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Kronos Level IV's - Blasters Or Rails

Author
hmskrecik
TransMine Group
Gluten Free Cartel
#61 - 2017-02-02 04:25:59 UTC  |  Edited by: hmskrecik
Arthur Aihaken wrote:
hmskrecik wrote:
Funny you mentioned Assault and WC because they are one of the best missions, bounty wise. :) And while I would recommend against attempting Assault with blasters, Worlds Collide is quite doable. For entry pocket you need a propulsion anyway and subsequent ones are either good or acceptable, in terms of rats distance.

Yes, there are definitely good bounties to be had. But I just find it takes too long to run. My end goal is the "Enemy" series where you can snag upwards of 200-million.

If you're for blitz, you mentioned you prefer that way, then yes they may take too long for you. I am for bounties and in my experience these missions (add Blockade to the lot) are as good as it gets. I don't remember if WC was doable in 20 minutes (I think so; if not it's maybe 25min) but Assault definitely sits within this period. 20-ish milion bounty in 20 minutes - except for special cases like Dread Pirate or some Epic Arc missions I've never seen better in highsec.
Arthur Aihaken
CODE.d
#62 - 2017-02-02 04:41:24 UTC  |  Edited by: Arthur Aihaken
It depends on my mood. Sometimes I like clearing and looting when I'm watching flicks or reading groups - others times I like blizting. It's rare that I'll turn down a Burner mission but occasionally I'll loot and salvage a mission just for something differrent. If I could get explosive or EM damage in hybrid charges I'd be beyond ecstatic.

I don't think you can do WC in 20 minutes without skipping the first room. It seems to me that it's closer to 35-40 minutes for a complete clear of all 4 rooms.

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

hmskrecik
TransMine Group
Gluten Free Cartel
#63 - 2017-02-02 06:54:48 UTC  |  Edited by: hmskrecik
Arthur Aihaken wrote:
If I could get explosive or EM damage in hybrid charges I'd be beyond ecstatic.

Not gonna happen. Weapon systems have to be somehow different from each other. :)

Quote:

I don't think you can do WC in 20 minutes without skipping the first room. It seems to me that it's closer to 35-40 minutes for a complete clear of all 4 rooms.

I definitely can complete single leg in 20 minutes. I'm not sure only of the full clear of both paths. Of course I don't have any Twitch/Youtube video to back up my claim. ;)

EDIT: I remember quite well that it required some gear changing along the way and I was doing it when you could still use mobile depot when in bastion. I'll try to run this mission in nearest days and to verify if such completion time is still within reach.
Arthur Aihaken
CODE.d
#64 - 2017-02-02 15:47:57 UTC
hmskrecik wrote:
I definitely can complete single leg in 20 minutes. I'm not sure only of the full clear of both paths. Of course I don't have any Twitch/Youtube video to back up my claim. ;)

EDIT: I remember quite well that it required some gear changing along the way and I was doing it when you could still use mobile depot when in bastion. I'll try to run this mission in nearest days and to verify if such completion time is still within reach.

I think you're right - it's somewhere in the 25-30 minute range (including travel time) for both sides.

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

Inir Ishtori
Perkone
Caldari State
#65 - 2017-02-02 17:52:50 UTC  |  Edited by: Inir Ishtori
Arthur Aihaken wrote:
* 4x Neutron Blaster Cannon II
* Gist X-Type 500MN MWD
* 3x Tracking Computer II, optimal range script
* 3x Faction Magnetic Field Stabilizers
* Damage Control II
* 2x Intertial Stabilizer II
* Core X-Type Large Armor Repairer
* T2 Aerator Rig, T2 Hyperspacial Rig
* High-Grade Ascendancy 1-4, Migrade Ascendancy 5, WS-816
* Ogdin, EM-805, +6 gunnery implants

V skills on everything. I could get about 1-2% more DPS with a 4th mag stab, but I prefer another 1.5s off my align times. Just over 8s to align and a warp speed of 4.29 AU/s. I've yet to run out of capacitor and I don't have to really close attention to it. I can actually shield tank quite a few missions...

If we're comparing this to your fit, I get the same DPS (+6 implants for me) with greater range since I have 3 range-scripted tracking computers (76km in Bastion). So actually more DPS and more maneuverability. But to each their own.


I put both fits against each other with just all level 5 skills and no implants into pyfa:

http://imgur.com/a/w60ax

My fit still outdamages yours at all relevant ranges. If we use implants and then compare lvl 5 vs lvl 6 then I'd like to draw your attention to the cost factor: for the difference in price of just one implant - namely large hybrid damage one - you can buy 2 FN TCs, which yet again lets my fit with just level 5 implants outdamage yours, not by much though.

Now I wondered about usefullness of aligning times and made a very round about calculation on the example of Worlds Collide that was discussed in posts above.

If you go for full clear, probably the best way to start it is doing a series of 3 MJD jumps, unlocking both gates at once and landing you at 0 on one of the gates. That is aligning 3 times plus on time at the first gate you take.
Next two for the next two pockets and another for the final one. That is 3 +1 +2 +1 = 7 times to align in the mission itself. Plus 2 times from the undocking and the final jump out.
9 times where you shave off 4 seconds saving 36 seconds total plus maybe 5-6 seconds moving inbetween which I can't really quantify at this point. The mission itself lasts for about 25 minutes which is 1500 seconds. 36/1500 = 2,4% and lets just say 3% because of other seconds you might have saved somewhere.

So in the end you give up capacitor safety for absolutely nothing, because the 3% in completition time you might save due to higher agility are about the same as 3% in damage you gave up.
Arthur Aihaken
CODE.d
#66 - 2017-02-02 19:39:18 UTC
Hey, as long as you're happy...

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

Inir Ishtori
Perkone
Caldari State
#67 - 2017-02-02 20:11:19 UTC
Arthur Aihaken wrote:
Hey, as long as you're happy...


Oh well, I guess I got carried away a bit Bear
Chainsaw Plankton
FaDoyToy
#68 - 2017-02-02 23:14:19 UTC
In mission you can align while you are still shooting so the main difference will come in travel time to to missions and the trip back to station. Running nanos might make sense to improve speed as well as agility, but that seems like it starts to get into might as well fly a mach territory.

also implants are nice as they don't stack and they don't drop as loot. As for the 5% vs 6% implants, seems more like a shiny for the sake of shiny rather than a cost effectiveness thing.

@ChainsawPlankto on twitter

hmskrecik
TransMine Group
Gluten Free Cartel
#69 - 2017-02-04 12:42:55 UTC
Arthur Aihaken wrote:
hmskrecik wrote:
I definitely can complete single leg in 20 minutes. I'm not sure only of the full clear of both paths. Of course I don't have any Twitch/Youtube video to back up my claim. ;)

EDIT: I remember quite well that it required some gear changing along the way and I was doing it when you could still use mobile depot when in bastion. I'll try to run this mission in nearest days and to verify if such completion time is still within reach.

I think you're right - it's somewhere in the 25-30 minute range (including travel time) for both sides.

There is also a matter of how do you measure time, when the counter starts and when it stops. I am concerned mostly with on-grid time and most often I just look if can I finish given mission with bounty tick or not.

Which brings us back to the topic. Last two evenings I have run string of missions for friendly agent and unfortunately I have been offered WC only once, so forget about statistical significance.

This was Serpentis/Guristas variant and I have cleared Serpentis path within a tick (got paid when warping back to the entry pocket) and clearing Guristas path took me a little below 10 minutes. I started with rails+MWD, switched to blasters for 1st and 2nd Serpentis pocket, switched back to rails for Guristas. I believe the clear time can be improved (it's been some time but I know I did better) but I'm not sure how much. Thus I retract my claim of possibility of killing everything within 20 minutes. Maybe it's true but I have nothing to back it up.

One more indicator that I may have been a little too optimistic are those bounties. I got 13 mil for Serpentis and 12 mil for Guristas. I have already mentioned that running L4s used to cap at about 20mil for me. When I get 25 or more I definitely tend to remember that. This is not the case with WC.
Arthur Aihaken
CODE.d
#70 - 2017-02-04 15:54:48 UTC  |  Edited by: Arthur Aihaken
Inir Ishtori wrote:
I put both fits against each other with just all level 5 skills and no implants into pyfa:

My fit still outdamages yours at all relevant ranges. If we use implants and then compare lvl 5 vs lvl 6 then I'd like to draw your attention to the cost factor: for the difference in price of just one implant - namely large hybrid damage one - you can buy 2 FN TCs, which yet again lets my fit with just level 5 implants outdamage yours, not by much though.

Inir Ishtori, you never did list your fit, but with 50 more DPS I'm guessing you ran 4x Faction mag stabs. With my implants I'm fairly certain the DPS is actually within a few points (mine may actually be higher). I'm not going to disagree that +6 implants are insanely expensive, but when you've maxed out your fit, have all relevant skills trained and are PLEX'd for the next few years - what the heck...
.....

hmskrecik, I ran WC twice over the past few days and it takes me about 25-30 minutes to run through the first Serpentis/Guristas room, second Serpentis room and final Guristas room. Add a few more minutes for travel time. I normally MWD in the first room so if I switched to a MJD I could probably shave a few more minutes off. I'm inherently lazy when it comes to changing fits.

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

Arthur Aihaken
CODE.d
#71 - 2017-02-04 18:35:01 UTC
I took the opportunity of upgrading and enhancing my Kronos fit. I dropped a tracking computer for a scan resolution-scripted sensor booster and swapped out the two inertial stabilizers for a tracking enhancer and additional magnetic field stabilizer. This has the advantage of allowing me to swap out the sensor booster for a large micro jump drive on the handful of missions where it's needed, boosts my tracking speed by ~20% (Antipharmakon Iokira) and substantially reduces lock time for frigates and other small ships. I sacrificed 3km of falloff range and 2.5s of align time for 1378 DPS with Null L and 'Augmented' drones. Warp speed remained identical so I haven't really noticed that much of a change in transit times overall.

After running the numbers in Pyfa, I don't think you can get much better performance as the T2 neutron blaster cannons outperform even the polarized and Officer variants.

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

Inir Ishtori
Perkone
Caldari State
#72 - 2017-02-05 11:54:08 UTC  |  Edited by: Inir Ishtori
Arthur Aihaken wrote:

Inir Ishtori, you never did list your fit, but with 50 more DPS I'm guessing you ran 4x Faction mag stabs. With my implants I'm fairly certain the DPS is actually within a few points (mine may actually be higher). I'm not going to disagree that +6 implants are insanely expensive, but when you've maxed out your fit, have all relevant skills trained and are PLEX'd for the next few years - what the heck...
.....


My fitting is posted on the second page of this thread. I wonder now whose fitting you were using for comparison then.
Arthur Aihaken
CODE.d
#73 - 2017-02-05 12:04:05 UTC  |  Edited by: Arthur Aihaken
Inir Ishtori wrote:
My fitting is posted on the second page of this thread. I wonder now whose fitting you were using for comparison then

I used my original fitting for comparison but have since modified it to a variant of yours. I'm running a damage control instead of an EANM and a scan resolution-scripted sensor booster instead of the heavy cap booster. I went with four Faction magnetic field stabilizers and the aforementioned +6 implants so my final DPS is slightly higher. I also have the option of swapping out the sensor booster for a third range-scripted tracking computer or large micro jump drive.

I've never had an issue with capacitor. As long as you pulse your armor repairer, apply expedicious overheating when necessary and don't perma-run it you should generally be fine. The damage control offers an additional safety buffer by combining with Bastion to ratchet up your hull resistances as well as enhancing the passive shield buffer.

In terms of implants, in addition to the others I mentioned I'm running Ogdin's for +6% tracking speed in slot 7 instead of a +5% bump to falloff range. With a Faction tracking enhancer, Ogdin's and the +8% tracking speed drug it's giving me roughly +25% extra tracking speed. I think that's worth a bit more than a few km of falloff, but it's hard to say.

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

Darth Krillus
Critical Strike
#74 - 2017-04-26 19:07:09 UTC  |  Edited by: Darth Krillus
Arthur Aihaken wrote:



I've never had an issue with capacitor. As long as you pulse your armor repairer, apply expedicious overheating when necessary and don't perma-run it you should generally be fine. The damage control offers an additional safety buffer by combining with Bastion to ratchet up your hull resistances as well as enhancing the passive shield buffer.


my take... always always always overtank your marauders unless ofcourse youre a multi billionaire sitting with a marauder in every mission system.

If you have to micromanage your tank to that level in dull PVE, you are susceptible to loss from disconnects. Most common cause of a ship death in eve PVE is disconnects and NOT ganks or rats. If you are scrammed, webbed or stuck in a fukin rock your ship will never warp out in disconnect and you will be a sitting duck till your cap runs out and then you are just waiting to die.. if not by mission rats but by gankers who specifically look for stuck ships.

A cap stable fit for PVE always wins and saves you from the frustration of that stupid loss...for PVP, fitting for cap stability is stupid..

as for me, I recently came back to the game again, I love the kronos and this post caught my attention. I might try both of your fits.
Khan Wrenth
Viziam
Amarr Empire
#75 - 2017-04-26 21:03:09 UTC
Darth Krillus wrote:
If you have to micromanage your tank to that level in dull PVE, you are susceptible to loss from disconnects. Most common cause of a ship death in eve PVE is disconnects and NOT ganks or rats. If you are scrammed, webbed or stuck in a fukin rock your ship will never warp out in disconnect and you will be a sitting duck till your cap runs out and then you are just waiting to die

This is one of the primary reason I almost never use bastion. In essence, you're creating that scenario. However, I use a slightly different philosophy when putting together my marauders.

By the time you are sitting in a marauder, you should be very familiar with the missions. You know which frigates web and disrupt, and they should be on the top of your attack list. You ought to never actually find yourself warp disrupted except for the one or two missions where the offending frigate spawns right where you warp in at.

Second, when you do get warp disrupted, activate reps immediately, regardless of whether or not you need them in that instant - for the exact reason quoted above. In the event of disconnect, you want those reps going. Optimally, that won't be for but a few seconds, but still.

Third, your build needn't be "cap stable", as much as it should be "cap stable with just the tank". In the event you get disconnected, the guns will finish firing on their one target, and that will leave you with extra cap. So when you are PYFA or simulating your builds, see what the cap is like with just the tank running.

But there is another, simpler tactic. Many people just instantly jump to bastion anytime they need reps. And because of the boost you can get from bastion (plus the inherit marauder bonuses), you can downsize to medium reps (which saves you a ton of cap). When bastioned, medium reps are more than enough to tank (assuming you fit proper tank for the mission). Sure, you're stuck in place a lot and your mission times be be longer, but if you're seeking a safety net in the event of a d/c, that's another way to go.

Besides, any PvE build that is made specifically to be cap stable is already self-gimping. Don't do that.
Darth Krillus
Critical Strike
#76 - 2017-04-26 22:15:48 UTC  |  Edited by: Darth Krillus
Khan Wrenth wrote:


..
Third, your build needn't be "cap stable", as much as it should be "cap stable with just the tank".
..
This is one of the primary reason I almost never use bastion
..


ya, that. Cap stable with the tank running. As for never using bastion, I am not too worried about using bastion, most sh*t dies within 1 cycle of bastion anyway.. I only use bastion for the range, so you can most likely pulse the bastion once and if you are really that unlucky that the disconnect happens during those 1 min, your tank should hold through it before warping.

Just yesterday a friend lost a golem to a cap draining bloodraider rat while he was disconnected. Damage control on marauders is a plus to have for that extra hull tankage while ship waits to warp.

Also, if I blitz I do it in a cheaply (<1b) fitted Mach or a Vindi , no real reason to use a marauder for blitzing unless you are doing full clears, loot salvage and the works.