i used to fly these exclusively back in the day... then ccp released commandships and the absolution was pretty much a larger Zealot.. i could even do lvl 4 missions in one.
Sorry mate. I was one of those unsubscribed folks, fixed that. Your videos have been a great help as a new player, also used your 1mil SP code a few weeks ago, hope the rewards are helping you out!
I WAS a bit confused about the tier list video. Riotrick taught me how to c3 about 11 years ago with it, though he upgraded to a Legion. His videos are classic
I'm glad you enjoyed that video!! Honestly, I've not seen a need to redo the Kikimora as the fit works well and the ship is amazing! But you can't really push it much further than I did. C2s as standard, C3/13 as Wolf Rayet solo.
There were people in your comments section there saying it can be ran solo with a reactive armor hardner iirc. Draugr might be able to as well with links! Duo and trios fits could also be a fun addition for future videos.
the thing is u can do c3 basicly at any ship exclude t1 cruisers. and it actually proove nothing, cuz u want to do it fast. and cheap tengu with twice more dps still better. i would say if i want c3 for nothing, i would take cyclone fleet issue. would like to see c4 solo without marauder, not sure its possible though (not counting cruise praxis with battery hauler)
That's not true about C3s, even some BS and BC struggle... And some are ludicrously expensive to pull off... As for C4s, these are primarily fleet content purely for how far the spawns are each wave.
I'm not a fan of the ship tbh... But the tank numbers displayed made me fall in love with my PvP Punisher all over again. A tier 1 frigate tankier than a HAC, unbelievable. It's weak on DPS, but it can tank the damage until your friends show up for the kill.
Thank you for cutting back on the amarran hate in the intro it was my only gripes within your videos. Always a good video though and we get you dont like a particular playstyle/aesthetic. Short sweet simple and alot of good info here. o7 Liked
I couldn't agree more with this statement. I mainly fly Amarr vessels and personally enjoy lasers as a favorite weapon type. Found myself skipping over portions of the videos to avoid listening to the rambling about amarr weapons, paint jobs and the like.
well, I watched to the end even if it was about a SSS (slaver scum ship) because it was from you - you just wouldn't see me flying one (assuming I ever fly again) still love your stuff
I am not sure why your featured fit used two thermal armor mods when one of them could have been a Shadow Serpentis Assault Damage Control that adds a ton of armor resists when needed. I know you like using the Assault Damage Control, so how did this fit happen? I am not sure the extra 0.7 seconds of activation is worth the bling but then I generally have more ISK than brains in this game.
@@captainbenzie Ok. But the 2nd same mod of any type gives a meager benefit, and I prefer to use a Damage Control II with a Reactive Hardener, even though this is an issue on your channel when the game is OK with doing this. So my Zealot will have an Assault Damage II, a Reactive Hardener, AND an Ancillary Repper. Why burn Nanite Repair Paste? Why not? I am making this stuff now, so let's burn it all. I also like being different. I don't wormhole, but using a C3-rated ship for High-Sec content will be just as good. This is how I built an HNI that gets 254 hp per second in passive shields and then flies it around High-Sec just for fun.
By pushing the thermal resistance right up, we ensure that the Reactive hardener maxes in EM, up to 60% which literally no one other module can achieve. ADC gives some nice resists, but not 60+% EM constantly.
in my pyfa, the ship with adc has higher EM and less thermal. but you will have a WTF button, that makes you almost invulnerable for 10secs, where you easily can rep your ship or get out of combat. @@captainbenzie
@@hansschmidt3144 He doens't fit an 800mm armor plate, his fit has not room for errors. With the 800mm plate HP goes up to 6K, and thus running the WTF makes sense, DPS goes down to just under 600 but way more tankier.
Hi, the following is a long post, sorry for that. But i needed that to get off my chest to stop chringing at the Grazes and Glanzes Off hit messages in your videos when you use Lasers. They should be avoided at all times. And you can minimize them if you change your conception of when to use what ammunition. I hope this will be constructive and understandable. So, here it comes 😅 Please, for the love of God, stop treathing Lasers like Autocannons. They simply aren`t. No really, the aren`t! 😜 You love your Autocannons, ok. I do too. I use a Vagabond in high tier Abyss with them and beginn to shot targets at ~40km distance, with a falloff of 33km, because i get a descent enough hitrate and damage out off it. Would i do somthing like that with Lasers? No, absolutly not, under no circumstances whatsoever. But why wouldn`t i, if it is the same mathematic principles? Why do i almost ignore the Falloff completly and use Lasers only maximal 2km over OPTIMAL for short range and even less over for long range? Short answer, SLOPE. To illustrate, we will compare the values of T2 425mm Autocannons in a Vagabond and Medium T2 Pulse Lasers in a Zealot (Skill level 5 but no modules) and the Ratio between them to come to an approximated picture of the resulting curves. While we do that, we will also see why they have different bonuses, and how they play to the strengts of these ships and their weapon types. Autocannon: Barrage: Optimal Range: 3,000m Falloff Range: 36km Ratio: 1 to 12 Hail: Optimal Range: 1,500m Falloff Range: 18km Ratio: 1 to 12 Laser: Conflagration: Optimal Range: 12km Falloff Range: 18km Ratio: 1 to 1.5 Scorch: Optimal Range: 33km Falloff Range: 39km Ratio: 1 to 1.2 (Yes, the points in the Laser Ratios are really there and important 😉) Next thing we need to know is, where do the curves start and where do the end. For Autocannons the curve starts almost immediately at very low distances and stretches 11 (eleven!) times the optimal range to get to its 50% hitchance, and so will even strectch some multiple of the optimal range over the Falloff Range with still usefull damage and than trail off to its minimum. For Lasers this is very different. It starts way farter out and than the curve is compressed in only 0.5 (nullpointfive) times the optimal range for short and only a meager 0.2 (nullpointtwo) times for longe range ammunition, and so will go to its minimum very shortly after the Falloff Range. When we now approximat the complex curve with 2 straight lines, one for the first leg to 90% hitchance and say thats close enough to count as optimal and to not worry about it, and a second line for the rest of the curve with a slope to 0% hitchance, we will see the massive difference. The Autocannon curve has a short first leg and than a really long second leg with a shallow slope (nearing horizontal) way, way out. And the Laser has a long first leg and than a really short second leg wiht a steep slope (nearing vertical), wich ends abruptly. You see? They are almost diametrically opposites. And therefor you can`t use them in the same manner. So, to use your Lasers at peek performance, or nearly enough, you have to stick close to the optimal range with them. You can get the proper ammunition in a heartbeet, and thats vital for Lasers (and the reasoning behind its fast changeability). This will bleed into your engagement distances, so you will change your usuall orbits, than you will have to think about your tank at those orbits. In short, it will change your gameplay significantly. But you will also see massive improvements in its usefullness. And you will no more see things like only 1 Turret hits the target and 3 burn holes in the vacuum of space! 😅😁 Fly safe!
Thank you for this extensive breakdown on how optimal and falloff work ☺️ I'm aware that lasers have a long optimal, with a short and sharp falloff. That's why I try to engage as close to optimal.as possible, sometimes coming within that range only to get under my enemy's guns. In this video you can see me orbiting within optimal purely because I need the high angular velocity to avoid being hit by the battleships turrets - yes, I miss more.frequently, but engaging at optimal increases the damage I take exponentially. I'd rather orbit close and get a few misses and grazes than orbit further out with more damage, but getting shot back 😉
Naturally i can only see the snippeds of fighting that are actually in the video, where i can`t follow everything whats really going down around you. But i dont talk about the times you were in optimal range but your tracking isn`t fast enough, but on times like 00:09:07, where you shot at a battleship 20 km away with conflagration. With Autocannons you pay attention to what typ of ammunition you shot based on resitances, with Lasers, you should pay attention to the range, that is all. No disrespekt intendet at all. Tracking is another shoe alltogether, but has the same solution for lasers, change your ammunition. Like use the long range Scorch even on Targets under 10km, or, if even this will not fix it, use Multifrequency. Play around with them, find whats working for you. Getting off 3 shots with this crystal, and than 3 with that, is something that players who useally use time based ammunition swaps often not do. They will stick with the ammuniton an then get to maneuver their ship to do the work. I believe you did get my remark about the orbits backwards like that, sorry, my fault for not being precise. I meant to say, you are even more free to get under battleships guns and other things to avoid damage and still hold your damage output high. What im, somewhat convoluted, getting to is the impression i get, when you talk about the Falloff in the ship introduction and its fitting and than see the use of it in the fight. It comes across somewhat off, and led me to my comment in the first place. Your Knowledge dosen`t translate into your video clear enough somehow. But there i have to give up, because i don`t know a thing about video making, so i should shut the f. up. 😅
@captainbenzie I kind of figured EVE as a whole is a baaad game for motion sensitive people, lots of camera movement, in awkward directions, and with tons of sudden bright flashes. Unless you just turn the graphics off and play the REAL spreadsheets in space 🤣
Because this is my job, 70% of my TH-cam viewers don't subscribe (actually low, the average is 80-85% unsubscribed) and it really helps. Next question 😉
Says something about the zealot, where you're whole fit minus the weapons and one heat sink is tank related, and you're still at 600 dps.
Exactly.
I tested with my skills and implants and I 800 dps
i used to fly these exclusively back in the day... then ccp released commandships and the absolution was pretty much a larger Zealot.. i could even do lvl 4 missions in one.
Yeah, the Absolution is awesome!
Sorry mate. I was one of those unsubscribed folks, fixed that.
Your videos have been a great help as a new player, also used your 1mil SP code a few weeks ago, hope the rewards are helping you out!
Haha, thanks for the subscription! Glad you're enjoying!!
this helped me grab 1mil too thanks
Love the fact that you revisited this ship. I always felt it got a bad rap. Thanks for the vid!
Glad you enjoyed!!
I WAS a bit confused about the tier list video. Riotrick taught me how to c3 about 11 years ago with it, though he upgraded to a Legion. His videos are classic
the only issue I see, which I understand is a tradeoff, is the lack of tracking enhancement. I would have a rough time without that.
It seems to do just fine, honestly, but if you're worried, use a Heavy Stasis Webifier drone.
not much of a problem as long as you manage transversal, kill the frigs first, then they have no problems at all applying to cruisers and battleships
Can you revisit the kikimora next please? Offtopic but thank you for your personal video as a dad of 2 kids on the spectrum your story was empowering.
I'm glad you enjoyed that video!!
Honestly, I've not seen a need to redo the Kikimora as the fit works well and the ship is amazing! But you can't really push it much further than I did. C2s as standard, C3/13 as Wolf Rayet solo.
There were people in your comments section there saying it can be ran solo with a reactive armor hardner iirc. Draugr might be able to as well with links! Duo and trios fits could also be a fun addition for future videos.
the thing is u can do c3 basicly at any ship exclude t1 cruisers.
and it actually proove nothing, cuz u want to do it fast. and cheap tengu with twice more dps still better.
i would say if i want c3 for nothing, i would take cyclone fleet issue.
would like to see c4 solo without marauder, not sure its possible though (not counting cruise praxis with battery hauler)
That's not true about C3s, even some BS and BC struggle... And some are ludicrously expensive to pull off...
As for C4s, these are primarily fleet content purely for how far the spawns are each wave.
I'm not a fan of the ship tbh... But the tank numbers displayed made me fall in love with my PvP Punisher all over again. A tier 1 frigate tankier than a HAC, unbelievable. It's weak on DPS, but it can tank the damage until your friends show up for the kill.
Thank you for cutting back on the amarran hate in the intro it was my only gripes within your videos. Always a good video though and we get you dont like a particular playstyle/aesthetic. Short sweet simple and alot of good info here. o7 Liked
Glad you enjoyed!
I couldn't agree more with this statement. I mainly fly Amarr vessels and personally enjoy lasers as a favorite weapon type. Found myself skipping over portions of the videos to avoid listening to the rambling about amarr weapons, paint jobs and the like.
Be careful, you may need to take back your feelings about rolling Amarr as a mistake
😂
well, I watched to the end even if it was about a SSS (slaver scum ship) because it was from you - you just wouldn't see me flying one (assuming I ever fly again)
still love your stuff
Haha thank you!!
Captain, will you show us some of the other C3 anom combat in future videos?
Yes where relevant. Other C3 sites feature in other videos but I should probably do a "here's all sites and how they work" video.
Now subscribed. Thx for another great lesson.
Thanks for the sub!
MOM! Fresh Benzie video!
😂
Thanks for the info capsuleer!
I am not sure why your featured fit used two thermal armor mods when one of them could have been a Shadow Serpentis Assault Damage Control that adds a ton of armor resists when needed. I know you like using the Assault Damage Control, so how did this fit happen? I am not sure the extra 0.7 seconds of activation is worth the bling but then I generally have more ISK than brains in this game.
Didn't need overall resists, the high thermal combined with the reactive means the reactive pushes to nearly 60% resistance alone.
@@captainbenzie Ok. But the 2nd same mod of any type gives a meager benefit, and I prefer to use a Damage Control II with a Reactive Hardener, even though this is an issue on your channel when the game is OK with doing this. So my Zealot will have an Assault Damage II, a Reactive Hardener, AND an Ancillary Repper. Why burn Nanite Repair Paste? Why not? I am making this stuff now, so let's burn it all. I also like being different. I don't wormhole, but using a C3-rated ship for High-Sec content will be just as good. This is how I built an HNI that gets 254 hp per second in passive shields and then flies it around High-Sec just for fun.
maybe im missing something, but why dont you switch 1 Thermal Energized Membrane II out for an ADC?
By pushing the thermal resistance right up, we ensure that the Reactive hardener maxes in EM, up to 60% which literally no one other module can achieve.
ADC gives some nice resists, but not 60+% EM constantly.
in my pyfa, the ship with adc has higher EM and less thermal. but you will have a WTF button, that makes you almost invulnerable for 10secs, where you easily can rep your ship or get out of combat. @@captainbenzie
@@hansschmidt3144 He doens't fit an 800mm armor plate, his fit has not room for errors. With the 800mm plate HP goes up to 6K, and thus running the WTF makes sense, DPS goes down to just under 600 but way more tankier.
Really enjoying your videos
Glad you like them!
Umm mate what are your skills at because I'm getting higher numbers then what is displayed
That's fine! If it works with my numbers, it will work better with yours!
Bump!
Hi, the following is a long post, sorry for that. But i needed that to get off my chest to stop chringing at the Grazes and Glanzes Off hit messages in your videos when you use Lasers. They should be avoided at all times. And you can minimize them if you change your conception of when to use what ammunition. I hope this will be constructive and understandable. So, here it comes 😅
Please, for the love of God, stop treathing Lasers like Autocannons. They simply aren`t. No really, the aren`t! 😜
You love your Autocannons, ok. I do too. I use a Vagabond in high tier Abyss with them and beginn to shot targets at ~40km distance, with a falloff of 33km, because i get a descent enough hitrate and damage out off it. Would i do somthing like that with Lasers? No, absolutly not, under no circumstances whatsoever.
But why wouldn`t i, if it is the same mathematic principles? Why do i almost ignore the Falloff completly and use Lasers only maximal 2km over OPTIMAL for short range and even less over for long range? Short answer, SLOPE.
To illustrate, we will compare the values of T2 425mm Autocannons in a Vagabond and Medium T2 Pulse Lasers in a Zealot (Skill level 5 but no modules) and the Ratio between them to come to an approximated picture of the resulting curves. While we do that, we will also see why they have different bonuses, and how they play to the strengts of these ships and their weapon types.
Autocannon:
Barrage: Optimal Range: 3,000m Falloff Range: 36km Ratio: 1 to 12
Hail: Optimal Range: 1,500m Falloff Range: 18km Ratio: 1 to 12
Laser:
Conflagration: Optimal Range: 12km Falloff Range: 18km Ratio: 1 to 1.5
Scorch: Optimal Range: 33km Falloff Range: 39km Ratio: 1 to 1.2
(Yes, the points in the Laser Ratios are really there and important 😉)
Next thing we need to know is, where do the curves start and where do the end.
For Autocannons the curve starts almost immediately at very low distances and stretches 11 (eleven!) times the optimal range to get to its 50% hitchance, and so will even strectch some multiple of the optimal range over the Falloff Range with still usefull damage and than trail off to its minimum.
For Lasers this is very different. It starts way farter out and than the curve is compressed in only 0.5 (nullpointfive) times the optimal range for short and only a meager 0.2 (nullpointtwo) times for longe range ammunition, and so will go to its minimum very shortly after the Falloff Range.
When we now approximat the complex curve with 2 straight lines, one for the first leg to 90% hitchance and say thats close enough to count as optimal and to not worry about it, and a second line for the rest of the curve with a slope to 0% hitchance, we will see the massive difference.
The Autocannon curve has a short first leg and than a really long second leg with a shallow slope (nearing horizontal) way, way out.
And the Laser has a long first leg and than a really short second leg wiht a steep slope (nearing vertical), wich ends abruptly.
You see? They are almost diametrically opposites. And therefor you can`t use them in the same manner.
So, to use your Lasers at peek performance, or nearly enough, you have to stick close to the optimal range with them. You can get the proper ammunition in a heartbeet, and thats vital for Lasers (and the reasoning behind its fast changeability).
This will bleed into your engagement distances, so you will change your usuall orbits, than you will have to think about your tank at those orbits. In short, it will change your gameplay significantly. But you will also see massive improvements in its usefullness.
And you will no more see things like only 1 Turret hits the target and 3 burn holes in the vacuum of space! 😅😁
Fly safe!
Thank you for this extensive breakdown on how optimal and falloff work ☺️
I'm aware that lasers have a long optimal, with a short and sharp falloff. That's why I try to engage as close to optimal.as possible, sometimes coming within that range only to get under my enemy's guns. In this video you can see me orbiting within optimal purely because I need the high angular velocity to avoid being hit by the battleships turrets - yes, I miss more.frequently, but engaging at optimal increases the damage I take exponentially. I'd rather orbit close and get a few misses and grazes than orbit further out with more damage, but getting shot back 😉
Naturally i can only see the snippeds of fighting that are actually in the video, where i can`t follow everything whats really going down around you. But i dont talk about the times you were in optimal range but your tracking isn`t fast enough, but on times like 00:09:07, where you shot at a battleship 20 km away with conflagration. With Autocannons you pay attention to what typ of ammunition you shot based on resitances, with Lasers, you should pay attention to the range, that is all. No disrespekt intendet at all.
Tracking is another shoe alltogether, but has the same solution for lasers, change your ammunition. Like use the long range Scorch even on Targets under 10km, or, if even this will not fix it, use Multifrequency. Play around with them, find whats working for you. Getting off 3 shots with this crystal, and than 3 with that, is something that players who useally use time based ammunition swaps often not do. They will stick with the ammuniton an then get to maneuver their ship to do the work. I believe you did get my remark about the orbits backwards like that, sorry, my fault for not being precise. I meant to say, you are even more free to get under battleships guns and other things to avoid damage and still hold your damage output high.
What im, somewhat convoluted, getting to is the impression i get, when you talk about the Falloff in the ship introduction and its fitting and than see the use of it in the fight. It comes across somewhat off, and led me to my comment in the first place.
Your Knowledge dosen`t translate into your video clear enough somehow. But there i have to give up, because i don`t know a thing about video making, so i should shut the f. up. 😅
Don't love the hull but great vid.
Thank you
It’s sexy looking 👍
OMG that camera shake is so annoying.
Imagine complaining about a minor effect that happens once every like 15 seconds when you aren't even the one flying 😂
Eh, for some people it triggers motion sensitivity, but honestly, if that's the only complaint in a full video, then I call that a win.
@captainbenzie I kind of figured EVE as a whole is a baaad game for motion sensitive people, lots of camera movement, in awkward directions, and with tons of sudden bright flashes. Unless you just turn the graphics off and play the REAL spreadsheets in space 🤣
So much bagging for subscribes, why is it necessary?
Because this is my job, 70% of my TH-cam viewers don't subscribe (actually low, the average is 80-85% unsubscribed) and it really helps. Next question 😉