These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

CNR vs Rubicon Golem

Author
Thaddeus Eggeras
Urkrathos Corp
#21 - 2013-10-24 20:35:29 UTC
AskariRising i noticed you didnt mention anything about the golem..

a lot of things, first off they get more bonuses and role bonuses too.

Golem:
Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity and 5% bonus to cruise missile and torpedo explosion velocity per level
Marauders Skill Bonus: 7.5% bonus to shield boost amount and 10% bonus to effectiveness of target painters per level
Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams
And with Bastion is immuned to EWAR


CNR:
10% bonus to Torpedo and Cruise Missile velocity
5% bonus to Cruise Missile and Torpedo explosion radius

So this pretty much means the Golem not only is able to hit ships moving better but with it's TP bonus can hit ships just as good as the CNR with it's explosion radius bonus. It also can't be jammed out or have other EWAR issues, can out active tank a CNR very well. Can salv much more effectively, and in Bastion mode can tank much better too. All in all the Marauders are much more efficient in PvE then their Navy or T1 bothers in everyway possible. Oh and have 4 launchers about to do the DPS of 8 is really nice too, more PG and CPU for other things.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#22 - 2013-10-25 02:49:58 UTC
Caleidascope wrote:
Cipher Jones wrote:

Whats the advantage if you're going CM to CM?

EWAR immunity.


I see your point I guess, but RNI is one of the ships that can spare 2 ECCMs or SEBOs and is already immune to TD.

internet spaceships

are serious business sir.

and don't forget it

Amadeus Gaila
Center for Advanced Studies
Gallente Federation
#23 - 2013-10-25 17:24:19 UTC  |  Edited by: Amadeus Gaila
Question: immunity to EWAR means NPC ships wont be able to jam my radar or attenuate my sensors and targeting range....?
Dorian Wylde
Imperial Academy
Amarr Empire
#24 - 2013-10-25 22:50:20 UTC
Oxide Ammar wrote:
Kirkwood Ross wrote:
Rubicon Marauders will own the hi-sec level 4 security missions for solo players. Bastion module pretty much allows for a 2 slot omni tank with massive damage/application.


Show me something that Marauders bring that any pimped navy faction BS can't do, NPC EWAR Immunity ? it's mote point if you have enough dps and tank to wipe them in 2-3 salvos. Range? cruise missiles have enough range to reach any npc in any mission without burning single cycle of your AB/MWD.

The only 2 reasons I can see overcome the navy BS line (still imo are not that important) :
- CCP embedded enough tank in Marauders that can make you save up in mods and you can go tech II / faction mods maximum.
- Marauders in highsec won't be on any killmail for long long time even if it's carrying plexes, deploy bastion mode point at gankers and laugh.


Several otherwise lucrative missions have absurd ECM or dampening effects. Don't write off e-war immunity so lightly. Cruise missiles may already have the range, but short range weapons have the damage. And you'll be able to use short range weapons, even with short range T2 ammo, and still hit out plenty far enough thanks to Bastion. So between e-war immunity and more damage for clearing things faster, Marauders are looking to be quite a bit better in certain areas.

And your main mistake seems to be thinking the new marauders will be better than faction ships. They won't. By design. That's why bastion mode doesn't feature damage bonuses. Both ships will have a place.
stoicfaux
#25 - 2013-10-26 00:11:04 UTC
Dorian Wylde wrote:

Several otherwise lucrative missions have absurd ECM or dampening effects. Don't write off e-war immunity so lightly. Cruise missiles may already have the range, but short range weapons have the damage. And you'll be able to use short range weapons, even with short range T2 ammo, and still hit out plenty far enough thanks to Bastion.


Let's compare Cruise v. Torpedos on a Rubicon Golem in Bastion Mode. EFT numbers, skills V, reload time included.

Torp Golem with 2 x HBT2 rigs (missile speed):
t1- DPS: 884 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Javelin- DPS: 884 Range: <74.5 km Ev: 133.1 Er: 337.5 Velocity: 8.3km/s
CN- DPS: 1002 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Rage- DPS: 1178 Range: <41.4km Ev: 114.4 Er: 580.5 Velocity: 4.6km/s

Cruise with 2 x Rigor2 rigs:
Fury- DPS: 906 Range: <208km Ev: 108.8 Er: 272.2 Velocity: 13.2km/s

Cruise BLAII+Rigor1:
Fury: DPS: 962 Range <208km Ev: 108.75 Er: 361.5 Velocity: 13.2km/s

Volley Counting:
Cruise has ~8s RoF, so in seven seconds your missiles travel ~92km
T1/CN Torps have ~7s Rof so in six seconds your missiles travel ~33km
Javelin travel ~49km
Rage travel ~27km


Between volley counting, the time it takes to make a MJD, range issues even with MJD, and with the above numbers, does anyone really see much of a reason to use torpedoes on a Golem in PvE?


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Jezzriel
Caldari Provisions
Caldari State
#26 - 2013-10-26 00:45:47 UTC
Strikes me as an odd question. The Golem already outclasses the CNR at lvl 4s. Plus the fact that you can loot the whole thing on the fly without taking any more time. It is already the undisputed mission runner.

Add on the Bastion mod, ewar immunity and this newfangled deployable tractor beam thing and flying anything else in a lvl 4 will be reduced to making some sort of fashion statement.

Vinyl 41
AdVictis
#27 - 2013-10-26 06:51:10 UTC
stoicfaux wrote:

Let's compare Cruise v. Torpedos on a Rubicon Golem in Bastion Mode. EFT numbers, skills V, reload time included.

Torp Golem with 2 x HBT2 rigs (missile speed): - oh boy stacking penalized with bastion :/ - bastion allows now to use a riggor + missle flight time rig for similar range
t1- DPS: 884 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Javelin- DPS: 884 Range: <74.5 km Ev: 133.1 Er: 337.5 Velocity: 8.3km/s
CN- DPS: 1002 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Rage- DPS: 1178 Range: <41.4km Ev: 114.4 Er: 580.5 Velocity: 4.6km/s

Cruise with 2 x Rigor2 rigs:
Fury- DPS: 906 Range: <208km Ev: 108.8 Er: 272.2 Velocity: 13.2km/s

Cruise BLAII+Rigor1:
Fury: DPS: 962 Range <208km Ev: 108.75 Er: 361.5 Velocity: 13.2km/s

Volley Counting:
Cruise has ~8s RoF, so in seven seconds your missiles travel ~92km
T1/CN Torps have ~7s Rof so in six seconds your missiles travel ~33km
Javelin travel ~49km
Rage travel ~27km


Between volley counting, the time it takes to make a MJD, range issues even with MJD, and with the above numbers, does anyone really see much of a reason to use torpedoes on a Golem in PvE?

its less borring Cool
Grinz Madullier
The Scope
Gallente Federation
#28 - 2013-10-26 10:04:57 UTC
stoicfaux wrote:
Dorian Wylde wrote:

Several otherwise lucrative missions have absurd ECM or dampening effects. Don't write off e-war immunity so lightly. Cruise missiles may already have the range, but short range weapons have the damage. And you'll be able to use short range weapons, even with short range T2 ammo, and still hit out plenty far enough thanks to Bastion.


Let's compare Cruise v. Torpedos on a Rubicon Golem in Bastion Mode. EFT numbers, skills V, reload time included.

Torp Golem with 2 x HBT2 rigs (missile speed):
t1- DPS: 884 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Javelin- DPS: 884 Range: <74.5 km Ev: 133.1 Er: 337.5 Velocity: 8.3km/s
CN- DPS: 1002 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Rage- DPS: 1178 Range: <41.4km Ev: 114.4 Er: 580.5 Velocity: 4.6km/s

Cruise with 2 x Rigor2 rigs:
Fury- DPS: 906 Range: <208km Ev: 108.8 Er: 272.2 Velocity: 13.2km/s

Cruise BLAII+Rigor1:
Fury: DPS: 962 Range <208km Ev: 108.75 Er: 361.5 Velocity: 13.2km/s

Volley Counting:
Cruise has ~8s RoF, so in seven seconds your missiles travel ~92km
T1/CN Torps have ~7s Rof so in six seconds your missiles travel ~33km
Javelin travel ~49km
Rage travel ~27km


Between volley counting, the time it takes to make a MJD, range issues even with MJD, and with the above numbers, does anyone really see much of a reason to use torpedoes on a Golem in PvE?




You forget the dps loss of defender missiles on cruise missiles. loss of one cruise missile is 1/4 of your dps. Torpedos have higher hp and should almost always make it too target for full dps
stoicfaux
#29 - 2013-10-26 15:35:32 UTC
Grinz Madullier wrote:


You forget the dps loss of defender missiles on cruise missiles. loss of one cruise missile is 1/4 of your dps. Torpedos have higher hp and should almost always make it too target for full dps

Yes and no.

a) https://forums.eveonline.com/default.aspx?g=posts&m=3411475#post3411475 NPC defenders act really weird. At long range they completely don't work. At short range they seem to have diminished effectiveness.

b) For every torpedo volley to lost to miscounting, that's 4.x cruise missiles lost to NPC defender missiles.

Further testing is needed, but given how oddly NPC defenders act against high speed cruise missiles, I wouldn't be surprised if you lose more DPS to volley miscounting with torpedoes.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Rexxorr
Perkone
Caldari State
#30 - 2013-10-26 15:45:22 UTC
Grinz Madullier wrote:
stoicfaux wrote:
Dorian Wylde wrote:

Several otherwise lucrative missions have absurd ECM or dampening effects. Don't write off e-war immunity so lightly. Cruise missiles may already have the range, but short range weapons have the damage. And you'll be able to use short range weapons, even with short range T2 ammo, and still hit out plenty far enough thanks to Bastion.


Let's compare Cruise v. Torpedos on a Rubicon Golem in Bastion Mode. EFT numbers, skills V, reload time included.

Torp Golem with 2 x HBT2 rigs (missile speed):
t1- DPS: 884 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Javelin- DPS: 884 Range: <74.5 km Ev: 133.1 Er: 337.5 Velocity: 8.3km/s
CN- DPS: 1002 Range: <49.7km Ev: 133.1 Er: 337.5 Velocity: 5.5km/s
Rage- DPS: 1178 Range: <41.4km Ev: 114.4 Er: 580.5 Velocity: 4.6km/s

Cruise with 2 x Rigor2 rigs:
Fury- DPS: 906 Range: <208km Ev: 108.8 Er: 272.2 Velocity: 13.2km/s

Cruise BLAII+Rigor1:
Fury: DPS: 962 Range <208km Ev: 108.75 Er: 361.5 Velocity: 13.2km/s

Volley Counting:
Cruise has ~8s RoF, so in seven seconds your missiles travel ~92km
T1/CN Torps have ~7s Rof so in six seconds your missiles travel ~33km
Javelin travel ~49km
Rage travel ~27km


Between volley counting, the time it takes to make a MJD, range issues even with MJD, and with the above numbers, does anyone really see much of a reason to use torpedoes on a Golem in PvE?




You forget the dps loss of defender missiles on cruise missiles. loss of one cruise missile is 1/4 of your dps. Torpedos have higher hp and should almost always make it too target for full dps




Flying a cruise Golem, I dont notice any dps loss from defenders, not saying defenders dont work at all but their impact is minimal from my exp.

The CNR is a good mission ship but the Golem is better. EFT potential dps is just that, potential. Next patch the marauders will be a ship class that can actually get very close to their potential dps flying solo, without a lot of gimmicks and what ifs.
Caligulus
Colinear Exemptions
#31 - 2013-10-26 16:05:54 UTC
One major oversight I consistently see is the failure to recognize the sig radius of rage torps (774). With the exception of a few missions there are a lot of sub battleship class ships that you will be doing absolutely dreadful dps against.

Consider the following:

Most cruisers have an average Sig radius of 150 (http://www.eve-wiki.net/index.php?title=Signature_radius). Even if you balloon that thing up with 3 TP's you still can't even come close to meaningful dps. Meaning right out of the hop your dps against that target drops by roughly 60% (316/774 * projected dps). Lets also remember that torps are unaffected by explosion radius reducing skills, implants and rigs. Then factor in the explosion velocity...

It looks good on paper but in reality T2 Fury Cruise will outperform the torpedos in a much broader range of situations.

Hell you'd need to put a TP on the biggest size BS to hit it for full value. Not to mention you have to wait 1 minute for the cycle timer on the bastion module. There will be few instances where you're not caught mid cycle twiddling your thumbs.
Vinyl 41
AdVictis
#32 - 2013-10-26 18:09:12 UTC
Caligulus wrote:
One major oversight I consistently see is the failure to recognize the sig radius of rage torps (774). With the exception of a few missions there are a lot of sub battleship class ships that you will be doing absolutely dreadful dps against.

Consider the following:

Most cruisers have an average Sig radius of 150 (http://www.eve-wiki.net/index.php?title=Signature_radius). Even if you balloon that thing up with 3 TP's you still can't even come close to meaningful dps. Meaning right out of the hop your dps against that target drops by roughly 60% (316/774 * projected dps). Lets also remember that torps are unaffected by explosion radius reducing skills, implants and rigs. Then factor in the explosion velocity...

It looks good on paper but in reality T2 Fury Cruise will outperform the torpedos in a much broader range of situations.

Hell you'd need to put a TP on the biggest size BS to hit it for full value. Not to mention you have to wait 1 minute for the cycle timer on the bastion module. There will be few instances where you're not caught mid cycle twiddling your thumbs.

since 2 or 3 expansions torpedos get bunuses from skills and implants and rigs
Caleidascope
Republic Military School
Minmatar Republic
#33 - 2013-10-26 21:02:30 UTC
Jezzriel wrote:
Strikes me as an odd question. The Golem already outclasses the CNR at lvl 4s. Plus the fact that you can loot the whole thing on the fly without taking any more time. It is already the undisputed mission runner.

Add on the Bastion mod, ewar immunity and this newfangled deployable tractor beam thing and flying anything else in a lvl 4 will be reduced to making some sort of fashion statement.


Golem is about 1 bil isk. Marauder skill is about 65 mil isk. I never even considered it, until now. Ravens, Navy Ravens, Navy Scorpions were doing just fine for me.

Life is short and dinner time is chancy

Eat dessert first!

Arthur Aihaken
CODE.d
#34 - 2013-10-27 01:45:35 UTC
There's not really any advantage with either.

If you have Marauder trained, you're going to use the new Golem primarily because of Bastion, the additional weapons range and to a lesser extent, the MJD bonuses. If you don't have Marauder trained or can't spring for the $1-billion price tag of a Golem, you'll get a Raven Navy Issue. Both are going to be fairly competent on L4s.

Here's some inherent differences to note with the RNI, however:
• A extra T1 hydraulic rig on the RNI is equivalent to the 25% stacking-penalized missile bonus on the Golem.
• The RNI features three (3) sentries vs. a single sentry on the Golem.
• The explosion radius on the RNI is worth twice the explosion velocity on the Golem, because of the way missile mechanics work (I don't have the link handy, but the short version is that if the explosion radius falls under the signature radius it actually offsets any difference in target speed with respect to explosion velocity; TPs don't have the same effect and the reverse is not true for explosion radius). So in terms of value: explosion radius, TP then explosion velocity.
• The RNI is faster, so with an AB you can tank some of the damage.
• With five low slots, you can run a damage control and four ballistic controls on the RNI; Bastion does not give you the same hull resistance, so if you want a damage control on the Golem as well you'll be giving up some DPS.
• You will lose less DPS to NPC defender missiles on the RNI running cruise missiles.

As for the Golem:
• The Golem gains an automatic +37.5% shield amplification bonus, and another +100% for Bastion (not including the additional armor and hull resistances). This frees up a mid slot.
• The Golem receives partial T2 resistances (more thermal and kinetic)
• The Golem features a +50% TP effectiveness bonus, so 1 TP essentially = 2 TP - freeing up another mid slot.
• Golem gets another high slot, so if you opt not to run Bastion you have another utility slot.
• The Golem can salvage on the go and/or run smart bombs, something the RNI can't do without sacrificing DPS.







I am currently away, traveling through time and will be returning last week.

Mer88
Royal Amarr Institute
Amarr Empire
#35 - 2013-10-30 23:23:45 UTC  |  Edited by: Mer88
Arthur Aihaken wrote:
There's not really any advantage with either.

If you have Marauder trained, you're going to use the new Golem primarily because of Bastion, the additional weapons range and to a lesser extent, the MJD bonuses. If you don't have Marauder trained or can't spring for the $1-billion price tag of a Golem, you'll get a Raven Navy Issue. Both are going to be fairly competent on L4s.

Here's some inherent differences to note with the RNI, however:
• A extra T1 hydraulic rig on the RNI is equivalent to the 25% stacking-penalized missile bonus on the Golem.
• The RNI features three (3) sentries vs. a single sentry on the Golem.
• The explosion radius on the RNI is worth twice the explosion velocity on the Golem, because of the way missile mechanics work (I don't have the link handy, but the short version is that if the explosion radius falls under the signature radius it actually offsets any difference in target speed with respect to explosion velocity; TPs don't have the same effect and the reverse is not true for explosion radius). So in terms of value: explosion radius, TP then explosion velocity.







exp velocity in practise is worth more than exp radius. especially true for golem imo. exp radius dont offset any velocity you can paint a angel battleship with 5 tps and your cruise missile is gonna do less than 2k volley if the ship is using afterbuner at full speed.

While you can use TPs to compensate for high exp radius of torps, there is nothing but rigs to help against ship velocity for both cruise and torps
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#36 - 2013-10-31 17:17:05 UTC
Quote:
There's not really any advantage with either.


I would run them both on the test server before drawing that conclusion.

As it stands, its already advantageous to run the Golem on Tranquility if you are not strictly blitzing.

internet spaceships

are serious business sir.

and don't forget it

Lady Syphon
Perkone
Caldari State
#37 - 2013-11-03 21:05:17 UTC
I've tested cruise and torp Golems for level 4's extensively on Sisi, and as much as I'd like to say torp Golems get better with a Bastion module, they really don't. If the mission is a single pocket with all spawns >56km (Damsel in Distress etc) then it'll edge out a cruise Golem or CNR, but as soon as you have to switch ammo types it all goes out the door. Being unable to close any amount of range is infuriating and if you're caught switching to Precision ammo then you're pissing your DPS advantage over cruise away, which was slight enough to begin with.

Cruise Golems are actually pretty neat with Bastion modules. You can hit everything in the pocket anyway so there's no need to go anywhere, and the velocity bonus is big enough that you'll never miss a volley under 90km, which might not sound like a big deal until you see it in practice. It doesn't give an advantage in every mission obviously, but in big long range pockets with multiple spawns it's extremely noticable(Pirate Invasion, Guristas Assault etc). Also, being EWAR immune is absolutely a big deal if you fight a lot of Guristas/Serp rats. As for damage application, I've noticed absolutely no difference between the CNR and cruise Golem. Both oneshot cruisers and BCs and twoshot elite cruisers for me.

The newly buffed capacitor is great for a MWD since you end up using so little cap with Bastion. MJD is a gimmick and needs some serious work if devs want people to take it seriously.
Dusty Daisy
Doomheim
#38 - 2013-11-03 22:13:27 UTC
Caligulus wrote:
One major oversight I consistently see is the failure to recognize the sig radius of rage torps (774). With the exception of a few missions there are a lot of sub battleship class ships that you will be doing absolutely dreadful dps against.




Have you ever flown a torp golem? it 1 or 2 shots almost everything that isn't a battleship and can 2 or 3 shot battleships

the problem with it is that it's slow and lacks range, the reason i will never use one again.
Moryg H'qarr
The Scope
Gallente Federation
#39 - 2013-11-04 21:54:00 UTC
What about nullsec anomalies? Considering you can easily park on top of the spawn, the torp range wouldn't be an issue. A forsaken hub has rwo waves with frigates, the rest are BS and cruisers. On the other hand, sitting still for a minute might not be the best idea in null, especially with the new interceptor warp speed.
Karaan S'jeth
Charons Templars
#40 - 2013-11-26 22:29:20 UTC
Moryg H'qarr wrote:
On the other hand, sitting still for a minute might not be the best idea in null, especially with the new interceptor warp speed.


Marauders are imune to ewar so the ceptor can look at you but nothing else.