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PVE/missioning - Choosing between missiles and lasers

Author
Katte Latte
Republic Military School
Minmatar Republic
#1 - 2013-06-22 23:45:16 UTC
Heya

I recently returned to the game after being gone for a few years, and am looking for some input/ideas regarding pve/missions.

I have been playing the game on and off since launch, and have 24m sp in a whole mess of skills, but the important support skills are all level V

I never got around to specializing in a weapon type, i have about 1m sp in missiles and 1m sp in lasers/gunnery, and am finding it hard to choose which one to specialize in.
I like the look and feel of both weapon systems, and i suppose visual feedback from the game is more important than efficiency (though efficiency is important too)
I tried autocannons for a bit and was bored out of my skull.

As the topic says, i am trying to choose between missiles or lasers, for missioning (level 4s). I have been reading a bunch of threads on the forum, but none of them really deal with making the choice of weapon system to use.
I have a decent grasp of the basics of eve, but find it hard to evaluate what ships are good for what, and why.

Strategic cruisers did not exist when i played last time, i hear a lot about this Tengu ship, what is it that makes it so great? Its strange to me that heavy missiles works for level 4. Is this the current #1 cookie cutter ship for lvl 4s? (ie the new raven)
Or are ravens still better, but Tengus are easier to train for or something? (to get into a full T2 fit that is). I read that Tengu does BS heavy missions slow, why is that? How much slower than BS for these missions is it? Is it slower because it is using heavy missiles and cruise missiles does more dps against BS, or because it needs to warp out because of incoming damage?

How about laser boats? How do they perform in level 4s? Why does people say to use the Nightmare over the Paladin, and the Apoc over the Abaddon? And why do people fit tachyon beam turrets and use short range crystals? My knowledge of the game says that beam turrets are for long range, so i guess i am missing something here.


Any input on which weapon system to choose is most appreciated! And even what ship to use.
The criterias are lasers or missiles, caldari or amarr ships. Needs to be able to do all level 4s, without having to warp out.
Taoist Dragon
Okata Syndicate
#2 - 2013-06-23 00:38:42 UTC
Both races/weapon systems are capable of running lvl 4 easily.

Lasers are great if you run missions in amarr space and are still very good against serpentis. Lack a bit in caldari space and are much less suited to minnie space. Because of the limited damage selection. However the one thing that a lot of people seem to forget about lasers is that they are pretty much doing all their damage or none of their damage. Unlike other weapon systems that invariably are doing only %'s of their max damage. This means even though their damage type may not be all that good against a certain npc you can still put out decent damage for lvl 4 across the board.

Missiles are excellent to select your damage type to the npc and have amazing ranges. They also apply their damage very consistantly. But when hitting the smaller class of npc they are sub optimal and you'll end up relying drones/support to take out the frigs in missions.

As for the ships themselves if is fairly easy to get BS's with sufficient tank (sustained or active) to tank the missions in your chosen area of operations. for both races.

In the end my advice is pick the race/weapon combo that you 'like' the idea/looks of the most and fly them as the capabiltieis are pretty even (now more than ever) with standard T2 fits. I ignore all the crap about super pimped stuff generally as if you are going to that level then simiply you should know your **** beofre spending that level of isk on a mission ship, but that may just be me.

That is the Way, the Tao.

Balance is everything.

Chris Slayter
Perdition
#3 - 2013-06-23 00:52:07 UTC
In general all the above is true. I'd like to add that the Tengu is far from being a mission king, it's rather a workaround for those that are heavily skilled into cruiser and don't want to train for bs.
Also: Nightmare beats the Paladin in several ways. First of all, the boni. Paladin has a weird web bonus, which is hardly put to any use in missions, except maybe missions like Vengeance where small ships spawn right next to you. Secondly, it sports a shield tank, which basically means you can go crazy on the low slots for lots of damage mods. And then there is the pathetic sensor strength of marauders...
Anyway, I'd suggest you pick whatever you like most. Raven/CNR + the recent changes to cruise missiles make them even better mission runners as before and are a solid pick in whatever kind of space you are running missions in.
For Amarr Empire, I'd reccommend Tachy Nightmare or Pulse Napoc. Both fare very well, the Napoc having less dps but epic tracking capability due to its new bonus.
last but not least: Why do people use Tachys + short range ammo? Well... it's not that complicated: Fit long range guns and use short range ammo to get the best of both: lots of dps at medium range plus the ability to hit from afar if needed.
Hope that helps ;)
Katte Latte
Republic Military School
Minmatar Republic
#4 - 2013-06-23 09:24:07 UTC
Thanks guys!

You have given me something to think about.

Here is an example why i get confused though Big smile :


Chris Slayter wrote:

For Amarr Empire, I'd reccommend Tachy Nightmare or Pulse Napoc. Both fare very well, the Napoc having less dps but epic tracking capability due to its new bonus.


Why fit tachyons on a NM and pulse on a napoc? You say the napoc has epic tracking, but the NM also has a 7,5% tracking bonus?
Clayjam
Questionable Ethics.
Ministry of Inappropriate Footwork
#5 - 2013-06-23 09:36:08 UTC
I'm kind of in the same situation after years of random intermittent play has left me with skills all over, i can fly alot of things sub BS and can tank anything to reasonable T2 levels but as i'd been in a drake for years and recently a tengu my only weapon skills are heavy missiles at T2 and having sold my tengu i'd like to move onto battleships (probably not an upgrade in most peoples eyes) and i've been wracking my mind over which i should go for with mostly PVE in mind.

Dewa Cinta
Horrible Mining Corp
#6 - 2013-06-23 09:36:55 UTC
Katte Latte wrote:
Thanks guys!

You have given me something to think about.

Here is an example why i get confused though Big smile :


Chris Slayter wrote:

For Amarr Empire, I'd reccommend Tachy Nightmare or Pulse Napoc. Both fare very well, the Napoc having less dps but epic tracking capability due to its new bonus.


Why fit tachyons on a NM and pulse on a napoc? You say the napoc has epic tracking, but the NM also has a 7,5% tracking bonus?


Tachs are the best. But they cost alot of ship resources to fit them. If you try to fit a napoc with full tachs, it isn't worth it.

Nightmare on the other hand, can fit full tachs no problem.
Dewa Cinta
Horrible Mining Corp
#7 - 2013-06-23 09:38:05 UTC
Clayjam wrote:
I'm kind of in the same situation after years of random intermittent play has left me with skills all over, i can fly alot of things sub BS and can tank anything to reasonable T2 levels but as i'd been in a drake for years and recently a tengu my only weapon skills are heavy missiles at T2 and having sold my tengu i'd like to move onto battleships (probably not an upgrade in most peoples eyes) and i've been wracking my mind over which i should go for with mostly PVE in mind.



If you are doing missiles, train for a raven and cruise missiles T2. Then work your way to a navy raven. Good luck.


The Djego
Hellequin Inc.
#8 - 2013-06-23 09:45:41 UTC  |  Edited by: The Djego
Katte Latte wrote:

Why fit tachyons on a NM and pulse on a napoc? You say the napoc has epic tracking, but the NM also has a 7,5% tracking bonus?


The navy apoc got a optimal bonus and with a good fitting you can hit out to full lock range(95km) with puls lasers or even slap on a mwd and take full advantage of the high mobility.

The NM on the other hand is more or less a brick(it is extreme slow), but got enough fitting for Tachyon lasers without fitting mods, so you use them most of the time just from the warpin and call it a day. Also Tachyons to full dps out to nearly 50km what makes mission running in Amarr space, where many high end BS stay at this ranges very enjoyable.

The only enemy that really sucks with lasers are guristas(since they stick around at high scorch ranges and got high EM resists, but more important got the bad habit of using ECM). Different to the common opinion, laser ships don't do so bad against angels, if you got conflag, fit up 4 heat sinks, Locus rigs and TCs to archive good range with close range ammo and utilize the high tracking of puls at close ranges, they still get the job done in a timely manner.

NM vs Paladin, basically the same just one in shield and one armor, they do very good with tachs, since the NM got the tracking bonus and the Paladin a 90% web. If you stick to amarr space Pala got it a bit easier by the better resist profile and better cap(what helps vs neuts) while the NM is a bit more flexible if you want more tank or gank and is even ok vs Guristas, since you have tachs, a ok sensor strength and better tank against them(faction shield mods are better than armor ones). Also Pala needs Marauders 5 for full dps, what takes around 40 days depending on your imps and attributes.

Abaddon vs Apoc is mostly the decision if you like a ship that is nearly unbeatable in close range brawls(it is like flying a blaster ship with pretty good range) or a ship that got the higher mobility and range at expense of raw dps, making damage projection no issue at all.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Katte Latte
Republic Military School
Minmatar Republic
#9 - 2013-06-23 19:49:10 UTC
Thanks guys!

This is turning out to be a hard choice

I really like the idea of flying a tengu and zipping around on the battlefield at ~600m/s, but i also enjoy the idea of sitting in the awesome looking Nightmare, shooting pretty beams of laser around.

Looking at EFT, with the [All lvl V] character though, the NM doesn't seem that impressive?

With tachyons and Aurora in EFT the NM shows 532 dps at 131+30km, 931 dps at 18+30 km, whereas a Tengu with HAM's shows 624 dps at 45km and 936 at 25km, and a Tengu with HM's shows 673 dps at 70km and 499 dps at 47km.

Going by EFT alone (which i realize isn't everything), the Tengu with HAMs does comparable dps on big targets, but will have less of a problem against smaller targets. Or is closing to 25 km a big problem for the Tengu? Webs etc? Is it going to get squashed in seconds if it gets webbed?

If we compare the shortest range, where HAM Tengu and NM do the same paper dps, isn't the NM going to have severe problems shooting anything smaller than a BS at those ranges? Or is the ship tracking bonus + tracking enhancer in low and tracking computer in med slot enough to track cruisers? Or even frigs? This is where my lack of knowledge of the game comes in.
Also, how are people getting 1300 dps with the NM?
Marc Callan
Center for Advanced Studies
Gallente Federation
#10 - 2013-06-23 20:05:21 UTC
One of the issues with the Tengu: missiles have to deal with explosion radius and explosion velocity. It's especially problematic with HAMs - throwing HAMs at frigates isn't the best idea. (Speaking from personal PVP experience, here; I've had an Enyo get aggressed by a HAM Drake that couldn't even dent my armor because of my speed and the large, slow explosions of his missiles.) You may be able to counter with target painting, but if your HAM's explosion radius exceeds the signature radius of your target, some of your paper DPS is going to be wasted on empty space.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#11 - 2013-06-23 20:29:41 UTC
Quote:


Looking at EFT, with the [All lvl V] character though, the NM doesn't seem that impressive?

With tachyons and Aurora in EFT the NM shows 532 dps at 131+30km, 931 dps at 18+30 km, whereas a Tengu with HAM's shows 624 dps at 45km and 936 at 25km, and a Tengu with HM's shows 673 dps at 70km and 499 dps at 47km.

Going by EFT alone (which i realize isn't everything), the Tengu with HAMs does comparable dps on big targets, but will have less of a problem against smaller targets. Or is closing to 25 km a big problem for the Tengu? Webs etc? Is it going to get squashed in seconds if it gets webbed?

If we compare the shortest range, where HAM Tengu and NM do the same paper dps, isn't the NM going to have severe problems shooting anything smaller than a BS at those ranges? Or is the ship tracking bonus + tracking enhancer in low and tracking computer in med slot enough to track cruisers? Or even frigs? This is where my lack of knowledge of the game comes in.
Also, how are people getting 1300 dps with the NM?


You're fitting your nm wrong. Should be sufficiently be pimped with faction tachyons and heat sinks
Shereza
Center for Advanced Studies
Gallente Federation
#12 - 2013-06-23 20:53:30 UTC
Given how much cap T2 tachyons use there isn't really enough of a DPS increase over faction tachyons to warrant T2 tachyons when using T1 crystals, at least not in my opinion, and if you're going to use T2 ammo you might as well use pulse lasers which, again IMO, have superior T2 ammo to beams.

I run four imperial navy tachyons with 4 T2 or better heat sinks on my nightmare and anything EM/therm weak will have a strong tendency to burst into flames after one volley. I routinely one-shot Dread Pirate Scarlet every time I see her with it, and battleships don't fare much better. Other NPCs fare better of course, and I really kinda hate Angel missions with my nightmare until/unless I can get about 40km between me and them, but when used properly a tachyon nightmare is a one-shot wonder that can keep firing non-stop until it starts taking noticeable damage.
Chainsaw Plankton
FaDoyToy
#13 - 2013-06-24 03:19:03 UTC
t2 tachs are fine, even better since odyssey lowered the tach cap use. then again with the insurance nerf I suppose you don't have to be as paranoid about fitting faction tachs. although with the fitting reduction I suppose you could do some more interesting cap stable paladin fits with faction tachs now.

personally I much prefer guns, limiting to only lasers well then missiles might be a bit better off overall, but in amarr space lasers are pretty awesome. Tengu is incredibly boring to fly, sure it goes 600m/s but when you are falling asleep waiting for stuff to die the speed doesn't really matter. it might be better with hams now, but I cba to try it.

@ChainsawPlankto on twitter

Rain6636
GoonWaffe
Goonswarm Federation
#14 - 2013-06-24 05:11:54 UTC  |  Edited by: Rain6636
Chris Slayter wrote:
In general all the above is true. I'd like to add that the Tengu is far from being a mission king, it's rather a workaround for those that are heavily skilled into cruiser and don't want to train for bs.
Also: Nightmare beats the Paladin in several ways. First of all, the boni. Paladin has a weird web bonus, which is hardly put to any use in missions, except maybe missions like Vengeance where small ships spawn right next to you. Secondly, it sports a shield tank, which basically means you can go crazy on the low slots for lots of damage mods. And then there is the pathetic sensor strength of marauders...
Anyway, I'd suggest you pick whatever you like most. Raven/CNR + the recent changes to cruise missiles make them even better mission runners as before and are a solid pick in whatever kind of space you are running missions in.
For Amarr Empire, I'd reccommend Tachy Nightmare or Pulse Napoc. Both fare very well, the Napoc having less dps but epic tracking capability due to its new bonus.
last but not least: Why do people use Tachys + short range ammo? Well... it's not that complicated: Fit long range guns and use short range ammo to get the best of both: lots of dps at medium range plus the ability to hit from afar if needed.
Hope that helps ;)

yay i didn't have to be the first to say tachy nightmare.

nightmare, tachys with multifrequency (still skilling into T2 tachys--have them in hangar at least). drone bay is good for two flights of lights for frigs, and one flight of salvagers. no ammo, salvaging capability, and if you want to fit a tractor beam you get a battleship that is also a 45% effective marauder (saves you from investing in a marauder or a salvager alt).

keep the afterburner on, give them your broadside, pew pew away. switching between multifrequency and infrared/gamma your optimal is either 35ish or nearly 100km. and no ammo. with the addition of salvage drones, I don't believe in marauders anymore (or the SP sink).
Alagos Pahineh
Imperial Academy
Amarr Empire
#15 - 2013-06-24 10:23:25 UTC
This is similar to the problem I have: I'm flying a heavy close range dps ship when ratting in Provi. Now, I want my alt to offset the disadvantages of that short range. Since I need an EM weapon, I've narrowed it down to missiles, projectiles, lasers and drones. Now, my alt lacks caldari and gallente ship skills and none of those weapons are T2. To make matters worse, I want to keep it "on budget", i.e. under 1 billion for now, so pirate hulls are out.

I'm currently trying to decide whether to go for T2 projectiles, cruises or lasers. In the mid run, all of those will give me some awesome ship options, but on the other hand, they also have their clear disadvantages. I mean, what happens if I train lasers and then move to Gurista space? At least projectiles and missiles give me options. But then, have you SEEN what lasers do to Sanshas? It's like a hot knife cutting through butter. Damn you CCP, for good balancing! /angryfist
bloodknight2
Revenu.Quebec
#16 - 2013-06-24 14:34:41 UTC
Katte Latte wrote:
Thanks guys!

This is turning out to be a hard choice

I really like the idea of flying a tengu and zipping around on the battlefield at ~600m/s, but i also enjoy the idea of sitting in the awesome looking Nightmare, shooting pretty beams of laser around.

Looking at EFT, with the [All lvl V] character though, the NM doesn't seem that impressive?

With tachyons and Aurora in EFT the NM shows 532 dps at 131+30km, 931 dps at 18+30 km, whereas a Tengu with HAM's shows 624 dps at 45km and 936 at 25km, and a Tengu with HM's shows 673 dps at 70km and 499 dps at 47km.

Going by EFT alone (which i realize isn't everything), the Tengu with HAMs does comparable dps on big targets, but will have less of a problem against smaller targets. Or is closing to 25 km a big problem for the Tengu? Webs etc? Is it going to get squashed in seconds if it gets webbed?

If we compare the shortest range, where HAM Tengu and NM do the same paper dps, isn't the NM going to have severe problems shooting anything smaller than a BS at those ranges? Or is the ship tracking bonus + tracking enhancer in low and tracking computer in med slot enough to track cruisers? Or even frigs? This is where my lack of knowledge of the game comes in.
Also, how are people getting 1300 dps with the NM?


My alt is doing over 1k at 55km with faction tach. With good implant, could easily break 1.2k dps
No problem shooting BC at 12km or cruiser at +- 18km and i use drones for any frigates orbitting me.