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Understanding Small Turrets. Why does damage and range increase?

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Author
Herateis
State Protectorate
Caldari State
#1 - 2014-11-15 02:16:22 UTC
I don't think I have seen anyone using gatling laser turrets or ac125 so far, and as far as I know DPS and volley damages are most important, so why do these smaller, faster firing guns exist in the game? Is it fair to say that it's a newbie trap, or that you're stuck with those guns if your fitting skills are poor? Why do turrets get better range and better damage at the same time? That seems like a winning combination especially with how prevalent MWDs, scrams, and webs are, which pretty much can keep someone at the right range.

The same goes for ammo. Why does everyone go for the biggest damage or longest range and avoid the midrange ammo that works best with the gun's tracking? It seems like even though there's should be some sort of penalties for long range guns' tracking which bring down the damage your ammo can do, people still prefer stuff like antimatter or multifrequency as opposed to lead or standard crystals. From looking at a side by side comparison, yes, these charges that are longer range because they dont nerf range do less damage, but they are more likely to hit for near their full damage continuously if gun tracking actually causes lower hit rates and lower damage when you do hit, when the enemy gets too close.

So to sum up, how come extreme close range guns are so weak compared to the longer range guns in the same class, and why do people prefer to take -50% range for all that extra damage? Is it just plain better? I don't think I've seen many killmails where attackers had the faster firing, shorter range guns, or ammo that should work to have best hit rate for the gun's optimal and tracking.

I'm trying to figure out what's the best guns for destroyers and I'm seeing a pattern of avoiding these lighter guns and ammo that doesn't grant extreme damage for half the range. If anything it appears like the fast firing guns with short range are obsoleted by the longer range versions with ammo that cuts their range in half.

How come?
Nightingale Actault
Borderland Dynamics
#2 - 2014-11-15 02:19:14 UTC  |  Edited by: Nightingale Actault
Not all ships have the fitting room (CPU / Power Grid) to fit the best guns in class. Maximizing a ships effectiveness is not always done through dps. I've skirted the more heavy questions here to give you a general response.

Edit: Generally, the best in class short range weapon system is actually going to have higher applied and paper dps. This will also be increased by the ability to use a web/scram to increase damage application.
Herateis
State Protectorate
Caldari State
#3 - 2014-11-15 02:29:31 UTC
I built an ewar frig for faction warfare and when I showed it to the rest of the militia they laughed at me putting the tiny guns on there, it seemed like its a boolean thing. Guns or might as well be no guns.
J'Poll
School of Applied Knowledge
Caldari State
#4 - 2014-11-15 02:31:14 UTC
Hmz, first sign of an EFT warrior...just going by stats.


There is way more then just stats on which gun is best.

Look at things like how cost effective something is (a officer point might be the best in stats, but it's not effective to use).

Or ship stats, some ships just can't fit the biggest "tier" gun in the list.




Extreme close range guns not used?

Really, I think CODE. wants a word with you. As do many others that use blasters.



And why do people use the -50% range, higher damage?


Becasue, with that and dictating the fight, they win.

EVE isn't a "best stats" = win.
EVE has many factors that make you win or lose a fight.

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J'Poll
School of Applied Knowledge
Caldari State
#5 - 2014-11-15 02:33:43 UTC
Herateis wrote:
I built an ewar frig for faction warfare and when I showed it to the rest of the militia they laughed at me putting the tiny guns on there, it seemed like its a boolean thing. Guns or might as well be no guns.


Uhm, no matter what fit you show others, there will always be people that wil laugh at you.

Keep in mind, 99% of the people that laughed at your fit can't fit ships themself and just use teh cookie cutter fits everybody else uses.


As for Ewar frigates, if you use it in a fleet....any gun will do.
Your role is Ewar, not DPS.

Hell, I've flown Griffins, Kitsunes and even Crows without any weapons fitted.
As my role at that time wasn't DPS and I just fitted for the job at hand (Griffin / Kitsune is ECM, Crow is tackle).

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J'Poll
School of Applied Knowledge
Caldari State
#6 - 2014-11-15 02:35:17 UTC
Quote:
I'm trying to figure out what's the best guns for destroyers and I'm seeing a pattern of avoiding these lighter guns and ammo that doesn't grant extreme damage for half the range. If anything it appears like the fast firing guns with short range are obsoleted by the longer range versions with ammo that cuts their range in half.


It depends how you fight.

If you are blaster fitted for max DPS and you can catch a kiter off guard, he is toast.
If you let him dictate the range of the fight, sure the kiter will eat you alive.


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ShahFluffers
Ice Fire Warriors
#7 - 2014-11-15 03:27:53 UTC
I think I can clarify some things about ammo...

When using very short range weapons (Blasters and Autocannons) is doesn't really make sense to use ammo that is going to increase range by 100 to 500m while cutting into your damage by as much as half. That distance can be easily covered by a moving ship with a propulsion mod (like an Afterburner or Microwarpdrive).

As a result, short range weapons tend to stick to the highest damage ammo available. There are two exceptions to this though.

- Tech 2 short range ammo: this is a situational ammo. It only does about ~10% more damage than faction short range ammo but cuts tracking by around 20%. This is causes some problems when two ships of equal size brawl at very close range... because the ship speeds will often overcome the ability for the guns to track the target (turret tracking in EVE is absolute, not relative). Against stationary, larger targets, or with a ship that has a tracking bonus... it can be quite useful.

- Tech 2 long range ammo: This ammo adds ~40% more range with the damage dealing ability of mid-range ammo. This ammo also also cuts tracking, but at longer ranges this becomes less of an issue.


Pulse Lasers are a little strange in that they behave more like long range weaponry. Most of the above still applies to them, but you can get away with using a wider verity of crystals (ammo) compared to other weaponry.
I personally load my laserboats with Multifrequency (short range), Standard (mid-range), and Radio/Scorch (long range/T2 long range).

Other long range weapons also follow the same paradigm as Pulse Lasers when it comes to ammo (short range, mid-range, extreme long range).


Missiles are a different matter entirely. Only Tech 2 missiles have altered ranges and damage amounts.
13kr1d1
Hedion University
Amarr Empire
#8 - 2014-11-15 03:33:21 UTC  |  Edited by: 13kr1d1
J'Poll wrote:
Hmz, first sign of an EFT warrior...just going by stats.


There is way more then just stats on which gun is best.

Look at things like how cost effective something is (a officer point might be the best in stats, but it's not effective to use).

Or ship stats, some ships just can't fit the biggest "tier" gun in the list.




Extreme close range guns not used?

Really, I think CODE. wants a word with you. As do many others that use blasters.



Would you use ion blasters over neutron blasters? Pay attention here.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

ShahFluffers
Ice Fire Warriors
#9 - 2014-11-15 03:50:53 UTC
I do. Even Electron Blasters work pretty well if you have a low-slot to spare (for a magnetic field stabilizer).
Herateis
State Protectorate
Caldari State
#10 - 2014-11-15 04:18:21 UTC
J'Poll wrote:
Hmz, first sign of an EFT warrior...just going by stats.


There is way more then just stats on which gun is best.

Look at things like how cost effective something is (a officer point might be the best in stats, but it's not effective to use).

Or ship stats, some ships just can't fit the biggest "tier" gun in the list.




Extreme close range guns not used?

Really, I think CODE. wants a word with you. As do many others that use blasters.



And why do people use the -50% range, higher damage?


Becasue, with that and dictating the fight, they win.

EVE isn't a "best stats" = win.
EVE has many factors that make you win or lose a fight.


Well I see lots of dual pulse laser setups or even focused pulse laser but no gatling pulse laser. Is there a way to use the higher range ammo and dictate the fight to win when it's a 2000 optimal gun cause of -50% range ammo vs a 5000 optimal gun with lower DPS because it took the ammo that didn't reduce range? When I look at the stats for gatling and dual pulse lasers, a dual pulse with multifreq does lots of damage with it's base rate of fire and damage modifier, but also with the white crystal does even more, and had about equal range to a gatling laser with standard crystal, which is very bad damage modifier on top of lower damage crystal.

I think Shah said in some instances that can work, but in general with all the other variables out of the way, wouldn't the short range low damage modifier gun gatling pulse be inferior to the longer range dual puls?
Cara Forelli
State War Academy
Caldari State
#11 - 2014-11-15 04:50:42 UTC  |  Edited by: Cara Forelli
13kr1d1 wrote:
Would you use ion blasters over neutron blasters? Pay attention here.

Ions are more common than neutrons on everything except gank catalysts. Neutrons require some hefty tradeoffs.

Herateis wrote:
I think Shah said in some instances that can work, but in general with all the other variables out of the way, wouldn't the short range low damage modifier gun gatling pulse be inferior to the longer range dual puls?

-Damage is inferior
-Range is inferior

-Fitting is superior (better tank, ewar, etc)
-Tracking is superior (mostly just a bonus if you find yourself stuck with small guns)

Fitting the "largest" guns in the class often requires you to skimp on tank. The "medium" level is pretty standard on a lot of fits.

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Titan's Lament

Thomas Builder
Center for Advanced Studies
Gallente Federation
#12 - 2014-11-15 05:17:45 UTC
First, a couple of people misread the OP.
He's not talking about Blasters vs Railguns. He's talking about Electron Blaster vs Neutron Blaster.

So yeah, most people do use the heavier weapons in each class, especially for short range weapons. But it's not as clear-cut a choice as you may believe it is.

For one, there's the fitting aspect - lighter weapons need much less CPU and PG and slightly less Cap/s - that can make a difference. And even though lighter weapons do slightly less paper damage, the difference is less than you might believe - especially if you have to figure in reloading time. Lighter weapons have a higher rate of fire, but an even bigger capacity, so they have to be reloaded less often.

The more important difference really is tracking vs distance. That is where the bigger differences are and if you go for extremely close distance speed-tanking, the extra tracking might help you apply more damage.

It's more common to use lighter long-distance weapons: fitting requirements are much bigger, so the difference is more noticeable and the extra tracking helps more with guns that have bad base tracking.

---

As to ammo: there are two reasons why mid- and long-range ammo is rarely used.
1) You usually try to control range - given that short-range ammo is doing so much more damage, there's rarely a situation where you don't want to be in optimal range for your high-damage short-range ammo.
2) Tech 2 ammo. It's basically the damage of mid-range ammo (or better) and the range of long-range ammo (or better). There's little reason to use T1 mid- or long-range ammo. (Unless you are cheap and/or using T1 guns and/or really need that extra tracking.)

Finally, a lot of people have a hard time understanding tracking. Distance is easy: optimal is shown in the tool-tip and the default UI shows your distance to the target. If you are within optimal, you're good. Whereas you really have to search for the tracking speed of your guns, the default UI doesn't show angular velocity and there's almost no way to know the other person's sig radius, which also plays an important role in tracking. So, answering the question "Do I lose damage because of tracking?" is hard, which makes a lot of people ignore it, even though they shouldn't.

And if you ignore tracking, both lighter guns and the medium range ammo lose most of their appeal.
Gregor Parud
Imperial Academy
#13 - 2014-11-15 23:56:42 UTC  |  Edited by: Gregor Parud
Fitting and tracking. Fitting the biggest guns generally means you'll have to nerf your fit elsewhere, generally in the tank department but could also be something like cap booster or the likes. So a fit that has tons of tank won't have room to fit the biggest guns, thus it'll have to do with smaller, less dps/range ones. A fit that foregoes tank will have all the room to fit the biggest guns. It's called balancing. Also, as explained above, on most short range weapons it simply makes no sense to use T1 range ammo because that only affects optimal so whatever T1 ammo you'll use the range will still be ****.

On top of all that it has to do with the scenario. If your Ewar fit is meant, and is capable, of being useful at 20-50km thn it makes little to no sense to bring it in any closer and as such tiny guns don't have much use.
Herateis
State Protectorate
Caldari State
#14 - 2014-11-16 00:35:58 UTC
Gregor Parud wrote:
Fitting and tracking. Fitting the biggest guns generally means you'll have to nerf your fit elsewhere, generally in the tank department but could also be something like cap booster or the likes. So a fit that has tons of tank won't have room to fit the biggest guns, thus it'll have to do with smaller, less dps/range ones. A fit that foregoes tank will have all the room to fit the biggest guns. It's called balancing. Also, as explained above, on most short range weapons it simply makes no sense to use T1 range ammo because that only affects optimal so whatever T1 ammo you'll use the range will still be ****.

On top of all that it has to do with the scenario. If your Ewar fit is meant, and is capable, of being useful at 20-50km thn it makes little to no sense to bring it in any closer and as such tiny guns don't have much use.


Okay that makes sense. Although usually dont people fit the biggest gun for short or long range and then fit a bunch of damage mods to push damage even higher? Would fitting smallest guns and pushing damage mods be sub par? It feels almost like there is a double nerf to choosing either one. If you fit tank and can only fit small guns instead of big, you lose damage from no damage mode but also then lose damage from smaller guns. If you fit with bigger guns and damage mods, your tank is still baseline of whatever it is for the ship, but you trade possible tank for double damage in a way from bigger gun and damage mods. It sounds very unstable, like would going a middle ground of small guns and damage mod or big guns and tank be useless PvP?
Cara Forelli
State War Academy
Caldari State
#15 - 2014-11-16 01:17:39 UTC
Herateis wrote:
If you fit tank and can only fit small guns instead of big, you lose damage from no damage mode but also then lose damage from smaller guns.

This is only true for armor tanking. Shield tanks take up midslots, so instead of damage you are sacrificing ewar. There are a few basic things that every fit has to balance - each comes at the cost of some of the others.

-Damage
-Range
-Tracking
-Signature Radius
-Speed
-Ewar
-Tank


You are correct that fitting a big armor tank will reduce your damage....however if you fit no tank at all you are likely to pop instantly and you won't have any time to do dps, meaning you do less damage anyway. Balancing that list "perfectly" is why fitting is such a science. No fit is perfect in every situation...some demand more tank...some more dps...some more speed. It depends on what you are fighting and how you fly.

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Sabriz Adoudel
Move along there is nothing here
#16 - 2014-11-16 01:46:12 UTC
If you are shooting small, nimble targets, the tracking of smaller guns is often worth the lower damage output.

When I thought the Prospect would be a popular ship, I theorycrafted the best setup to gank them. My conclusion was that an electron blaster Catalyst with tracking rigs would not just outperform a neutron/DPS rig fit, but outclass it.

It is usually the case, however, that high tracking low DPS guns are only fitted on ships that can't fit a full rack of the 'best' ones for CPU or PG reasons.

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ShahFluffers
Ice Fire Warriors
#17 - 2014-11-16 02:55:17 UTC  |  Edited by: ShahFluffers
Bear in mind that Destroyers are a bit of a special case compared to most ships.
They all have tracking and range bonuses and, for the most part, are not designed to tank very well (only a little beefier than an Assault Frigate).

So with destroyers, there is little reason not to fit the biggest, or second biggest, weapons available.


With other ships, this becomes a bit more clouded as their focus is relatively more general.
For example:
- I have a Stabber Fleet Issue that uses Dual-180mm Autocannons backed up by two damage enhancer mods.
- I COULD use 425mm Autocannons... but that would require me to give up both damage enhancers (because the 425s need ~30% more CPU and almost double the PG per gun compared to Dual-180s).
- The result is that I will do LESS damage using 425 ACs due to lower tracking and both lost damage mods. The only gain I make is range.
- 220mm ACs would have largely the same result... more range, but less damage (due to one damage mod being dropped in order to fit) and less tracking.
J'Poll
School of Applied Knowledge
Caldari State
#18 - 2014-11-16 03:24:45 UTC
Herateis wrote:


Okay that makes sense. Although usually dont people fit the biggest gun for short or long range and then fit a bunch of damage mods to push damage even higher? Would fitting smallest guns and pushing damage mods be sub par? It feels almost like there is a double nerf to choosing either one. If you fit tank and can only fit small guns instead of big, you lose damage from no damage mode but also then lose damage from smaller guns. If you fit with bigger guns and damage mods, your tank is still baseline of whatever it is for the ship, but you trade possible tank for double damage in a way from bigger gun and damage mods. It sounds very unstable, like would going a middle ground of small guns and damage mod or big guns and tank be useless PvP?


Uhm.

2 things.

Fitting a tank doesn't equal not fitting damage mods. You can fit both damage mods and a tank, but that likely means not fitting the biggest guns.

Fitting the biggest guns however means you likely have to fit less tank or less damage mods (or both).


Which works best:

That depends on the situation.


If you are going to suicide gank, you know you WILL lose your ship, so fitting a massive tank is useless (CONCORD scales to the ship they are going to take down). So you will see massive damage mods / big guns fits there.


If you know that you will need a tank, you will likely trade of some of the gun ability to fit it. This way you can stay alive longer and thus deal damage over a longer period of time, even though it's maybe a bit less then you could with the biggest guns.

1 thing you do know, you can't deal any damage with your biggest guns if your enemy can kill you in 1 or 2 shot. That is a known fact.




So, you will have to make a decision on what you need. Tank or Gank, for the duty you are going to use the ship for...and fthen fit accordingly to that duty.

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J'Poll
School of Applied Knowledge
Caldari State
#19 - 2014-11-16 03:26:16 UTC
Cara Forelli wrote:


You are correct that fitting a big armor tank will reduce your damage....however if you fit no tank at all you are likely to pop instantly and you won't have any time to do dps, meaning you do less damage anyway. Balancing that list "perfectly" is why fitting is such a science. No fit is perfect in every situation...some demand more tank...some more dps...some more speed. It depends on what you are fighting and how you fly.


Then again.

A massive armor tank, can get their damage enhancing from their ewar fitting.

Webs, Tracking computers, target painters... All can enhance your capability to do damage.

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Herateis
State Protectorate
Caldari State
#20 - 2014-11-16 05:48:53 UTC
ShahFluffers wrote:
Bear in mind that Destroyers are a bit of a special case compared to most ships.
They all have tracking and range bonuses and, for the most part, are not designed to tank very well (only a little beefier than an Assault Frigate).

So with destroyers, there is little reason not to fit the biggest, or second biggest, weapons available.


With other ships, this becomes a bit more clouded as their focus is relatively more general.
For example:
- I have a Stabber Fleet Issue that uses Dual-180mm Autocannons backed up by two damage enhancer mods.
- I COULD use 425mm Autocannons... but that would require me to give up both damage enhancers (because the 425s need ~30% more CPU and almost double the PG per gun compared to Dual-180s).
- The result is that I will do LESS damage using 425 ACs due to lower tracking and both lost damage mods. The only gain I make is range.
- 220mm ACs would have largely the same result... more range, but less damage (due to one damage mod being dropped in order to fit) and less tracking.



Okay I understand that, I think it's maybe something unique to frigs and destroyers then? When I push 200 AC on a rifter, it only needs 2 gyros to get 43 dps with no skills, and will take up less cpu and slots than putting on 125 AC, which needs 3 gyro to hit 43 dps. The same is also true of punisher frig. gatling vs focused, the CPU use will be almost identical for the three turrets with the right damage mods to make their DPS equal, means one more for the gatling. Things get even worse for the gatling when going from all skills at zero to all skills at V, because now the focused actually take up less CPU.

When I look at these things, the only thing that bigger guns have a disadvantage over is tracking and powergrid use, but I find it hard to use up PG anyway...
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