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Fighting a losing battle? feel not alone

Author
Biotica Moonwalker
Imperial Academy
Amarr Empire
#21 - 2013-01-23 16:05:25 UTC
CausticS0da wrote:
Biotica Moonwalker wrote:
I give you a better advice, no dual boxing, no skill plan changing, it's called: Apocalypse navy issue (even the normal one works but has lower dps)

This ship is cap stable with 20.6 km optimal range +10 falloff with conflagration and multifreq,61.9+10 with scorch, 348m/s
You can also do 7/10 ded space complex with it without any problem untill last room where you will probably have to warp off once.

With conflagration crystals has 865 dps and 618 with scorch. Not as good as other ships but it runs anomalies with no problem.

[Apocalypse Navy Issue, 0.0 Anomaly runner]

Imperial Navy Energized Adaptive Nano Membrane
True Sansha Armor EM Hardener
True Sansha Armor Thermic Hardener
Centus B-Type Large Armor Repairer <--- You don't really need this if you are doing only anomalies, a cheaper one is good
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Reactive Armor Hardener <---- if you use dead space repper, consider switching this to a tracking enhancer for anomalies, you will still need it for 7/10 complexes though

Cap Recharger II
Cap Recharger II
Cap Recharger II
Gist B-Type 100MN Afterburner

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L

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


Hammerhead II x5







This ship actually has a 6 cm optimal with 2 cm falloff against Sansha. This equates to approximately 0 turret dps.


than how am i able to run 3 anomalies a night with no problem? i also did 2 7/10 ded complexes and had no issue. Maybe change crystals some times? Conflagration are there just for show.

4xTD on it and you have 7000m~ optimal with ultraviolet but with afterburner on you can keep ships at range. Some may find this anoying but you have to do it only for one wave and it's the best solution for amarr pilots.
vice vortex
Autopsy
#22 - 2013-01-23 16:12:47 UTC
cm? lol
I see how an ab battleship could work the problem is how effective is that really ? I mean i know for a fact this certain spawn makes speed fast and usually hovers around 40-50 KM away from me so i have to chase down 40-50km in a battleship to kill an npc then make the trip 40-50km to the next and so on...seems illogical to me, ccp just really need to stop ******* changing stuff if there not willing to fix it if it goes wrong
supposedly they are aware of the problem and are asking for bug reports?
why dont they just go see for themselves how ******* sucky it is for a pilot like myself who wishes to stay where ive been since starting eve some months ago.
Biotica Moonwalker
Imperial Academy
Amarr Empire
#23 - 2013-01-23 16:25:04 UTC
vice vortex wrote:
cm? lol
I see how an ab battleship could work the problem is how effective is that really ? I mean i know for a fact this certain spawn makes speed fast and usually hovers around 40-50 KM away from me so i have to chase down 40-50km in a battleship to kill an npc then make the trip 40-50km to the next and so on...seems illogical to me, ccp just really need to stop ******* changing stuff if there not willing to fix it if it goes wrong
supposedly they are aware of the problem and are asking for bug reports?
why dont they just go see for themselves how ******* sucky it is for a pilot like myself who wishes to stay where ive been since starting eve some months ago.


with that battleship what you must do is: get inside a forsaken hub, get in the middle of the pocket where ships spawn, bookmark it, shoot everything that spawns with conflagration or multi, when tracking disruption wave comes just keep battleships at 5km and shoot them with ultriaviolet, when you are done get back to bookmark and finish the anomaly.

that's the most effective way to get around the problem for amarr pilots, legion is also a good alternative but outputs less dps and you allways have to run around with it.
Turelus
Utassi Security
#24 - 2013-01-25 10:03:33 UTC
Biotica Moonwalker wrote:
I give you a better advice, no dual boxing, no skill plan changing, it's called: Apocalypse navy issue (even the normal one works but has lower dps)

This ship is cap stable with 20.6 km optimal range +10 falloff with conflagration and multifreq,61.9+10 with scorch, 348m/s
You can also do 7/10 ded space complex with it without any problem untill last room where you will probably have to warp off once.

With conflagration crystals has 865 dps and 618 with scorch. Not as good as other ships but it runs anomalies with no problem.

[Apocalypse Navy Issue, 0.0 Anomaly runner]

Imperial Navy Energized Adaptive Nano Membrane
True Sansha Armor EM Hardener
True Sansha Armor Thermic Hardener
Centus B-Type Large Armor Repairer <--- You don't really need this if you are doing only anomalies, a cheaper one is good
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Reactive Armor Hardener <---- if you use dead space repper, consider switching this to a tracking enhancer for anomalies, you will still need it for 7/10 complexes though

Cap Recharger II
Cap Recharger II
Cap Recharger II
Gist B-Type 100MN Afterburner

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L

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


Hammerhead II x5


How does this overcome the Tracking Disruptor's? It has less tracking than my Nightmare which gets rendered useless.

Turelus CEO Utassi Security

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