good, what is the point of week hunting for officer spawn when you can roll same module with mutagen? and it was not so rare before the nerf afaik.
That situation i would approach any situation where a spawn in close proximity to a close-range suppressor (formerly called light deviant automata suppressor) fairly similarly to the battlecruiser rogue drones named 'Spark’grip Tessera. aka dont deploy drones as it will loose you a key asset for little reward. for me the key to leshaks is to react early upon warp-in. burn (heat the ab) towards them and once you are under their optimal (~63km) and reach a distance of around 35km damage starts to tape off. Some manual piloting is very beneficial if you are uncertain of the limits of your active tank. Their tracking is far superior to drifter/rogue drone battleships where this tactic is much more effective, but i start firing as soon as i reach 2nd fall off (~28km with null ammo) and use an overheated faction web to draw the first ones in asap.
I will preface this point by saying the leshak spawn is the spawn ive LEAST encountered in T5’s so far just due to RNG. the renewing types and RR can be broken by spreading them apart. ive used http://hoboleaks.space/ heavily to understand the limits of each npc and that knowledge influences strategy regarding various spawns. Quick thinking is key, as is simple reproducive practice. the more you do the more you understand threats and can speed up threat isolation and primaries. Just like the old vedmak rush spawns, targeting the wrong one would lead you to die to timers. The ability to chose the right initial primary and work through the spawn based on threat analysis is essential as is knowing the limits and intricacies of your ship and chosen fit.
I for example do no use MWDs but i know @Dark_Engraver does with great success. This just shows that there isnt JUST ONE solution to these issues, and it is player action and skill that allows success in this content - which proves it is balanced. We also use different ships most of the time.
so yes @Alderson_Point while i admit my earlier comment was particularly polemic, it is not arrogance or self-impressiveness that drove me to make such comments but disappointment that people are deciding and stating that the content is broken or DOA when it isn’t. If anyone asks me for tips, like @erg_cz ingame or on the forum im happy to give them. But as @Dark_Engraver said;
Fits or ships will only help so much. Both myself and Dark have spent a lot of time testing and thinking and working to achieve personally acceptable success records. And honestly top top end PVE content should require some of that time/effort dedication for reliability.
but that is exactly the problem. Such roles would have been 1 in many thousands and achieved only by mutating faction or deadspace modules in the first place. the panic that markets would be destroyed immediately due to the influx of new abyssal modules was BS simply due to statistics.
I agree. In their certain state, with the combination of low droprate and very low chance of getting something interesting out of them,Mutaplasmids have lost a lot of their appeal. It would have been better to settle for middle ground.
I use abs so kiting is not an option. while the Rush disintigrator (no ewar) vedmak spawn group is among the most challenging spawns still it is eminently more doable now than previously. Again it comes down to rapid threat analysis and response, good primary choices (which requires you to be able to understand npcs behaviour by their name alone before they even target you), and personally by going in for the brawl, using heat where necessary and try and rapidly bring down the incoming dps.
As i stated in a different post about my eagle fit, in T4’s and above, without drugs (agency and antipharmakons) the t2 fit (with a faction large cap battery) does struggle with incoming dps when up against the trickier spawns. In my experience t5s require a deadspace repper, due to the shorter cycle time meaning you have a more sustainable tank due to the inability/refusal to put buffer modules - which suck up mid slots and increase sig res (which on an AB fit needs to be low for additional speed tank against the battleship spawns) - and therefore compensates for the low ~3000 shield hitpoints.
From testing deadspace bling on SISI it appears that the greatest benefit can be found in improving resists. the higher your resists the less work your active tank has to do, and thereby the less creative manouvering you have to do which may lower applied dps. Bling therefore (in the form of tank) very much pays off. Having tested faction damage mods however, I feel they aren’t particularly worth the cost. (although if you dont have max skills then they are a cheaper alternative than injecting to get max skills (specific weapon specialisation).
Hope that makes sense.
here here!
it’s better to start at lower values and wait how market will react and then buff them instead otherwise.
you do have a point, and normally i would agree that bottom up balance works, but given that mutaplasmids are entering TQ at the same time as a LOT of other content - even with the balance time set aside for into the abyss stuff by devs as stated in the latest post, most likely it will be pocket dynamics, spawns, loot table and triglavian ship/module changes that will occur and not mutaplasmids, simply because CCP has already nerfed them from their original design goal in early testing on SISI.
also top down - ie go hard first then work down to achieve balance - often leads to a fairer balance achieved - as is being proved by the devs as they have been balancing abyssal filament encounters over the past two weeks (in particular).
there have already been hints at that and given the dev post that this is just the beginning for this content as well as the precursor skill/ship set, i think we have a lot to come. which is exactly why we must let CCP get on with it and just work hard to succeed rather than moan about it until CCP give in and tame everything down ruining the potential of the content.
Burner missions were crazy dangerous when they initially dropped on TQ, but people slowly learnt how to approach them. Its best to struggle to begin with and balance/experience lead to success than to have content nerfed prior to release and become live as a shadow of its actual potential.
@Loreline_Farcloud It does make sense, thanks (appreciate the tips). I wish Deadspace EANMs and invulns weren’t so ridiculously expensive.
The mwd bit if any of the devs were watching i’m sure someone said WTF in the office when i killed a 5 vedmak rush without needing to rep;P 2 were neuting vedmaks too.
The groups composition and some reactions were changed i asume to prevent just that like 1-2 days later i can live with it^^
300m isk for a deadspace invul/eanm is about the price of a full rack of faction damage mods - i know which i would go for! also think of these as alternatives to mid-grade implants. 2 pithum C-Type invuls are cheaper than mid-grade cystals. and of much much more use - high resists will always beat repping power on a ship that has minimal buffer.
The aim of my fits (those that have succeeded) has been high resist, low buffer sustainable rep. On a shield tank ship this is possible even with a t2 large shield booster if you have high enough resists. While on armour tank ships it means a burst tank combo of medium armour repairer 2 and medium ancilliary armour repairer. On that note this content actively enoucrages/incentivises a burst tank on armour ships due to the sudden high damage that can be received from certain spawns. It is much more cap/fit efficient therefore to go burst tank over higher overall rep. This is less of an issue with shield tank ships due to 4s (or shorter) shield booster cycle time - but does mean that deadspace/faction reppers are DEFINITELY worth the money.
I have posted a number of times about the value of Pithum A-type medium armour reppers on the vagabond for example where it is uniquely suited due to roll bonuses and limited low slots - alleviating the need for a cap battery while having a very very very good rep-capacitor ratio.
you really are the dark lord! lol bossed it. shame you dont record your runs. would have liked to have seen that.
btw i found a metathesis t2 does make the zealot alright as far as tracking not good but can live with it
Metathesis reduces weapon cap need right? Would you mind sharing the fit? In game if need be.
tracking rig unless i got the name wrong
Ahh no your probably right. I can never remember! And am away from computer so can’t check. I don’t use either on my other fits so don’t need to think about it.
Looking at your kill board I highly doubt your claim’s as these site’s need more pvp skill’s than pve skill’s to win.
This buffer tanked beast uses pulses, and is yet to lose in Electrical Storm tier 5s:
[Phantasm, Phantasm1]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Caldari Navy Power Diagnostic System
Thukker Large Shield Extender
Pithum A-Type Adaptive Invulnerability Field
Pithum A-Type Adaptive Invulnerability Field
Shadow Serpentis Tracking Computer
Pithum A-Type EM Ward Amplifier
Corelum A-Type 10MN Afterburner
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Drone Link Augmentor II
Medium Energy Locus Coordinator II
Medium Energy Locus Coordinator II
Medium Anti-Thermal Screen Reinforcer I
Caldari Navy Hornet x3
Imperial Navy Multifrequency M x10
Scorch M x18
Optimal Range Script x1
Nanite Repair Paste x477
Tracking Speed Script x1
Antipharmakon Aeolis x8
Agency ‘Pyrolancea’ DB7 Dose III x7
Antipharmakon Iokira x40
Genolution Core Augmentation CA-1 x1
Genolution Core Augmentation CA-2 x1
Genolution Core Augmentation CA-3 x1
Genolution Core Augmentation CA-4 x1
Mid-grade Nomad Epsilon x1
Inherent Implants ‘Squire’ Capacitor Systems Operation EO-605 x1
Ogdin’s Eye Coordination Enhancer x1
Inherent Implants ‘Lancer’ Medium Energy Turret ME-806 x1
Eifyr and Co. ‘Gunslinger’ Surgical Strike SS-906 x1
It’s a bit on the expensive side, but the raw power that overheated Pithum A’s bring in, can absolutely make the difference between life and death against the worst RNG spawns. Note this fit uses no active tank.
@Khomiwon A “bit” on the expensive side?
pyfa estimates that fit tops out at around 3.64-billion ISK plus implants. Not sure how I’d feel running that on TQ… What are you running for implants along with that fit? Genolutions? Snakes?