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Understanding Small Turrets. Why does damage and range increase?

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Author
Trey Kutoi
SergalJerk
Test Alliance Please Ignore
#21 - 2014-11-16 05:58:29 UTC
I fly missile boats, (breacher, kestrel, condor wub) and find that fitting ewar/tank usually runs me right up against my powergrid. I never realized that subvariations between turret weapons actually have different tracking and such.
ShahFluffers
Ice Fire Warriors
#22 - 2014-11-16 07:10:19 UTC  |  Edited by: ShahFluffers
Herateis wrote:
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...

You are looking at things too one-dimensionally. There are four aspects of fitting a ship:

- Tank: armor or shield
- Gank: weapons, damage mods, and damage application mods
- Speed: microwarpdrives and afterburners
- Utility and Electronic Warfare: capacitor boosters and warp scramblers respectively

Generally, you can only optimally fit a ship for 2.5 of the above because they are all competing for same CPU, Powergrid, and (in some setups) capacitor power.

Looking at the stats of one aspect (in your case, "Gank") without considering the other aspects (both in terms of fitting and tactics) will simply result in poor fitting decisions that won't win you any battles.



Allow me to illustrate:

[Rifter, 200mm setup]

Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Adaptive Nano Plating II

Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
Rocket Launcher II, Caldari Navy Inferno Rocket

Small Anti-Explosive Pump I
Small Projectile Burst Aerator I
Small Projectile Ambit Extension I


... VERSUS...

[Rifter, 125mm setup ]

Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Gyrostabilizer II

Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S
Rocket Launcher II, Caldari Navy Inferno Rocket

Small Anti-Explosive Pump I
Small Projectile Burst Aerator I
Small Projectile Ambit Extension I


Stats (with level 5 skills applied):

DPS: ~135 damage per second (200 setup) vs. 145 dps (125 setup)
Projectile Weapon Range: 800 meter optimal + 10,000 meter falloff (200 setup) vs. 600m optimal + 8,500m falloff
Projectile Weapon Tracking: 0.39 (200 setup) vs. 0.52 (125 setup)
Tank: ~3300 effective hitpoints and reps ~80 hp per second (200 setup) vs. ~3000 ehp and ~65 hp/sec
Speed: Equal at ~3000 meters per second


Which is the winner here?

The 200mm setup wins in range and tank... but the 125mm setup wins in terms of raw and applied damage per second (due to higher tracking and the extra CPU to fit a damage mod).

The 200 setup could try to use its superior range to mitigate the damage of the 125 setup... but if the 125 setup was able to get close enough (either through fancy flying or a proper warp in) then it could orbit/keep close and use superior tracking and damage to grind down the 200 setup.



So yes... smaller guns do have a place. They just require some "creative thinking" in their use.
Gregor Parud
Imperial Academy
#23 - 2014-11-16 12:03:12 UTC  |  Edited by: Gregor Parud
Herateis wrote:
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?


It's, again, about scenario. DPS in itself isn't really that important, it's about how much of that dps you can apply to the intended target. This has to do with tracking, angular velocity (orbiting) and target size. Against bigger targets it'll work fine to fit 200mm but against another frigate (or against drones) it might not be, depending on orbiting speeds (angular velocity).


It gets more obvious when you don't use a frigate as an example. If you fly a cruiser and fit the biggest cruiser guns it will completely miss a short orbit frigate, even if it would be webbed. So if you choose to defend better against frigates then you can choose to not fit the biggest guns but go for smaller ones instead as it will increase the chance of hitting. In and of itself that still won't be enough but if you start stacking your chances (webs, neuts, manual piloting AND smaller guns) then it might make it work.

It's the difference between an assault rifle and a CQC weapon; Assaults are great, they have more range and more stopping power but not in cramped rooms where you have to fight around corners and need to have quick reaction times. CQC lack the oomph and all that but in that scenario they just perform better.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#24 - 2014-11-16 17:18:53 UTC  |  Edited by: BeBopAReBop RhubarbPie
13kr1d1 wrote:
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.

Yes, yes I would. I use ions on my shield enyo fit that has nowhere close to the necessary fitting room for neutrons. In addition the tracking on ions is excellent, and when ganking ventures they can be the go-to gun.

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ISD LackOfFaith
ISD Community Communications Liaisons
ISD Alliance
#25 - 2014-11-17 23:03:42 UTC
Herateis wrote:
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.

"High damage, high range" comes at the cost of tougher fittings (lower tank and other stuff), worse tracking, more cap usage, or other assorted things. It's not a one-way choice; it's a trade-off. Sometimes fitting smaller guns is worth it if you can control the fight and break the other guy's bigger guns.

Herateis wrote:

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.

There are some design issues around ammo variety for short range guns. For example, going from Multifrequency to Standard means (ballparking, not real numbers) an increase from 3500m to 5000m range, but a 50% decrease in damage. Since that 1500m (42%) envelope gain isn't really worth the hugely reduced damage, everyone tells you to fit Multifrequency and deal with it. If you compare it to beam lasers though, that 42% gain is much larger. If you go from 13 km range (barely out of scram range) to 18.5 km, that may be a huge advantage in a fight, despite the loss in raw damage.

The same parallel applies for blasters/railguns and non-antimatter ammo, and autocannons/artillery and non-EMP/PP/Fusion ammo.

The situation of long range ammo being a bad choice isn't helped by the fact that the T2 ammos contain spectacularly good long range ammos for short range weapons (Scorch, Null, Barrage) that completely eclipse anything that long range T1 ammos can do on the same weapons at those ranges.

Herateis wrote:

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.

It's because of how the metagame works. Your ammo choices for short range weapons boil down into 3 choices:

  1. T1/faction short range ammo - great damage at short range, little to no damage at long range.
  2. T1/faction mid-long range ammo - poor damage at all ranges.
  3. T2 long range ammo - poor damage at short range, good damage at long range.


Since range control is usually key to winning a fight, when you have range control you want to either pick option 1 or 3. Never 2.

As far as guns go, I should address your next point:

Herateis wrote:

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?

That's why you're not seeing small guns used. Destroyers have tons of fitting room compared to frigates, and they have massive tracking bonuses that make frigate-sized guns track much better. That nullifies both disadvantages of fitting bigger guns: bad fittings and bad tracking. What you're left with is guns with great range and damage, that will tear everything apart. There are very few instances where destroyers have to not fit the largest guns, and they usually involve very tanky fits, where the CPU/Powergrid is too tight to put big guns on.

If you look at frigate fits, and especially on frigates that have good non-pure-firepower roles (like being especially tanky, or fast, or having special ewar), you will more often see dual light pulse lasers or gatling pulse lasers instead of small focused pulse lasers, or 125mm/150mm autocannons instead of 200mm autocannons.

ISD LackOfFaith

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to Eve Mail or anything other than the forums.

SurrenderMonkey
State Protectorate
Caldari State
#26 - 2014-11-18 02:48:40 UTC
Herateis wrote:

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...


Then you're almost certainly doing it wrong.

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Luwc
State War Academy
Caldari State
#27 - 2014-11-18 07:54:06 UTC
Basically

bigger guns = less tank
more tank = smaller guns

You have to find the right balance or any other you want to look for.

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Doctor Knuckles
Sebiestor Tribe
Minmatar Republic
#28 - 2014-11-18 08:34:28 UTC
Some people really need to learn how to pilot and keep transversal low if they're having troubles hitting stuff with neutrons in a frig
Gregor Parud
Imperial Academy
#29 - 2014-11-18 21:25:37 UTC
Doctor Knuckles wrote:
Some people really need to learn how to pilot and keep transversal low if they're having troubles hitting stuff with neutrons in a frig


Thank you for your bragging, it's really useful. Much more useful than, say, explaining how and why stuff works by using examples and exaggerating a bit in order to explain the possible issues. Well done.
Cara Forelli
State War Academy
Caldari State
#30 - 2014-11-18 21:29:06 UTC
Doctor Knuckles wrote:
Some people really need to learn how to pilot and keep transversal low if they're having troubles hitting stuff with neutrons in a frig

Agreed and disagreed....Depending on your tank and what you are fighting you may be interested in keeping transversal high to mitigate incoming damage. A neutron atron vs. a tormentor for instance. Sure the atron has more dps, but also a lot less tank. Might be better off with ions or electrons and orbiting to reduce laser damage.

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Doctor Knuckles
Sebiestor Tribe
Minmatar Republic
#31 - 2014-11-19 09:08:54 UTC  |  Edited by: Doctor Knuckles
Cara Forelli wrote:
Doctor Knuckles wrote:
Some people really need to learn how to pilot and keep transversal low if they're having troubles hitting stuff with neutrons in a frig

Agreed and disagreed....Depending on your tank and what you are fighting you may be interested in keeping transversal high to mitigate incoming damage. A neutron atron vs. a tormentor for instance. Sure the atron has more dps, but also a lot less tank. Might be better off with ions or electrons and orbiting to reduce laser damage.


Eh. Not sure tbh. Neutrons are still gonna track substantially better than torm's lasers (0.47 vs 0.30, 0.35 with dual light instead of focuseds), if Atron's missing while orbiting it might just be wiser to reduce speed a bit and find that sweet spot where you can hit and he can't. If things aren't going well, Atron can still disengage easily being nimble as ****.

More so, not fitting neutrons on an atron gimps the ship's bonus to falloff, which is truly exceptionally good with null loaded neutrons.





Gregor Parud wrote:
Doctor Knuckles wrote:
Some people really need to learn how to pilot and keep transversal low if they're having troubles hitting stuff with neutrons in a frig


Thank you for your bragging, it's really useful. Much more useful than, say, explaining how and why stuff works by using examples and exaggerating a bit in order to explain the possible issues. Well done.


Fair enough.

Really, the cases are a multitude. It just slowly comes to a pilot with experience.

None the less, a few pointers:
just because you're a brawler, it does not mean you HAVE to orbit @500 and be done with it. In many many MANY cases, you don't want to orbit in fact. But it all depends on your ship and your target's ship, fits bonuses and so on.

One example will make it clear.

Atron, neutrons, vs slasher with 125 or 150s, and a TD.

Speed is roughly the same. Damage greatly favors the Atron. Tracking favors the slasher. Tanks are similar.

If you orbit, you're not gonna hit anything, he will, you're gonna die. What do you want to do in this case? Make it so transversal is as low as possible. How do you that? By flying manually in a fixed direction, he's most likely gonna orbit you, and speed being the same, he won't, he will just actually follow you while receiving 200 dps in his face. If he's smart, he's gonna burn away from you and switch his TD to optimal script, trying to scram kite you, so you need to keep an eye on distance, his speed, transversal, and if you get a hint of him doing so, you change direction and approach him, and so on.

Conversely, if he starts the fight at range, with optimal TD loaded, trying to scram kite you, you OH your AB and burn straight for him to get as close as possible and melt his face. If you manage to do so, watch out, if he starts orbiting, do as told above. If you don't manage to get close, burn away from him, and try rubberbanding him into him burning again towards when he change direction to be at his preferred range.



Really, the only times a neutron blaster frig should have issues hitting stuff inside their range is against double web fits, but those are gonna be just as deadly even if you're fitting ions or electrons, actually even more so if they're scramkiting you, making you suffer even more for ions/elecs shorter range
13kr1d1
Hedion University
Amarr Empire
#32 - 2014-11-21 04:04:09 UTC
You'll notice that tracking on AC's and hybrids, while better than lasers, still top out at less DPS applied at optimal with high transverse velocity from the target ship. The trackings of each racial weapon is supposed to provide just the right DPS at somewhere in the neighborhood of optimal.

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

13kr1d1
Hedion University
Amarr Empire
#33 - 2014-11-21 04:15:49 UTC
ISD LackOfFaith wrote:

There are some design issues around ammo variety for short range guns. For example, going from Multifrequency to Standard means (ballparking, not real numbers) an increase from 3500m to 5000m range, but a 50% decrease in damage


Oh my. Someone doesn't know the guide http://www.hostile.dk/files/eve/eve-tracking101.swf

Go ahead and try the gatling pulse small laser 1, and swap optimals between -50% for multi and 0% for standard. You'll actually see that at higher transversal velocity the gatling pulse laser LOSES damage output at the optimal for multi, compared to the optimal for standard, even with the extra damage. The extra damage only works if people are moving slowly, since the loss of optimal runs into tracking speed/enemy transverse speed territory.

A 46.65% hit chance at 2.13km for 4.2 dmg/s with a 7 EM 5 therm crystal with a target of 500 transverse velocity, vs 81.71% HC, 4.02km, 4.9 dmg/s, on the same 30 Sig radius target.

With these numbers run, the standard comes out the winner not only because of more damage even with less damaging ammo, but also a higher hit percentage and much less cap use.

Now obviously if you can keep someone still in your optimal, that helps a lot and the shorter range ammo is king.

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

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