James Baboli

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Posts posted by James Baboli


  1. For our newer pilots:

    IF you have a module just for PG/CPU and can remove it, or move to a module with multiple benefits, it is almost always a good idea to do so. 

    Check if you can move a reactor control system to a power diagnostic system. If you can go without a fitting mod and put anything in which improves your performance, do it. 

    Fitting modules are usually a necessary evil, not the actual best use of a slot.

    • Like 1

  2. Also, we'll want a few, 1-2 longer range ships. My personal prefrence is for the Oracle, fit thus

     

    [Oracle, Oracle]
    Damage Control II
    Power Diagnostic System II
    Tracking Enhancer II
    Heat Sink II
    Heat Sink II
    Heat Sink II

    Large Shield Extender II
    Multispectrum Shield Hardener II
    Tracking Computer II

    Mega Pulse Laser II
    Mega Pulse Laser II
    Mega Pulse Laser II
    Mega Pulse Laser II
    Mega Pulse Laser II
    Mega Pulse Laser II
    Mega Pulse Laser II
    Mega Pulse Laser II

    Medium EM Shield Reinforcer I
    Medium Processor Overclocking Unit I
    Medium Core Defense Field Extender I


    Optimal Range Script x1
    Conflagration L x24
    Scorch L x8


  3. 1 hour ago, niki lasvegas said:

    To be honest i would just make fitting space by cutting highslots on the Leshak. Shield HP or nice damage mods are more important.

    Don't disagree, but if you already have good damage mods and are looking for a budget LSE, it's a thing to check.


  4. Large shield Extenders

    Alright. Large shield extenders. One of the core modules on a basilisk and Leshak. Unfortunately, good all around LSEs are a bit pricey, which means prioritizing.

    1: Pick your priorities. A leshak isn't gaining much from a lower signature radius, while a basilisk might. Some suggested priorities:

    • Leshak
      • First priority is making sure it fits. the shak can totally run out of CPU if you aren't careful or have imperfect fitting skills, especially with budget damage mods where CPU wasn't seen as a major concern.
      • Second is Shield HP
      • Third is the signature radius.
    • Basilisk
      • First priority is signature radius. Avoid an absolute brick on signature or you end up taking enough more incoming DPS that you lose out overall.
      • Second priority is usually HP. You're looking to get more HP in most cases. 
      • Third is fitting. Better PG and CPU are needed if you want to try and add a sigamp with no implants and t2/faction highs, rather than the storyline cap transfer. This is going to be the most expensive attempt, since you are ideally looking for all green. With perfect skills, you need to shave 6.4 PG off, meaning you need a base PG of 136 or lower, while shield upgrades 4 needs 127 or lower. (Assuming a standard prop mod with a PG of 50)

     


  5. Abyssals are great.

    But not everyone has 4-12 billion for a full rack of super high grade abyssals.  So, here are some of the fundamental tricks to getting a significant bonus to your performance at a reasonable price.

    1: Use https://mutaplasmid.space/. It allows you to sort by statistics, which is a massive help with the next steps in this guide.

    2: Pick a budget. It's most worth looking at abyssals if you have at least 100m/module budgeted if you have faction modules already (leshaks excepted) or 50m/module if you have t2. Below this, you're hoping for lowballs but you can get lucky. Your budget generally is going to want to split 30/30/20/20 for the 1/2/3/4 damage module slot, meaning you want to spend more per module on your first two than the rest. Suggested ranges are 100m/mod (faction equivilent + a little) 200m/module 500m/module and 1b if going full rockstar (usually top of 

    3: Find a good first module to build around. This means picking a module with the best alpha or ROF you can find inside your budget, without tanking the overall DPS %. Refer to the table below for percentages and top end stats. 

    4: Match this with a good second module. This one you look for ROF if your first module is alpha, and alpha if your first module was focused on ROF. See the theory section in below for why.

    5: Find the 2 best overall DPS % multipliers in your remaining budget.

    6: enjoy your increase in performance.

    Magnetic field stabilizers / Heat sink / Gyrostabilizer:

    T2

    • Unrolled:
      • Damage modifier 1.1
      • Rate of fire: 10.5%
      • Overall: 22.9%
    • Max rolls
      • Damage modifier 1.122%
      • Rate of fire: 12.738%
      • Overall: 28.6%

    Faction

    • Unrolled:
      • Damage modifier 1.12
      • Rate of fire: 11%
      • Overall: 25.8%
    • Max rolls
      • Damage modifier 1.142%
      • Rate of fire: 13.225%
      • Overall: 31.7%

    Top officer

    • Unrolled:
      • Damage modifier 1.15
      • Rate of fire: 11%
      • Overall: 28.7%

    Entropic Radiation Sink

    T2

    • Unrolled:
      • Damage modifier 1.13
      • Rate of fire: 6%
      • Overall: 20.2%
    • Max rolls
      • Damage modifier 1.153%
      • Rate of fire: 8.35%
      • Overall: 25.8%

    Faction

    • Unrolled:
      • Damage modifier 1.15
      • Rate of fire: 7%
      • Overall: 22.6%
    • Max rolls
      • Damage modifier 1.163
      • Rate of fire: 9.325%
      • Overall: 28.2%

    Top officer

    • Unrolled:
      • Damage modifier 1.15
      • Rate of fire: 8%
      • Overall: 25%
    • Like 2

  6. 5 hours ago, Imelda Virpio said:

    Faction sigamp is not an improvement over T2 on the Scimitar. The lock increase is the same, and the change in scan res does not push any lock times past a one-second boundary for a properly skilled pilot.

    It does on single Thukker LSE lokis. I have yet to find any others other than increasing greatly the portion of pilots who are single second to lock with MWD on.


  7. 12 hours ago, Lord Sarevok said:

    Approahing your proposal from the other side: a cycle from a T2 transmitter takes around 3.5s after boosts (sorry, don't have the exact numbers here at work). 3 cycles would take 10.5 seconds. If there's 10 broadcasts, it would take 105 seconds (i.e. over 1,5 minutes) to get to the last their cap. (probably more, because server ticks probably add 1-2 seconds to every switch-over for every basi, so closer to 2 minutes). That's way too long for someone to have to sit on a beacon...

    No boosts for cap xfers. 5s/cycle, 15s/ship, 150seconds, 2.5minutes to serve that last cap. assuming no interuptions, and perfect play by all logi involved.
    at a standard 1s of imperfection per target and 2 extra cycles across all 10, and you're at 3 minutes to get the first xfer on guy 10 in the stack

    And part of the problem is people not following the existing system well or at all, and doing their own thing. A doctrine change is guaranteed to make things worse for awhile before any benefits would be realized, especially with since part of the existing problem is people not following doctrine.