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  #1  
Old 05-14-2012, 05:35 AM
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Smile What are the best fittings for a centurion third rate?

Just got a centurion and wondering what are the best permanent and general fittings for it.
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  #2  
Old 05-14-2012, 05:37 AM
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all speed mods to avoid gonks: ] also u can put some acceleration.
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  #3  
Old 05-14-2012, 05:40 AM
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2xcolossal Runners
1xCol. Reduced charge gun tackle 1x Col. accuracy gun rig
1xCol. Heavy Flank 1xColossal double planked/col. reinforced hull

Proto, Disco, Victours/Juggernaut

I just assumed it's for PB's and fleeting. )
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  #4  
Old 05-14-2012, 06:51 AM
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Quote:
Originally Posted by Sensou.Shichiya View Post
2xcolossal Runners
1xCol. Reduced charge gun tackle 1x Col. accuracy gun rig
1xCol. Heavy Flank 1xColossal double planked/col. reinforced hull

Proto, Disco, Victours/Juggernaut

I just assumed it's for PB's and fleeting. )
only thing i would change here is the collosal heavy flank.. is that little resistance really worth it?
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  #5  
Old 05-14-2012, 09:33 AM
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Originally Posted by Commador View Post
only thing i would change here is the collosal heavy flank.. is that little resistance really worth it?
I think it is, subjectively felt from gameplay (not calculated with stats) the Centurion's broadsides are not quite as strong as a cursory glance at the figures might suggest. My experience with 1x Double Planked 1x Heavy Flanked is positive.
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  #6  
Old 05-14-2012, 02:39 PM
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Originally Posted by Commador View Post
only thing i would change here is the collosal heavy flank.. is that little resistance really worth it?
at anything but short range, the double planks looses because of defense penalty.

And resistance is more effective the more you have. Disco3, plus huge heavy flanks plus defender resist is a pretty decent sum.
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  #7  
Old 05-14-2012, 03:29 PM
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Originally Posted by Capitane Jean View Post
at anything but short range, the double planks looses because of defense penalty.

And resistance is more effective the more you have. Disco3, plus huge heavy flanks plus defender resist is a pretty decent sum.
i know why you would use resistance -_- but im saying its 1.5% thats like nothing.
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  #8  
Old 05-14-2012, 10:20 PM
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Originally Posted by Commador View Post
i know why you would use resistance -_- but im saying its 1.5% thats like nothing.
It's way more than -8 defense unless you manage to stay really close. So unless you're within 200 yards, Huge heavy flanks are better than double planks or reinforced armour 3. It Might be possible to take one Huge Heavy Flanks and one reinforced armour to achieve a similar effect though. Run them through remus' sheet perhaps.
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  #9  
Old 05-15-2012, 02:24 AM
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It's fair to debate a low increase in resistance such as colossal heavy flanks give. I've always felt resistance can be worth to stack up, even if it's only 1% of it. But a double plank gives about the same effect, though only through broadside armour, and then add a penalty to defence, making sure the enemy never misses you with a spike, or a jugular, at any range. Using more than one on a colossal is overkill, since you ideally, focus on defensive traits on your 3rd rates general (tanks are tanks, and should be tanks). Ideally, you'd use either juggernaut or dutch warranty for the 3rd general, giving you additionally defensive properties that only stack-penalizes secondly, giving more effect on your hull fittings. DR, however, vanishes, while resistance is a constant, needing strong debuffs to be eaten down. DR is excellent at range. Resistance is good at any range.

One could argue that a reinforced hull should be in place of that heavy flanks, and I think the differences would be quite small (except that you've lost some precious decrease in damage taken). But in my experience, 1% resistance > 200 broadside integrity, or 300 structure in the long run. I may absolutely be wrong in that assumption, since I mostly outfit out of subjective experience or input from others, because quite frankly, I've been an enemy of mathematics since grade school. We need a pure number cruncher to find out the difference in effects here. I think me and Georgi had a heated debate about this (on the other hand, all our debates, or even discussions, have been heated, so it's not as dramatic as it may sound) but I think we came to the conclusion that integrity saves you early, while resistance saves you later.
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for the next PB, ill follow the advice of elune and stop the pr0n streaming before teh fight :P
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Last edited by Sensou.Shichiya : 05-15-2012 at 02:26 AM.
  #10  
Old 05-15-2012, 08:14 AM
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Quote:
Originally Posted by Sensou.Shichiya View Post
It's fair to debate a low increase in resistance such as colossal heavy flanks give. I've always felt resistance can be worth to stack up, even if it's only 1% of it. But a double plank gives about the same effect, though only through broadside armour, and then add a penalty to defence, making sure the enemy never misses you with a spike, or a jugular, at any range. Using more than one on a colossal is overkill, since you ideally, focus on defensive traits on your 3rd rates general (tanks are tanks, and should be tanks). Ideally, you'd use either juggernaut or dutch warranty for the 3rd general, giving you additionally defensive properties that only stack-penalizes secondly, giving more effect on your hull fittings. DR, however, vanishes, while resistance is a constant, needing strong debuffs to be eaten down. DR is excellent at range. Resistance is good at any range.

One could argue that a reinforced hull should be in place of that heavy flanks, and I think the differences would be quite small (except that you've lost some precious decrease in damage taken). But in my experience, 1% resistance > 200 broadside integrity, or 300 structure in the long run. I may absolutely be wrong in that assumption, since I mostly outfit out of subjective experience or input from others, because quite frankly, I've been an enemy of mathematics since grade school. We need a pure number cruncher to find out the difference in effects here. I think me and Georgi had a heated debate about this (on the other hand, all our debates, or even discussions, have been heated, so it's not as dramatic as it may sound) but I think we came to the conclusion that integrity saves you early, while resistance saves you later.
Indeed some resistance is better than none, Ive always just put two doubles on the big boats, 1% resistance isn't enough for me to even put it on imo. I have general mods for that, not to mention I can use fortress/defender resist for back up.

But I could be painfully stupid doing this in a sense.

(been using a fishing mod with a double. Seems to work pretty well)
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