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EVE New Citizens Q&A

 
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Understanding Missiles

Author
Katherine Dune
Slow Chidlren at Play
SL0W CHILDREN AT PLAY
#1 - 2014-01-27 03:59:29 UTC  |  Edited by: Katherine Dune
Hey guys

Ok basically im just curious how this game and missiles work.

Here's an example of what im on about

First up. this isnt a drake vs hurricane thread. im just explaining what im trying to figure out and learning

The hurricane i have currenly with T1 and level 4 support skills does around 353 DPS with AC to Serpentis using Thermal Ammo. and an upgrade to tech 2 with basic skills would increase that number alot. almost 120-130 DPS boost

I also have missile skills so i decided to hop into a meta 4 drake with support missile skills the same as gunnery. which is only doing 267 DPS Against serpentis with Cald navy Scourge missiles. upgrading to T2 which im training atm would boost that by a much lesser number 50-60 DPS extra, even less if i dont use T2 Ammo

I know with gunnery. optimal and non optimal is a big factor. and missing shots to. but im going onto raw numbers

Now raw numbers. missiles to me seem to have a much lesser raw number DPS number than gunnery weapon's. and only a small bit more alpha

Though here's the twist. when going out to rat, against NPC's who are equally weak to thermal and kinetic ( projectile 425MM's with thermal ammo. and drake Arbalest with Scourge Heavy )

The drake out performed the hurricane in my experience. doing much higher general numbers at any range and generally killed the mobs much more efficiently

So to end a long and pointless Story

My question is. Regardless of lesser numbers. what is the hidden damage being done by Missiles that seems to make missiles extremely effective in PVE

Is it the target painter. the explosion radius. i want to know why the drake, with less raw damage numbers than the hurricane. performed generally better
L'ouris
Have Naught Subsidiaries
#2 - 2014-01-27 04:39:51 UTC
It makes more sense if you realize that the real hidden damage modifiers affect your hurricane and autos, not the missiles.

Missiles are pretty straight forward, especially in PVE ( npcs don't have overheated MWD or abs fitted normally ). If the target is smaller than the missiles intended target, they take less damage. If the target is faster than the missile is designed for, it takes less dmg. Neither of these tend to show up in PVE outside the evil elite frigates when your using cruiser or bs sized missiles. The npcs conform to the norm.

Guns however, always use the same mechanics of tracking, optimal vs fall off and the random damage multiplier.

Throw in that the autos you were using had short range ammo loaded and you would never expect to see the eft DPS numbers in game. This is why the damage is so much higher, it's lost in falloff and other factors.

In PVP, missiles suffer more because most targets are way faster and smaller than the missiles expect, doing a lot less applied damage to other player ships normally.

Guns function the same as in PVE, Behaving in a predictable and player correctable fashion.

tL;DR
Guns are random, missiles are predictable
Lady Katherine Devonshire
Royal Ammatar Engineering Corps
#3 - 2014-01-27 08:34:40 UTC
The short version is thus:

Rockets/Light missiles are best used on frigates & destroyers. Heavy missiles are used for cruiser or larger. Torpedoes and cruise missiles prefer battleship sized targets.

The long version compares missile explosion radius with the target's signature, speed, and so forth. There is a lot of math involved, but luckily there are people who specialize in math. Namely our friends over at EvE University, who have already made a useful set of equations for you to use.
Gregor Parud
Imperial Academy
#4 - 2014-01-27 09:07:48 UTC  |  Edited by: Gregor Parud
First off all the rate of fire on missiles is lower so you get more alpha which looks beefier, secondly turrets and missiles behave differently:

- missiles only care about two things; target speed and target sig radius, it doesn't matter if the target is orbiting or going at you in a straight line and that means there's no "hidden" dps loss due to possible tracking issues. For missiles the most important factor for applied dps is missile explosion radius vs target signature radius, even against same size targets missile struggle to apply their dps and you really want rigor rigs (that's why an active tanked Drake is better than a purger one) or a painter setup (rigor fit is preferred).

- turrets work quite differently, they don't care so much about a target's speed as such, but they DO care about angular velocity (tracking) and of course sig radius and range now as well. So Turrets have one more thing to worry about while one other factor will have more variables. On top of that the overall tracking number (a result of angular, sig radius and possibly range) doesn't only affect the chance to hit but also indirectly the hit quality. So if the situation isn't ideal for turrets they don't only hit less often but they also do (on average) less damage per hit.


Result of the above is that using turrets requires more understanding of how stuff works and more manual piloting to try and keep both your tracking as range issues in check. And while the biggest AC you could find (425) might help with range and damage they might cause trouble with their base tracking.

To help your AC dps fit some 2 tracking enhancers (helps with both range as tracking) and use the "keep at range" button on the context menu. Set it to some 8000m and every time you shoot a target that's within that range you click the keep at range button and the AP will try and lower your tracking issues.
Veritaal
Veri-Tech Tax Haven
#5 - 2014-01-27 18:20:05 UTC
The main advantages of missiles VS turrets for me are the ability to pick damage types and their range.

For example, my Abaddon did 920 DPS with conflag loaded out to around 25 KM. Around 750 with scorch out to 60ish.

My CNR does 800 DPS out to 116 KM. The Abaddon did do better at very close range (Very handy for worlds collide), but the CNR does it's 800 DPS at all ranges.

Furthermore, if you're using T2 ammo (which should be your goal), turrets only do 1 kind of damage. Hybrids do Kin/Therm, Lasers do EM/Therm, Projectiles do EXP/KIN. Now, if you are hanging out in your race's home turf, this is fine. But if you leave home, or decide to do SOE missions, you'll end up firing lasers at Angels, or something similarly annoying.

Again using the Abaddon example, firing my 920 DPS of EM/Therm at a target with 70% EM resists VS the CNR firing to proper damage type makes missiles look pretty good....

Edrante Van'Oola
Doomheim
#6 - 2014-01-27 18:34:56 UTC  |  Edited by: Edrante Van'Oola
I have a related question:
I fly a Talwar for pvp related gameplay.
Am I better off using a stasis web or target painter for damage?

the other two mids are kinda tied up with point & prop mod so not really changable.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#7 - 2014-01-27 19:01:20 UTC
Edrante Van'Oola wrote:
Am I better off using a stasis web or target painter for damage?
In almost all situations a stasis web will increase your damage more than a target painter. (The only exception would be shooting something small but strangely immobile.) Also, a web helps you control range.
However, a target painter has a much, much longer range. If you find yourself fighting outside of web range (10km, 13km overheated) often, a target painter might be better.
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2014-01-28 02:12:45 UTC
Thomas Builder wrote:
Edrante Van'Oola wrote:
Am I better off using a stasis web or target painter for damage?
In almost all situations a stasis web will increase your damage more than a target painter. (The only exception would be shooting something small but strangely immobile.) Also, a web helps you control range.
However, a target painter has a much, much longer range. If you find yourself fighting outside of web range (10km, 13km overheated) often, a target painter might be better.

I agree with the above, but I'd like to add:

Destroyers are intended to be glass-canons to destroy frigates, and other destroyers.

They use small weapons vs. small (and larger) targets. Target painters won't help much here, as the target is already the right size for the missiles. TP help with larger missile vs. smaller target, by making the target effectively larger so the missile can do more damage.
ShahFluffers
Ice Fire Warriors
#9 - 2014-01-28 05:26:39 UTC
Tau Cabalander wrote:
Thomas Builder wrote:
Edrante Van'Oola wrote:
Am I better off using a stasis web or target painter for damage?
In almost all situations a stasis web will increase your damage more than a target painter. (The only exception would be shooting something small but strangely immobile.) Also, a web helps you control range.
However, a target painter has a much, much longer range. If you find yourself fighting outside of web range (10km, 13km overheated) often, a target painter might be better.

I agree with the above, but I'd like to add:

Destroyers are intended to be glass-canons to destroy frigates, and other destroyers.

They use small weapons vs. small (and larger) targets. Target painters won't help much here, as the target is already the right size for the missiles. TP help with larger missile vs. smaller target, by making the target effectively larger so the missile can do more damage.

Yes and Tau. In a "running battle" where speeds easily top 1000 m/sec a Target Painter can greatly help in damage application even against equal and larger sized targets (and especially when using certain Tech 2 missiles).

Basically... if you intend on brawling at close range, stasis webs are king. If you want to fly around and pick stuff apart at range, Target Painter would be more optimal.