These forums have been archived and are now read-only.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.
Previous page12
 

PvE Nosferatu

Author
Chainsaw Plankton
FaDoyToy
#21 - 2015-07-24 07:52:25 UTC
Soekith wrote:
Thank you for your answers.

I thought about the mach before, but the ammo consumption drove me away. Plus the Vargur has this "Oh crap" button (Bastion Module) just in case.

I just think it's too bad the Vargur has had its mobility nerfed along with other Marauders even though it was part of its strength with Autocannons.

I guess I'll cherry pick Angel Cartel missions, since most of them come up close and personal.

I have got a Tachyon Paladin that I use for missions in Amarr space, but I wanted something more cookie-cutterish.

Looks like I'll have to keep looking for something else.


just buy bigger stacks of ammo P also try the arty mach, I think I threw 1500 rounds of each "short" range ammo in there and hardly ever worry about ammo. very useful in some missions.

and tach paladin is super cookie-cutter, at least in amarr space. works surprisingly well in caldari space

@ChainsawPlankto on twitter

Barrogh Habalu
Imperial Shipment
Amarr Empire
#22 - 2015-07-24 10:16:34 UTC
Chainsaw Plankton wrote:
works surprisingly well in caldari space

Huh, what do you mean? It's a massive chore to shoot Guristas with lasers. Unless you mean there are regions with main enemies not being ones.
Aralieus
Shadowbane Syndicate
#23 - 2015-07-24 11:43:54 UTC
Jacob Holland wrote:
Chainsaw Plankton wrote:
and if NPCs only had 1 cap then using a blood raider boat you would only get 1 unit of cap for using a nos. how much cap do they actually have, I think only ccp could tel you. some of the info might be in one of the old DB dumps, and I imagine ccp wouldn't have ever changed it.

Except that Nosferatu don't subtract cap from a target and transfer it to the user.
The Nosferatu checks the target's cap, subtracts as you might expect... If it does subtract that cap is "destroyed" but the Nos raises a flag and then creates cap equal to its maximum drain amount in the capacitor of the ship it's mounted to.
This means that if a Nos which drains 90 is successfully activated on a target which has 50 GJ of cap left it will reduce the target's cap to 0 (I like to think it will also "brown out" the lights but...) and add 90 GJ to the ship it's mounted on (despite the fact that there was only 50 available).

This makes Blood ships very powerful because as long as you stagger your nos sufficiently to allow the target to regen at least 1 GJ between activations you dump a large amount of "free" energy to your own cap.


Do you have a source on this information?

Oderint Dum Metuant

Chainsaw Plankton
FaDoyToy
#24 - 2015-07-25 04:48:05 UTC
Barrogh Habalu wrote:
Chainsaw Plankton wrote:
works surprisingly well in caldari space

Huh, what do you mean? It's a massive chore to shoot Guristas with lasers. Unless you mean there are regions with main enemies not being ones.


there are surprisingly few Guristas missions, and they are mostly ones I just decline anyways. additionally I recommend having multiple ships, only having one ship means you have to compromise somewhere. At one point I had 3 machs in one station because that is easier than swapping fits, while I don't expect most people to go that far, having at least 2 bs in station makes sense for missions one isn't suited for. I'm sure many ships can do the listed missions faster than the paladin, but can they do the other ones faster? that I am less sure. Honestly these days I mostly fly a warp speed rigged mach. Many say good things about the rattlesnake, but I can't stand it.

as for the gurista missions:
The assault: MJD to the final spawn, blap with conflag (I usually just use a blaster kronos, a bit faster)
Gurstas Extra: haven't run in a while, but if you shoot the right structures there are no respawns, probably spend more time in warp than combat. doing 1100+ dps with a paladin, wrong damage type doesn't hurt too much.
Intercept the saboteurs: almost all small stuff you will kill with one shot, paladin is probably way faster than a missile boat, and drone boats cause drone aggro. I used a blaster kronos the last few times I ran it, haven't ran in a long time, on the decline list.
recon: meh do it in a ceptor
Worlds collide: go the serpentis side, goes fast and you get 20mil bounty or w/e in under a tick. maybe I should stop declining that one?
duo of death: the marauder tractor beams are better than pretty much anything, only have to blap 2 ships anyways, spend more time in warp. another decline
gurista spies: a few small ships you one shot or volley, and a bs. another more time spent in warp decline situation.
Vengence: I haven't run in a long time. think conflag works, another decline.

the drone/blood/sansha/merc/eom missions the paladin is great at. I think that leaves angels extra, which is an awful mission, I decline every time.

@ChainsawPlankto on twitter

Previous page12