Thursday, February 13, 2014

Try and Error - 04 - The Punishment

No pew pew this time, instead I will reconsider my loadout  ...

The last cruiser I fought with an Afterburner, as you can read in my previous article. I realized that the propulsion system and the weapons have to relay on the Nosferatu primary. Otherwise I can get neutralized and its game over. Then it seems that the Breacher does almost the same thing better, because it doesn't relay on the capacitor, except with the point and the DCU, also it can repair its shield without capacitor supply.

I was not sure how to make the Punisher unique, so I compared different loadouts with other Tech1 Assault Frigates.

Nano Punisher vs Breacher

First loadout is the one that I used in my analysis before. You can find it here. But its outdated, and the Breacher is better in all that things.

[Breacher: Flying Scrap Heap v2.2]
Damage Control II
Local Hull Conversion Nanofiber Structure I
Ballistic Control System I

1MN Afterburner II
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster

Rocket Launcher II
Rocket Launcher II
Rocket Launcher II

Small Anti-EM Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Warrior SW-300 x2

Stats of the Breacher

  • EHP 3.003 + EHP/s 147/189 hot 
  • speed 476ms cold, align time 2.7sec
  • speed 1.236/1.616ms hot, align time 4sec, w/ AB
  • speed 3.291/4.698ms hot, align time 4sec, w/ Limited 1mn Mwd
  • dps 80/94 hot @ <10.1km /w Caldari Navy Rockets
  • dps 97/114 hot @ <8,4km /w Rage Rockets
  • dps 32 /w Warrior II
  • dps 40 /w Hobgoblin II

Stats of the Nano Punisher

  • EHP 3.486 + EHP/s 93/121 hot
  • speed 471ms cold, align time 3.3sec
  • speed 1.241/1.626ms hot, align time 4.8sec, w/ AB
  • speed 3.323/4.749ms hot, align time 4.8sec, w/ Limited 1mn Mwd
  • dps 129/148 hot, 3.8+2.5km range, <3.0 tracking, w/ IN Multifrequency
  • dps 143/165 hot, 3.8+2.5km range, <2.1 tracking, w/ Conflagration
  • dps 102/118 hot, 11+2.5km range, <2.3 tracking, w/ Scorch



Dual rep: Punisher vs Incursus

Then I wanted compare the active tank variant with an Incursus. The Incursus won, because it seems to be better in all that things. The repair amount is higher and it does more damage. In exchange it has a lack of explosive resilience. On top of that is the energy supply crap when using dual repairers on a Punisher.

I don't need to post this loadouts, eh. The dual rep Incursus is pretty common and the Punisher variant is cap unstable, so nobody should use the Punisher as an active tank without buffer.


King of passive armor tanking

Third loadout is the opposite of the second one. Its a turtle in space, and it can tank two tech1 frigates at the same time. But I don't know jet if this is possible to tank two blaster frigates at the same time, or an Enyo. If any tech1 frigate can tank tech2 assault frigates, or destroyers, then it has to be the Punisher or the Merlin, because both can fit an extraordinary passive tank. Active tanking without buffer didn't work against the Enyo, that I know for sure.

[Punisher, King of passive armor tanks]
400mm Reinforced Rolled Tungsten Plates I
Damage Control II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II

J5b Phased Prototype Warp Scrambler I
1MN Afterburner II

Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
5W Infectious Power System Malfunction

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I

I tried many different loadouts but this seems to be the best passive armor tank atm.

The Neutralizer is to fight frigates with an intensive cap consumption, and I would change it with a Small 'Knave' Energy Drain when fighting ships that can use Neutralizers. Then my weapons don't relay on the Capacitor as primary, and my other modules need less than 15 energy supply in 10 seconds.

Alternative I can change the cap sucker for a Small YF-12a Smartbomb to fight multiple targets and Drones. Be aware that using Smartbombs in high sec results in a security drop when hitting neutrals or stationary objects! Concord will arrive and mess with you.

Without a fourth high slot I can change the AB for a Limited 1mn Microwarpdrive I to hunt kiters.

Last thing to mention is the point that can be upgraded to meta4. But I didn't do save some $$$ for the ISK war. The difference is marginal, except the costs.

Here is the Merlin as comparison ...

[Merlin, enemies like it expensive]
Micro Auxiliary Power Core I
Pseudoelectron Containment Field I
Magnetic Field Stabilizer II

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Adaptive Invulnerability Field II
Medium Shield Extender II

Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S

Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Core Defense Field Extender I

Stats of the Merlin

  • EHP 9.991 + EHP/s 43
  • 50% EM damage reduction (lowest shield resi)
  • speed 388ms cold, align time 3.4sec
  • speed 1.043/1.370 hot, align time 5sec, w/ AB
  • dps 176/202 hot, 1.1+3.1km range, <0.47 tracking, w/ CN Antimatter
  • dps 196/226 hot, 1.7+1.6km range, <0.35 tracking, w/ Void
  • dps 140/161 hot, 3.2+4.4km range, <0.33 tracking, w/ Null

Stats of the Punisher

  • EHP 12.370
  • 66% explosive damage reduction (lowest armor resi)
  • speed 364 cold, align time 3.9sec
  • speed 890/1.153 hot, align time 5.5sec, w/ AB
  • speed 2.311/3.285 hot w/ Limited 1mn Mwd and w/o Neut
  • dps 97/112 hot, 3+0.6km range, <0.38 tracking, w/ IN Multifrequency
  • dps 109/125 hot, 3+0.6km range, <0.27 tracking, w/ Conflagration
  • dps 78/89 hot, 9+0.6km range, <0.29 tracking, w/ Scorch
  • dps 8/9 hot, 3km range, w/ Smartbomb

The Punisher does less damage in general. But in exchange it can fight at range and it has a spare high slot to annoy enemies.

I think I have found a unique loadout.


Next Chapter: The Punishment - 05

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