Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:01:00 -
[1] - Quote
After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2312
|
Posted - 2013.07.14 18:03:00 -
[2] - Quote
Back when I still flew my incubus (got too expensive) I lost it every other battle |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:06:00 -
[3] - Quote
Scheneighnay McBob wrote:Back when I still flew my incubus (got too expensive) I lost it every other battle Yikes that would suck :P I can see why you got fed up and got a respec |
Harpyja
DUST University Ivy League
256
|
Posted - 2013.07.14 18:15:00 -
[4] - Quote
Damn, you dropship pilots got nerves of steel. I applaud you for speccing into dropships. I am afraid of taking off in my Viper (it was the MLT one, correct?) for fear of being one-shotted. |
Iron Wolf Saber
Den of Swords
6088
|
Posted - 2013.07.14 18:21:00 -
[5] - Quote
About 4 minutes average.
Standard Viper or Grimises and poor fitted with buffer tank with only 1 repair module no afterburner either and a MCRU.
Majority of the deaths are still faulted at my own controls and not compensating for the physics of the drop ship's inertia |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
1225
|
Posted - 2013.07.14 18:26:00 -
[6] - Quote
When I used the Assault DS, most of my losses were due to RDV collisions, not AV.
I remember how happy I was when a corpmate and I took out a Bolas together in our Assault DSes, only to later, be struck down by another RDV.
150k ISK per match isn't enough, for fielding such expensive equipment we should get higher rewards, especially since our DSes can be struck down by drunk RDVs.
Curious though, what do you do when you get hit? With no shield booster I assume you have to stay out of the fight for a long time. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
252
|
Posted - 2013.07.14 18:30:00 -
[7] - Quote
I honestly don't know how dropship pilots afford their hobby. All it takes is a single forgegunner or guy with a swarm launcher. Hell, I use a militia swarm launcher with damage mods and have am always delighted to see a drop ship...it's an almost guaranteed kill. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:32:00 -
[8] - Quote
Knight SoIaire wrote:When I used the Assault DS, most of my losses were due to RDV collisions, not AV.
I remember how happy I was when a corpmate and I took out a Bolas together in our Assault DSes, only to later, be struck down by another RDV.
150k ISK per match isn't enough, for fielding such expensive equipment we should get higher rewards, especially since our DSes can be struck down by drunk RDVs.
Curious though, what do you do when you get hit? With no shield booster I assume you have to stay out of the fight for a long time. When i get hit i use my fuel injector to make a quick escape, and often railgun tanks and forge gunners don't have enough time to land a second hit after i activate my fuel injector and get out of there, however it's never 100% guarenteed because sometimes they land a really good shot and take me down, but that's about 30% of the time when i use my fuel injector. But i share your pain, 150K isn't enough per match to make back anything considerable, and to make any profit you have to do some amazing flying and knowing when/when not to engage enemies. |
Iron Wolf Saber
Den of Swords
6094
|
Posted - 2013.07.14 18:42:00 -
[9] - Quote
R'adeh Hunt wrote:I honestly don't know how dropship pilots afford their hobby. All it takes is a single forgegunner or guy with a swarm launcher. Hell, I use a militia swarm launcher with damage mods and have am always delighted to see a drop ship...it's an almost guaranteed kill.
I don't use damage mods on my militia grade launcher and still downing them... I will never forgive CCP Blam from taking away the one joy I had most in the game in times past. |
Justin Tymes
Raymond James Corp
212
|
Posted - 2013.07.14 18:43:00 -
[10] - Quote
I don't even know why people skill into dropships. I only use the militia to go from point A to point B. Survivng maybe 1 more hit isn't enough for me to skill into them. |
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
252
|
Posted - 2013.07.14 18:45:00 -
[11] - Quote
Iron Wolf Saber wrote:R'adeh Hunt wrote:I honestly don't know how dropship pilots afford their hobby. All it takes is a single forgegunner or guy with a swarm launcher. Hell, I use a militia swarm launcher with damage mods and have am always delighted to see a drop ship...it's an almost guaranteed kill. I don't use damage mods on my militia grade launcher and still downing them... I will never forgive CCP Blam from taking away the one joy I had most in the game in times past.
Well, admittedly, I mostly use damage mods against tanks...as you say, they aren't needed for dropships |
gbghg
L.O.T.I.S. RISE of LEGION
2667
|
Posted - 2013.07.14 18:51:00 -
[12] - Quote
The python fit I've settled on as having the best overall survivability is as follows
High slots 1x aziotropic extender 1x light clarity ward booster 1x afterburner 1x ward shield amp
Low lots 2x local PG extenders
Turrets 1x XT Accelerated missiles 2x ST fragmented missiles
I normally see jovians as a must have but I was getting alpha'd too much with them (did I use the term right?) the extra PG I Ferrell the second PG expansion allows me to fit the shield booster or a second extender. I put the booster on instead of another extender because the extender is much more useful in a dogfight. And for turrets I made the side turrets standard for 2 reasons, maximum PG, and less cost, the turrets rarely see use so I don't see the point of losing more ISK than I absolutely have to.
What I really want is the old engineering skill back so I can dump the 2nd expansion and fit a Jovian, I love those things. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
255
|
Posted - 2013.07.14 18:53:00 -
[13] - Quote
Here. Ill model your build against a 3 hit damage flow.
Your build damage model
Hmm.... Not that great. Keep trying. |
Sammy677
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.07.14 18:54:00 -
[14] - Quote
Scheneighnay McBob wrote:Back when I still flew my incubus (got too expensive) I lost it every other battle
Yeah not worth the time or isk |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:56:00 -
[15] - Quote
Judge Rhadamanthus wrote: The stats on that are horribly off... i have 1,860 shield yet 30% reisistance from my 2 shield resist modules. |
richiesutie 2
Seraphim Auxiliaries CRONOS.
132
|
Posted - 2013.07.14 18:56:00 -
[16] - Quote
gbghg wrote:The python fit I've settled on as having the best overall survivability is as follows
High slots 1x aziotropic extender 1x light clarity ward booster 1x afterburner 1x ward shield amp
Low lots 2x local PG extenders
Turrets 1x XT Accelerated missiles 2x ST fragmented missiles
I normally see jovians as a must have but I was getting alpha'd too much with them (did I use the term right?) the extra PG I Ferrell the second PG expansion allows me to fit the shield booster or a second extender. I put the booster on instead of another extender because the extender is much more useful in a dogfight. And for turrets I made the side turrets standard for 2 reasons, maximum PG, and less cost, the turrets rarely see use so I don't see the point of losing more ISK than I absolutely have to.
What I really want is the old engineering skill back so I can dump the 2nd expansion and fit a Jovian, I love those things. SCREW THE ENGINEERING SKILL JUST GIVE US A 25% PG BUFF TO VEHICLES. |
ConsiderateSmurf
Reckoners
1
|
Posted - 2013.07.14 19:07:00 -
[17] - Quote
Mine dosen't have any mobility modules. :P Python
High Powered 3 Azeotropic Shield Extenders 1 Shield Booster
Low Powered: 1 LP Control System 1 Local Powergrid Expansion Unit
Turrets: 3 XT Fragmented Missile Launchers
The benefit to this is that I can shrug off a few swarms. The downside is if anyone brings in a fancy forge gun that can two shot me, I can't get away as easily (about a 40% survival rate, if I had to guess) |
Crimson Judgment
ROGUE SPADES EoN.
55
|
Posted - 2013.07.14 19:09:00 -
[18] - Quote
Serimos Haeraven wrote:After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) this setup is pretty close to how my python is setup.
Pyton
high modules- 2 Azeotropic shield extenders 1 ward shield amplifier 1 basic afterburner.
low modules- 1 local powergrid expansion unit 1 jovian fusion powerplant.
turrets- 2 AT cycled missile launchers (sides) 1 AT accelerated missile launcher.
+ any suit with a adv rep tool just in case.
survives proto AV incredibly well as long as i pull out when i need to as for RDV's i have trained myself to pay VERY close attention to my surroundings to hear the RDV coming and sometimes see its light.
this setup could be better but ive began to spec into my infantry to pay for my dropships when they happen to die. and i don't call them in every game only when i feel its needed but i would say 3-5 games.
i don't always lose dropships but when i do it takes very concentrated AV and pilot error to do so.
EDIT this setup is capable of tanking 1 shot of a proto breach forge gun |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:10:00 -
[19] - Quote
ConsiderateSmurf wrote:Mine dosen't have any mobility modules. :P Python
High Powered 3 Azeotropic Shield Extenders 1 Shield Booster
Low Powered: 1 LP Control System 1 Local Powergrid Expansion Unit
Turrets: 3 XT Fragmented Missile Launchers
The benefit to this is that I can shrug off a few swarms. The downside is if anyone brings in a fancy forge gun that can two shot me, I can't get away as easily (about a 40% survival rate, if I had to guess) Yeah just keep skilling into the better ones that have more CPU/PG so you can have both mobility and defense, in my opinion having a good balance of both makes for the best survival. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:12:00 -
[20] - Quote
Crimson Judgment wrote:Serimos Haeraven wrote:After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) this setup is pretty close to how my python is setup. Pytonhigh modules- 2 Azeotropic shield extenders 1 ward shield amplifier 1 basic afterburner. low modules- 1 local powergrid expansion unit 1 jovian fusion powerplant. turrets- 2 AT cycled missile launchers (sides) 1 AT accelerated missile launcher. + any suit with a adv rep tool just in case. survives proto AV incredibly well as long as i pull out when i need to as for RDV's i have trained myself to pay VERY close attention to my surroundings to hear the RDV coming and sometimes see its light. this setup could be better but ive began to spec into my infantry to pay for my dropships when they happen to die. and i don't call them in every game only when i feel its needed but i would say 3-5 games. i don't always lose dropships but when i do it takes very concentrated AV and pilot error to do so. Wow haha pretty crazy how we both nearly came to the same fitting, honestly your defense is pretty nice, might be a considerable alternative to mine if i don't really care about my dmg mod.. thanks for this fit, although im guessing you can't put XT's on it? Or can you? |
|
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
256
|
Posted - 2013.07.14 19:12:00 -
[21] - Quote
Serimos Haeraven wrote:Judge Rhadamanthus wrote: The stats on that are horribly off... i have 1,860 shield yet 30% resistance from my 2 shield resist modules. And don't post these charts that don't really account for what the actual module usage is, i would much prefer a fitting load-out and why you chose to fit it with those modules, and your survivability from doing so. And believe me, i have tried a ton of fits, including different proto turret modules as well, and if you're so confident in your fit, i would be glad to hear what it is exactly.
I gave you 2 extenders. I'll model it for 1. but its not looking too strong against a 3rd hit. In many real world cases 3 hits will take you down. By the way I model :
Weapon damage against shield adjusted for weapon type Innate shield resistance Innate armour resistance Pass through damage model here which takes account of shield and armour regen based on seconds passed between each hit. I account fo all skill based skill bonuses Module stacking penalty Weapon % bonus against each layer based on pass through
It's a good model.
Your build does not stack up well unless you manage to catch every hit with you hardeners. Which you can't. You are too vulnerable unless taking expected damage all the time. Fine for game start uplink dropping... but otherwise. too risky.
Look at the model. Thats around a 50% 2nd hit survival rate. And I gave you the best case here. Catching all hits with both hardeners OP Survival Rate |
Azura Sakura
Militaires-Sans-Frontieres
308
|
Posted - 2013.07.14 19:13:00 -
[22] - Quote
With my ADS I can survive for like the whole match, I use it as an anti-vehicle. I usually just fly at the height ceiling and once a tank comes in I go for the attack. However, if there is a red line tank I don't fly. I can survive 1 hit from most forge guns and when I do get hit, I run off and call back in my drop ship because from numerous experience, it's really hard to kill a forge gunner and very risky. I have to hit him exactly 2-3 times in quick sessions but I'm a way bigger target and he has a better chance of owning my ass when I'm up close.
With my logi DS. I can tank like 5-6 swarm launchers but I gotta fly away from the first 3 hits because of how many can chase me. Forge gunners and red line tanks own my logi DS just because its so slow. I don't have my logi DS skill max out nor do I have great modules, I'm working on getting hardeners as well. But I only fly my logiDS in ambush or when I need to get my team across open areas. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5076
|
Posted - 2013.07.14 19:13:00 -
[23] - Quote
::gazes longingly of a picture of himself, standing next to Big Betty, the Prometheus of his dreams::
::lets out a long, drawn out sigh::
::shoots stupid ******* redberry in his stupid ******* face with his awesome as **** Duvolle::
::burns picture with the shear amount of win radiating from his rifle::
For relevance |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
256
|
Posted - 2013.07.14 19:18:00 -
[24] - Quote
Serimos Haeraven wrote: And don't post these charts that don't really account for what the actual module usage is, i would much prefer a fitting load-out and why you chose to fit it with those modules, and your survivability from doing so. And believe me, i have tried a ton of fits, including different proto turret modules as well.
What I think or feel or my "Why" is not at all relevant. All of these can be bias. The raw math is what counts. Your numbers don't stack as a battle ship. You have a battle start and in/out build. Is that what you wanted?
|
Crimson Judgment
ROGUE SPADES EoN.
55
|
Posted - 2013.07.14 19:18:00 -
[25] - Quote
Serimos Haeraven wrote:Crimson Judgment wrote:Serimos Haeraven wrote:After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) this setup is pretty close to how my python is setup. Pytonhigh modules- 2 Azeotropic shield extenders 1 ward shield amplifier 1 basic afterburner. low modules- 1 local powergrid expansion unit 1 jovian fusion powerplant. turrets- 2 AT cycled missile launchers (sides) 1 AT accelerated missile launcher. + any suit with a adv rep tool just in case. survives proto AV incredibly well as long as i pull out when i need to as for RDV's i have trained myself to pay VERY close attention to my surroundings to hear the RDV coming and sometimes see its light. this setup could be better but ive began to spec into my infantry to pay for my dropships when they happen to die. and i don't call them in every game only when i feel its needed but i would say 3-5 games. i don't always lose dropships but when i do it takes very concentrated AV and pilot error to do so. Wow haha pretty crazy how we both nearly came to the same fitting, honestly your defense is pretty nice, might be a considerable alternative to mine if i don't really care about my dmg mod.. thanks for this fit, although im guessing you can't put XT's on it? Or can you? im honestly not sure if i can can't use em as i said started to spec infantry. however the main reason i haven't gone into proto turrets is they don't get to much better and raise the price of the ship immensely. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:18:00 -
[26] - Quote
Judge Rhadamanthus wrote:Serimos Haeraven wrote:Judge Rhadamanthus wrote: The stats on that are horribly off... i have 1,860 shield yet 30% resistance from my 2 shield resist modules. And don't post these charts that don't really account for what the actual module usage is, i would much prefer a fitting load-out and why you chose to fit it with those modules, and your survivability from doing so. And believe me, i have tried a ton of fits, including different proto turret modules as well, and if you're so confident in your fit, i would be glad to hear what it is exactly. I gave you 2 extenders. I'll model it for 1. but its not looking too strong against a 3rd hit. In many real world cases 3 hits will take you down. By the way I model : Weapon damage against shield adjusted for weapon type Innate shield resistance Innate armour resistance Pass through damage model herewhich takes account of shield and armour regen based on seconds passed between each hit. I account fo all skill based skill bonuses Module stacking penalty Weapon % bonus against each layer based on pass through It's a good model. Your build does not stack up well unless you manage to catch every hit with you hardeners. Which you can't. You are too vulnerable unless taking expected damage all the time. Fine for game start uplink dropping... but otherwise. too risky. Look at the model. Thats around a 50% 2nd hit survival rate. And I gave you the best case here. Catching all hits with both hardeners OP Survival Rate Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website, the reason that i have low sheilds with a high resist is strictly because i can have a fuel injector, and that's where my survivability goes up about 30-40% from the originally discounted survivability you think i would have. The entire point of a fuel injector is so a second shot can't be taken, and i can avoid that literally 75-80% every single time. I have tested this theory countless of numbers of times being hit with proto-railgun tanks from across the map when i was literally on the ground picking people up, and with the activiation of that fuel injector right after that hit i was fast enough (as well as having a jovian) to escape the field before he could even land the next shot. That sort of situation whether it was with an FG or a railgun sniper has been proven to work nearly every time i use it. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
257
|
Posted - 2013.07.14 19:21:00 -
[27] - Quote
Serimos Haeraven wrote: Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website
0% is still an account of a armour resistance. What are you on about? ANy model staill has to account for 0% so its always counted.....
Why have a phyton? You are playing as a logi.. in then out asap. Pythons have to fight. Getting away from hit 2 means stopping all usefulness as an ADS. Yes you live.. but why? |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:24:00 -
[28] - Quote
Judge Rhadamanthus wrote:Serimos Haeraven wrote: Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website
0% is still an account of a armour resistance. What are you on about? ANy model staill has to account for 0% so its always counted..... Ah i see you were only specifying the pass-through effect of damage to a DS, i read it over thinking you were explaining your module fittings on your own dropship, since i kind of asked that that's what i would like to hear about so those other fittings offer ideas into what other pilots find useful. If you could post your exact fitting, it would give me much more of an idea instead of flow charts. |
Brutus Hawke
187. League of Infamy
24
|
Posted - 2013.07.14 19:24:00 -
[29] - Quote
I just went 21-0 riding in my Corp Mates Dropship. It was pretty fun. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:26:00 -
[30] - Quote
Judge Rhadamanthus wrote:Serimos Haeraven wrote: Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website
0% is still an account of a armour resistance. What are you on about? ANy model staill has to account for 0% so its always counted..... Why have a phyton? You are playing as a logi.. in then out asap. Pythons have to fight. Getting away from hit 2 means stopping all usefulness as an ADS. Yes you live.. but why?
I'm not playing as a logi, because in the gaps that there is no risk of forge-gun fire, i can shoot my missles (XT Acceleterated on the front, the strongest launcher in the game), and i can literally 2 shot people full on health. I am able to get in, destroy what i need to, and get out if a threat presents itself. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |