Nazeth

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Posts posted by Nazeth


  1. 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.


  2. 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.


  3. 7 hours ago, Cpt Tirel said:

    For the Rattlesnake, it is not viable at all in incursions. Here are two of its main issues:
    - It can only be used for shield incursion fleets. I think it is important for the communities that players can move between them as they wish, without having to change ships and skillsets entirely.
    - If you want high DPS, you need torpedoes, if you want range you need cruise missiles. So you have the same issue as today, you need to split your fleet into DPS and sniper categories and have people train two weapon types and fit their ships accordingly. This is one of my main points for the pulse ANI over the current doctrine.


    For the missiles themselves i hope we can agree that they are less than optimal for Incursions than turrets. Personally i used a maxed out Raven Navy issue (which has better missile application than the Rattlesnake) with Torps a few years ago, to test it. While it had nice close range DPS on battleships and the tower, it was not very effective in total. Lets say that a turret fleet can expect to have about 75% of its total DPS potential applied on average, due to pilot error, etc. (excluding the tower.) A missile fleet will have less. 50% maybe since each ship have to time volleys to not waste DPS, and hit (or not hit) webbed and painted targets. It is just not realistic to expect 20+ pilots to all do this perfectly. Even if they could, i would not expect missiles to have an advantage over turrets.

    For me Torpedo RNI is useless like Torpedo Rattlesnake. Torpedo velocity is too low on them even with great application to do serious DPS

    7 hours ago, Cpt Tirel said:

    When it comes to the Nightmare i think you are too focused on paper stats rather than its actual use on grid vs the ANI. Particularly in the case of drones. As i have said, the advantage of the sentries for the ANI is that it can use them perfectly along with their turrets at range. Curator II's shoot fine to 57km, and so does Scorch. You are right that the DPS advantage of the ANI is only about 90 on the tower over the NM, but in most of NRF and the final TPPH room it will be about 240 on maxed out ships due to the sentries. As for the tracking advantage of the NM, it is not something that i found to be superior compared to the DPS advantage of the ANI when i tested both ships. I would also point out that i did not say the NM should not be used, only that the main ship should be ANI in this doctrine. The NM can fill the same flexible range DPS role as the ANI, so you dont get the split fleet problem. I would say a few frigate-blapping Nightmares would probably work great alongside the ANI's. However, you don't want your whole fleet focused on tracking small targets unless there is no downsides at all. And there is.

    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 :D 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.


  4. 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.


  5. 10 minutes ago, Toh Kay Manifess said:

    Vindis will almost always be shooting things within 10km if they are piloting right. Nightmares and Machariels excel an sniping. They are all in their appropriate roles for HQs.

    Also if you take into effect optimal fits then vindis will do far more damage than either of them.

    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

  6. 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:

    1. Vindicator (Void) - ~1760 DPS
    2. Vindicator (Null) - ~1280 DPS
    3. Nightmare (Conflagration) - ~1220 DPS
    4. Machariel (Hail) - ~1200 DPS
    5. Nightmare (Scorch) - ~880 DPS
    6. Machariel (Barrage) - ~870 DPS

    Turrets DPS at 5km - webbed:

    1. Vindicator (Void) - ~1880 DPS
    2. Machariel (Hail) - ~1450 DPS
    3. Nightmare (Conflagration) - ~1440 DPS
    4. Vindicator (Null) - ~1340 DPS
    5. Machariel (Barrage) - ~1040 DPS
    6. Nightmare (Scorch) - ~1030 DPS

    Turrets DPS at 10km:

    1. Vindicator (Void) - ~1410 DPS
    2. Nightmare (Conflagration) - ~1380 DPS
    3. Machariel (Hail) - ~1340 DPS
    4. Vindicator (Null) - ~1320 DPS
    5. Nightmare (Scorch) - ~1000 DPS
    6. Machariel (Barrage) - ~1000 DPS

    Turrets DPS at 15km:

    1. Nightmare (Conflagration) - ~1410 DPS
    2. Vindicator (Null) - ~1320 DPS
    3. Machariel (Hail) - ~1280 DPS
    4. Nightmare (Scorch) - ~1000 DPS
    5. Machariel (Barrage) - ~1000 DPS
    6. Vindicator (Void) - ~400 DPS

    Turrets DPS at 20km:

    1. Nightmare (Conflagration) - ~1410 DPS
    2. Machariel (Hail) - ~1170 DPS
    3. Vindicator (Null) - ~1120 DPS
    4. Nightmare (Scorch) - ~1020 DPS
    5. Machariel (Barrage) - ~1000 DPS
    6. Vindicator (Void) - ~100 DPS

    Turrets DPS at 25km:

    1. Nightmare (Conflagration) - ~1380 DPS
    2. Nightmare (Scorch) - ~1020 DPS
    3. Machariel (Hail) - ~1000 DPS
    4. Machariel (Barrage) - ~960 DPS
    5. Vindicator (Null) - ~820 DPS
    6. Vindicator (Void) - ~20 DPS

    Turrets DPS at 30km:

    1. Nightmare (Conflagration) - ~1180 DPS
    2. Nightmare (Scorch) - ~1020 DPS
    3. Machariel (Barrage) - ~920 DPS
    4. Machariel (Hail) - ~820 DPS
    5. Vindicator (Null) - ~540 DPS
    6. Vindicator (Void) - ~0 DPS

    Turrets DPS at 40km:

    1. Nightmare (Scorch) - ~1020 DPS
    2. Machariel (Barrage) - ~800 DPS
    3. Nightmare (Conflagration) - ~660 DPS
    4. Machariel (Hail) - ~540 DPS
    5. Vindicator (Null) - ~180 DPS
    6. 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.


  7. 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.


  8. 21 minutes ago, Maximus Atreide said:

    Are your calculations on the missile boats also factoring in all implants not just damage.

    6 slot - cm606 td606 (6% damage)

    7 slot - mp706(Missile velocity - reaches target faster)

    8 slot - gp806(i think it decreases explosion radius it says decreases sig factor)

    9 slot - tn906(i think it increases explosion velocity it says decreases target velocity)

    10 slot - rl1006(rof)

     

    As slots 8/9 help with application to smaller ships. Bargs can be very effective if piloted properly, though the only insane barg pilot i knew was @Tyr Saurus.

    • TD-606
    • MP-706
    • GP-806
    • TN-906 on Barghest and D5-10T on Rattlesnake
    • RL-1006

    1. Vindicator is King under 20km
    2. Nightmare and Machariel looks better above 20km. Still they haven't webs to increase DPS under 20km to dethrone Vindicator.
    3. Rattlesnake looks very universal, but his DPS sources aren't instantly. His real damage dealt going down with increasing distance to the target.
    4. Bhaalgorn looks bad.
    5. Barghest is a shit :D

  9. EDITED POST!

    And here you have Graphs 0-40 km of any Pirate battleships with High DPS Ammo and the best drones. Vindicator is with Void and Null. I skipped Leshak, because i can't show you his real DPS on graph. His practical DPS vs NPCs should be worse than Bhaalgorn line as the worst Battleship.

    vs Ideal Target:

    ek9kEHZ.png&key=1955968c4126d32e0b0b9b41

    vs Sansha Battleship

    L9cz9JR.png&key=bc76645b70e675d879394176

    vs Sansha Cruiser

    DJ3F9T8.png&key=c3114ca2b570cec135dca844

     

     

    As you see Neutron Blaster Cannon Vindicator dominate under 20 km. After him up to 40 km are 800mm Repeating Cannon Machariel, Mega Pulse Nightmare and Cruise Rattlesnake.
    Against webbed targets graphs look similar.
     

    By graphs Vindicator pilots should use Void ammo only against targets to 10 km. Above that range Null will be much better :D 


  10. And here you have Graphs 0-40 km of any Pirate battleships with High DPS Ammo and the best drones. Vindicator is with Void and Null. I skipped Leshak, because i can't show you his real DPS on graph. His practical DPS vs NPCs should be worse than Bhaalgorn line as the worst Battleship.

    vs Ideal Target:

    ek9kEHZ.png

    vs Sansha Battleship

    L9cz9JR.png

    vs Sansha Cruiser

    DJ3F9T8.png

     

    As you see Neutron Blaster Cannon Vindicator dominate under 20 km. After him up to 40 km are 800mm Repeating Cannon Machariel, Mega Pulse Nightmare and Cruise Rattlesnake.

    Against webbed targets graphs look similar.

    As you see Vindicator pilots should use Void ammo only against targets to 10 km. Above that range Null will be much better :D 


  11. For me Pulse and Tachyon Nightmare have bigger potential. I will show you difference between pulses and beams.

    Tachyons + 2x Optimal scripts and 1x Tracking script:

    • Gleam - 12,8+42,2 range | 4,28 tracking speed| 1211 Turret DPS
    • IN Multifrequency - 43,6+42,2 range | 3,42 tracking speed | 1193 Turret DPS
    • IN Gamma - 54,5+42,2 range | 3,42 tracking | 1094 Turret DPS
    • IN Xray - 65,4+42,2 range | 3,42 tracking | 994 Turret DPS
    • IN Ultraviolet - 76,3+42,2 range | 3,42 tracking | 895 Turret DPS

    Mega Pulses + 3x Optimal scripts:

    • Conflagration - 22,7+24,9 range | 4,3 tracking speed| 1409 Turret DPS
    • IN Multifrequency - 22,7+24,9 range | 6,15 tracking speed| 1263 Turret DPS
    • IN Gamma - 28,4+24,9 range | 6,15 tracking speed| 1158 Turret DPS
    • IN Xray - 34,1+24,9 range | 6,15 tracking speed| 1052 Turret DPS
    • Scorch - 63,6+24,9 range | 4,61 tracking speed| 1007 Turret DPS

    I compared them in Pyfa vs typical Incursion Sansha BS, CR and FF:

    • Pulses have advantage under 33 km with Conflagration.
    • Above 33 km Tachyons have better Turret DPS vs Towers, battleships and all webbed targets.
    • Against non-webbed cruisers and frigates Scorch have advantage between 38-65 km.

    As you see. Even Pulses have some weakness above effective range of Conflagration ammo against Beams.

    Then i added the best possible Armageddon Navy Issue fit to Graph:

    • Turret DPS is similar or even worse vs battleships and webbed targets.
    • ArmaNI doing 40% lower Turret DPS against non-webbed cruisers and frigates.
    • Drone DPS is 80% bigger but still it's extra ~150-200 DPS in slow moving and inaccurate drones.

     


  12. 2 minutes ago, Maximus Atreide said:

    Like I said you can fit it a lot of ways but it is dependent on Caldari BS skill level. The fits are designed not to be dependent on Caldari BS skill level aside from the advanced fit.

    So with rig calibration at 350 the optimal set up like most of our battleships is the T2 weapons ROF rig, and T1 EM rig. Which is why you don't want a T2 Em rig or a T1 loading bay accelerator because they would have to be ripped out to hit the advanced fit.

    So looking at progression it's 2 invuls, passive em mid, t2 thermal rig. Your fit requires caldari bs trained to a minimum of level 4 to hit 69.6% rounded to 70% thermal to meet tank requirements. While the improved fit could go pith c adap and pith c em ward I am unsure as to what my reasoning was for the dual invuln fit vs the single. I think the motive may have been to push pilots towards the advanced fit with the EM rig/t2 loading bay with minimal rig swapping versus having them be complacent with the thermal rig and it has about 5k more EHP.

    The C-3A was not included in any fits due to the fact that it was a limited release item.

    I'm confused by your earlier statement regarding drones the Rattle has 50 bandwidth and can field 1 gecko or 2 ogres. T2 ogres are included in the fit due to the fact they are significantly less expensive then gecko's, not saying you can't use a gecko but we aim out fits for the most part to be cost effective and user friendly.

    • But its just for my fit. Later i talked about your fits with double invuls and EM amplifier :D I should write that... xD 
    • About Gecko and Faction TP i compared that to the cost of that T2 Drone Speed rig. Much more profits for the same cost.
    • C-3A is currently very cheap and popular item on market.
    • Rigs should be T1 EM/Thermal Screen and T2 Loading Bay Accelerator
    1 minute ago, Maximus Atreide said:

    Oh and it is by far not the second most popular DPS ship. Looking at the past 30 days dps ship x ups it goes

    Vindi

    Hype

    Rokh

    Napoc

    Rattle

    RNI

    Domi

    Bhaal

    Barg

    For me Hype and Rokh are noobships and i avoid them in my calculations :3 . At last 5 days i saw Napoc only 2 times, when rattles were most of the time. xD 
    It's still strange because Bhaalgorn looks better in practice than Napoc. RNI have serious problems with Rage Torpedo Velocity and practical DPS.
    Navy Battleships shouldn't be accepted until Pirate Battleship are much better and its only few days to get them from Navy ones.

    CCP promised us rebalance of Navy BS. WHERE IS IT?! :D


  13. 2 hours ago, Maximus Atreide said:

    @Nazeth

    If you look at the fitting website the progression of the Rattlesnake fits are designed to not have skill requirements aside from the advanced fit. There are lots of ways you can fit the rattlesnake, I attempted to create a cost effective logical progression.

    I saw them. Still for me better on Standard and Improved is to take Gecko, Faction TP and Loading Bay Accelerator, than buy that expensive T2 drone speed rig.

    • Gecko have lower skill requirements compared to T2 Ogres with similar DPS.
    • Gecko is like 2x Ogre II boosted with 2x OTL II and 2x DNC II (or 3x T2 drone speed rigs). Just imagine how much time ogres lost to reach and miss their targets during fight :D Drones do 50% of Rattlesnake DPS. Gecko on Rattlesnake is like F1 bolid with scoped Gauss rifle (Gallente cruiser DPS and EHP) B|
    • That drone rig need extra CPU.
    • Faction TP is nice missile and fleet DPS buff.

    I found that 2x BCS II, 2x DDA II and 1x C3-A BCS is better DPS composition for Standard. Still 3x C3-X BCS, 1x Faction BCS and 1x Faction DDA is the best option.

    Drone Composition should be 1-2x Gecko and 3-5x Ogre II for Standard. Then 2x Gecko and 3x "Augmented" Ogre.

    Logical progression should be even better:

    • DPS rig will be the same.
    • Drones will be similar.
    • TP and 2x DNC will be basic utility modules.
    • 4th and 5th utility slot will be for OTL.
    • TP as his main fleet support module on every fitting stage. 
    • High potential drone DPS from start with Gecko.


    Rattlesnake is 2nd the most popular DPS ship in fleet. He haven't nice sources of DPS, but that can be easy improved by up to 5 utility modules. If Standard Vindi need Faction Stasis Webifier, then Standard Rattlesnake should have Gecko and Faction TP? O.o


  14. Ok. After couple of days i found some improvements. 

    1. Take minimum 1 Gecko. Rattle is dedicated ship to use your personal "Vigilant". B| You must have that to improve your drone DPS vs NPCs! (it should be required on Rattlesnake) The best option is 2 Geckos against NPCs and 3 "Augmented" Ogres against Towers.
    2. T2 or Faction Target Painter is Holy Grail of your utility modules for fleet members. Take it! Faction of course! :D
    3. Large Bay Loading Accelerator II is the best rig for Gecko build.

    WOW! Rattlesnake have up to 5 utility slots. Primary should be:

    1. Target Painter :x
    2. Drone Navigation Computer
    3. Another Drone Navigation Computer
    4. Omnidirectional Tracking Link
    5. Another Omnidirectional Tracking Link

    Omnidirectional Tracking Links should have loaded Tracking Speed Scripts. Last utility module on your ship will be replaced into Large Shield Extender* during Influence mode .

    Don't forget, that Vindicator will be better choose as DPS ship (unitil VVV know what to do :P).

     

    *or another Adaptive Invulnerability Field, if you use all 5 utility slots.