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EVE New Citizens Q&A

 
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Shield Tanks vs. Armor Tanks and Gankability.

First post
Author
Nevil Oscillator
#81 - 2015-02-03 11:11:01 UTC
Given the Mods shown and Skills that the vindicator pilot almost certainly had, I don't think there is any way a Tornado could do 6500 damage through either the shield or the structure, however with the right ammunition combination it might have been able to do that through the armour and some random person in the firing squad will hit the sweet spot.

I will have to try it some time but I'm still working on having a tornado that does half that.
Solonius Rex
Federal Navy Academy
Gallente Federation
#82 - 2015-02-03 14:01:14 UTC
Nevil Oscillator wrote:
Given the Mods shown and Skills that the vindicator pilot almost certainly had, I don't think there is any way a Tornado could do 6500 damage through either the shield or the structure, however with the right ammunition combination it might have been able to do that through the armour and some random person in the firing squad will hit the sweet spot.

I will have to try it some time but I'm still working on having a tornado that does half that.


In most cases, you get more than one shot. The duration you have to shoot and kill a target is only limited by the time it takes for concord to arrive, which is anywhere from 8 to 19 seconds give or take. But even so, with 60-70% resists, and a 12k alpha, you would expect to deal about 3-4k per hit.
Vol Arm'OOO
Central Co-Prosperity Union
#83 - 2015-02-03 14:39:05 UTC
Eliza StarBender wrote:
In general, is there a noticeable difference in the ability to gank someone in a shield tanked fit over an armor tanked one?

I know skills and hull bonus and such will play a factor, but let's assume for the sake of argument that all things are roughly equal; Hull A vs. Hull B, both have the same number of hitpoints and equal resists for their appropriate tank. Will there be a speed difference?


As a general principal, ganking is relatively rare. If you avoid congested areas while mining and/or missioning, dont autopilot while afk, and dont bling out your ships, you will avoid the vast majority of ganks.

That being said, buffer is better at avoiding ganks then active tanks for the simply reason that the pilot has to have his active tank turned on for it to work, which frequently doesnt happen when you are suddenly and without warning attacked. As for armor v. shield - well for mining you are going to go shield because that's the way the barges are setup as for missioning you are going to go with what is best for the particular missioning boat you pick i.e. some are intended to be shield and some are intended to armor. Now if you are talking about hauling goods - well then you really need to be concerned with agility, align time, and time to get into warp. When you haul, you want to be on grid as little as possible while presenting as small a signature as possible. Armor adds mass and slows you down. On the other hand shield extenders bloom your signature making you easier to hit. How you approach hauling will depend upon the ship you use, and what you are hauling. If you haul amounts that are significantly more then the value of your ship then you invite ganking.

I don't play, I just fourm warrior.

Gregor Parud
Imperial Academy
#84 - 2015-02-03 14:43:35 UTC
ITT: people who don't understand EHP and count resists twice in their "damage calculations".
Cannibal Kane
Viziam
Amarr Empire
#85 - 2015-02-03 14:56:29 UTC
Solonius Rex wrote:
Nevil Oscillator wrote:
Given the Mods shown and Skills that the vindicator pilot almost certainly had, I don't think there is any way a Tornado could do 6500 damage through either the shield or the structure, however with the right ammunition combination it might have been able to do that through the armour and some random person in the firing squad will hit the sweet spot.

I will have to try it some time but I'm still working on having a tornado that does half that.


In most cases, you get more than one shot. The duration you have to shoot and kill a target is only limited by the time it takes for concord to arrive, which is anywhere from 8 to 19 seconds give or take. But even so, with 60-70% resists, and a 12k alpha, you would expect to deal about 3-4k per hit.


Also take into consideration, a target does not always switch on his resist mods when flying from system to system. Which is why I said he was ganked after the he was done with the incursion and also within 15 minutes before his NPC aggression timer ended. Which is why there are so few Nado's required on that killmail as well as why there is a npc with over 500k damage in it as well.

If there is one thing this thread has proven, there are very few creative thinkers in this game.

"Kane is the End Boss of Highsec." -Psychotic Monk

Nevil Oscillator
#86 - 2015-02-03 19:27:03 UTC
Solonius Rex wrote:


In most cases, you get more than one shot. The duration you have to shoot and kill a target is only limited by the time it takes for concord to arrive, which is anywhere from 8 to 19 seconds give or take. But even so, with 60-70% resists, and a 12k alpha, you would expect to deal about 3-4k per hit.



I think the idea is that you don't want more than one shot because a 40 sec cycle, can get double its DPS in 20 sec compared to a 10 sec cycle

There are a few variations on that example with newb battleships on autopilot or whatever but the thing about the target Ralph showed us is that pretty much any number of Tornados and pilots would be worth it if you can find enough people to fly them. A 160 mil Megatron with a limited Adaptive to loot is not worth losing 8 Tornadoes for.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#87 - 2015-02-03 22:37:08 UTC
I have removed a rule breaking post and those quoting it.

The Rules:
5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.

ISD Ezwal Community Communication Liaisons (CCLs)

Solonius Rex
Federal Navy Academy
Gallente Federation
#88 - 2015-02-03 23:59:57 UTC
Nevil Oscillator wrote:
Solonius Rex wrote:


In most cases, you get more than one shot. The duration you have to shoot and kill a target is only limited by the time it takes for concord to arrive, which is anywhere from 8 to 19 seconds give or take. But even so, with 60-70% resists, and a 12k alpha, you would expect to deal about 3-4k per hit.



I think the idea is that you don't want more than one shot because a 40 sec cycle, can get double its DPS in 20 sec compared to a 10 sec cycle

There are a few variations on that example with newb battleships on autopilot or whatever but the thing about the target Ralph showed us is that pretty much any number of Tornados and pilots would be worth it if you can find enough people to fly them. A 160 mil Megatron with a limited Adaptive to loot is not worth losing 8 Tornadoes for.


Why wouldnt you want more than one shot?

And sure, a 3 bill pimp-fit vindicator is worth 8 tornados.
Nevil Oscillator
#89 - 2015-02-04 00:16:25 UTC
Solonius Rex wrote:


Why wouldnt you want more than one shot?

And sure, a 3 bill pimp-fit vindicator is worth 8 tornados.


It depends what type of fit you are using but the advantage of ganking using a 40 sec cycle Howitzer fit is that it does the same damage as it would in 40 seconds. So however quickly concord turns up you do 40 seconds worth of DPS.
Paranoid Loyd
#90 - 2015-02-04 00:27:24 UTC  |  Edited by: Paranoid Loyd
The rate of fire on 1400s is 17 ticks when fully skilled and using three gyros not sure where you are coming up with 40 seconds
The vindicator that was ganked has 110K EHP against EMP or Phased Plasma not 200K.
Also, there were 13 pilots on the kill mail not 8. 13 is the proper amount for a gank like that.


There is so much bad info in your posts Nevil it is sickening.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Nevil Oscillator
#91 - 2015-02-04 00:47:07 UTC
Paranoid Loyd wrote:
The rate of fire on 1400s is 17 ticks when fully skilled and using three gyros not sure where you are coming up with 40 seconds
The vindicator that was ganked has 110K EHP against EMP or Phased Plasma not 200K.
Also, there were 13 pilots on the kill mail not 8. 13 is the proper amount for a gank like that.


There is so much bad info in your posts Nevil it is sickening.



200k was my glance estimate against Hail which is Kinetic Explosive, not that you can use hail in howitzers but anyway whatever the artillery T2 ammo is called

1400mm scout artillery, show info rate of fire = 40.16 s Don't know if that means something different ?

Yeah, you are right, there is more pilots the further through the links and scroll down tabs you go, 13 different pilots caused damage to that Vindicator after I looked a bit closer.
Paranoid Loyd
#92 - 2015-02-04 01:04:02 UTC
Glance estimates should not be used to make arguments or question posts.

Many factors affect stats on mods, looking at the base stat of anything is rarely reliable.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Nevil Oscillator
#93 - 2015-02-04 01:12:57 UTC  |  Edited by: Nevil Oscillator
Paranoid Loyd wrote:
Glance estimates should not be used to make arguments or question posts.

Many factors affect stats on mods, looking at the base stat of anything is rarely reliable.


My glance estimate

You need over 120% bonus to rate of fire to bring it down to 17 seconds,

Gyros 10%,
Rigs 10%
BC skill 5 = 25%
Rapid Fire 5 = 20%



But then a Tornado only has 342 CPU and 1400mm are 47 CPU Each And Gyros take a fair bit of CPU too. It is the 1400mm guns that are a complete nightmare to try and put on a Tornado. You only have 4 low slots and even with projectile weapon rigging 5 each of your rigs is going to add 5% to the CPU usage of the 1400mm guns.

Neural enhancement 5 implants, using named modules so that they are 7 less CPU each
CPU Skills help but the stacking penalty that counts towards every module/rig with a % bonus to rate of fire is not going to let you keep adding 10% It is going to really difficult to get that bonus above 80%.

So I'm not so sure that it is possible to get 1400mm guns rate of fire down to 17 seconds.

1200mm can do it easily but the damage is half as much so what's the point ?

In the example Ralph gave, one of the Tornadoes scores 6500 damage, how does it do that if it is firing EMP or Plasma because there is no sweet spot in the armour for that damage type ?

Damage done by the gank adds up to 34k Total HP of a Vindicator 28k there may have been more than 13 ships because it might have been dead before they fired. That is far from the last unanswered question the kill mail leaves.
Cannibal Kane
Viziam
Amarr Empire
#94 - 2015-02-04 09:58:35 UTC  |  Edited by: Cannibal Kane
Nevil,

I see people answering your questions in multiple threads. And i see you question those answers constantly.

Just remember, with good pilot skills the 1400 Gun CPU requirements can be as low as 17.

It is not hard to build a 11k Alpha Nado when using no damage implants.

Not to mention bringing down your base rate of fire down by more than 50% using skills trained and modules.

On another note I am starting to think you are just trolling because I refuse to believe anybody has so much trouble understanding basic concepts like you do on a consecutive level in multiple threads.

"Kane is the End Boss of Highsec." -Psychotic Monk

Gregor Parud
Imperial Academy
#95 - 2015-02-04 10:19:55 UTC
starting?
Cannibal Kane
Viziam
Amarr Empire
#96 - 2015-02-04 10:22:32 UTC
Gregor Parud wrote:
starting?


Fair enough, I always thought he was one.

"Kane is the End Boss of Highsec." -Psychotic Monk

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#97 - 2015-02-04 16:33:44 UTC
I have removed some rule breaking posts and those quoting them.

The Rules:
5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.


27. Off-topic posting is prohibited.

Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued to the off-topic poster.

ISD Ezwal Community Communication Liaisons (CCLs)

Nevil Oscillator
#98 - 2015-02-04 16:50:09 UTC
Cannibal Kane wrote:
Nevil,


Not to mention bringing down your base rate of fire down by more than 50% using skills trained and modules.
.


I did go in to an issue with the maths there , 50% reduction in time per shot is in actual fact a 100% increase in rate of fire,

Not sure why it was removed, must be troll maths.. can't be bothered to explain it fully again unless someone asks.
J'Poll
School of Applied Knowledge
Caldari State
#99 - 2015-02-04 16:55:02 UTC
Nevil Oscillator wrote:
Cannibal Kane wrote:
Nevil,


Not to mention bringing down your base rate of fire down by more than 50% using skills trained and modules.
.


I did go in to an issue with the maths there , 50% reduction in time per shot is in actual fact a 100% increase in rate of fire,

Not sure why it was removed, must be troll maths.. can't be bothered to explain it fully again unless someone asks.


Yep.

As you did the math it is automatically troll maths.

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Nevil Oscillator
#100 - 2015-02-04 17:09:05 UTC
J'Poll wrote:


Yep.

As you did the math it is automatically troll maths.



And as you didn't , it was correct.