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T2 Beams

First post
Author
Zhu Dark
Ministry of War
Amarr Empire
#1 - 2013-07-28 20:12:07 UTC
Is there any reason to actually train for t2 beams? Here's how the faction tachs and t2 tachs compare:

These numbers assume perfect gunnery, 5% implants, faction sinks, and 2 TCs (tracking) on a nightmare:

4 x Imperial Navy Tach (Imp Multi)
Range: 33/25
Tracking: 0.04117
Cap Usage: 25.6/s
RoF: 6.67693 seconds
DPS: 1020

4 x Tach II (Imp Multi)
Range: 33/25
Tracking: 0.04117
Cap Usage: 34.1/s (+33.2%)
RoF: 6.67693 seconds
DPS: 1077 (+5.6%)

4 x Tach II (Gleam)
Range: 17/25 (-48%)
Tracking: 0.05147 (+25% though this is functionally only a 1-2% better hit chance at the max optimal range)
Cap Usage: 34.1/s (+33.2%)
Rof: 6.67693 seconds
DPS: 1092 (+7%)

I don't think the tracking increase from gleam really even compensates for the nearly 50% decrease in range. If you look at a target close to optimal for both faction and t2 guns with a target moving at 200 m/s traversal (assuming BS to remove sig radius from the equation) you get:

33K
Faction: 98.5% to hit
T2: 74.6% to hit

17K
Faction: 94.5% to hit
T2: 96.4% to hit

So what it comes down to is the fact that you are trading a 1/3 increase in cap usage for either a straight 5.6% dps increase with faction multi, or increased cap usage, a generally worse chance to hit for an additional 1.4% dps increase. You lose almost all dps advantage of Gleam if outside the 20K range due to reduced chance to hit in falloff. All this for the low, low price of a Rank 8 skill train (along with all the small and med specializations to IV as well).
Xequecal
Ministry of War
Amarr Empire
#2 - 2013-07-28 20:20:23 UTC
T2 beam skills are mainly for Aurora and sniping range, not close in stuff like this.
Whitehound
#3 - 2013-07-28 20:34:50 UTC
Check the prices. T2 versus Faction.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Nihassa
RvB Industries
#4 - 2013-07-28 20:49:51 UTC
Whitehound wrote:
Check the prices. T2 versus Faction.


^ What the man with the beard said. - It is a pretty obvious factor.
Lady Naween
Ministry of War
Amarr Empire
#5 - 2013-07-28 23:56:20 UTC
So more damage from the specialization skill, and from the t2 guns themselves isnt worth it? Why else do you fit guns but to do damage? And hey the guns are cheaper too, ok doesnt matter if you are just a carebear I guess but those of us that PVP it makes a ton of difference.

T2 beams are godly! Who cares about a little bit of extra cap when amarr ships should have a cap booster anyway.
Rain6637
GoonWaffe
Goonswarm Federation
#6 - 2013-07-29 05:36:54 UTC  |  Edited by: Rain6637
https://forums.eveonline.com/default.aspx?g=posts&m=3408439#post3408439
assuming from that, I will give you the benefit of the doubt (that you are not trolling), which is a straight answer:

no, do not train beams. train T2 Pulses. plug Scorch into EFT instead.

and it has to be Scorch ammo. (and meta and faction pulses cannot shoot Scorch ammo)

also, you do not understand the tracking formula. it is not a 1-2% chance difference. at 17km, the difference between .04117 and .05147 rads/s is more like a 25% improvement in max transversal. however that's at 17km and that's crap range and .05 is crap tracking

incursion nightmare--use tengu siege boosts

Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II

100MN Microwarpdrive II
Target Painter II
Target Painter II
EM Ward Amplifier II
Thermic Dissipation Amplifier II
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Large 'Regard' Power Projector
Large 'Regard' Power Projector

Large Energy Locus Coordinator II
Large Energy Metastasis Adjuster II
Large Core Defense Field Extender II

with 2x target painters, a phantasm cruiser with 10mn microwarp is doing 1521 m/s with a 1256 m sig.

not counting drones, this is 767 dps to 65km + 15, tracking 0.07349 rads/s w/ 5% tracking implant
same nightmare with T2 beams w/gleam gets 922 dps to 24km + 38, tracking .05052 rads/s (crap range crap tracking)
same nightmare with T2 beams w/aurora gets 527 dps to the next incursion site with tracking .0101 rads/s (wut)

Xequecal wrote:
T2 beam skills are mainly for Aurora and sniping range, not close in stuff like this.

false. it is impossible to know the purpose of beams, because CCP hasn't decided on one.
Chainsaw Plankton
FaDoyToy
#7 - 2013-07-29 06:14:37 UTC
back when you got insurance payouts that were worth more than the ship was worth faction guns could easily put you in the profitable to gank category. Now t2 does more damage, and uses less cap than they used to I don't really see a reason to switch to faction, I've made due with t2 for long enough. but maybe I'll pick up a set and try em out some day. although with range scripts it looks like gleam wins out out to ~28km. I'll probably have to try gleam out before I try out navy tachs.

@ChainsawPlankto on twitter

Tobias Hareka
Republic Military School
Minmatar Republic
#8 - 2013-07-29 06:51:10 UTC
Rain6637 wrote:
incursion nightmare--use tengu siege boosts


Stop trolling.
Rain6637
GoonWaffe
Goonswarm Federation
#9 - 2013-07-29 06:53:10 UTC  |  Edited by: Rain6637
to reiterate: with 2x target painters, a phantasm cruiser with 10mn microwarp is doing 1521 m/s with a 1256 m sig. against the nightmare i just posted, assuming you are sitting still:

T2 pulse w/ Scorch
6.59km = 50% chance to hit
12km = 81% chance to hit
24km = 95% chance to hit = 728.65 dps
33km = 97% chance to hit = 743 dps
65km = 99.3% chance to hit = 761 dps
...->falloff;
goes to **** fairly quickly. however. against this incursion phantasm, beams with multi or gleam never break 1000 dps

T2 beams with gleam:
12km = 65% chance to hit = 709.8 dps
17km = 81% chance to hit = 884 dps
...->falloff;
33km = 513 dps

faction and T2 beams with multifrequency:

17km = 71.7% chance to hit = 772 dps
33km = 91% chance to hit = 980 dps
...->falloff;
65km = 646 dps

if you're shooting at cruisers that will be mwd'ing to you, within 65km, you want Pulse II w/ Scorch. if you're going to be shooting anything laz0rs at anything coming to you, you want Pulse II w/ Scorch. (you want Pulse II w/ Scorch).

Tachyon Beam Laser II with Aurora
50% chance to hit = 48km = 260 dps
65km = 68.5% chance to hit = 360 dps
96km = 84% chance to hit = 442 dps
144km = 92.5% chance to hit...

why do I say CCP has not decided what beams are for? because if the large beams get the same treatment as the medium beams (+25% damage multiplier, -10% tracking)... they'll only be more crap.

even at their current optimal on that nightmare, with an optimal of 170km, (and with its rigs and the tracking implant and the tracking computer, and the tracking enhancer)... it gets 94.6% chance to hit.

what good is a damage multiplier if it never breaks 95% of its abysmal dps.

...did i mention it's headed toward a -10% tracking change?
Tobias Hareka
Republic Military School
Minmatar Republic
#10 - 2013-07-29 07:49:35 UTC
Anyone who tries to run incursions in that Nightmare will lose it.

Hint: it only has 50% explosive shield resist and 40% kinetic shield resist.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#11 - 2013-07-29 07:51:29 UTC
Tobias Hareka wrote:
Anyone who tries to run incursions in that Nightmare will lose it.

Hint: it only has 50% explosive shield resist and 40% kinetic shield resist.


This solidifies my belief that you have no idea what you are talking about.
Tobias Hareka
Republic Military School
Minmatar Republic
#12 - 2013-07-29 08:50:36 UTC  |  Edited by: Tobias Hareka
Tsukino Stareine wrote:
Tobias Hareka wrote:
Anyone who tries to run incursions in that Nightmare will lose it.

Hint: it only has 50% explosive shield resist and 40% kinetic shield resist.


This solidifies my belief that you have no idea what you are talking about.


Go try Domi in incurion and only tank EM/therm. Do you know anything about resists and logis?

Hint: missiles do kinetic and explosive damage in incursions.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#13 - 2013-07-29 09:26:40 UTC  |  Edited by: Valleria Darkmoon
Rain6637 wrote:
Xequecal wrote:
T2 beam skills are mainly for Aurora and sniping range, not close in stuff like this.

false. it is impossible to know the purpose of beams, because CCP hasn't decided on one.


I have a litany of kills that are from alpha striking frigates off the Ossogur gate in Amamake as they jump in using Tachyons in an Oracle. I tank the gate guns by simply being 200 km away from them. Anything at all in this game is useful for something if you can find a way to use it effectively. Granted my use of T2 Tachyons is pretty limited but if I didn't have T2 Tachyons as they are right now, I wouldn't be able to do this at all now would I? It is not up to CCP to spell out a use for things, only to supply us with things in the first place. The rest is up to you to figure out on your own.

So if you don't think you can use T2 Tachs for sniping, I have a stack of paperwork that says otherwise, Kil2 also referenced it in one of his early bringing solo back podcasts, when 3 of us competing for kill count popped his Vexor from ~200 km.

The tech 2 skills are pretty much a requirement for doing this as the extra damage is the difference between a kill and a scary warp off in many cases. Imp Navy Radio/Microwave L simply lacks the punch at similar ranges to Aurora to get the job done in most cases as many of your hits will land for less than full damage and the extra damage multiplier from the skillbook is likewise an asset. At any ranges sub 70km though you should be using pulses with scorch. Anything gets within 70km of your Tachs it's probably time to bail and get a better seat. So in answer to the OP the skills are probably not high priority but they are useful if you can spare the training time.

Reality has an almost infinite capacity to resist oversimplification.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#14 - 2013-07-29 09:41:24 UTC  |  Edited by: Valleria Darkmoon
Rain6637 wrote:
why do I say CCP has not decided what beams are for? because if the large beams get the same treatment as the medium beams (+25% damage multiplier, -10% tracking)... they'll only be more crap.

even at their current optimal on that nightmare, with an optimal of 170km, (and with its rigs and the tracking implant and the tracking computer, and the tracking enhancer)... it gets 94.6% chance to hit.

what good is a damage multiplier if it never breaks 95% of its abysmal dps.

...did i mention it's headed toward a -10% tracking change?


I agree that Large beams getting a 10% tracking reduction would make them pretty bad. What I missed is the part where CCP said that this is actually going to happen. They said +25% damage and - 10% tracking is what they are doing for MEDIUM beams which is not the same thing as beams across the board and there is no reason to assume that Large grade weapons will get the exact same treatment, note for example that this was not the case with small grade weapons nor is there any plans to change that now as far as I am aware. The signature radius on medium beams makes the actual damage application better than a lot of people expect and so the tracking penalty, while not helpful, is probably not AS bad as people think at a glance. With the signature radius of Large beams reducing their tracking even further would be devastating to the use of them as a weapon and I'm positive CCP understands this.

As far as I can tell your assumption that medium and large beams will get the same treatment is completely unjustified and if you do have information that I lack, please share it.

Reality has an almost infinite capacity to resist oversimplification.

Whitehound
#15 - 2013-07-29 10:03:04 UTC
Valleria Darkmoon wrote:
I agree that Large beams getting a 10% tracking reduction would make them pretty bad.

It is so far only being discussed and for medium sized turrets only. One should add to the thread in F&ID if one has got an opinion on it.

Personally do I think it is not that bad, because one gets more damage for the reduction in tracking. One can sit further out to compensate for the tracking loss, but the damage increase is really just nice.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Rain6637
GoonWaffe
Goonswarm Federation
#16 - 2013-07-29 11:37:06 UTC  |  Edited by: Rain6637
the medium beam -> large beam is just speculation, but really, when medium beams are being reduced in tracking when they deserve +10% (or something), I'm inclined to expect large beams will receive the same poor treatment.

regarding the nightmare labelled as an incursion runner; i may be mistaken.

my hypothetical nightmare with tengu boosts:
67.7% EM, 74.2 TH, 66 KIN, 71.6 EXP...
defense is 1642 hp/s receiving 4x L S95a shield transports from a scimi with the same tengu boosts.

I realize that is hairy, and in the moment that i was double clicking the mods into EFT, I decided on a passive resist setup. with 2x invuln IIs, the resists are
65.2% EM, 72.2% TH, 79.1% KIN, 82.6% EXP... and defense is 1963 hp/s w/ 4x L S95a shield transfers.

realistically, I would use cheap pithum c-type EM and TH amps, for a resist profile of 70.6% EM, 76.5% TH, 66% KIN, 71.6% EXP... and Defense of 1716 hp/s

...which is what I use on my mission oracles--pithum c-type amps--that I've been meaning to attempt a vanguard site with, along with 2 scimis and a half-assed Vulture T1 Siege booster.

it takes some trust in your logi. with the LCDFEII, the nightmare has 16,793 shield hp which is a 25s buffer before hitting armor--but one should expect more than just 4 transfers incoming when they are providing 2 energy transfers to the cap chain.

in retrospect, you could drop a tracking computer to depend on a scimi tracking link. (still, I would replace it with a LSEII, for 21,321 shield hp, and a 30s buffer assuming 3k dps omni incoming)

I recently made the transition from Nightmares to Oracles--shield fit, and I would love to say it's valid for level 4 missions and vanguards, but I haven't tried vanguards with the setup yet, and that's not the question OP asked... so suggesting Oracles would be jumping the gun. (but OP, my next thought is: Oracles... but, hairy. they are just 80m-ish, however. might require oracle/scimi ratio of 1:1)
Zhu Dark
Ministry of War
Amarr Empire
#17 - 2013-07-29 15:29:20 UTC
You all make great points. What it comes down to is I'm closing in on perfect gunnery support and I'm trying to decide if I should train T2 beams or pulses first. I know it's only an additional 11.5 days to hit IV in the second one so I guess it really doesn't matter.

The topic about the RNI is just that. I've got one, and wanted to find a use for it. I'm still trying to find my spot in Eve after being away for a couple of years. I already have T2 torp and wanted to know if I could reasonably postpone the train into T2 cruise.

I fly a nightmare with tachs for any mission that's not Gurista (don't run into many angels). Once I get a better handle on flying again and figure out how all the ships and systems have changed I'll figure out where I'm headed.
Third Reich Pin-up
Doomheim
#18 - 2013-07-29 16:36:36 UTC
Gleam is terrible, large beams are fine.
Onictus
Federal Navy Academy
Gallente Federation
#19 - 2013-07-29 16:41:38 UTC
Never trained beams past small.

I have the spec book injected for medium, just always have something more useful to train.
Rain6637
GoonWaffe
Goonswarm Federation
#20 - 2013-07-29 16:59:27 UTC  |  Edited by: Rain6637
oh. hey. the only reason I mentioned the ravy naven link is, the tracking formula is misinterpreted by a lot of people, and it's easily a troll topic.

also beams. are just that bad.
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