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About Nazeth

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  1. Ricarde's Modified Guide to Abyssal Damage Modules

    many alliances suggests to use t2 damage modules with gravid mutaplasmids, because its cheaper to roll better ones than buy faction or even officer ones.
  2. Best alpha batleship

    Still someone may read it in future
  3. Best alpha batleship

    At start i suggest go from Hyperion to Vindicator. Rokh doesn't share the same skills and it is very noob unfriendly with high capacitor consumption. This is the best option to go into the most wanted Vindicator in our fleets. More friendly will be instead Maelstrom > Machariel due to lack of artillery capacitor issues. Its much faster way to start adventure with WTM. Both of this ships share Minmatar + Gallente battleship skill, but different type of weapons, so you can quite fast jump from one to another one.
  4. Scorpion Navy issue Useable?

    To be fair i can reach 1900 DPS on T2 Torpedo Rattlesnake with Double Hydraulic Bay Thrusters rigs to make Torpedoes more viable at close range (3500 speed, 35 km range on Rage, more DPS during contest than from Cruises). Pimped version can reach 2400 DPS (2700 during OC) Navy ships pretty outstanding from similar Pirate variants, so Rattle will be much better than Scorpion Navy for similar price and skills.
  5. Standard Praxis Fit?

    There is no sense to accept Praxis. With Blaster fit Hyperion doing 300 DPS more. With Arty fit Maelstrom doing 200 DPS more. Both of them are enought cheap to start your adventure with WTM Family.
  6. For me Torpedo RNI is useless like Torpedo Rattlesnake. Torpedo velocity is too low on them even with great application to do serious DPS I'm never focusing on paper stats, but they are good to show others basic difference between ships (People don't trust other people on the word or experience. They want that on paper!) I chooses Nightmare, because ArmaNI like Abaddon have poor turret tracking. It's so bad, that they have troubles with hit cruisers even, if they are webbed and painted. For that reason Abaddons were replaced by Apocalypses and Megathrons. I flied last time in Bhaalgorn who have similar problems. I heard that GSF planned to use Blaster Megathrons/Vindicators against capitals but Railguns were more flexible. Early prototypes of Bhaalgorns were anti BC,BS, Capitals with Pulse Lasers and webs, but we had problems with tracking against BC and CR. Testers changed webs one by one to tracking computers and added WebLokis for better effect. Against BC were "fine", but still we had problems with cruisers. First official doctrine test was a disaster xD. We lost so much Pulse Bhaalgorns to AC Machariels and 'Eagles (no one Eagle died against 400 Pulse Bhaalgorns), who were better in practice. After that battles we changed focus from Anti-subcapital to anti capital/structure with Tachyons. Vindicators should be better with Railguns, but Goons want to melt Bhaalgorns for economy and there is not enough Vindicators to resupply fleets Bhaalgorns ended as meatshield and structure bashers. For me Pulse/Tachyon Nightmare is better option with high base tracking like Autocannons or with TCs even better than Blasters. With that and pulse range medium and large ship's fleets aren't problem for them. Their Hammerheads should do similar job to long range sentries.
  7. 250mm Close range spammer is the best
  8. Incursion Leshak

    Good choice. Desintegrator range is like Pulse Laser. Blink Leshak with 760 Turret DPS, who can spool up to 1000 (880 real DPS in time) before average target die in 10-20 sec. It will be normally worse than Nightmare and little worse than Machariel, but on TCRC it should be the best ship in the fleet.
  9. Autocannon Machariel and Pulse Nightmare

    I used the best possible modules and implants to compare ships. Yep. Still it's a perfect situation, when our targets are under 10km. On that incursion i'm doing experiment and i'm orbiting VVV at 500m all the time, because it should be very experienced Vindicator pilot. From VVV point of view it's look bad: during movement from gate to gate most of targets are at 20-60km. Situations, when sansha battleships are closer than 10km - 1-2, maybe 3. during moving from wave to wave is better. There are many situations, when i'm under 10 or 15km. Still many VVVs have problem with positioning and i'm mostly shooting to targets at 15-25km or even above 30km, if they run away. At TCRC most of targets during rush are at 20-30km, but that haven't sens, when Vindi can do 2nd the biggest DPS on the tower. I'm observing Vindi pilots and i see that many of them using Void ammo above 15, or even 20km, where they are doing very low DPS. Probably this is laziness or they don't want to change ammo so often, but shooting many targets with 0-400 Turret DPS it's a huge loss of fleet DPS. Pulse Nightmare can be interesting option instead of Tachyon Nightmare, because: Pulses doing more DPS than Tachyons up to Scorch optimal (60km) against non-webbed cruisers and frigates. Pulses doing 200 DPS more against all targets up to 30km (effective Conflagration range) Pulse Nightmare have 2 Stasis Webifiers, who can help at close range. Pulse Nightmare can eliminate DPS and Sniper targets from VVV position. Pulses can be fitted in 2x X-type Nosferatu to be capacitor self efficient. Against battleships they are doing from 200 to 0 DPS less at 30-60km distance. Closer to 60km difference between Tachyons and Pulses is lower. Pulse Nightmare max effective range is 70km. Above that Scorches doing less than 50% DPS
  10. Last time, when i did some research to ArmaNI topic i found, that Pulse Nightmare and Autocannon Machariel turrets have advantage above 10km against Vindicator Blasters. As we know there is really hard to keep all targets under 10km, because we need perfect tactician VVV and positioning. Many times Vindicators need to shoots target above True Sansha Stasis Webifiers range, where efficiency of Null ammo drop under 50% (above 25km). I prepared some DPS pirate battleships and i compared them against webbed and non-webbed Sansha battleships and cruisers. There was no big difference between them instead of webbed and non-webbed targets at 0-10km. Drone DPS: Vindicator - 521 DPS Machariel - 345 DPS Nightmare - 216-286 DPS All of them have Damage Control, 4x MFS/GS/HS and DDA in rest of low slots. In medium slots 500mn MWD, 2x AIF, 2x SW and rest of TC. In high slots the best T2 Blasters, Autocannons and Pulse Lasers. The best possible implants and the best possible DPS drones. Rigs are Burst Aerator T2 and EM Screen T1. Vindicator - 4xMFS, 2xDDA, 2xSW Machariel - 4xGS, 1xDDA, 2xSW, 1xTC Nightamre - 4xHS, 1xDDA, 2xSW, 2xTC Target - Sansha BS - 520m, 115 m/s, 90 Target Angle. Target is non-webbed. Without webs DPS rising from 0 at 0km to maximum at 8km. With webs between 0 and 8 km DPS is always maximum. That means weebs only greatly increase DPS between 0-8km and allow us to longer shoot enemies at closer distance. Against non-webbed targets above 8km DPS is lower, but ship's positions do not change. Turrets DPS at 5km - non-webbed: Vindicator (Void) - ~1760 DPS Vindicator (Null) - ~1280 DPS Nightmare (Conflagration) - ~1220 DPS Machariel (Hail) - ~1200 DPS Nightmare (Scorch) - ~880 DPS Machariel (Barrage) - ~870 DPS Turrets DPS at 5km - webbed: Vindicator (Void) - ~1880 DPS Machariel (Hail) - ~1450 DPS Nightmare (Conflagration) - ~1440 DPS Vindicator (Null) - ~1340 DPS Machariel (Barrage) - ~1040 DPS Nightmare (Scorch) - ~1030 DPS Turrets DPS at 10km: Vindicator (Void) - ~1410 DPS Nightmare (Conflagration) - ~1380 DPS Machariel (Hail) - ~1340 DPS Vindicator (Null) - ~1320 DPS Nightmare (Scorch) - ~1000 DPS Machariel (Barrage) - ~1000 DPS Turrets DPS at 15km: Nightmare (Conflagration) - ~1410 DPS Vindicator (Null) - ~1320 DPS Machariel (Hail) - ~1280 DPS Nightmare (Scorch) - ~1000 DPS Machariel (Barrage) - ~1000 DPS Vindicator (Void) - ~400 DPS Turrets DPS at 20km: Nightmare (Conflagration) - ~1410 DPS Machariel (Hail) - ~1170 DPS Vindicator (Null) - ~1120 DPS Nightmare (Scorch) - ~1020 DPS Machariel (Barrage) - ~1000 DPS Vindicator (Void) - ~100 DPS Turrets DPS at 25km: Nightmare (Conflagration) - ~1380 DPS Nightmare (Scorch) - ~1020 DPS Machariel (Hail) - ~1000 DPS Machariel (Barrage) - ~960 DPS Vindicator (Null) - ~820 DPS Vindicator (Void) - ~20 DPS Turrets DPS at 30km: Nightmare (Conflagration) - ~1180 DPS Nightmare (Scorch) - ~1020 DPS Machariel (Barrage) - ~920 DPS Machariel (Hail) - ~820 DPS Vindicator (Null) - ~540 DPS Vindicator (Void) - ~0 DPS Turrets DPS at 40km: Nightmare (Scorch) - ~1020 DPS Machariel (Barrage) - ~800 DPS Nightmare (Conflagration) - ~660 DPS Machariel (Hail) - ~540 DPS Vindicator (Null) - ~180 DPS Vindicator (Void) - ~0 DPS As you see Nightmare turrets are better against targets above 10km. Against targets above 20km even with the worst drones Nightmare Total DPS will be better than others. Machariel have advantage only between 10-20km with drones, but his speed can be useful to keep optimal distance between targets. Still Vindicator will be the best at range 0-10km and tower bash.
  11. I used on Barghest 2x Missile Range Scripts, because i have experience in blob fights and in making fits for corporations/alliances. People during monotony fights going to be lazy. If they can use 2x Range scripts and hit target to 40km or change ammo and scripts every 10 sec to adapt, then they choose that first option. Instead of Rage they can use Javelins, who are more accurate. Problem with Javelins is too low DPS to use them in fight on Barghest. Better DPS and much bigger range + missile velocity have Fury Cruise missiles. Fits must be as simple to use as possible as you want to use them if fleet. Because Rage Torpedoes have disadvantage vs unwebbed targets, Javelins haven't nice DPS, Fury cruise missiles haven't DPS too, so the Barghest looks very bad as DPS. With Cruise Missiles it can be average Sniper with 22-27km/s Fury Cruise Missiles and 1300 DPS.
  12. TD-606 MP-706 GP-806 TN-906 on Barghest and D5-10T on Rattlesnake RL-1006
  13. Vindicator is King under 20km Nightmare and Machariel looks better above 20km. Still they haven't webs to increase DPS under 20km to dethrone Vindicator. Rattlesnake looks very universal, but his DPS sources aren't instantly. His real damage dealt going down with increasing distance to the target. Bhaalgorn looks bad. Barghest is a shit
  14. I chooses the best, so 7%. That graphs showing the best possible fits as we can make with T2, Faction and Deadspace modules.
  15. All fits have added the best possible implants for HQ incursions.