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  • Date of Birth: 2011-11-06 12:11
  • First Forum Visit: 2013-01-09 22:35
  • Number of Posts: 422
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Ploing

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  • Blue Republic Member since
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Last 20 Posts

  • Burner Mission - Ship advice to solo them including fittings in EVE Gameplay Center

    just use javelin rockets and orbit @30 and replace a mgc with a sebo.

  • What's best for L3s: T3D, BC, or Low-SP BS? in EVE Gameplay Center

    a raven can handle L3 easily. its not the fastest option but you dont look at that at the moment.

  • What's best for L3s: T3D, BC, or Low-SP BS? in EVE Gameplay Center

    4.

    i would take a look at the tengu. over 1000 dps and a brick tank. then she is so flexible with the subsystems.

  • Burner Mission - Ship advice to solo them including fittings in EVE Gameplay Center

    Lrrp wrote:
    In the team burner mission guide:

    https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.vmlzwdjzd80t

    For the Garmur, the guides preamble states that a AB/Web is a must. Yet in the Garmurs fittings, a mwd/tp are listed. ????


    this quote is only for those not using the garmur.

  • Could a Drake be used for Blood Base burner? in EVE Gameplay Center

    tried it on sisi right now and it works. time was 13 min only for the dramiels. add 1-2 min for looting and chasing the transport.

    wasnt fun at all Roll

  • Zekir's personal cap stable burner fits in EVE Gameplay Center

    nice that you enjoy my succubus idea. but with a bit pimp and a tradeoff by the rigs ( em vs ccc) it has cap over 8 min running all.
    without running guns its stable @ all v

    good work too.

    and i recomend the warning.

  • Cap Stable Burner Fits in EVE Gameplay Center

    Zarek Kree wrote:
    I've been running the Fed Navy web on the Hawk simply for the extra 5% speed reduction over the Caldari version - though I can't imagine that it's worth an extra 200m more. I may try your fit just to bring the costs down.

    On the Daredevil vs Worm, I've gone and back and forth between a web and a scram and settled on the web because it has slightly better range and slows him down a bit more. A scram is certainly cheaper though.

    On the Daredevil vs Succubus, that Coreli AB seems to get me into range within about 10-15 secs when I overheat. My kill time is right around 1:15. I'd be interested in trying out that Wolf though.

    I'd like to run that collision accelerator in the Wolf for extra DPS, but my cap skills won't allow me to run anything short of CCC II. I'm just barely stable under neuting pressure as it is.


    running also a version with cal navy web but 3 instead of 2. this will become handy with the 200mm ac with barrage i also use .

    since i replaced the tp with the third web the guns hit much better and afterall is a bit faster. but i dont measure it jet.

  • Impact of Disconnect During a Burner Mission in EVE Gameplay Center

    thx zarek for the good work.Smile

  • Range Control in Team Burner Missions in EVE Gameplay Center

    double post

  • Range Control in Team Burner Missions in EVE Gameplay Center

    @alasdan

    i do the jag usssually with javelins due the wrecking hits. i only change a mgc with a sensor booster. unheated all fits with over + 210 dps should do this in under 3 min which is way faster than your kitsune try in the burner thread.

    just orbit @30 and you will never hit by the jag. all others function @20 with faction ammo. so there is no need for a kitsune. if you like replace the sebo with an ecm to scare off one logi. experiment with it.

  • Could a Drake be used for Blood Base burner? in EVE Gameplay Center

    Chainsaw Plankton wrote:
    hmm I wonder how an MJD would fare in that mission? warp in, mjd away, and you have an extra 100km to deal with the sentinels. by the time everything catches up your mobile depot will be up and you can refit as you need.

    also I don't really like that all tank fit, sure you need a lot of tank to tank it, but I like to start with a mostly gank fit and try to clear the sentinels asap as they do a ton of damage. and you have a min to let your mobile depot anchor while you ride out your buffer (peak recharge doesn't even happen till ~30%) and refit for tank. hopefully one or both sentinels are dead at that point.



    tried this right now with a gnosis with no tank and 90 km missile range and 2 wardens. uhmm it went not good. sentinels are in about 10- 15 sec on you. Big smile

  • Impact of Disconnect During a Burner Mission in EVE Gameplay Center

    Zarek Kree wrote:


    Yeah, I was thinking the same thing. You can only draw so many conclusions based on the after-effects. I may jump on with a second account and see what's really going on.


    but thats a thing ccp lebowski can help out. he knows whats should be going on. we can barely determine what happens , but he can.

  • Impact of Disconnect During a Burner Mission in EVE Gameplay Center

    DeMichael Crimson wrote:
    I think the main point you're missing is that the NPC Ewar effect - warp scram - only last's for a short amount of time and then shuts off allowing your ship to do the Disconnection warp.

    Since there isn't any Neut Ewar happening, the cap stable defense of your ship would still protect you even if the NPC was doing Perma-warp scram.

    The only way to know for sure how long the Shield Boost cycle continues to operate after disconnection before warping out would be to have a fleet member monitor it. That would also show just how long the NPC warp scram holds the ship after disconnection as well.

    Anyway, this thread topic is definitely interesting.



    DMC


    monitoring it would only savely on teamburners and maybe the worm, but he would catch up interest from the burner to soon if he wanna get clocked and/or will not give a result which can be used.

  • Impact of Disconnect During a Burner Mission in EVE Gameplay Center

    Zarek Kree wrote:


    .. but I've checked it once on TQ (unintentionally) and a few times now on SiSi on a completely different mission, but I do seem to be auto-warping away.


    this change is a good thing compared before. but we dont now without an official statement.

  • Impact of Disconnect During a Burner Mission in EVE Gameplay Center

    Zarek Kree wrote:
    Ploing wrote:
    yes they did, but you should not warp away when scrambled. will take a look next time if the daredevil only disrupt or scrambles.


    I had always heard the same thing - that you wouldn't auto-warp if scrammed (like in many burner missions), but you would if simply disrupted (like in most every other L4 mission). But the Daredevil definitely scrams and I still auto-warped away upon disconnect. I just reconfirmed this behavior on SiSi with the Blood Agent Cruor burner. I turned everything on and then disconnected. When I came back 7 min later, I was sitting at the acceleration gate at the entrance to the mission - not in the mission room itself. Since I wasn't watching with a 2nd account, I can't positively say that I auto-warped before my ship was removed from the grid, but the effect was the same.

    I also confirmed that your high slot modules DO shutdown before running out of ammo, while the mids and lows stay active. I set auto-reload to off, activated all of my modules (including my autocannons) and then immediately disconnected. When I came back I had only fired 48 rounds, which represents a little over 1.5 min of firing time - which might simply be how long it takes for the server to positively declare you a disconnect. Unless I auto-warped off in well less than 5 min, the highs must have shut down.


    ok looks like they changed it a bit because of the expanded grid. some guys had to fly over 8 k to get rid of him and before expansion it was only 300+. maybe i will test it out too to verify it. but the highs are a bit annoying.

    maybe it would be an idea to fill a report and get ccp lebowski the link.

  • Impact of Disconnect During a Burner Mission in EVE Gameplay Center

    Zarek Kree wrote:


    I've always preferred cap stable burner fits for simplicity, but I didn't realize they would save your ship upon disconnect.


    yes they did, but you should not warp away when scrambled. will take a look next time if the daredevil only disrupt or scrambles.

  • Impact of Disconnect During a Burner Mission in EVE Gameplay Center

    Zarek Kree wrote:
    I had some trouble finding a definitive answer to what happens if you get disconnected while engaged with NPCs during a mission, so I wanted to recount my experience. I inadvertently burned my missile launchers out while running the Burner Serpentis mission leaving me with no working offensive modules (experiment gone awry). However, I was running a cap stable Hawk fit so I could tank him indefinitely with my shield booster running. He had me scrammed and webbed of course, so there was no getting away from him. At 35 m/s, it would have taken me many hours to move far enough from the warp-in point to get him to disengage, so I had no choice but to log out.

    I can confirm that active modules in your mid slots (and presumably your low slots as well) will continue to function during the 5 min NPC aggression timer. I logged back in after about 10 min and found myself sitting at the mission gate with no damage, so my shield booster must have continued to function until my ship was removed from the grid. I docked up, repaired my launchers and warped back to the mission to finish up with no issues (the Serpentis Daredevil was simply hanging around about 100 km from warp-in where I had disappeared).

    This is one of the best reasons I've seen yet to use cap stable burner fits. If you DO get a disconnect, you won't lose your ship. Maybe others knew this, but after a search, all I could find was vague innuendo regarding the action of mid and low modules following a DC. Presumably your high slot modules WILL shut down, but I can't confirm that.


    normally if you are capstable, all modules should running. highs shut down during reload while you dont activate them again.

    from time to time i have also to fight with a socket close. since that i prefer a capstable version if possible.

  • Burner Mission - Ship advice to solo them including fittings in EVE Gameplay Center

    MoonDragn wrote:
    Thanks for the advice and fit, took out the Angel Dremiel in less than 30 secs with that fit.


    thx you appriciate it.

  • Burner Mission - Ship advice to solo them including fittings in EVE Gameplay Center

    lol yeah thats bad

    but be a man and try it. someone tried it and was pleased afterwards. tried to find the post but the thread is to huge.

    maybe we get an update for the OP from jori in the new feature. Big smile

  • Burner Mission - Ship advice to solo them including fittings in EVE Gameplay Center

    MoonDragn wrote:

    I thought the rigging skills reduced the drawback? In this case we're using two shield riggings which have 10% drawbacks. Does that mean instead of 30% resist I'm only going to get 20% without any rigging skill? 21% since you need 1 level of shield rigging to install it.

    The capacitor control circuit doesn't have drawback. so that's ok.



    yes they reduce the drawback. with shield riggin @ 0 you have a sig of 39.5 and @ V you have 36.2. personally i am @ IV

    so it doesnt matter that much. but arthur was asking for a capstable version. personally i swap the ccc with a second em rig because over 3 min cap are way enough even if windows crashes.