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Paladin Help

Author
Usurpine
Imperial Shipment
Amarr Empire
#21 - 2011-09-23 12:55:57 UTC
I am amarr, but i have crosstrained to Golem, for doing missions i never regret doing that.
Jorhan Brimve Stahl
Republic Military School
Minmatar Republic
#22 - 2011-09-23 13:15:00 UTC
Usurpine wrote:
I am amarr, but i have crosstrained to Golem, for doing missions i never regret doing that.


What is the best part of using Golem? Micromanaging three target painters, 10-second reloads every time you find out that rat is too far to hit for ANY damage or having crap DPS against cruisers? Or maybe it's counting torpedoes so you don't end up sending them into space when target goes *pop*?
NoNah
Hyper-Nova
#23 - 2011-09-23 13:55:51 UTC
Jorhan Brimve Stahl wrote:
Usurpine wrote:
I am amarr, but i have crosstrained to Golem, for doing missions i never regret doing that.


What is the best part of using Golem? Micromanaging three target painters, 10-second reloads every time you find out that rat is too far to hit for ANY damage or having crap DPS against cruisers? Or maybe it's counting torpedoes so you don't end up sending them into space when target goes *pop*?


'every time you find out that rat is too far to hit' is a quite rare incident and should be chalked down as a mistake on your part rather than a shortcoming of the ship. Even with such a challenge, I have a hard time considering missions challenging.

DPS to cruisers is more than adequate compared to the vast majority of missionships, especially at close range. With 2 tp's used for the cruiser, you'll typically one volley most, and still put out over 1k dps at those you don't(assuming you don't manage to score a hit on something still carrying high speed after an mwd burst or something such - but again, your mistake not the ships - and it affects turret ships as badly)

This leaves only counting volleys, and honestly, even if you don't it's a competetive ship, and given that the counting is really only relevant on very distant targets(Anything inside of some 35-37km will get hit by the torp before the next one launches).

As for the nightmare vs paladin, yes, the nightmare will put out more damage, hands down. However the difference will quite often be negligible and offset by the added damage(and decreased missiontimes if that's your fancy) gained from tractor beams. Not to mention the gained loot and salvage.
Goose99
#24 - 2011-09-23 14:50:19 UTC
NoNah wrote:
Jorhan Brimve Stahl wrote:
Usurpine wrote:
I am amarr, but i have crosstrained to Golem, for doing missions i never regret doing that.


What is the best part of using Golem? Micromanaging three target painters, 10-second reloads every time you find out that rat is too far to hit for ANY damage or having crap DPS against cruisers? Or maybe it's counting torpedoes so you don't end up sending them into space when target goes *pop*?


'every time you find out that rat is too far to hit' is a quite rare incident and should be chalked down as a mistake on your part rather than a shortcoming of the ship. Even with such a challenge, I have a hard time considering missions challenging.

DPS to cruisers is more than adequate compared to the vast majority of missionships, especially at close range. With 2 tp's used for the cruiser, you'll typically one volley most, and still put out over 1k dps at those you don't(assuming you don't manage to score a hit on something still carrying high speed after an mwd burst or something such - but again, your mistake not the ships - and it affects turret ships as badly)

This leaves only counting volleys, and honestly, even if you don't it's a competetive ship, and given that the counting is really only relevant on very distant targets(Anything inside of some 35-37km will get hit by the torp before the next one launches).

As for the nightmare vs paladin, yes, the nightmare will put out more damage, hands down. However the difference will quite often be negligible and offset by the added damage(and decreased missiontimes if that's your fancy) gained from tractor beams. Not to mention the gained loot and salvage.


Easier tank, 4th heatsink, more tracking for tachs, far easier fitting. The applied dps difference between NM and Paladin is bigger than seen on paper.

Btw, if you crosstrain something from Amar, make it a Vargur.P
Jorhan Brimve Stahl
Republic Military School
Minmatar Republic
#25 - 2011-09-23 14:55:15 UTC  |  Edited by: Jorhan Brimve Stahl
NoNah wrote:

'every time you find out that rat is too far to hit' is a quite rare incident and should be chalked down as a mistake on your part rather than a shortcoming of the ship. Even with such a challenge, I have a hard time considering missions challenging.

Shortcoming of the ship is that you have to reload every time the a bunch of rats orbits or spawns too far. Pulse Paladin can reach out and touch anything within 70km range as soon as you can switch scripts in your TCs.

NoNah wrote:

DPS to cruisers is more than adequate compared to the vast majority of missionships, especially at close range. With 2 tp's used for the cruiser, you'll typically one volley most, and still put out over 1k dps at those you don't

How about losing over 50% of your DPS against cruiser-sized targets and wasting at least some DPS on excessive damage? You can't ungroup your launchers and still have advantage of using TPs on every target. Paladin with TCs can. Now imagine that half of mission's ships are cruisers, some of them elites, which take more time to kill and can use ewar. Not to mention that Paladin or or other turret-based ships can hit approaching cruisers for full (or at least much greater part of) damage because of their low transversal speed. Golem can't do the same as long as those targets are mobile.

NoNah wrote:

As for the nightmare vs paladin, yes, the nightmare will put out more damage, hands down. However the difference will quite often be negligible and offset by the added damage(and decreased missiontimes if that's your fancy) gained from tractor beams. Not to mention the gained loot and salvage.

No, proper Nightmare will deal more damage than your Paladin's fit because it has a tracking bonus and can make use of tracking computers as well.
There are several problems with your fit.
1) TEs are less effective than TCs - you can't switch to tracking scripts only and therefore stuck with 10% bonus per module minus stacking penalty. Once rats get close your effective DPS goes down the drain, and in some missions you start at this range.
2) You're using active pulse shield tank on ship having few medium slots, cap-intensive energy weapons and bonus to armor reps. Getting into two bottlenecks and discarding one of ship's most important bonuses at the same time is a rare achievement.
3) Tractors and salvager. Your ship is alreay low on cap and deals (at least in theory) high damage. What the hell do you need that salvage for? Go and find more rats to slaughter, bring an alt in Noctis if you can't stand the sight of unsalvaged wrecks. Using damage dealer in this manner is just a waste of time, cap and skillpoints.
Large Collidable Object
morons.
#26 - 2011-09-23 16:23:47 UTC  |  Edited by: Large Collidable Object
edit: misread
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Jorhan Brimve Stahl
Republic Military School
Minmatar Republic
#27 - 2011-09-23 16:26:28 UTC  |  Edited by: Jorhan Brimve Stahl
edit: trigger happy
Kahldor
Doomheim
#28 - 2011-09-23 17:14:38 UTC
Keep in mind guys the OP is running havens and sanctums not L4s. So he shouldn't have to worry about tracking too much as most ships will be BSs. And since he is planning to fight Bloods which nos/neut he will want to stay at range and snipe them so even less worry about tracking. The few frigs and cruisers that spawn are easily killed at range and if for some reason they make it close drones can clean them up pretty quick.

The Paladin fit I posted works well as long as you don't screw up triggers, let yourself get nos/neut, get tackled, etc. I don't fly a Nightmare since the Paladin is cheaper and I don't want to haul cap charges around but I would fly something like this.

[Nightmare]

[lows]
IN Heat Sink
IN Heat Sink
IN Heat Sink
IN Heat Sink
Tracking Enhancer II

[med]
Heavy Cap Booster II cap 800
Shield Boost Amplifier II
Pith A-Type XLSB
Pith A-Type photon
Pith A-Type Heat
Tracking Computer II
Cap Recharger II

[high]
Tach Beam II IN Multi Freq
Tach Beam II IN Multi Freq
Tach Beam II IN Multi Freq
Tach Beam II IN Multi Freq
Improved cloak device II
Drone Link augmentor

[rigs]
CCC II
CCC
CCC

Implants:
PG8
AX-2
CC8
CX-2
G2-Epsilon

Using All level 5 in EFT:

1077dps/7189 volley (guns only)
783 dps tank (Bloods)

Paladin fit I linked
1009dps/6943 volley (guns only)
791 dps tank (Bloods)

Sure on paper NM does more DPS but also costs a lot more and the additional 246 volley probably won't help kill things (BSs) any faster since your guns would have to cycle anyway. But if you constantly had stuff orbiting close the extra tracking would help apply more DPS. The NM also has to use a cap booster so you will have to buy/make/loot them and hope you don't run out. This isn't a problem on the Paladin.

In blood havens and sanctums frigs and cruisers are killed at range and the BS orbit around 30km so again tracking shouldn't be a problem for either ship. Also you should loot/salvage wrecks in a noctis and only if the other anoms are taken. Running anoms efficiently can easily net 60mil+ ISK/hr and salvaging could slow that down depending on how many armor plates you get..

Both ships will run anoms easily and sure I could get on EFT and pimp fit each ship with officer mods and the difference might be greater but if DPS is all you are worried about you might as well skill for a Thanatos.
Fipio
Royal Amarr Institute
Amarr Empire
#29 - 2011-09-23 18:12:39 UTC  |  Edited by: Fipio
Well after reading the theory-crafting in this thread i`m inclined more to save some cash and get that NightMare OR i can try to be a bigger carebear and just get a thanatos so i dont have to worry about low armor/cap problems. I hear allot of things about carriers been more slow in finishing anomalies then marauders but oh well. Just got my hands on some isk and i`m thinking to get a faction LAR but i cant seem to make the difference since both are in the same price range meaning Centus X-Type Large Armor Repairer or Corpus X-Type Large Armor Repairer. I`m thinking it's too good to be true that they both are the same just the name differs between the two. Also Kahldor i was thinking at the sniper fitting of your's and wouldn't be good if i had some wardens or some curators in there as well since i`m always at range?
NoNah
Hyper-Nova
#30 - 2011-09-23 20:16:19 UTC
Goose99 wrote:

Easier tank, 4th heatsink, more tracking for tachs, far easier fitting. The applied dps difference between NM and Paladin is bigger than seen on paper.

Btw, if you crosstrain something from Amar, make it a Vargur.P


Easier tanks does not make it faster - it makes it easier. That said you'll end up with two setups with an equivalent amount of tank but the nightmare has a tad more buffer, which I guess means it's both easier and sufficient.

Both ships have four heat sinks. One has longer range, other has better tracking.
Goose99
#31 - 2011-09-23 20:34:35 UTC
NoNah wrote:
Goose99 wrote:

Easier tank, 4th heatsink, more tracking for tachs, far easier fitting. The applied dps difference between NM and Paladin is bigger than seen on paper.

Btw, if you crosstrain something from Amar, make it a Vargur.P


Easier tanks does not make it faster - it makes it easier. That said you'll end up with two setups with an equivalent amount of tank but the nightmare has a tad more buffer, which I guess means it's both easier and sufficient.

Both ships have four heat sinks. One has longer range, other has better tracking.


Paladin has 7 lows. Fitting 4 hs means running with 3 slot armor tank. You either sacrifice gank or tank, while NM keeps both.

Paladin does not have longer range. TE gives the same amount of range as TC with range script.

Paladin has 4 mids 7 lows, total 11, NM has 7 mids 5 lows, total 12. Simplistically speaking, the extra slot is where the extra hs fits in. NM also has 37.5% tracking bonus, which helps for low tracking tach fits and further increase applied dmg.
Aamrr
#32 - 2011-09-23 21:28:26 UTC
The difference in the respective ship's engagement range is staggering. A triple-TE shield-tanked Paladin will get the same optimal and falloff as a Nightmare, but its tracking is only 0.0217 rad/s. With a TE and tracking-scripted TC, a Nightmare will get 0.0337 rad/s.

That's a 55% improvement. Practically speaking, the Nightmare will hit targets at 25km like the Paladin does at 39km. It's like having a perfectly skilled rapier putting a faction target painter on everything you shoot.

If you don't think that's significant, then I really don't know what to tell you.
Lugalzagezi666
#33 - 2011-09-23 22:56:47 UTC
Fipio wrote:
...


Just try fitting tachs and some high meta tank mods on your pally so you can comfortably do 3hs + 2tc + 1 te or even 4hs + 3tc. Use optimal script to kill td cruiser wave, npc tds do not affect your falloff.

If you think your pally is still slow, nightmare is the answer for you.

Kahldor
Doomheim
#34 - 2011-09-24 00:50:36 UTC
Fipio wrote:
Well after reading the theory-crafting in this thread i`m inclined more to save some cash and get that NightMare OR i can try to be a bigger carebear and just get a thanatos so i dont have to worry about low armor/cap problems. I hear allot of things about carriers been more slow in finishing anomalies then marauders but oh well. Just got my hands on some isk and i`m thinking to get a faction LAR but i cant seem to make the difference since both are in the same price range meaning Centus X-Type Large Armor Repairer or Corpus X-Type Large Armor Repairer. I`m thinking it's too good to be true that they both are the same just the name differs between the two. Also Kahldor i was thinking at the sniper fitting of your's and wouldn't be good if i had some wardens or some curators in there as well since i`m always at range?


Sorry it took awhile to get back to you. I was building a rocket with my design team Cool

As for the faction LAR the centus and corpus are exactly the same so get whichever one is cheaper. Last I checked the X-types were 300mil more expensive than A-types and only give you about 60dps tank more so that's something to think about.

As for the carrier a Thanatos will make running anoms very easy. Half the time I never get below shields before finishing the anom however there are a few issues you may run into.

1. Using fighters will require travel time before DPS is applied so if spawns are far away or ships are really spread out you could be waiting 30+sec before the fighters even start firing. And if one of them gets aggro it may die before you can recall it. Fighting bloods you will want to use Templars only.

2. Carriers are slow to align for warp (the fastest is about 20sec) so if reds jump in system you might be in trouble.

3. Unless you have cynos/JBs moving systems could be a problem.

4. Skills. Training for a carrier will take awhile and fighters 5 is a must if you really want to kill stuff fast. Also you will need target painters for your fighters to kill the elite cruisers/frigs unless you recall them and switch to mediums.

Some people claim a sentry thanny is awesome but you will only get 700-800dps and you can get more than that out of a NM/Paladin. A sentry thanny would be good for AFKing anoms but anyone who AFKs in a carrier deserves to be popped.

As for using sentries on my paladin fit you can do that however using 3 sentries will take up the whole drone bay and if the "oh ****" moment happens and you get webbed/scrammed you will most likely die. Plus you get more DPS with 5 hammerheads and can move around freely (helps with tanking).

Another trick I use is drone tanking. You might ask why but Bloods use lasers and BSs 50+km away almost never hit drones. The trick is to recall your drones to orbit you before a new spawn (most likely the spawn will be out of your drone control range anyway). This will cause some drones to get aggro. Then you can kill the "drone aggroed" enemy ships without getting aggro yourself. This helps with tank and cap a lot as sometimes I have 6 BS spawn and only 3-4 are actually shooting me. And its no problem to kill the "drone aggroed" ships before they cause any damage to your drones. Once the "drone aggroed" ships are dead you can send your drones to attack the remaining BSs and repeat the process.
Kahldor
Doomheim
#35 - 2011-09-24 01:37:02 UTC
Aamrr wrote:
The difference in the respective ship's engagement range is staggering. A triple-TE shield-tanked Paladin will get the same optimal and falloff as a Nightmare, but its tracking is only 0.0217 rad/s. With a TE and tracking-scripted TC, a Nightmare will get 0.0337 rad/s.

That's a 55% improvement. Practically speaking, the Nightmare will hit targets at 25km like the Paladin does at 39km. It's like having a perfectly skilled rapier putting a faction target painter on everything you shoot.

If you don't think that's significant, then I really don't know what to tell you.


Well IDK why someone would shield tank a paladin as it's bonus is for armor. But using the "fit" NoNah posted on page one as a reference gives a tank against Bloods of 448DPS. If anyone is comfortable with running that setup in anoms more power to you but I feel a lot more comfortable with a 800-900DPS tank. And with the paladin fit I posted using tracking scripts I get .02994 rad/s to 33km with INMF so if .00376rad/s makes that much of a difference I think it safe to say the tracking difference between NM and Paladin are minuscule.

Also the Nightmare fit I posted almost has the same range,tank, and DPS as my paladin fit but with tracking scripts you get .03536rad/s to 33km again the difference is pretty small.

I think most people don't realize that bloods (elite cruisers) heavily nos/neut in havens and sanctums and the last thing you want to be doing is shooting them at 25 km away while yelling out the window, "I have .0337rad/s tracking and haha you're going to die." Blink You want to snipe them as it is safer and from 50+km tracking a cruiser with an angular velocity of .00000XXX rad/s isn't a problem for even rails...ok maybe that was a stretch Blink

The fact of the matter is both the Nightmare and Paladin are awesome ships and will run Blood anoms easily. In the hands of a skilled pilot there really shouldn't be a difference in performance in regards to ISK/hr or applied DPS as they should be sniping the rats so tracking isn't an issue and the DPS/Volley are almost the same.

In L4s the Nightmare's extra tracking could be a benefit but in the 8 months I've been using a Tach only Paladin I have never had a problem with tracking except in the newly "CCP tweaked" Sansha blockade where you get 6 elite cruisers that perma-TD you and thanks to my CNR I really don't care about that.
NoNah
Hyper-Nova
#36 - 2011-09-24 07:18:49 UTC
Sorry for the late reply, the new forums have a way of eating posts that get to long.
Jorhan Brimve Stahl wrote:

Shortcoming of the ship is that you have to reload every time the a bunch of rats orbits or spawns too far. Pulse Paladin can reach out and touch anything within 70km range as soon as you can switch scripts in your TCs.

First off, rats spawn in a given pattern every single time. So the first time you run a mission or site you might get crippled by this. on the other hand, the difference isn't that big for TC's where you have to wait out the cycle before you can switch scripts.
Jorhan Brimve Stahl wrote:

How about losing over 50% of your DPS against cruiser-sized targets and wasting at least some DPS on excessive damage? You can't ungroup your launchers and still have advantage of using TPs on every target. Paladin with TCs can. Now imagine that half of mission's ships are cruisers, some of them elites, which take more time to kill and can use ewar. Not to mention that Paladin or or other turret-based ships can hit approaching cruisers for full (or at least much greater part of) damage because of their low transversal speed. Golem can't do the same as long as those targets are mobile.

Technically you can split your launchers into two groups and use 2 TP's with each group, if that's enough to kill your target. 2 TP's will still push full damage on most cruisers. However, there's a good solution to avoiding missions and sites with half of them being cruisers - don't run level 3's. And if you do want to run crappy missions, there are much better ships for it.

Jorhan Brimve Stahl wrote:
No, proper Nightmare will deal more damage than your Paladin's fit because it has a tracking bonus and can make use of tracking computers as well.
There are several problems with your fit.
1) TEs are less effective than TCs - you can't switch to tracking scripts only and therefore stuck with 10% bonus per module minus stacking penalty. Once rats get close your effective DPS goes down the drain, and in some missions you start at this range.
2) You're using active pulse shield tank on ship having few medium slots, cap-intensive energy weapons and bonus to armor reps. Getting into two bottlenecks and discarding one of ship's most important bonuses at the same time is a rare achievement.
3) Tractors and salvager. Your ship is alreay low on cap and deals (at least in theory) high damage. What the hell do you need that salvage for? Go and find more rats to slaughter, bring an alt in Noctis if you can't stand the sight of unsalvaged wrecks. Using damage dealer in this manner is just a waste of time, cap and skillpoints.


That's what I said? A nightmare outdamages a paladin, however....
1) TE's are more effective than TC's when unscripted or scripted for optimal range. They're only less efficient when nothing but tracking matters.
2) You're using a 4-slot tank, that's noticably more than near enough any other marauder, and if you waste more mids than that on a nightmares tank, the paladin will soon be gankier again.
3) The ship is not low on cap, stop expecting ships to be cap stable while not using an injector. The point is that salvagers allow you to pull mission objectives faster(which drastically improves your mission times) and it allows you a sideincome from loot and salvage which the nightmare does not. So the real question would be if the nightmares added income from the 37.5% extra tracking outweighs the sideincome from loot and salvage. My data says no.
In the case of sanctums, the tractor beams add extra dps through being able to pull cap boosters from wrecks as you're running. The alternative would be to either warp back to a pos or station and stocking up on new cap boosters every time it runs out - or sacrifice damage output for cap modules.
NoNah
Hyper-Nova
#37 - 2011-09-24 07:25:33 UTC
Aamrr wrote:
The difference in the respective ship's engagement range is staggering. A triple-TE shield-tanked Paladin will get the same optimal and falloff as a Nightmare, but its tracking is only 0.0217 rad/s. With a TE and tracking-scripted TC, a Nightmare will get 0.0337 rad/s.

That's a 55% improvement. Practically speaking, the Nightmare will hit targets at 25km like the Paladin does at 39km. It's like having a perfectly skilled rapier putting a faction target painter on everything you shoot.

If you don't think that's significant, then I really don't know what to tell you.


For the very same reason I don't fit target painters on a dread. Yes, the damage improvement is great if you need it, but if you need it you've done something wrong from start. I'm not suggesting, implying or claiming even once that the nightmare won't outdamage the paladin. I'm not saying the nightmare is a bad ship. I'm saying the shield paladin puts out more damage than the armortanked version, and I'm saying the tractor beams add income to your mission or site-running. Wether that sideincome is larger than the added income from your socalled perfectly skilled rapiers target painter or not I'll happily leave up for debate as my statistics for it is ... less than conclusive.
Lugalzagezi666
#38 - 2011-09-24 07:35:16 UTC
Kahldor wrote:
[quote=Aamrr]In L4s the Nightmare's extra tracking could be a benefit but in the 8 months I've been using a Tach only Paladin I have never had a problem with tracking except in the newly "CCP tweaked" Sansha blockade where you get 6 elite cruisers that perma-TD you and thanks to my CNR I really don't care about that.


When facing npc tds use optimal script to increase your falloff range - npc tds do not affect your falloff. Tracking is rarely issue when fighting td cruisers, because they rarely spawn in their orbit range - so they approach you with minimal angular.


Theodoric Darkwind
The Scope
Gallente Federation
#39 - 2011-09-24 07:41:50 UTC
Fipio wrote:
My main concern is that the vargur has alot weaker EM/Thermal resistances then the Paladin but still i`m not talking about Sansha i`m talking about those Blood raiders. And these will constantly neut and TD ya most of the time. To be frank i`m not a big fan of cap booster since it requires ALOT of space in the cargohold not to mention that i cant find 2 small tracking beams since that would be a suicide with all the neuts all over the place. Did a ring sanctum the other night with tachyons and it took my around 40min to clear that one out without the sentry drones and to be frank i`m really disappointed about this paladin. I`ve been trying to get some more info on how to fly properly or what are the best more/ approach tactics to really push out around 20mil per tick with that marauder. I`m kinda skeptic to invest in faction modules just to find out that will be a total disappointment


Think you have this the other way around, the Paladins resist holes are EM/Therm, and the Vargurs resist holes are Kin/Exp. Vargur should work fine against blood/sansha. Vargur with EMP ammo should tear up blood raiders before the neuts become too much of a problem.

A T3 may be the safer albiet less efficient option given the current state of Delve/Querious/Period Basis (you said blood raiders).

of course given the skills already needed for the marauder you might just even train your capital ship skills and use an archon.
Jorhan Brimve Stahl
Republic Military School
Minmatar Republic
#40 - 2011-09-24 09:57:29 UTC  |  Edited by: Jorhan Brimve Stahl
NoNah wrote:

First off, rats spawn in a given pattern every single time. So the first time you run a mission or site you might get crippled by this. on the other hand, the difference isn't that big for TC's where you have to wait out the cycle before you can switch scripts.

And in some missions every single time they spawn too far away - Blockade and The Assault for example. TC cycle is ten seconds long, but with two of them most of the time you'll have one available in 5 seconds and/or one or both already loaded with required script already while switching INMFQ to Scorch is instant. I.e. switching from target at 20-25 km to 60km while using pulse lasers and two TCs is instant since I've already have two optimal range scripts loaded and won't need additional tracking.

NoNah wrote:

Technically you can split your launchers into two groups and use 2 TP's with each group, if that's enough to kill your target. 2 TP's will still push full damage on most cruisers. However, there's a good solution to avoiding missions and sites with half of them being cruisers - don't run level 3's. And if you do want to run crappy missions, there are much better ships for it.

Technically you don't have four TPs on a solo Golem, so one group will have two TPs, and other will have two TPs that will be available as Soon (tm) as cycle ends. When Paladin uses ungrouped guns against approaching cruisers the only limit is time required to lock onto new batch of targets. And yeah, you definitely have to fit a smartbombing active-shieldtanked Noctis and say that any mission it can't do fast is crap. Oh well, here goes Blockade - crappy mission.

Also, forget about full damage from Golem's torp against mobile cruisers - it's won't happen. With only two TPs and faction torps you'll lose more than 50% of you damage and it's a fact, not speculation.


"That's what I said? A nightmare outdamages a paladin, however...."
...however this claim works only if one fits Paladin like you did.

NoNah wrote:

1) TE's are more effective than TC's when unscripted or scripted for optimal range. They're only less efficient when nothing but tracking matters.
2) You're using a 4-slot tank, that's noticably more than near enough any other marauder, and if you waste more mids than that on a nightmares tank, the paladin will soon be gankier again.

1) BS. If target is at range where you need all TCs to be scripted for optimal then TE's +10% to tracking is insignificant. When target is close enough to free at least one TC for tracking script TEs become inferior, but if you like them so much then Nighmare can use TE or two to augment or replace TC. Oh, and don't forget about stacking penalty.

2) What the hell did I just read? It looks like word salad.

NoNah wrote:

3) The ship is not low on cap, stop expecting ships to be cap stable while not using an injector. The point is that salvagers allow you to pull mission objectives faster(which drastically improves your mission times) and it allows you a sideincome from loot and salvage which the nightmare does not. So the real question would be if the nightmares added income from the 37.5% extra tracking outweighs the sideincome from loot and salvage. My data says no.

First of all you've obviously missed my fit - I know how to use cap booster, in fact I've used to run pulse tank without cap booster on Maelstrom, CNR and Golem. Medium t1 meta cap booster on your ship is a crutch, and not even a good one.

Tractors are indeed useful for mission objective retrieval, but Nightmare can fit one as well and there are very few missions when you'll be out of 20km range from the can. Also I'm returning your "don't run crappy missions" argument.

Side income from salvaging with two tractors and single salvager? You've got to be kidding me. Five extra minutes spent in mission or anomaly due to crap tracking are a waste, and any salvage or loot you'll get this way won't cover the opportunity cost.

NoNah wrote:

In the case of sanctums, the tractor beams add extra dps through being able to pull cap boosters from wrecks as you're running. The alternative would be to either warp back to a pos or station and stocking up on new cap boosters every time it runs out - or sacrifice damage output for cap modules.

Shocked Wow. Just wow. Paladin cargo bay is big enough for 34-35 cap booster 800s, plus those loaded in booster and it's still not enough? Blood Blockade takes only 12-15 charges and I used MWD a lot. Dude, looks like it's not tractors you have to use, but proper ship.
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