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Golem replacement needed.

Author
SuburbanFatCat IV
Science and Trade Institute
Caldari State
#1 - 2013-03-16 19:28:47 UTC
So i fly a golem with near max skills. 900 ish dps w/o drones out to 68km with javs and its really an awesome ship for lvl 4's, but after 4 yrs of mission running i need a change.

So Ive been training towards a mach and while im far from optimal skills for it is it really worth the change. The time its gonna take to skill to the equivalent that i have for the golem is going to be a long investment.

So is it really worth it to make the switch over to the mach? Its not a question of isk as i can make a bil a weekend cherry picking missions.

Also ive ran the number thru eft and while the dps seems to be more than what im currently pulling with the golem i don't really understand how falloff/ optimal plays into effective dps. Ive read the countless threads on this but i still haven't wrapped my head around it. Just a whole different world than spamming missiles with typical caldari boats.
sabre906
The Scope
Gallente Federation
#2 - 2013-03-16 20:33:00 UTC  |  Edited by: sabre906
SuburbanFatCat IV wrote:
So i fly a golem with near max skills. 900 ish dps w/o drones out to 68km with javs and its really an awesome ship for lvl 4's, but after 4 yrs of mission running i need a change.

So Ive been training towards a mach and while im far from optimal skills for it is it really worth the change. The time its gonna take to skill to the equivalent that i have for the golem is going to be a long investment.

So is it really worth it to make the switch over to the mach? Its not a question of isk as i can make a bil a weekend cherry picking missions.

Also ive ran the number thru eft and while the dps seems to be more than what im currently pulling with the golem i don't really understand how falloff/ optimal plays into effective dps. Ive read the countless threads on this but i still haven't wrapped my head around it. Just a whole different world than spamming missiles with typical caldari boats.


http://wiki.eveonline.com/en/wiki/File:Falloff.png

At 50% falloff, you do 80% dps, at 100% falloff, 50% dps.

With Mach's 75km falloff and 1.1k dps, you're out dpsing Golem up to around 40km on paper. Of course, in reality, you out dps Golem over its entire range, as AC tracking is second only to Blasters, can volley frig rats on approach down to around 12km due to gun transversal, while torp exp radius and exp velocity remain horrible in comparison.

Also consider Vargur. You already have marauder skill. It'll save Gallante training. Vargur has better tank, and gank is only a bit below Mach. Overall, a closer match to Golem flying style.

You don't need to have t2 projectile to start flying Mach/Vargur. You'll be using t1/faction ammo anyway for the dmg type selection. 75km falloff is more than enough for most missions, Mach runs at 600km/sec with just ab, barrage is unnecessary. T2 guns' only advantage is the 2% dmg multiplier per lvl.
SuburbanFatCat IV
Science and Trade Institute
Caldari State
#3 - 2013-03-16 21:02:44 UTC
How are u getting 1.1k dps. Even with all skills at 5 im only seeing 942dps w/o drones.
Thats with 4 rf gyros, 3 rf te, and 800 tech 2's.

Of course thats without rigs so maybe it could be more, but even trying out various rigs im not seeing the 1.1k dps that you have stated and others in previous threads before this as well. Am i missing something?
Goldiiee
Bureau of Astronomical Anomalies
#4 - 2013-03-16 21:23:54 UTC
SuburbanFatCat IV wrote:
How are u getting 1.1k dps. Even with all skills at 5 im only seeing 942dps w/o drones.
Thats with 4 rf gyros, 3 rf te, and 800 tech 2's.

Of course thats without rigs so maybe it could be more, but even trying out various rigs im not seeing the 1.1k dps that you have stated and others in previous threads before this as well. Am i missing something?

I am getting 1,332 DPS on my mach (over 1400 with drones). T2 800's, 4 rf Gyros, 2 rf TE's. With a optimal at 4km falloff 69km. So you must be missing something, recheck the Secondary skills, surgical strike, rapid fire for low DPS and Sharpshooter for falloff. Oh and dont forget minmitar BS to 5

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

SuburbanFatCat IV
Science and Trade Institute
Caldari State
#5 - 2013-03-16 21:27:22 UTC  |  Edited by: SuburbanFatCat IV
Im using eft so using the default max skills is where im getting my numbers.

I just dont see where those high dps numbers can possibly be coming from.
Goldiiee
Bureau of Astronomical Anomalies
#6 - 2013-03-16 21:38:33 UTC  |  Edited by: Goldiiee
SuburbanFatCat IV wrote:
Im using eft so using the default max skills is where im getting my numbers.

I just dont see where those high dps numbers can possibly be coming from.

Perhaps this will help. http://imgur.com/ysorLp0

Edfit: I switch a dammage control II out for a tracking enhancer if I need a little more tank,,,, doesn't happen very often.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

SuburbanFatCat IV
Science and Trade Institute
Caldari State
#7 - 2013-03-16 21:52:32 UTC
Goldiiee wrote:
SuburbanFatCat IV wrote:
Im using eft so using the default max skills is where im getting my numbers.

I just dont see where those high dps numbers can possibly be coming from.

Perhaps this will help. http://imgur.com/ysorLp0

Edfit: I switch a dammage control II out for a tracking enhancer if I need a little more tank,,,, doesn't happen very often.






Well I can get the total dps on par with that now, but thats with implants 5%. I would assume you have a full set.
As for the volley damage it seems im about 300 short from your screenshot. What would make the difference in this?
Goldiiee
Bureau of Astronomical Anomalies
#8 - 2013-03-16 21:57:14 UTC
Got me flumoxed, and yes I have a full set or +6% actually. I forget about them they have been in the clones head for so long. other than that I can't think of what else could be missing.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Paikis
Vapour Holdings
#9 - 2013-03-17 00:27:53 UTC
nevermind.
hellcane
Never Back Down
#10 - 2013-03-17 12:33:18 UTC  |  Edited by: hellcane
SuburbanFatCat IV wrote:
[quote=Goldiiee]
Well I can get the total dps on par with that now, but thats with implants 5%. I would assume you have a full set.
As for the volley damage it seems im about 300 short from your screenshot. What would make the difference in this?

The difference probably comes from not using drones and T2 ammo.

Foe the fit linked above, IMO drop the sensor booster for another invuln, and use DPS/projection oriented rigs.
Cage Man
Fusion Enterprises Ltd
Fraternity.
#11 - 2013-03-17 19:36:16 UTC
I am pretty sure goldiee uses the same ship for incursions, so switching rigs won't work for him.

I find the mach burns through missions far quicker than a golem if the NPC are beyond you Rage torpedo range, which happens a lot. It is a very different ship to fly and you need to pay a little more attention to damage and cap usage. But it is a worthy switch. Mine is no where near as shiney as Goldiee's, I only have 4 faction gyro's(from LP store) and a Pth c XL booster. I have plus 4 implants and with meta 4 guns and faction ammo do just under 1k DPS. I also prefer the 100mn AB version as I can zipp around cap stable with the ab on.

If the golem could manage 5 sentries and 5 lights.. it would be a much better ship to use
Goldiiee
Bureau of Astronomical Anomalies
#12 - 2013-03-17 20:40:50 UTC
Cage Man is right I use different variation of this setup for Incursions, Missions and Epic Arcs, usually changing to a HG Crystal clone for the arcs.

I also dont like putting Projectile rigs on a Shield Mach, as the stacking penalty starts to really degrade the effectiveness of Faction Tracking enhancers/Gyrostabilizers and I hate to spend 200 mill (for TE) 70 mil (for gyro) and then reduce thier effectiveness 25% to 50% due the the first mod for that attribute being a Rig Slot.

And I prefer the SEBO (Sig res script) to a tracking computer, the reasoning being the faster I lock the friggs the sooner I can switch from ungrouped guns to grouped guns and get to work on cruisers.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

sabre906
The Scope
Gallente Federation
#13 - 2013-03-17 21:44:04 UTC
Goldiiee wrote:
Cage Man is right I use different variation of this setup for Incursions, Missions and Epic Arcs, usually changing to a HG Crystal clone for the arcs.

I also dont like putting Projectile rigs on a Shield Mach, as the stacking penalty starts to really degrade the effectiveness of Faction Tracking enhancers/Gyrostabilizers and I hate to spend 200 mill (for TE) 70 mil (for gyro) and then reduce thier effectiveness 25% to 50% due the the first mod for that attribute being a Rig Slot.

And I prefer the SEBO (Sig res script) to a tracking computer, the reasoning being the faster I lock the friggs the sooner I can switch from ungrouped guns to grouped guns and get to work on cruisers.


Faction TEs aren't worth the price. It just gives more tracking than t2 TEs, and AC has plenty of tracking already.

Sebos instead of TEs are not a good idea, outside of incursion vgs. Every bit of falloff matters. You need these TEs. Frig rats will die soon enough anyway.
Caleidascope
Republic Military School
Minmatar Republic
#14 - 2013-03-17 22:35:34 UTC
sabre906 wrote:
Goldiiee wrote:
Cage Man is right I use different variation of this setup for Incursions, Missions and Epic Arcs, usually changing to a HG Crystal clone for the arcs.

I also dont like putting Projectile rigs on a Shield Mach, as the stacking penalty starts to really degrade the effectiveness of Faction Tracking enhancers/Gyrostabilizers and I hate to spend 200 mill (for TE) 70 mil (for gyro) and then reduce thier effectiveness 25% to 50% due the the first mod for that attribute being a Rig Slot.

And I prefer the SEBO (Sig res script) to a tracking computer, the reasoning being the faster I lock the friggs the sooner I can switch from ungrouped guns to grouped guns and get to work on cruisers.


Faction TEs aren't worth the price. It just gives more tracking than t2 TEs, and AC has plenty of tracking already.

Sebos instead of TEs are not a good idea, outside of incursion vgs. Every bit of falloff matters. You need these TEs. Frig rats will die soon enough anyway.

TE add to optimal and falloff, so you start applying dps sooner. That is why people fit TE when they don't need tracking.

Life is short and dinner time is chancy

Eat dessert first!

Goldiiee
Bureau of Astronomical Anomalies
#15 - 2013-03-17 23:23:52 UTC  |  Edited by: Goldiiee
sabre906 wrote:


Faction TEs aren't worth the price. It just gives more tracking than t2 TEs, and AC has plenty of tracking already.

Sebos instead of TEs are not a good idea, outside of incursion vgs. Every bit of falloff matters. You need these TEs. Frig rats will die soon enough anyway.

I don't know what you have trained or not trained, but with all my gunnery skills at 5 and choosing the right ammo my falloff is about 25km outside my actual targeting range, without the Tracking Computer II. Additionally, everything I kill is on approach with angular velocities a full .0200 to .920 rad/sec below my tracking.

So when I think of what I need more than falloff (not within my targeting range), and tracking (outside the rats optimal abilities), I end up with:
A. Scan res, for faster lock times.
B. Targeting range, for when I want to start locking before the distances close (You know when they are in my furthest falloff).

The faction TE are prohibitively expensive with their primary benefit not being the pittance of an extra 5% falloff and tracking, but in their 45% (give or take) reduction in CPU requirements, thus freeing up CPU to accommodate for a slightly better XL-Shield booster, as well as many other possible CPU expenses sacrificed to the fitting god.

Over the last couple years of flying this ship and trying to Min/Max its performance I have gone through 4 different T2 riggings, probably 40 or 50 different setups, mostly suggested ones. What I have learned from all this is that absolutely nobody knows how to fit and fly another persons’ Machariel, if skills are to low it can be under tanked or so far below optimal damage that it should be reclassified as a cruiser. Without properly training advanced weapons upgrades to V there is little to no chance that anyone would get to enjoy 1400’s and the monstrous Alphas that they can do from distances that can easily hold a nightmare at bay, Or alpha a cruiser from 200km with a 14k hit. The one thing I do know is a ship that is bonused to the armpits for falloff probably doesn’t need that much more falloff added through fittings so much as the pilot needing more skills trained.

Not worth much, but it’s my two cents worth.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Zhilia Mann
Tide Way Out Productions
#16 - 2013-03-18 01:09:25 UTC
Goldiiee wrote:
Over the last couple years of flying this ship and trying to Min/Max its performance I have gone through 4 different T2 riggings, probably 40 or 50 different setups, mostly suggested ones. What I have learned from all this is that absolutely nobody knows how to fit and fly another persons’ Machariel.


QFT. Seriously.
sabre906
The Scope
Gallente Federation
#17 - 2013-03-18 04:29:56 UTC  |  Edited by: sabre906
Caleidascope wrote:
sabre906 wrote:
Goldiiee wrote:
Cage Man is right I use different variation of this setup for Incursions, Missions and Epic Arcs, usually changing to a HG Crystal clone for the arcs.

I also dont like putting Projectile rigs on a Shield Mach, as the stacking penalty starts to really degrade the effectiveness of Faction Tracking enhancers/Gyrostabilizers and I hate to spend 200 mill (for TE) 70 mil (for gyro) and then reduce thier effectiveness 25% to 50% due the the first mod for that attribute being a Rig Slot.

And I prefer the SEBO (Sig res script) to a tracking computer, the reasoning being the faster I lock the friggs the sooner I can switch from ungrouped guns to grouped guns and get to work on cruisers.


Faction TEs aren't worth the price. It just gives more tracking than t2 TEs, and AC has plenty of tracking already.

Sebos instead of TEs are not a good idea, outside of incursion vgs. Every bit of falloff matters. You need these TEs. Frig rats will die soon enough anyway.

TE add to optimal and falloff, so you start applying dps sooner. That is why people fit TE when they don't need tracking.


Exactly my point. Just falloff though, optimal isn't relevant for ACs.

Goldiiee wrote:
sabre906 wrote:


Faction TEs aren't worth the price. It just gives more tracking than t2 TEs, and AC has plenty of tracking already.

Sebos instead of TEs are not a good idea, outside of incursion vgs. Every bit of falloff matters. You need these TEs. Frig rats will die soon enough anyway.

I don't know what you have trained or not trained, but with all my gunnery skills at 5 and choosing the right ammo my falloff is about 25km outside my actual targeting range, without the Tracking Computer II. Additionally, everything I kill is on approach with angular velocities a full .0200 to .920 rad/sec below my tracking.

So when I think of what I need more than falloff (not within my targeting range), and tracking (outside the rats optimal abilities), I end up with:
A. Scan res, for faster lock times.
B. Targeting range, for when I want to start locking before the distances close (You know when they are in my furthest falloff).

The faction TE are prohibitively expensive with their primary benefit not being the pittance of an extra 5% falloff and tracking, but in their 45% (give or take) reduction in CPU requirements, thus freeing up CPU to accommodate for a slightly better XL-Shield booster, as well as many other possible CPU expenses sacrificed to the fitting god.

Over the last couple years of flying this ship and trying to Min/Max its performance I have gone through 4 different T2 riggings, probably 40 or 50 different setups, mostly suggested ones. What I have learned from all this is that absolutely nobody knows how to fit and fly another persons’ Machariel, if skills are to low it can be under tanked or so far below optimal damage that it should be reclassified as a cruiser. Without properly training advanced weapons upgrades to V there is little to no chance that anyone would get to enjoy 1400’s and the monstrous Alphas that they can do from distances that can easily hold a nightmare at bay, Or alpha a cruiser from 200km with a 14k hit. The one thing I do know is a ship that is bonused to the armpits for falloff probably doesn’t need that much more falloff added through fittings so much as the pilot needing more skills trained.

Not worth much, but it’s my two cents worth.


Your targeting range with Mach should be around 77km, compared to 75km falloff. You can fight in 2x falloff, but it's not recommended, as dps drops off sharply outside 1x falloff. Falloff curve isn't flat. Ideally, aim for ~50% falloff, for 80% dps, right on that fat part of the curve. If your falloff is 25km outside of locking range, you have serious skill issues that needs to be corrected.

Between Mach's small sig and high scan resolution in the BS class, locking speed is already high. More than fast enough for mission grinding.

Arty snipe is no good for missions. They're the lowest dps guns in Eve. Combined with fitting mods and no drone dps that reaches, you're looking at less than half applied dps as ACs fighting in 50% falloff. No one's going to stop you from doing it, but that doesn't change the fact that it's horribly gimped compared to AC under normal circumstances.

Faction TEs don't give any more falloff than t2, just more tracking, and it's 0.5% (10% vs 9.5%), not 5%. Utterly not worth the price. The cpu difference is tiny. CPU implant is cheaper and makes a bigger dent.
Goldiiee
Bureau of Astronomical Anomalies
#18 - 2013-03-18 06:10:48 UTC  |  Edited by: Goldiiee
sabre906 wrote:
Your targeting range with Mach should be around 77km, compared to 75km falloff. You can fight in 2x falloff, but it's not recommended, as dps drops off sharply outside 1x falloff. Falloff curve isn't flat. Ideally, aim for ~50% falloff, for 80% dps, right on that fat part of the curve. If your falloff is 25km outside of locking range, you have serious skill issues that needs to be corrected.

As noted before, my character probably has different attributes than yours, for instance my ship and my Implants are about equal in value. My falloff is a design by me and planned to get the most out of the way I use it.

sabre906 wrote:
Between Mach's small sig and high scan resolution in the BS class, locking speed is already high. More than fast enough for mission grinding.

Faster lock times result in faster kills and therefore faster completions, additionally locking up a spider drone and popping it before it even begins its spiral is certainly better than waiting on drones to kill the damn thing.

sabre906 wrote:
Arty snipe is no good for missions. They're the lowest dps guns in Eve. Combined with fitting mods and no drone dps that reaches, you're looking at less than half applied dps as ACs fighting in 50% falloff. No one's going to stop you from doing it, but that doesn't change the fact that it's horribly gimped compared to AC under normal circumstances.

As I feel it is necessary to point out that your mach is not the best mach, it is merely ‘Your Mach’. My targeting range is actually a little over 82km my falloff with auto cannons is 109km. When the mission calls for it I drop 1400’s on and I get a handsome 1000dps (not sure what game your playing but 1000dps is certainly not the lowest turret in this game) though that is a little misleading as I hit for between 14k to 23k every 15 seconds (although I have had a rare 24.5k hit a few times) for a mission like Blockade with optimal at 30 and falloff at 133km it takes about 5 cycles to clear an entire spawn of all but the toughest BS’s.


sabre906 wrote:
Faction TEs don't give any more falloff than t2, just more tracking, and it's 0.5% (10% vs 9.5%), not 5%. Utterly not worth the price. The cpu difference is tiny. CPU implant is cheaper and makes a bigger dent.

And for the final note in your opinion; The difference between a Meta 5 and a Meta 14 XL-Shield Booster is exactly 8 CPU, a similar difference you find between the Meta 5 vs. Meta 8 Tracking Enhancer. Resulting in a change of tank for me from 819dps to 1,125dps, so 7 CPU can be more than a little helpful. Not mention the Implant slot for CPU has so many better options than a CPU bump.

There is a whole level of min/max you seem to be missing, but don’t worry with time everyone figures it out, well not everyone.Smile

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Mara Rinn
Cosmic Goo Convertor
#19 - 2013-03-18 06:55:04 UTC  |  Edited by: Mara Rinn
Goldiiee wrote:
sabre906 wrote:
Between Mach's small sig and high scan resolution in the BS class, locking speed is already high. More than fast enough for mission grinding.

Faster lock times result in faster kills and therefore faster completions, additionally locking up a spider drone and popping it before it even begins its spiral is certainly better than waiting on drones to kill the damn thing.


QFT. Even in a destroyer and running L1/L2 missions, I spend an inordinate amount of time waiting for target lock. Lock six targets, wait for target lock, fire six individual weapons, 6 enemies blow up. Lock up the next six, wait for target lock, fire the weapons which have been waiting for me, 6 enemies blow up.

This is especially pertinent to ships attempting to shoot small targets with large turrets: you don't have the luxury of waiting: the extra two seconds is the difference between popping the frigate on approach or having to deal with it later using drones (and unless you fit webs specifically for this job, killing small fast ships with drones is painful). These small ships are travelling around 3km/s on approach, and in the missions where you meet them they'll be starting as close as 10km away.
Mara Rinn
Cosmic Goo Convertor
#20 - 2013-03-18 07:13:12 UTC
sabre906 wrote:
Faction TEs don't give any more falloff than t2, just more tracking, and it's 0.5% (10% vs 9.5%), not 5%. Utterly not worth the price. The cpu difference is tiny. CPU implant is cheaper and makes a bigger dent.


The secret is there is no spoon.

The CPU implant competes with these implants for a place in the clone's head:

  • Ship speed
  • Repper duration
  • Cap recharge rate


So depending on which your ship needs more, I'd be putting a cap recharge implant in before thinking about a CPU implant.

Fittings-modules and fittings-implants are for people underskilled and under-financed for the hull they're trying to fly (such as a CPU implant for the brand new Drake pilots).
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