back!

Golem still has a very solid tank without the bastion module. However, bastion increases the tank and your range. It also makes immune to e-war (like ECM, Tracking Disruption and Sensor dampening).

It also means you can strip some tank of the Golem to fit more application/DPS. A Golem with an X-Large Shield booster, a heavy capacitor booster and a single Invulnerability field is overtanked (by a ton) for any lv4 mission, apart from special cases like TriggerHappyBlockade/Enemies Abound 5/5.

Yes, it makes you immobile, but with clever usage, you can turn it on once needed and turn it off once you need to move.


Unfortunately, I can't answer your question 2, as torps aren't my thing at all. Beauty of missiles for PvE is "long range" so I never tried torps.


Thanks for the post - really appreciate. For a while there I thought my question was too noob to answer.

I have seen in game the range increased when Bastion was activated. And also less problems with e-war too.

I have only been using it though when range is an issue or it has been a bit dangerous.
No Mahdss
Subsidy H.R.S.
Xagenic Freymvork
#78 - 2016-06-20 15:02:07 UTC
Roci Nantes wrote:
No Mahdss wrote:
Long time EVE player just coming back after a few years so there is a lot of stuff I missed.

My mission runner is a Golem and I found this thread incredibly useful - so thanks to OP and contributors.

Q1 - Bastion Module was not around last time I was here - I got one. It takes about 5 mins to turn it off - isn't that a waste of time? I used to salvage on the go but now with Bastion on I ain't moving. It seemed the Golem had a pretty good tank before the Bastion - has that changed?

Q2 - Only trained for torps so far so I use up tp 3 TPs in my mids. Can someone explain how replacing one with a web/ stasis grapler would be a better option?

Thanks for reading.

Played Eve for a long while - but that does not mean I was any good at it!





For question two, you need to look at how the damage is applied. Once the sig radius is larger than the explosion radius, of your torp, you no longer gain any application. Next missile damage compares the ships true velocity, not angular velocity, to the explosion velocity. This means there is a speed that the target has to be moving faster than to reduce your application damage below 100%.

So larger ships that move slow always take missiles to the face, they already have a large sig and in most cases are not fast enough to reduce damage application with velocity.

Frigates, on the other hand can do both well vs missiles. So once you increase their sig enough to apply full damage that way, you have to slow them down to get better application.



Thanks. I have been experimenting with 3 Target Painters on Battleships and Cruisers and I think there is only a slight difference.

Maybe the better option would be to use 2 TP and a web on smaller frigates.

Don't like using drones these days as they always seem to get aggroed.

Noob question of the week - I assume TPs on frigs attacked by your drones is pointless?
Roci Nantes
Center for Advanced Studies
Gallente Federation
#79 - 2016-06-20 16:57:44 UTC
It is not pointless but there are things to consider. If you are taking hobby II's for example they do not have the best tracking so the bigger sig will help them apply better.

How far away a target it is, really matters. Anything inside 10 to 13k would be better served with a web, the lower velocity will benefit more than the improved sig. If you are painting targets beyond that point, using the TP is better. ( Not that you can web things beyond that point anyway, maybe 15k with an over heat)

Also, never forget the law of diminishing returns. That 3rd TP is running at what 57%, so you are gaining only so much from it. But this also needs to take into account the distance of your targets. If you regularly get frigs and other ships within 10k of you then the web is going to be gold. If you rarely get anywhere near that close you can always look at things like guidance computer to take over for that third painter.
Sian Neue
Tannhauser C-Beam
Seker Academy
#80 - 2016-06-29 15:43:47 UTC
Interesting thread, I currently use a rattlesnake and I think that is pretty good, but this Golem idea sounds excellent, the thing is to work out what is actually most efficient from all the suggestions given... How much on average would a golem be to buy and fit? and are there any skills that need to be at V as a given.

What I currently do in the rattle, is MJD away, stop, hit Cruiser < with sentries and cruise on the BS, it works, but I would like to be more efficient for sure, but without being a gank magnet