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Old 05-02-2007, 03:41 AM   #151 (permalink)
Tirinal
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so, im not the only 1 who consider Dominix an overpowered ship?
I spend half of every login session bitching about dedicated drone ships in corp chat. True story.

Last edited by Tirinal : 05-02-2007 at 03:43 AM.
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Old 05-02-2007, 03:55 AM   #152 (permalink)
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"These aren't the drone ships you are looking for."
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Old 05-02-2007, 04:41 AM   #153 (permalink)
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well your drake would most likely get destroyed by every pvp fitted battleship anyway, the dominix however is still sorta overpowered
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Old 05-02-2007, 05:34 AM   #154 (permalink)
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Depends if it's a throwaway scorp or not. SDAs et al are stacking penalized, so it usually makes sense to get the jam strength bonus out of the way using rigs and adapt lowslots towards a semi-dedicated tank.

But yeah. Caldari ECM ships aren't called primary because they're Empyrean figures striding unchallenged and across every battlefield, wreaking havoc in their wake. They're primaries because of the wildcard factor. You more or less know exactly how much that vaga is a factor in any engagement, but jammer ships are binary chance-based ships that reeeaaally vary in efficiency based on pilot skill, fitting investment, battle playout and sheer dumb luck. They have the potential to truly fuck up the fight if the stars align in their favour. Considering how easy it is to take them down relative to any other threat of such (potential) magnitude, it usually makes sense to get their inevitable asplodey over with as soon as possible.
I set my scorp up with 4 low slot amps, 1 str rig and 2 range rig, which gives my racial jammers a strength of 9.7 with a optimal range of 177. How well this works in practice is something I'm still trying to discover 8)
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Old 05-02-2007, 06:56 AM   #155 (permalink)
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I set my scorp up with 4 low slot amps, 1 str rig and 2 range rig, which gives my racial jammers a strength of 9.7 with a optimal range of 177. How well this works in practice is something I'm still trying to discover 8)
177km? Evil. It seems tough sometimes to get that kind of range in small groups, though. Fleets, sure, but small roaming groups seem to be more closeup.

As I still consider myself a quasi-newb (rich, but quasi-newb), I expect a contradiction shortly....
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Old 05-02-2007, 06:59 AM   #156 (permalink)
Faille
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177km? Evil. It seems tough sometimes to get that kind of range in small groups, though. Fleets, sure, but small roaming groups seem to be more closeup.

As I still consider myself a quasi-newb (rich, but quasi-newb), I expect a contradiction shortly....
yeah, I'm setting up bookmarks at that distence from gates and stations for easy warping to. in other situations I do the normal warp at 100 and then start flying out.

the downside of that sort of range is that I have no weapons that can reach that far 8(
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Old 05-02-2007, 07:40 AM   #157 (permalink)
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yeah, I'm setting up bookmarks at that distence from gates and stations for easy warping to. in other situations I do the normal warp at 100 and then start flying out.

the downside of that sort of range is that I have no weapons that can reach that far 8(
Torps/Cruise missiles and sensor boosters? You'll need them to target at that range anyways (the SB's) anyways, right?

Not that the target won't warp out before they hit, but that's what partners in interdictors are for
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Old 05-02-2007, 09:13 AM   #158 (permalink)
Dildo Faggins
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so, im not the only 1 who consider Dominix an overpowered ship?
Dominix is THE 1 man gank ship. No other battle or smaller ship can simply be as bastardly as the dominix can manage as a single man platform of destruction. Many ships have special roles in eve, and the dominix is extremely good as a cheap machine of gate camp death dealing with its doomsbay of drones. It has its weakness in that it manuevers exactly like the giant sack of potatoes that it looks like, and that it is absolutely horrible fighting against ships that are far away, but once a domi manages to sink its fangs into another ship one on one, there isnt very much chance of living with equal skills.

I have no problem with the domi. It has one roll and it is extremely good at that one roll. There are many other ships in the game which are overpowered at their one roll, and this to me is good. It makes you required to think throug an engagement. Once you get eve savy, you can instantly recognize what chances you have, what sort of fitting you should bring, ect. The domi is a very good close combat BS, but a smart pilot can try to use his own ship to exploit the domi's weaknesses, and get into a position where all the advantages that a domi brings to the battlefield are effectively nullified.
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Old 05-02-2007, 09:24 AM   #159 (permalink)
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Torps/Cruise missiles and sensor boosters? You'll need them to target at that range anyways (the SB's) anyways, right?

Not that the target won't warp out before they hit, but that's what partners in interdictors are for
my cruise range max out at 138, and torps are significantly less. I played around with 1400mm arties, but despite the humor factor, they weren't really worth keeping.
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Old 05-02-2007, 09:37 AM   #160 (permalink)
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so, im not the only 1 who consider Dominix an overpowered ship?
Not only are they overpowered, they're also undervalued, probably cus they look like a giant potatoes of goat ass. The end result is you can pick them up in Jita for 40mil, pay 18mil for platinum insurance, lose it and get paid 62.5 million from the insurance. While that's not an efficient way to make profits or anything, I basically don't give 2 shits if I lose a domi cus the insurance pays for it and the t2 fittings/drones I lose with it.

Last night I needed a sniping BS in a hurry but didn't have a Mega available so I just through together a bunch of random shit on a spare domi I had lying around, it was mostly best named/T2 stuff mind you, but the thing was downright pitiful, no tank whatsoever other than a DC II running in a low slot. I had to have a BS that could target/shoot 130km and I had to have it ready to go 5 minutes ago, ya know how it is. Was sorta tough pushing a dominix out to 130km targetting/Railguns without using T2 large Railguns in less than 3 minutes with only the modules I had on hand where I was docked/could buy at that station.

Anyway after the Op was over one of our newbs needed help getting past a 6CZ gate camp to get into our space. I decided fuck it if they pop this they'll get a good laugh from the Killmail, and I warped in on the gatecampers at 100km and started sniping them. they gave chase, like 4-5 guys, we're warping all over various planets and gates and shit, their trying to spread out to catch me landing on a planet/gate since i'm making long jumps out of scan range each jump while i'm trying to catch one of them solo at sniping range to pop him before the rest of the crew show up. Eventually the newb guy in my alliance sneaks through while i'm distracting them so I lead them on a chase across half a dozen systems but this domi handles like a freight train and eventually they pop me coming out of a gate. The second they get web/scram on i'm getting ready to pod jump out since i've got absolutely no tank and really can't track anything less than 100km away. By the time my pod lands on the station my wallets blinking and I realize I have enough isk to replace everything I just lost + some. wtf?

Not only is it the best T1 battleship
Not only does it have the best alotment of slots
Not only does it have such amazing, all purpose utility that it's virtually impossible to predict what it's going to bring to a fight (unlike most other ships which are sorta pigeon-holed and therefore predictable and easily counterable)
Not only is this workhorse of a battleship a mere 40-45mil which is a far cry from the 100m a caldari pilot has to pony up to move from BC to BS.
Not only is it all that + a drone carrier and all the options that entails

BUT the goddamn insurance payout is greater than its frigging market cost + the cost of platinum insurance, so CCP is effectively paying you to fly them.

Last edited by Kazgrim : 05-02-2007 at 09:42 AM.
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Old 05-02-2007, 09:38 AM   #161 (permalink)
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I have no problem with the domi. It has one roll and it is extremely good at that one roll. There are many other ships in the game which are overpowered at their one roll, and this to me is good.
I can tell you are a roll player.
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Old 05-02-2007, 09:57 AM   #162 (permalink)
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edit: nvm,
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Old 05-16-2007, 11:55 AM   #163 (permalink)
Vorph
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Thought I'd give this thread a little bump with a fitting question of my own. I'm going down the EWar path as soon as I get my drone skills up, along with some more of the basics like Engineering, Electronics, Hull Upgrades, etc. My ship of choice is the Celestis, since the long term plan I have set up is for an Arazu. The price tag on the Arazu makes my ass twitch, so I'd really like to have plenty of experience in a ship that costs a small fraction of the price before I think about getting into a recon.

From Quickfit:

Celestis

Medium Unstable Power Fluctuator I
Medium Nosferatu II
Medium 'Knave' I Energy Drain (even with Engineering V and AWU V, I still couldn't fit two T2's without switching out the PDS for a RCU)
'Arbalest' Heavy Assault Missile Launcher I [50xHellfire Assault Missile]

Y-S8 Hydrocarbon I Afterburners
Low Frequency Sensor Suppressor I
Low Frequency Sensor Suppressor I
Low Frequency Sensor Suppressor I
Fleeting Warp Scrambler I

Capacitor Power Relay II
Damage Control II
Power Diagnostic System I

Rigs : Empty Slot \ Empty Slot \ Empty Slot \
Hammerhead II
Hammerhead II
Hammerhead II
Hammerhead II

1402 shield, 3.57/s, E/T/K/Ex=12/29/47/64
1546 armor, E/T/K/Ex=65/44/44/23
1403.999948501587 cap, +15.29/s, -26.066/s
498.0 m/s
94.5 DPS

Pretty straightforward. I lack the dps to crack anything able to defend itself, so I figure the best bet is to drain their cap entirely. Passive shield tanks are obviously out of the question, but I don't see any possible way to beat a decent passive. They can't stop me from just giving up and leaving either, so I'll just ignore the whole thing. I went with rockets because it fit better and had higher dps than a single AC. I have no hybrid skills (I'm Minmatar), no plans to train any, and a gun that takes cap to fire seems like a bad idea anyway.

I can run all the modules without running out of cap, but only just barely, and it's counting a double nosf of course. Potential problems I see are against other ships with nosfs, and having to be aware when they are dry to shut off the destabilizer to avoid dropping my own cap so low that I can't run the damps anymore, and I guess cap boosters could be a problem even with a 3 second stagger on the nosfs. I could add CCC rigs, but the goal was to make a build that wouldn't leave me crying myself to sleep if I fuck up and get owned (which also explains the lack of Muons, etc.). Right now, the whole thing costs under 30M using Rens prices.

This is obviously a solo setup, what would I want to change for gang/fleet work? I'd assume just the scrambler for a fourth dampener, but I'm not sure.


I have a couple EWar questions too, that I haven't been able to find an answer for on forums.

How are enemy drones affected by their owner being dampened down to roughly half the radius I will be orbiting at (~9km)? Assuming the other ship never gets a lock on me, will I still have to deal with them first?
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Old 05-16-2007, 12:28 PM   #164 (permalink)
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Depends. If the drones aren't deployed and sicced before you damp them down, they'll just sit there doing nothing. If they're told to attack you, losing lock won't change that.

The biggest problem I see with the setup above is that you'll run into a lot of other cruisers with MWDs(Thoraxes and Ruptures being the primary offenders) who will discover they're being damped and MWD straight into 500m nose-to-nose range. At that point they'll be able to target you again, and even with 4 Hammerhead IIs, a plated cruiser will still have the time to chew through you.
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Old 05-16-2007, 12:57 PM   #165 (permalink)
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This is obviously a solo setup, what would I want to change for gang/fleet work? I'd assume just the scrambler for a fourth dampener, but I'm not sure.
I'll give the Celestis build I use in fleet/gangs. FWIW, I'd never even consider using a celestis solo. It's a good ship for what it's built for and that doesn't involve actually killing anyone.

Highs:
20km Drone control thingies x 2 (that's their technical name)
Standard Missile launcher x 2

Mids:
Sensor Booster x 1
Remote Sensor Dampener II x 4 (these are considerably cheaper than Phased Muons and you won't use cap for anything else so you can afford the higher cap cost)

Lows:
1600 Rolled Tungsten Plate x 1
Medium Armor Rep x 1
Cap power relay x 1

mix of hobgoblin IIs and Hammerhead IIs, but lights are better tbh.

RSD from 100km+ out. be aligned. Plate exists to keep your ass alive til warp out if you see blinkies and are about to be primaried. Drones and missiles are to handle inties/tacklers coming to bother you and your fellow Ewar/snipers. repper is to repair damage sitting at a safespot/pos til you warp back into the engagement.
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