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Mission-Running Maelstrom

Author
Caleidascope
Republic Military School
Minmatar Republic
#21 - 2012-02-28 19:19:51 UTC
Izziee wrote:
Caleidascope wrote:
Izziee wrote:

What a load of dribble.

There's nothing to "learning" Arties. In fact, I started out with them, and I loved them, the shiny high numbers thinking they were great etc. Then I woke up. Sure, half of it boils down to a matter of opinion, and that's fine, but what you state is complete crap.
.
.
.

Behold the one trick pony.

I am not here to change your mind. AC works for you, all power to you then. I use arti and ac, just for different things.



If anyone is one trick that would be you, you seem incapable of actually being able to read and comprehending something so simple while still repeating your same gibberish.

So go ahead and enlighten me. What's your firing rate with 1400's? You got 10 frigates, 5 cruisers, 5 BS all at 50km range. How long is that going to take you hmm? Excluding locking time.

Those 10 frigates are going to take me around 35 seconds. To down all. You?

Those cruisers will take me 7-14 seconds each. You?

The battleships will take me 20-40 seconds each. You?

P.S, I'm being very generous with the numbers for you.

That's without using my drones btw.

I went back and looked at the fit you posted. t2 everything. I am not sure the OP (who is the one who needs help, not me) can use it at this time.

The difference I am trying to convey is that I do not try to hammer people into a mold of My Way Is The Only Way. The OP tried ac, it is not working for him. There are lots of reasons why it is not working. Giving time, he will get to a point where it will work. OP has lots of options to look at.

Life is short and dinner time is chancy

Eat dessert first!

Izziee
University of Izziee
#22 - 2012-02-28 19:44:13 UTC  |  Edited by: Izziee
Caleidascope wrote:
Izziee wrote:
Caleidascope wrote:
Izziee wrote:

What a load of dribble.

There's nothing to "learning" Arties. In fact, I started out with them, and I loved them, the shiny high numbers thinking they were great etc. Then I woke up. Sure, half of it boils down to a matter of opinion, and that's fine, but what you state is complete crap.
.
.
.

Behold the one trick pony.

I am not here to change your mind. AC works for you, all power to you then. I use arti and ac, just for different things.



If anyone is one trick that would be you, you seem incapable of actually being able to read and comprehending something so simple while still repeating your same gibberish.

So go ahead and enlighten me. What's your firing rate with 1400's? You got 10 frigates, 5 cruisers, 5 BS all at 50km range. How long is that going to take you hmm? Excluding locking time.

Those 10 frigates are going to take me around 35 seconds. To down all. You?

Those cruisers will take me 7-14 seconds each. You?

The battleships will take me 20-40 seconds each. You?

P.S, I'm being very generous with the numbers for you.

That's without using my drones btw.

I went back and looked at the fit you posted. t2 everything. I am not sure the OP (who is the one who needs help, not me) can use it at this time.

The difference I am trying to convey is that I do not try to hammer people into a mold of My Way Is The Only Way. The OP tried ac, it is not working for him. There are lots of reasons why it is not working. Giving time, he will get to a point where it will work. OP has lots of options to look at.



Okay, firstly you didn't answer my question.

Secondly, Do point to anywhere I said it's the only way? Or even where I tried to hammer anyone into any specific fit?..Oh wait, that would be you by claiming others are one trick ponies by using a way which isn't yours. As far as I'm aware (I could be wrong, I'm sure you will correct me) auto cannons on a maelstrom is the most commonly used method for missions. Why? Because everyone else is one trick too? Or, because it works.

I gave the OP an efficient and fast way. Nothing more to it. My fit is full T2 yes, what's the problem? Aside from the guns, it doesn't really take that long to train for, even in EvE terms the guns don't take that long to train for, or, would you suggest he starts training for the inefficient way first?

My fit is also extremely cheap with no faction mods on it.

I also stated people have different opinions, you however, slated people for THEIR opinions because it was not yours. My tone is in response to yours, if you think I should adjust my attitude, then that starts with how you reply.

I'm still waiting for you to answer my question though, but hey, I'll even throw you a bone and say your RoF is 20 seconds with 1400 (I'd look at EFT but it's vanished from my computer and I'm not flying back to my station to equip), but let's not forget, base they are 40 seconds.

Then, I'll take a simple killing mission: The Score. Shows up a fair bit, straight forward, and to the point.

First gate is 61km away.

4x Cruisers
2x destroyers
1x BC

8x Frigates
3x Destroyers
4x Cruisers
3x Battlecruisers

Now, for me to do this room, as soon as I've entered, first thing I do is hit my AB and fly towards the gate. All ships are dead by the time I get there. It takes me 10 minutes to do the mission (I actually timed myself yesterday :D). Bear in mind, I started timing from the minute I hit my AB, not from undocking.

This is 1 room out of 3.

For arguments sake, I'll be very generous and say your Arties hit for Ten hundred trillion billion each hit. With a nice generous RoF at 20 seconds. I'll even exclude locking time, AND! I'll even let you use my tactics of burning to the gate, rather than away from them (since, your tactics are kiting) AND!!! On top of that! (Aren't I nice) I'll even give you 100% hit chance at your ten hundred trillion billion damage. Let's say gazzillion to make it simple.

That's 25 ships.

20s RoF.

A gazzillion damage each will equal 500 seconds. Or, better known as just over 8 minutes.

For the first room.

You'll have another 35 ships in the next two rooms.

But I'm clearly one trick because I shouldn't be using the optimal method! Silly me.

But, you might be right and the OP can't use all T2 stuff, it still wouldn't change much. Arties will give you a lot of overkill, and the price to pay for that extra damage, is time between your shots. If you want to suicide gank and get that kill before concord shows up, sure! For huge shiny numbers? Sure! For quick efficient mission running? Nope.

Arties are good weapons for what they do, quick efficient missions, isn't really one of them. Worlds collide would probably be better with arties, but again, for every mission like WC there's 50 that would be better for AC's, but it would make sense to train for arties prior? The biggest and best side to arties is the cost in ammo. For point to point in damage to cost ratio, arties would win hands down, but even then, time is money, and AC's do them faster, so while costing more, you get a higher ISK per hour anyway.

But I'll state once more, no where did I say the OP MUST use AC's, no where did I hammer my opinion onto people. That my friend, would be you by making petty insults because you don't agree with them.

Expecting a TL;DR, most people do that when they actually did read it, but want to avoid answering.
Silas Shaw
Coffee Hub
#23 - 2012-02-28 20:04:00 UTC
[Maelstrom, Maelstrom fit]

800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L

100MN Afterburner II
Invulnerability Field II
Invulnerability Field II
Large Shield Booster II
Shield Boost Amplifier I
Heavy Capacitor Booster II, Cap Booster 800

Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Warrior II x5
Hobgoblin II x5
Hammerhead II x5

When i started using a BS to mission, this was it. After a bit of learning, its dirt simple to fly:

a) put 6k ammo in it, top off your hold with cap pills
b) set "keep at range" to 3k, and drive right down the throat of anything that looks like a maths symbol.
c) pulse the booster and the cap pills as required.
d) blitz more missions.

and yes, i was using faction ammo. id heard that it was a "dps tank" boat, and i had minmatar LP to burn, so i converted and used it in minnie issued missions. blitz and get isk and LP to turn into ammo. youre still gonna make an LP profit.
Caleidascope
Republic Military School
Minmatar Republic
#24 - 2012-02-28 20:05:19 UTC
Izziee wrote:
Caleidascope wrote:
Izziee wrote:
Caleidascope wrote:
Izziee wrote:

What a load of dribble.

There's nothing to "learning" Arties. In fact, I started out with them, and I loved them, the shiny high numbers thinking they were great etc. Then I woke up. Sure, half of it boils down to a matter of opinion, and that's fine, but what you state is complete crap.
.
.
.

Behold the one trick pony.

I am not here to change your mind. AC works for you, all power to you then. I use arti and ac, just for different things.



If anyone is one trick that would be you, you seem incapable of actually being able to read and comprehending something so simple while still repeating your same gibberish.

So go ahead and enlighten me. What's your firing rate with 1400's? You got 10 frigates, 5 cruisers, 5 BS all at 50km range. How long is that going to take you hmm? Excluding locking time.

Those 10 frigates are going to take me around 35 seconds. To down all. You?

Those cruisers will take me 7-14 seconds each. You?

The battleships will take me 20-40 seconds each. You?

P.S, I'm being very generous with the numbers for you.

That's without using my drones btw.

I went back and looked at the fit you posted. t2 everything. I am not sure the OP (who is the one who needs help, not me) can use it at this time.

The difference I am trying to convey is that I do not try to hammer people into a mold of My Way Is The Only Way. The OP tried ac, it is not working for him. There are lots of reasons why it is not working. Giving time, he will get to a point where it will work. OP has lots of options to look at.



Okay, firstly you didn't answer my question.

Secondly, Do point to anywhere I said it's the only way? Or even where I tried to hammer anyone into any specific fit?..Oh wait, that would be you by claiming others are one trick ponies by using a way which isn't yours. As far as I'm aware (I could be wrong, I'm sure you will correct me) auto cannons on a maelstrom is the most commonly used method for missions. Why? Because everyone else is one trick too? Or, because it works.

I gave the OP an efficient and fast way. Nothing more to it. My fit is full T2 yes, what's the problem? Aside from the guns, it doesn't really take that long to train for, even in EvE terms the guns don't take that long to train for, or, would you suggest he starts training for the inefficient way first?

My fit is also extremely cheap with no faction mods on it.

I also stated people have different opinions, you however, slated people for THEIR opinions because it was not yours. My tone is in response to yours, if you think I should adjust my attitude, then that starts with how you reply.

I'm still waiting for you to answer my question though, but hey, I'll even throw you a bone and say your RoF is 20 seconds with 1400 (I'd look at EFT but it's vanished from my computer and I'm not flying back to my station to equip), but let's not forget, base they are 40 seconds.

Then, I'll take a simple killing mission: The Score. Shows up a fair bit, straight forward, and to the point.

First gate is 61km away.

4x Cruisers
2x destroyers
1x BC

8x Frigates
3x Destroyers
4x Cruisers
3x Battlecruisers

Now, for me to do this room, as soon as I've entered, first thing I do is hit my AB and fly towards the gate. All ships are dead by the time I get there. It takes me 10 minutes to do the mission (I actually timed myself yesterday :D). Bear in mind, I started timing from the minute I hit my AB, not from undocking.

This is 1 room out of 3.

For arguments sake, I'll be very generous and say your Arties hit for Ten hundred trillion billion each hit. With a nice generous RoF at 20 seconds. I'll even exclude locking time, AND! I'll even let you use my tactics of burning to the gate, rather than away from them (since, your tactics are kiting) AND!!! On top of that! (Aren't I nice) I'll even give you 100% hit chance at your ten hundred trillion billion damage. Let's say gazzillion to make it simple.

That's 25 ships.

20s RoF.

A gazzillion damage each will equal 500 seconds. Or, better known as just over 8 minutes.

For the first room.

You'll have another 35 ships in the next two rooms.

But I'm clearly one trick because I shouldn't be using the optimal method! Silly me.

But, you might be right and the OP can't use all T2 stuff, it still wouldn't change much. Arties will give you a lot of overkill, and the price to pay for that extra damage, is time between your shots. If you want to suicide gank and get that kill before concord shows up, sure! For huge shiny numbers? Sure! For quick efficient mission running? Nope.

Arties are good weapons for what they do, quick efficient missions, isn't really one of them. Worlds collide would probably be better with arties, but again, for every mission like WC there's 50 that would be better for AC's, but it would make sense to train for arties prior? The biggest and best side to arties is the cost in ammo. For point to point in damage to cost ratio, arties would win hands down, but even then, time is money, and AC's do them faster, so while costing more, you get a higher ISK per hour anyway.

But I'll state once more, no where did I say the OP MUST use AC's, no where did I hammer my opinion onto people. That my friend, would be you by making petty insults because you don't agree with them.

Expecting a TL;DR, most people do that when they actually did read it, but want to avoid answering.

TL;DR: I am not here to measure my **** against your's.

Life is short and dinner time is chancy

Eat dessert first!

Izziee
University of Izziee
#25 - 2012-02-28 20:30:11 UTC  |  Edited by: Izziee
Quote:
Expecting a TL;DR, most people do that when they actually did read it, but want to avoid answering.
TL;DR: I am not here to measure my **** against your's.


And I'll quote myself.

Quote:
Expecting a TL;DR, most people do that when they actually did read it, but want to avoid answering.


Because you can't. That's what very predictable people do when their incapable of backing up their claims. Also, clearly you are here to "try" measure your **** against mine, else you wouldn't have "tried" to slate an opinion. It's not my fault you can't put numbers to your statement.
Cindy Marco
Sebiestor Tribe
Minmatar Republic
#26 - 2012-02-28 20:31:16 UTC  |  Edited by: Cindy Marco
Arty maelstroms are very good for missions. You don't need as much tank because your not letting stuff get close.

In fact, I wouldn't recommend large autocannons for missions at all unless you are flying a Varg or Mach.

[Maelstrom, Level 4]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

100MN Afterburner II
X-Large C5-L Emergency Shield Overload I
Shield Boost Amplifier II
Invulnerability Field II
Invulnerability Field II
Medium Capacitor Booster II, Cap Booster 800

1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L

Large Ancillary Current Router I
Large Core Defence Capacitor Safeguard I
Large Core Defence Capacitor Safeguard I

I keep recommend 2 sets of light drones and one set of mediums. Change invulns to mission specific hardeners. You can drop the ACR if your willing to use a PG implant.

With low skills you might be better off with 1200s for tracking, but 1400s are great if you can fit them.
Izziee
University of Izziee
#27 - 2012-02-28 20:37:34 UTC
Silas Shaw wrote:
[Maelstrom, Maelstrom fit]

800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Artillery I, Republic Fleet Phased Plasma L

100MN Afterburner II
Invulnerability Field II
Invulnerability Field II
Large Shield Booster II
Shield Boost Amplifier I
Heavy Capacitor Booster II, Cap Booster 800

Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Warrior II x5
Hobgoblin II x5
Hammerhead II x5

When i started using a BS to mission, this was it. After a bit of learning, its dirt simple to fly:

a) put 6k ammo in it, top off your hold with cap pills
b) set "keep at range" to 3k, and drive right down the throat of anything that looks like a maths symbol.
c) pulse the booster and the cap pills as required.
d) blitz more missions.

and yes, i was using faction ammo. id heard that it was a "dps tank" boat, and i had minmatar LP to burn, so i converted and used it in minnie issued missions. blitz and get isk and LP to turn into ammo. youre still gonna make an LP profit.


Yeah, there is nothing wrong with using faction ammo, like I said before, quicker the mission is done, higher the isk per hour. It does cost a bit more though when using T1 guns. With T2 once trained, the T2 ammo does it's job just as good as faction in most "worst case" while being a ton better in best case. For example, I kill damn quick using barrage against Sepentis when Phased Plasma would be better, I'll switch to PP if the mission starts with them at 40km or closer, if not, barrage, their mainly all dead before reaching 40-44km anyway, if not, it would probably be a DPS loss switching to PP anyway. T2 ammo also being cheaping than faction also, in most cases at least.

Best thing I did in terms of skills was training for T2 weapons, especially with large. That and drone interfacing (which with a maelstrom obviously isn't your optimal damage but I use to fly a Domi, as did most).

I'd suggest to any new/newish pilot, after they got their basic tank skills (T2 hardeners don't take long either) go right out and get T2 weapons. It might seem like a long time (What is it, 50 days or something on average?) but in Eve terms, it's not really and it sure is worth it. Also, T2 cheaper than Meta 4 anyway.
Izziee
University of Izziee
#28 - 2012-02-28 20:47:35 UTC  |  Edited by: Izziee
Cindy Marco wrote:
Arty maelstroms are very good for missions. You don't need as much tank because your not letting stuff get close.

In fact, I wouldn't recommend large autocannons for missions at all unless you are flying a Varg or Mach.



They don't get close with AC's either, infact I have less closing on me with ACs burning to them/the gate than if I were to use Arty while burning away from them at max speed.

I started with Arties (1200's first then when I could equip them properly 1400s then back to 1200's since they were better imo) religiously, and hated using AC's, then after a few more missions I realised how much faster it was. I had a huge struggle in debating which to train T2 first but so glad I did AC's.

It's been a long time now so maybe T1 arties might help to clear out those hard hitting battleships with low skills, but train up correctly and AC's will do the job much better.

As for tank, I run with 2 hardeners and an X-large S-Booster, that's hardly a massive tank, it's actually overkill really and there's very few missions I'll need to pulse the booster much at all since everything dies so fast, so really, I wouldn't recommend arties either, but each to their own. If one does go for them, then I'd strongly suggest the 1200's over 1400s anyway. They might be easier for the lower skilled pilot but it's been a long time since I've used T1 so I don't know...but one thing we all have in common, is that we all gain skills, and it's where you want to be in 6 months rather than "right now" tbh.

Edit, I also notice you need to fit rigs for PG, while I fit for pure damage, and I can use a T2 X-large shield with loads of PG to spare (not so much CPU left but don't need it anyway) other than that, my tank is pretty much identical.
Cindy Marco
Sebiestor Tribe
Minmatar Republic
#29 - 2012-02-28 22:19:05 UTC  |  Edited by: Cindy Marco
EFT dps does not make a fit better. Applied DPS is what matters. An ac mael outdamages an arty mael until 25km with max skills, even less with weaker skills. That assumes they are both using faction ammo, which is much more expensive for the AC fit. If the ac mael isn't faction ammo he starts getting out damaged at 15km. Even at 100km the arty mael is still doing 350dps with out changing from its close range ammo. The arty fit just has a huge effective range.

Arty easily tracks cruisers and BS, even at close range. You simply need to manage transversal. You can even pop the frigates with arty down to 20km, but closer then that and your drones will have to get them.

The best way to make money with missions is to blitz them. Travel time (to get in range) is wasted time. Time spent looting/salvaging (with a few exceptions) is robbing yourself of isk unless you fly a Marauder. The arty mael is better then the auto mael for blitzing. And when you get to the point your able/willing to fit more a Mach or Varg are even batter.
Ares Renton
Deep Core Mining Inc.
Caldari State
#30 - 2012-02-28 22:21:27 UTC  |  Edited by: Ares Renton
1 word of advice: don't use Capacitor Control Circuits on Maelstroms, use Core Defense Capacitor Safeguards. They are just as effective for your active tank's lifespan and cost less money and calibration (you can fit 2 CDCS's and a Tech II Burst Aerator).

Also, with 2 Tracking Enhancers and a Tracking Computer, Optimal Range, you can hit stuff out at 40 km anyways. There's no reason to need more range than that (and if there is, just swap in an Afterburner for that mission).
Izziee
University of Izziee
#31 - 2012-02-28 23:05:32 UTC  |  Edited by: Izziee
Cindy Marco wrote:
EFT dps does not make a fit better. Applied DPS is what matters. An ac mael outdamages an arty mael until 25km with max skills, even less with weaker skills. That assumes they are both using faction ammo, which is much more expensive for the AC fit. If the ac mael isn't faction ammo he starts getting out damaged at 15km. Even at 100km the arty mael is still doing 350dps with out changing from its close range ammo. The arty fit just has a huge effective range.

Arty easily tracks cruisers and BS, even at close range. You simply need to manage transversal. You can even pop the frigates with arty down to 20km, but closer then that and your drones will have to get them.

The best way to make money with missions is to blitz them. Travel time (to get in range) is wasted time. Time spent looting/salvaging (with a few exceptions) is robbing yourself of isk unless you fly a Marauder. The arty mael is better then the auto mael for blitzing. And when you get to the point your able/willing to fit more a Mach or Varg are even batter.


I never said anything about EFT except that I don't have it installed atm...

You speak as though you have 100% uptime on a single target all the time. That is not how it works.

Once again, go read what I typed and try to dispute it. You could one shot every target (yet, you don't) and still end up doing missions far slower due to RoF. What's the point of hitting a target for 14k when it only needs say, 800? How long before you can shoot your next volley at the next target.

I've said so many times now, I 1 shot frigates past the 70km range with ACs. Every three and a half seconds. When they get closer than 20km, you need to use drones. I don't. I will 2-3 shot any cruiser, that's like 7-10 seconds. Even if you 1 shot them, I've still killed them faster. Battleships die quickly also, and with most missions, BS's aren't the problem. I can burn right towards the gate from the get go (if there's one in the mission) You will have to burn the other direction or use your drones.

Unless you're shooting some customs office at 80km +++ AC's will be better almost every time. Higher numbers does NOT mean higher DPS. All that over kill, all that waiting for the next shot, all the targets missed, all the opportunities wasted due to the range window closed because targets got too close, all that huge and pointless range wasted, well...you do the math.

Like I said, take a look at the mission I linked in previous topic, a very average mission (meaning, a simple kill many targets closing in on you where there are many many like it) and do the math. I even gave massive massive plus sides to the arties while giving nothing to the AC's and still they come out worse.
Cindy Marco
Sebiestor Tribe
Minmatar Republic
#32 - 2012-02-28 23:28:01 UTC  |  Edited by: Cindy Marco
Izziee wrote:

I never said anything about EFT except that I don't have it installed atm...

You speak as though you have 100% uptime on a single target all the time. That is not how it works.

Once again, go read what I typed and try to dispute it. You could one shot every target (yet, you don't) and still end up doing missions far slower due to RoF. What's the point of hitting a target for 14k when it only needs say, 800? How long before you can shoot your next volley at the next target.

I've said so many times now, I 1 shot frigates past the 70km range with ACs. Every three and a half seconds. When they get closer than 20km, you need to use drones. I don't. I will 2-3 shot any cruiser, that's like 7-10 seconds. Even if you 1 shot them, I've still killed them faster. Battleships die quickly also, and with most missions, BS's aren't the problem. I can burn right towards the gate from the get go (if there's one in the mission) You will have to burn the other direction or use your drones.

Unless you're shooting some customs office at 80km +++ AC's will be better almost every time. Higher numbers does NOT mean higher DPS. All that over kill, all that waiting for the next shot, all the targets missed, all the opportunities wasted due to the range window closed because targets got too close, all that huge and pointless range wasted, well...you do the math.

Like I said, take a look at the mission I linked in previous topic, a very average mission (meaning, a simple kill many targets closing in on you where there are many many like it) and do the math. I even gave massive massive plus sides to the arties while giving nothing to the AC's and still they come out worse.


I'm starting to think your trolling. You aren't even making sense. 14k shots? That would be a group of 10 1400's with faction ammo. I assure you no one PvEs in a mael with 10 gun groups. Even with ACs you shouldn't be putting all your guns in one group, but its simply a crime with arty.

I have no idea how you get 20 seconds per frig in your earlier post. Normal frigs are 1 gun, elite frigs sometimes 2. With 8 guns that is a frig every 2 seconds, or an elite frig every 4 if we assume the worst case and every elite frig takes 2 hits.

And I know that you that your aren't killing frigs at 70km with 1 gun every shot. A maxed skill Varg with named implants doesn't even do that.

Excluding wrecking hits a 800mm w/3 gyros on a maelstrom with maxed skills and faction ammo would be doing ~45 damage/round at that range.
Izziee
University of Izziee
#33 - 2012-02-28 23:53:51 UTC  |  Edited by: Izziee
Cindy Marco wrote:

I'm starting to think your trolling. You aren't even making sense. 14k shots? That would be a group of 10 1400's with faction ammo. I assure you no one PvEs in a mael with 10 gun groups. Even with ACs you shouldn't be putting all your guns in one group, but its simply a crime with arty.

I have no idea how you get 20 seconds per frig in your earlier post. Normal frigs are 1 gun, elite frigs sometimes 2. With 8 guns that is a frig every 2 seconds, or an elite frig every 4 if we assume the worst case and every elite frig takes 2 hits.

And I know that you that your aren't killing frigs at 70km with 1 gun every shot. A maxed skill Varg with named implants doesn't even do that.

Excluding wrecking hits a 800mm w/3 gyros on a maelstrom with maxed skills and faction ammo would be doing ~45 damage/round at that range.



You don't read do you? I said time and time again I gave you a huge damage boost just to prove a point. It doesn't matter HOW MUCH you hit for when the RoF is so terrible.

and yes, I DO 1 hit frigs, I use barrage, hence why it goes that far. You do know that once it passes falloff, it can still hit right? (just not that hard obviously) You do know in PvE they fly right at you in a nice straight line? Don't believe it? in denial? /care, that's your loss, not mine, I'll continue to do so regardless of what you believe, or want to believe.

and yet, you STILL haven't answered my question to do with the missions.

I know AC's do far more dps than arties through experience of using both and once upon a time, being a die hard arty fan, but since you won't want to take "my" word for it, I installed EFT.

Auto cannons. My fit.
Hail = 980 dps / 3185 / 4k opt 34k FO

Barrage = 700 dps / 2275 / 8k opt 68k falloff

PP = 878 dps / 2854 / 4k 45k

RoF 3.25

Arties, Your fit.

Quake = 691 dps / 11466 / 20k / 72k

Tremor 395 / 6552 / 140000 / 71k

PP = 682 / 11302 / 39k/ 71k

RoF 16.5

Now, above is with ALL V5 skills.

Not enough?

Eve uni says

"The two kinds of projectile turret are:
Autocannon, which have short ranges and deal high DPS; and
Artillery, which have long ranges and deal less DPS."

http://wiki.eveuniversity.org/Turrets


Eve Wiki says

"Autocannons provide high damage at close range compared to their Artillery counterparts, with a higher rate of fire and better tracking. While Autocannons do less damage than other turrets, they boast impressive falloff ranges and can do multiple damage types."

"artillery deals relatively little damage over time due to a low rate of fire, have low tracking speeds, and are often difficult to fit due to high powergrid requirements."

http://wiki.eveonline.com/en/wiki/Projectile_turret

Facts are there. It's that simple. I've provided proof, given scenarios, and even boosted your arties to show unbias. I've yet to see anything on your part.

Tell me, do you need that 140k optimal? How many missions are there that require that when comparing to how many start on top of you or just fine for AC's to reach out...in fact, just how many missions are there where someone would struggle with them? I'm someone, I've done....one mission where arties would be better...WC, and that's just the first room, leave that room and you're gona wish you have AC's. The only reason first room is an issue is because of damps anyway, fit a sebo and you're good to go.

Tell me, do you NEED that alpha for frigates and cruisers? You'd rather hit them for massive damage and over kill than still 1 hit them and fire at the next in 3.2 seconds (3.5 for me) You can split the guns sure, but then if you only use 1-2 guns on a frigate and you don't pop it...well, sucks to be you then.

Tell me, burning AWAY from the gate because these "tactics" work is optimal now? (because if you're trying to kite them and keep at range as long as possible, you won't be burning towards them now will you)

Tell me, is that terrible terrible tracking fun? How does it feel to miss with an artie? Missing with AC's don't mean much in PvE.

But sure! You got drones for small ships...I use to use drones on them too. Now, probably 2 out of 10 ships, if that for most missions.

None of these questions answered, yet you keep trying to argue this so called "point". Way I see it, everyone is entitled to their opinion, but that's as far as it goes, otherwise, you don't have a point, because you've ignored the questions and statements and just come back with "yous trolling!!1!1"

So yeah, I'm done. OP can use what he likes, I tried to help him, it's up to him who he listens to, since everyones incapable of proving their point, nothing else to say, so that's time for me to hit the sack.

P.S, I never said there was anything wrong with artillery, I said Autocannons are far more of an optimal use.
Cindy Marco
Sebiestor Tribe
Minmatar Republic
#34 - 2012-02-29 00:31:29 UTC  |  Edited by: Cindy Marco
Izziee wrote:
I DO 1 hit frigs, I use barrage, hence why it goes that far. You do know that once it passes falloff, it can still hit right? You do know in PvE they fly right at you in a nice straight line? Don't believe it? in denial? /care, that's your loss, not mine, I'll continue to do so regardless of what you believe, or want to believe.


Because its not possible that you pop frigs in one shot every time. Even with barrage at 70km excluding wrecking hits you will be under 35% of your maximum potential dps because of how far you are into falloff. This means each gun will do an average of 93 damage before resists. (alot higher then the last number because of barrage's falloff) Npc frigs however have far more than 90hp, and they have resists.

Izziee wrote:
Auto cannons. My fit.
Hail = 980 dps / 3185 / 4k opt 34k FO

Barrage = 700 dps / 2275 / 8k opt 68k falloff

PP = 878 dps / 2854 / 4k 45k

RoF 3.25

Arties, Your fit.

Quake = 691 dps / 11466 / 20k / 72k

Tremor 395 / 6552 / 140000 / 71k

PP = 682 / 11302 / 39k/ 71k

RoF 16.5

Now, above is with ALL V5 skills.

I never disputed that ACs do more damage until ~25km. They do, after that arty quickly takes the lead, and still does enough dps to break the majority of NPC tanks out to 100km.

Secondly, T2 ammo sucks for PvE. Faction ammo is where the good times are. You can make an argument for Barrage. The rest suck for PvE. Comparing a ship using barrage to a "PvE" ship using quake or tremor is just disingenuous. They are very poor outside of their niche uses, and PvE is almost always outside this niche. Unless of course you are proposing someone brings an alt with tracking links, or snipe all their missions from 100km.

Izziee wrote:
Tell me, do you need that 140k optimal?


I'm not sure where you are getting that from. No one but you are the only one that proposed anything that would come close to that. The only fit I posted or discussed has an optimal of 39km with max skills.

Izziee wrote:
Tell me, is that terrible terrible tracking fun? How does it feel to miss with an artie? Missing with AC's don't mean much in PvE.

But sure! You got drones for small ships...I use to use drones on them too. Now, probably 2 out of 10 ships, if that for most missions.


Misses are very rare if you pilot your ship correctly. Even close range ships are not an issue if you pay attention and react accordingly. You have 3 options to give you a near 0 transversal. You will always be able to employ one of these tactics with npc cruisers and BS.
1)Be outside the targets optimal, and it approaches at a straight line. 0 transversal
2)Be inside the targets optimal, and approach, it trys to get into its optimal, running in a straight line. 0 transversal
3)When it tries to orbit, match its speed in the direction its going. You will end up with both ships heading almost the same direction, and almost the same speed. Transversal will be higher than 0, but still low enough to hit easily.

As I said in my post, arty can kill frigs outside of 20km. Unless the player makes a mistake, or its one of the few missions where they spawn that close to you it will not be an issue. However when it is, you have drones to take care of them
Ares Renton
Deep Core Mining Inc.
Caldari State
#35 - 2012-02-29 04:07:18 UTC
What happens when you warp into the mission and are immediately quadruple webbed and have a handful of battleships orbitting at 10km?
Caleidascope
Republic Military School
Minmatar Republic
#36 - 2012-02-29 06:33:37 UTC
Ares Renton wrote:
What happens when you warp into the mission and are immediately quadruple webbed and have a handful of battleships orbitting at 10km?

Can be tricky.

You concentrate on bs rats. Even that close, you still will hit them with guns, even arti.

Kill frigs with drones and light missiles using missile launchers or assault missile launchers. Or you can rely solely on drones. Mael has 3 missile bays. Most people use 8 guns, but if you got to augment your drones to kill web and scram frigs, I would fit one or two missile launchers, three is probably overkill, but you do have that option.

Life is short and dinner time is chancy

Eat dessert first!

Anize Oramara
WarpTooZero
#37 - 2012-02-29 14:18:52 UTC
Bastard forum ate my post, luckily ctr+c

Alright I'll try and keep this short.

- I've read through the entire thread.
- I use either a CNR or arty Mael for L4 depending on mission/how I feel.
- I have tried AC Mael.
- All T1 meta 4 guns (inc. raven) but rest T2/faction shield booster
- Battleship 4 for both

How I use 1400 arty Mael:
- Guns grouped into 4 groups of 2 each, just under 20sec rof with implant (18.8)
- 3 sentries if few frigs or 5 hob II if lots of frigs. remember, while the hobs kill the frigs you are killing BCs so increasing your kills
- 1 shot 4 frigs about every 20 sec (1 every 5 sec) until they too close then hobs take over.
- 6-8 guns (3-4 groups) per BC. Lately I've been getting consistent 3 shot BCs. So a BC every 15 sec basically
- Battleships tend to take the long but by then I have my sentries out to help or kill cruisers
- if lots of cruisers I tend to only need 4 groups max. Elites takes the longest.

Other
- Because of the silly amounts of damage I do (more than my CNR in fact) I run a very light tank.
- Using faction ammo of course and switching out scripts as needed. Lots of fun actually, makes a mission more fun to run.
- The biggest thing going for Arty FOR ME is they are FUN, they require interaction and has that POP POP POP factor where I blow up 4 ships at a time sometimes 2 BCs.
- Shiny numbers
- Sometimes I launch the 3 sentries and 2 Hobs to kill the 2-4 surviving frigs
- Haven't lost a mael yet

[Maelstrom, Arty]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Power Diagnostic System II

Dread Guristas Large Shield Booster
Photon Scattering Field II
Heat Dissipation Field II
Shield Boost Amplifier I
Tracking Computer II, Optimal Range
Tracking Computer II, Optimal Range

1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L
1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L
1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L
1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L
1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L
1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L
1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L
1400mm 'Scout' Artillery I, Republic Fleet Titanium Sabot L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Garde I x3
Hobgoblin II x2
Hobgoblin II x3

Numbers with my skills (6.6mill sp total mostly in drones, missiles, gun hyb+proj and command) and decent enough implants (some projectile 3% ones)

- SEBO and Range scripts get 78km optimal 0.014 tracking
- SEBO and tracking gets 63km optimal and 0.022 tracking
- PP, EMP, etc and range gets 39km+81km range and 0.011 tracking
- PP, EMP, etc and tracking gets 32Km+55km range and 0.018 tracking
- Rof of 18.8 sec
- Sebo DPS with drones 487
- EMP, PP, etc with drones 650
- Tank vs Sansha 232 sustained, 342 burst as that is what I mostly fight against since I'm in amarr space. can always get a gurista amp

I'll re look at AC but a quick check shows I do a whopping 100 more dps with faction ammo, meta 4 ACs at only 4km optimal and 44km falloff (where you do less damage anyways, some npc BS orbit at 65km) WITH 2 range tracking comps.

TLDR? l2arty, arty don't miss as much as you think and 'well aimed' shots in optimal.

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

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#38 - 2012-02-29 14:58:20 UTC
Split your weapons into 2 groups of 4 and stagger your shots. helps conserve ammo and kills frigs faster. (arties or ACs)

No Worries

Silas Shaw
Coffee Hub
#39 - 2012-03-01 03:47:20 UTC
Ares Renton wrote:
1 word of advice: don't use Capacitor Control Circuits on Maelstroms, use Core Defense Capacitor Safeguards. They are just as effective for your active tank's lifespan and cost less money and calibration (you can fit 2 CDCS's and a Tech II Burst Aerator).

Also, with 2 Tracking Enhancers and a Tracking Computer, Optimal Range, you can hit stuff out at 40 km anyways. There's no reason to need more range than that (and if there is, just swap in an Afterburner for that mission).


I agree with you, usually. at the time i think i had to use the CCCs to keep the AB and invulns running stable, and then just used the extra stable cap as a pulse buffer before i had to use pills. I honestly dont remember for sure tho. it may have just been noobness. It was my first BS hull after all.

Silas
Anize Oramara
WarpTooZero
#40 - 2012-03-01 09:50:36 UTC
ChromeStriker wrote:
Split your weapons into 2 groups of 4 and stagger your shots. helps conserve ammo and kills frigs faster. (arties or ACs)


That might work for ACs but for arty you need at LEAST 4 groups of 2 to not waste time and ammo. Having the guns ungrouped, if you can/like that, is perhaps the best way of doing it.

About the CCC rigs, from what I've read on the topic CCC is better and not that much more expensive if you are planning on making them yourself from salvage or just on not loosing the ship. I loose 50dps (60 at allV) sustained tank using 3 CDCS instead of the 3 CCCs not to mention increased sig from 460 to 556.

With 2 its less obviously but still less tank even and I dunno if the extra dps, esp on an arty platform, will make as much difference as on an AC platform.

But to each his own :)

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

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