[Gila,]
Shield Power Relay II
Shield Power Relay II
Drone Damage Amplifier II
10MN Abyssal Afterburner
Large Shield Extender II
Large Shield Extender II
Thermal Dissipation Amplifier II
Adaptive Invulnerability Field II
Thermal Dissipation Amplifier II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Medium Energy Nosferatu II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Abysal rolled about as good as a c-type ab didn;t have a c-type so thatâs that nothing fancy
This fit has went through a multitude of tier 5 firestorms with a good(not perfect) completion ratio so far the double thermal res amps are specificly to combat the environments -thermal res and to protect against triglavian dps.
Implants used so far:zor hyperlink,full set mid grade snakes,5% shield hp and regen.quafe zero.
Closest fights were against 3 or 4 vedmak triglavian groups diping as low as between 10ish to 20% shield at times even with some attempted close range transversal turns and excessive heating of the ab and inv
as far as passive cruisers apart from gila all cruiser have same regen unless iâm mistaken yet gila has highest base shield hp currently so idk what other ship could even come close maybe a broadsword but weâre talking turret dmg that needs to get in range whereas gila drones simply get there and get the job done
Weird triglavian fight inside gamma ray afterglow tier 5 in gila:trig spawn had 5 vedmaks no demaviks i proceeded to run away from them full speed deploy drones and dish as much dps as possible before they got in range however made it to the edge of the arena and thats where things got weird.
Some of them proceeded to bump off the edge of the arena trying to orbit me and that caused their speed to drop and my drones to track much better grinding down their ehp faster however the very last trig cruiser flew right out some 20km and lost almost half of itâs armor to abysal space,i won the engagement quite easily compared to past firestorm fights,trigs had no neuts and no demaviks with them.
Geting them to bump off the arena edge was something i had planned to test until now however i never expected some of them to fly clear out and take dmg too.
The Mutaplasmid drop rate is really important, and will be a razor thin margin. In TQ weâll be risking 300m to 1b ships. One disconnect and we donât even have time to log back in. Then, if no one runs them, the Triglav ships and guns are hard to find.
Community⊠What do you think about the current drop rate? I think that it is low in F4/F5sâŠ
Is there something that can be done to make the boundary visible before you pass through it? We need to know we before we are already 10 km outside of bounds.
I donât think it needs to be low I just think the important dropâs web/disrupter should be F5 only, MWD in F4 only, Tank mods in F3 only and so on, so you can run a low one get all the upgrades you need to move to the next higher and upgrade those items then move to next so on.
Some type of progression, I think somewhere between what it used to drop and what it drops now.
With being able to dock straight after coming out of one of these itâs very possible to keep one beefed up ship and keep progressing since no player can kill that ship.
Only thing low drop rates will do is make mutated modâs available for use by only the top 0.1% of pvp playerâs becuase they will cost 3-4b each for a good roll, seems like a waste.
As far as the boundry visibility i think they did a good job at it going just a bit out doesnât instantly gib your ship and the zone already turns red when you near a boundry edge i donât know what else would make it fairer.
As for drop rates the big things you want to put emphasis on as value for these sites are the ship bpcs and the weapon especialy the faction disintegrators if these 2 categories drop better the higher you go itâll feel rewarding mutaplasmids are not going to stick to ppl as a valued item itâs a good idea for a module enhancement but itâs too rng for outside players to pay high amounts of isk in my opinion.
They will pay for a good result but not for the chance to roll is what i mean so likely the site runners will do most mutations themselves since they get the plasmids for âfreeââ
Agreed imagine 1 drop every 2 F5 runâs your risking 500mil to run it so you will at least value 2 runâs at 100-200mil.
If it takes you 8 mutagenâs to get 1 good item you will have to sell that item for 1.44b(1.2bil cost + 20% profit) and this could be a small/med shield extender would be funny to kill 1.5bil frigateâs xD
Not sure how many people in game atm fly 1.5b frigs thou.
Whew. The top .1% have panicking since these mods were announced. If your results hold true when this goes live, they donât have to worry about their high-end fits getting trashed by the 99%.
This is a difficult balance for CCP, if the 99% donât get a good roll more than once every week or two while farming these sites, will they continue?
Thank goodness the feature has two reasons to use it: new ships AND mutagens.
Their high end fitâs would be adjusted to even higher end fitâs mutated faction/deadspace which meanâs they really donât have to worry about 99% of people catching up they will always be 1 step ahead.
Although I doubt anyone will be crazy enough to try mutate an officer mod to stick on their alliance tourney ship.
Thatâs my impression so far too. The combination of low drop rate and high chance of bricking a module is just too silly for anyone not running Abyssals to mess around withâŠ
Instead of such a high chance to brick a module, I wonder if it would be better to have:
High chance for it to say "The Mutaplasmid failed to adapt to the module. The module is still intact, but the Mutaplasmid is gone. This would happen when the average benefits to the module are less than the detriments.
Low chance of it being a positive benefit.
Lower chance that it bricks the module.
I think that the intent is to make it more risky for the rich people using expensive modules. Maybe it should factor the item meta level into the chances?
I went for a simple fit ab injector web in mids(accidently fit focused lasers rather than heavies) dual rep therm hard RAH ADCU 2 hs
First room drone swarm went very well maxed my transversal and poped them one at a time with no issues
2nd room drones bs plus support i proceeded to pop the support went on the drone bs took ages to grind that ehp with bad guns fitted also couldnât get within web range the bs web slowed me down just enough from keeping me from reaching it so had to resort to using standard M
3rd room and most fun triglavian fight trigs had 3 vedmaks and some 7-8 demaviks i went with scorch and burned away from them 1st vedmak lost about 1/3 of itâs armor before it got in optimal the entire vedmak group went for the 17km orbit 3 demaviks had me constantly turret disrupted rest just shot at me.
Incoming damage was quite manageable after 1st vedmak went down the other 2 backed off to some 30ish km away before coming in this time for under 10km orbit(interesting behaviour here very nicely done if this is actualy programmed into them).I should point out the 1st vedmak also ended up in heated web range as it was trying to do itâs orbit whch helped get it killed faster. Since the next 2 went within web range i began webing and shooting them my tracking was actualy quite poor with multifreq because of their movement and tds from the demaviks eventualy last 2 vedmaks went down I looked at my timer and noticed iâd die so went for a demavik.
Shooting the demavik was quite frustrating (note i used a 55% web not 60%) however i think a triple td demavik group can be cleared reasonably well extra strengh abysal webs will help with that as well as faction webs which we donât have,best order wouldâve been kill 1 td improve my tracking on other 2 td ships then clean up the group.
Are you using drop booster out of interest for that zealot test? I think one of the key advantages to these sites is you can pop a strong booster and if you have no negatives then just go and launch the site otherwise wait it out and try again.
2nd electrical tier 5 filament in zealot(this time heavy pulses fitted)
1st room frig swarm the entire swarm died bit faster because of longer scorch range and dmg modifier I briefly used a tracking pylon toward the end but the fight couldâve been done just as well without it.
2nd room triglavian spawn trigs had 4 vedmaks and some 6 demaviks 1 demavik had td I opted for same strategy of initialy burnign away shooting at 1 vedmak at around half armor for 1st vedmak entire group was at their set orbits vedmaks 17 and frigs within 10km.As far as tracking i didnât miss many if any shots on the first vedmak and again the rest switched orbits and went in for the brawl.Original damage while all 4 were active forced me into heating reps thermal hardener and pulse adcu after 1st vedmak died fight got a bit easier. Rest of the 3 vedmaks were now into multifrequency range and web range so i proceed to shoot down one after another relaxed any heating off my mods worst damaged was ofcourse the thermal hardener despite mounting the mods in a good way to disperse heat. After all vedmaks died i started going toward the gate webing and shooting down each demavik since only 1 was tracking disrupting wasnât bad at all 2 more were webing me.So far this was probably my fastest 4 vedmak group kill including demavik clear definately faster than gila or ishtar.
3rd room drifter group took a wrecking shot from bs when moving away started fighting the cruisers at some distance after they were done moved in for the bs took another wrecking on close aproach to it nothing broken with these just enough to keep you on your toes as long as thereâs no consecutive wrecking shots from battleships itâs just module management like pulsing adcu to get hp back up and so on.
2.8 cpu and 8.7 pwg left for any faction /ded mods to fit on this zealot itâll prob need mutaplasmids or something.Some faction mods may relax the tight fitting like navy heatsinks
Room 1 drone swarm did 1 lap around a multibody tracking pylon because it was close by nothing fancy
Room 2 drone swarm again did a lap around a light deviant supressor because it was close took a series of wreckign shots from the tiny drones as they beat me aroudn the pylon had to pulse adcu for safety
Room 3 drone bs plus support cleaned the support then went on the bs again tried to close within 13km and web it unfortunately with available gear itâs web starts at 15 so even with heated ab never got to web it back and get within conflag optimal of 11km range settled for a fight around 14km using conflag.
Last electrical filament of the day tier 5 in zealot
First room 8 neuting drifter cruisers plus drifter bs i kited as much as i could taking down several drifter cruisers(maybe 3 ) before they closed in to neut range as they closed in switched to multi frequency webing down the closest drifter cruiser and killign it neuting was not very heavy as i was constantly drifting out of their optimal neut range or using my web to slow them down out of their neut range after all cruisers were dead i went in for the drifter bs took quite a few shots on aproach had to heat my ab to get there eventualy took down the bs rather slower than expected and rushed for the next gate as first engagement took 8 minutes.
2nd room frig swarm decided to go for a multitracking pylon to their side some 50km from me a few drones kept using trackign disruptors on me while i was trying to reduce their numbers taking down the little drones under tracking disruptors was more time consuming than i expected even near the pylon and with a web altho their number was too high for me to risk and reduce my speed for potential incoming dmg.Eventualy the swarm died and i ran for the next gate.
3rd room neuting drifter cruiser about 8 again and drifter bs,looking at my timer (5mins and a bit) i decided to take a more agressive aproach than the 1st pocket fight or risk geting crushed so i allowed the drifter cruisers to close in more efficiently this time so i could use multirequency more this also caused more of them to close in for neuts and really make me nervous especialy as some of my capacitor was being eaten for reps forced by some heavy shots from the bs further away.A bit of heat later drifter cruisers died and i made a very speedy run for the bs taking few more good shots on aproach, repaired whatever i felt needing repairing with paste as soon as i entered scorch range started shooting to gain as much time as i could.Bit more time later i was in conflag range webed the bs down and started heating the guns at one point even giving up any transversal movement started cycling both reps incase of wrecking shots and went for the full brawl facetanking fight.With just 15 sec left and lucky for me the bs fight was near the gate about 30km i made it through and survived badly damaged by heat however this close call the fight was i didnât loot at all so had i taken the time for it i wouldâve died.