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Navy Ballistic Control's

Author
Misanthra
Alternative Enterprises
#21 - 2012-05-14 02:22:33 UTC  |  Edited by: Misanthra
Chainsaw Plankton wrote:
Katja Faith wrote:
Two of anything is strategic. Three is overkill. Four is a waste of a slot.


so what could i put in that 4th low slot that would be better?



I will plug sensor backup array. See gurista here and there, helps with jams.

Adds somewhat of a degree of difficulty to finding you as well. If its jst a few sconds, its a few seconds you didn't have before when the probers are out. Seconds count when its time to gtfo sometimes.



Or if you must have more dps, plain ole t2 bcu. that way you are paying way less for your small damage boost vice the CN version. Eft should actually show you numbers not far off from the CN bcu with the 4th t2 iirc.
Windorian
Aliastra
Gallente Federation
#22 - 2012-05-14 03:16:42 UTC
I'm a big fan of using a T2 power diagnostic system. It helps with cap regen, it helps with cap buffer (neut resistance),

It helps with Shield HP (and thus, EHP) and it helps with passive shield regen. While other mods might have a stronger impact on one area, i've yet to find a single mod that can benefit a shield tanking ship in as many ways as the power diagnostic system.

Wind
Gorki Andropov
I Dn't Knw Wht You Wnt Bt I Cn't Gve It Anymre
#23 - 2012-05-14 08:41:07 UTC
Expanded cargohold to carry moar missiles
King Khaan
Doomheim
#24 - 2012-05-14 18:27:03 UTC
or a PDS to help with cap and shields..
GreenSeed
#25 - 2012-05-14 21:32:14 UTC
Zhilia Mann wrote:
Large Collidable Object wrote:
Don't ask me for the exact maths (I'm sure Zhilia can come up with them), but I once calculated it and came to the conclusion that that's the most cost-effective as the dps increase over T2 for the third faction mod doesn't warrant the price tag in most cases.


Have a crude spreadsheet:

https://docs.google.com/spreadsheet/ccc?key=0AhzdGHNl5YBQdGRuNWdDZE1kY1NkUkEwbU1tU2o4dUE

The difference between two CNs and one T2 and three CNs is 1.39% if you're curious. On 4 BCU setups, the difference between 4 CN and a 3/1 mix is .74% and the difference between 4 CN and a 2/2 mix is 2.12%.

Also worth noting: the difference is purely in volley damage. T2 and CN have the same RoF increase so your missiles are going to fire just as quickly with either mod, but the volleys will hit for more with CN. This matters in two ways. First, if you're consistently overvolleying targets, you'll see absolutely no increase from the spendy BCUs. Second, if that tiny extra ~1.5% damage pushes you over to kill in one less volley, you're saving yourself a full volley, which of course has a significant impact on your time to kill.


this.


its all about volley, so check using T1 ammo with t2 BCUs and count the volleys, then swich to faction ammo and t2 BCUs, and finnaly faction ammo/faction BCUs. (t1 ammo and faction bcus will hardly make a difference) only after this decide wich is better, going from 5 volleys down to 4 is HUGE, and on most cases justifies using faction ammo.

im not completly familiar with your case as i use proyectiles on my mach, and its a LOT easier to see this in effect since the ammo has no travel time.

this also depends on how you run your missions and what ship you have...

and yeah, i second that about the PDUIIs they are well worth the training and will make a nice difference specially if you active tank and have rigs/midslots with cap modules, since all caprecharge modules affect one another a could free up a midslot or rig.

(pdus dont only give you cap recharge%, they also give you more cap wich in turn gives you more cap recharge %)
Kalli Brixzat
#26 - 2012-05-14 21:53:32 UTC
Chainsaw Plankton wrote:
Katja Faith wrote:
Two of anything is strategic. Three is overkill. Four is a waste of a slot.


so what could i put in that 4th low slot that would be better?


Damage Control II would be your best bet. A significant tank boost is ALWAYS useful.
Unimaginative Guy
Dutch Squad
#27 - 2012-05-15 02:23:24 UTC
i have 3 CN BCUs on my solo C3 wormhole and one 70m DG LSB. I hate carrying the CN BCUS around but they are currently the only real thing i can do to make the entire fit work and still maintain relevent cap stability to survive neuting and enough tank.

Most people use the CN BCUs due to cpu issues
Chainsaw Plankton
FaDoyToy
#28 - 2012-05-15 03:06:04 UTC
Kalli Brixzat wrote:
Chainsaw Plankton wrote:
Katja Faith wrote:
Two of anything is strategic. Three is overkill. Four is a waste of a slot.


so what could i put in that 4th low slot that would be better?


Damage Control II would be your best bet. A significant tank boost is ALWAYS useful.

DCII is a pretty minor boost tbh. at best will prevent a solo lol gank (but plugging the resist hole would do that too) beyond that if you have stuff worth ganking a DCII does very little to prevent them adding +1 ship to fleet.

Misanthra wrote:
I will plug sensor backup array. See gurista here and there, helps with jams.

Adds somewhat of a degree of difficulty to finding you as well. If its jst a few sconds, its a few seconds you didn't have before when the probers are out. Seconds count when its time to gtfo sometimes.

Or if you must have more dps, plain ole t2 bcu. that way you are paying way less for your small damage boost vice the CN version. Eft should actually show you numbers not far off from the CN bcu with the 4th t2 iirc.

sensor backup or signal amp are probably 2 of the better choices, but I'm a bit meh on it, tbh I don't remember getting jammed a lot, then again I tend to go for the blitz option just because guristas are annoying.


Windorian wrote:
I'm a big fan of using a T2 power diagnostic system. It helps with cap regen, it helps with cap buffer (neut resistance),

It helps with Shield HP (and thus, EHP) and it helps with passive shield regen. While other mods might have a stronger impact on one area, i've yet to find a single mod that can benefit a shield tanking ship in as many ways as the power diagnostic system.

Wind


PDU has a ton of bonuses but they are all just so meh. overall imo it's just a weak mod.

@ChainsawPlankto on twitter

Zhilia Mann
Tide Way Out Productions
#29 - 2012-05-15 05:29:30 UTC
Kalli Brixzat wrote:
Damage Control II would be your best bet. A significant tank boost is ALWAYS useful.


Except when you already have plenty of tank? I mean, it's good for oh **** moments, but in missions... not so much.

Unimaginative Guy wrote:
Most people use the CN BCUs due to cpu issues


Really? I mean, they're useful for that. But the major gain is in damage. I'd definitely think that's the main reason for their popularity.


Chainsaw Plankton wrote:
DCII is a pretty minor boost tbh. at best will prevent a solo lol gank (but plugging the resist hole would do that too) beyond that if you have stuff worth ganking a DCII does very little to prevent them adding +1 ship to fleet.

Misanthra wrote:
I will plug sensor backup array. See gurista here and there, helps with jams.

Adds somewhat of a degree of difficulty to finding you as well. If its jst a few sconds, its a few seconds you didn't have before when the probers are out. Seconds count when its time to gtfo sometimes.

Or if you must have more dps, plain ole t2 bcu. that way you are paying way less for your small damage boost vice the CN version. Eft should actually show you numbers not far off from the CN bcu with the 4th t2 iirc.

sensor backup or signal amp are probably 2 of the better choices, but I'm a bit meh on it, tbh I don't remember getting jammed a lot, then again I tend to go for the blitz option just because guristas are annoying.


Windorian wrote:
I'm a big fan of using a T2 power diagnostic system. It helps with cap regen, it helps with cap buffer (neut resistance),

It helps with Shield HP (and thus, EHP) and it helps with passive shield regen. While other mods might have a stronger impact on one area, i've yet to find a single mod that can benefit a shield tanking ship in as many ways as the power diagnostic system.

Wind


PDU has a ton of bonuses but they are all just so meh. overall imo it's just a weak mod.


Pretty much agree with this. Especially on PDUs. They're great for semi-passive tanks hands down, but those are pretty rare these days. If you happen to need a small amount of one of the PDU's effects (like, say, grid) then it would be foolish to pass it up given the other bonuses, but that doesn't seem to come up all that often.
Nadine Le'Slut
The-Four-HorseMen
#30 - 2012-05-15 12:50:32 UTC
when doing npcs, i'm taking a 4th faction BCU everyday over any other mod (well ok maybe sometime a cargo expander). it's a 100mil mod, not a gistbooster ffs, hardly pushing you over the line where suddenly you're gankworthy.

that happenend when you strapped on that aforementioned gistbooster


Malcanis
Vanishing Point.
The Initiative.
#31 - 2012-05-15 12:54:32 UTC  |  Edited by: Malcanis
Zhilia Mann wrote:

Quote:
PDU has a ton of bonuses but they are all just so meh. overall imo it's just a weak mod.


Pretty much agree with this. Especially on PDUs. They're great for semi-passive tanks hands down, but those are pretty rare these days. If you happen to need a small amount of one of the PDU's effects (like, say, grid) then it would be foolish to pass it up given the other bonuses, but that doesn't seem to come up all that often.


Faction PDUs are a great fitting mod when you don't need the whole effect of an RCU.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

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