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Thread: Archon - TRIAGE

  1. #21
    Movember 2011Donor Cue1*'s Avatar
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    Quote Originally Posted by Daneel Trevize View Post
    Billion isk guardians exist as a PvP fleet fit. Or 'Billdians' as someone called them.
    Because not fail-scading your fleet is worth it.
    Yea, I just refuse to fly Billdians since I'm usually the only two Guardians on field for my corp.

  2. #22

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    Quote Originally Posted by Cue1* View Post

    EDIT: Since we don't have one, here's a wormhole triage variant.

    [Archon, Triage]
    ...
    Just curious... since in a WH you're not going to landing in battle with 75% of your cap missing from the start, wouldn't one go with (t2) semiconductor memory cell rigs (cap capacity) over CCCs (likely a mix due to calibration points... I'm not in front of EFT atm) ?

    /T

  3. #23
    Movember 2011Donor Cue1*'s Avatar
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    Quote Originally Posted by the_phage View Post
    Quote Originally Posted by Cue1* View Post

    EDIT: Since we don't have one, here's a wormhole triage variant.

    [Archon, Triage]
    ...
    Just curious... since in a WH you're not going to landing in battle with 75% of your cap missing from the start, wouldn't one go with (t2) semiconductor memory cell rigs (cap capacity) over CCCs (likely a mix due to calibration points... I'm not in front of EFT atm) ?

    /T
    They both have the same exact calibration points. My current fit is stable at 59% running two RRs(the two meta ones of course) and the energy X-fer. With SMCs on the same fit I'm stable at 54%. Often times it is better to have more cap, but I'm not sure I see it on a triage fit. Most of the times I have a triage carrier out I'm usually watching my capacitor like a hawk, and bouncing around 30% cap or so. I think the regen is more important than the extra cap overall since triage carrier fights can last for an hour or more, depending upon what's on the field.

  4. #24
    HEY LOOK AT ME I HAVE A TITAN LordsServant's Avatar
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    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by the_phage View Post
    Quote Originally Posted by Cue1* View Post

    EDIT: Since we don't have one, here's a wormhole triage variant.

    [Archon, Triage]
    ...
    Just curious... since in a WH you're not going to landing in battle with 75% of your cap missing from the start, wouldn't one go with (t2) semiconductor memory cell rigs (cap capacity) over CCCs (likely a mix due to calibration points... I'm not in front of EFT atm) ?

    /T
    They both have the same exact calibration points. My current fit is stable at 59% running two RRs(the two meta ones of course) and the energy X-fer. With SMCs on the same fit I'm stable at 54%. Often times it is better to have more cap, but I'm not sure I see it on a triage fit. Most of the times I have a triage carrier out I'm usually watching my capacitor like a hawk, and bouncing around 30% cap or so. I think the regen is more important than the extra cap overall since triage carrier fights can last for an hour or more, depending upon what's on the field.
    Exactly. You want longevity over more cap. You only use dreads as they just need to survive long enough to drop out of siege and get RR'd by the carriers, so that imposes a 5 minute danger-->safe on cap stability/tank. The carriers have similar if there's another on field, but they need to maximize their ability to RR/Cap Xfer while in their danger zone, and considering about half of their slots are usually taken up by capacitor mods (see triage fits), they typically can almost permarun most of their mods, or can out regen any neuting, or said neuting would cap them out much faster with semiconductors over CCCs.

    The more cap mods you have, better it is to run CCCs, the less cap mods u have, and if u only need a set time, semiconductors > CCCs.

    Quote Originally Posted by Meridith View Post
    All you people who think a Shitposting Throne is an acheivement.

    Fucking kill yourselves.

  5. #25
    Rania Serlia's Avatar
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    [Archon, T2triage]
    Capital Armor Repairer I
    Capital Armor Repairer I
    Imperial Navy Energized Adaptive Nano Membrane
    Imperial Navy Energized Adaptive Nano Membrane
    Capacitor Power Relay II
    Capacitor Power Relay II
    Capacitor Power Relay II

    Cap Recharger II
    Cap Recharger II
    Cap Recharger II
    Cap Recharger II

    Capital Remote Armor Repair System I
    Capital Remote Armor Repair System I
    Triage Module II
    Capital Remote Armor Repair System I
    Capital Energy Transfer Array I

    Large Capacitor Control Circuit I
    Large Capacitor Control Circuit I
    Large Capacitor Control Circuit I

    Drones to taste, but flying with huge quantities of T1/T2 combat drones and several flights various EW drones works well. I also carry fighters mainly because I'm lazy and use my carrier for everything even triage fit, but that's a chunk of change you can save yourself if you are specifically going to triage.

    Essentially merely a minor revision on Lord's "Golden Standard" from earlier in the thread. The EANM can be T2, but should ideally be whatever 22.5% is cheapest(lately INEANM, but occasionally TS or DB are cheaper). There is no reason not to fly this ship with at worst 3% cap hardwires, and preferably 5%(of course). Carry a set of (preferably faction or cheap deadspace) hardeners, T2 DCU, Exile(strong if possible), Mindflood(Strong if possible), and whatever other utilities you like(ECCM, sebos, disruptors, ship scanners etc). T2 triage mod and capability is pretty much mandatory these days if just because it allows you to carry -twice- the cycles/volume of a triage IV/T1 triage mod pilot, and generally SOP is to operate these in pairs. Highs are of course flexible to some extent, but the third rep and single cap xfer gives the best flexibility when operating twinned triage archons.

    As far as pimpability, order of pimpage is debatable, but personally I feel that faction EANM are probably the first things you should buy, then your 5% hardwires, followed by faction CPRs(not rechargers, ever), T2 rigs, then meta RRs if desired. Personally, to keep the ship as effective and replaceable as possible I fly as displayed above.\, preferably with at least 5% cap and recharge hardwires.
    Last edited by Rania Serlia; August 17 2012 at 08:15:52 PM.
    I consider myself to be a sovereign space holding entity, however the simple fact is that my sphere of influence rarely if ever extends beyond the optimal+falloff*2 of my ship's turrets.

  6. #26
    Donor Sponk's Avatar
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    Pimping the mind flood is also pro.

    Blah blah tapatalk
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

  7. #27
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    Quote Originally Posted by Rania Serlia View Post
    [Archon, T2triage]

    Stuff........

    As far as pimpability, order of pimpage is debatable, but personally I feel that faction EANM are probably the first things you should buy, then your 5% hardwires, followed by faction CPRs(not rechargers, ever), T2 rigs, then meta RRs if desired. Personally, to keep the ship as effective and replaceable as possible I fly as displayed above.\, preferably with at least 5% cap and recharge hardwires.
    Implants are the best thing you can do for these ships as these will last you ship to ship (low sec obv; 0.0 lol bubbles) The fit you posted is the standard which you don't need any more, triage is a disposable tool and lets be honest if it dies it doesn't cost any more than losing the 4-5 guardians you would have had with you but you got more damage cause you didn't have them

  8. #28
    Suleiman Shouaa's Avatar
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    Just a minor correction - deadspace Armour Hardeners offer no advantage over T2 except how long you can heat them for (an extra 20%) as well as reduced CPU (which isn't an issue on a Triage Archon iirc) and in some cases are actually worse - giving the same resist bonus as Tech1 - Meta4 Hardeners.

  9. #29
    Movember 2011Donor Cue1*'s Avatar
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    Quote Originally Posted by Suleiman Shouaa View Post
    Just a minor correction - deadspace Armour Hardeners offer no advantage over T2 except how long you can heat them for (an extra 20%) as well as reduced CPU (which isn't an issue on a Triage Archon iirc) and in some cases are actually worse - giving the same resist bonus as Tech1 - Meta4 Hardeners.
    Faction active hardeners are the same as t2, but deadspace active hardeners are significantly better than t2, otherwise, why would scaps fit them?

  10. #30
    Suleiman Shouaa's Avatar
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    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by Suleiman Shouaa View Post
    Just a minor correction - deadspace Armour Hardeners offer no advantage over T2 except how long you can heat them for (an extra 20%) as well as reduced CPU (which isn't an issue on a Triage Archon iirc) and in some cases are actually worse - giving the same resist bonus as Tech1 - Meta4 Hardeners.
    Faction active hardeners are the same as t2, but deadspace active hardeners are significantly better than t2, otherwise, why would scaps fit them?
    Got deadspace & faction mixed up in my head, my bad.

  11. #31
    HEY LOOK AT ME I HAVE A TITAN LordsServant's Avatar
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    Quote Originally Posted by Suleiman Shouaa View Post
    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by Suleiman Shouaa View Post
    Just a minor correction - deadspace Armour Hardeners offer no advantage over T2 except how long you can heat them for (an extra 20%) as well as reduced CPU (which isn't an issue on a Triage Archon iirc) and in some cases are actually worse - giving the same resist bonus as Tech1 - Meta4 Hardeners.
    Faction active hardeners are the same as t2, but deadspace active hardeners are significantly better than t2, otherwise, why would scaps fit them?
    Got deadspace & faction mixed up in my head, my bad.
    That said, while I don't think that any armor hardeners are like this, the lower end gist deadspace hardeners, for example gist c-type active hardeners, are in fact worse than their t2 counterparts, but slightly better than t1 I believe.

    :CCP:

    Quote Originally Posted by Meridith View Post
    All you people who think a Shitposting Throne is an acheivement.

    Fucking kill yourselves.

  12. #32
    Movember 2011Donor Cue1*'s Avatar
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    Quote Originally Posted by LordsServant View Post
    Quote Originally Posted by Suleiman Shouaa View Post
    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by Suleiman Shouaa View Post
    Just a minor correction - deadspace Armour Hardeners offer no advantage over T2 except how long you can heat them for (an extra 20%) as well as reduced CPU (which isn't an issue on a Triage Archon iirc) and in some cases are actually worse - giving the same resist bonus as Tech1 - Meta4 Hardeners.
    Faction active hardeners are the same as t2, but deadspace active hardeners are significantly better than t2, otherwise, why would scaps fit them?
    Got deadspace & faction mixed up in my head, my bad.
    That said, while I don't think that any armor hardeners are like this, the lower end gist deadspace hardeners, for example gist c-type active hardeners, are in fact worse than their t2 counterparts, but slightly better than t1 I believe.

    :CCP:
    That's a negative Ghostrider. Lowest deadspace is C-type which is 2.75 resist better than T2. Armor doesn't differentiate between each deadspace type(corpus, core and centus).

    What you're thinking of is the Domination and Republic Fleet armor hardeners, which are worse than T2(equivalent to meta4 though) at more fitting cost but significantly less cap use(or at least significantly less as far as far as hardener cap usage goes) and much less damage from overheat.

  13. #33
    HEY LOOK AT ME I HAVE A TITAN LordsServant's Avatar
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    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by LordsServant View Post
    Quote Originally Posted by Suleiman Shouaa View Post
    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by Suleiman Shouaa View Post
    Just a minor correction - deadspace Armour Hardeners offer no advantage over T2 except how long you can heat them for (an extra 20%) as well as reduced CPU (which isn't an issue on a Triage Archon iirc) and in some cases are actually worse - giving the same resist bonus as Tech1 - Meta4 Hardeners.
    Faction active hardeners are the same as t2, but deadspace active hardeners are significantly better than t2, otherwise, why would scaps fit them?
    Got deadspace & faction mixed up in my head, my bad.
    That said, while I don't think that any armor hardeners are like this, the lower end gist deadspace hardeners, for example gist c-type active hardeners, are in fact worse than their t2 counterparts, but slightly better than t1 I believe.

    :CCP:
    That's a negative Ghostrider. Lowest deadspace is C-type which is 2.75 resist better than T2. Armor doesn't differentiate between each deadspace type(corpus, core and centus).

    What you're thinking of is the Domination and Republic Fleet armor hardeners, which are worse than T2(equivalent to meta4 though) at more fitting cost but significantly less cap use(or at least significantly less as far as far as hardener cap usage goes) and much less damage from overheat.
    Looks like they changed it sometime. The boost amps also got boosted, but it still holds true for the gist c-type shield boost amp, it's .25% lower than t2. It used to be a full 5% or something like that back in the day iirc. CCP prob rebalanced them when they put in the new invuln fields n stuff. Good catch

    Quote Originally Posted by Meridith View Post
    All you people who think a Shitposting Throne is an acheivement.

    Fucking kill yourselves.

  14. #34

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    Quote Originally Posted by LordsServant View Post
    Looks like they changed it sometime. The boost amps also got boosted, but it still holds true for the gist c-type shield boost amp, it's .25% lower than t2. It used to be a full 5% or something like that back in the day iirc. CCP prob rebalanced them when they put in the new invuln fields n stuff. Good catch
    I've been playing for only 2.5 years, but all the RF/Domination faction gear has been like that since I can remember... weaker than t2 but less fitting requirements or activation cost depending on the item. It's why the only useful faction mods worth pulling from Minmatar LP stores were RF points, TEs, and Gyros and to some extent, RF TPs (Domination TPs are, inexplicably, 1% better but consume slghtly more cap.)

    /T

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