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Question to Caldari pilots (about combat roles)

Author
Denuo Secus
#1 - 2012-05-29 10:52:26 UTC  |  Edited by: Denuo Secus
Skill point reasons aside...what are the reasons you hop in a missile ship or in a turret ship? For what roles do you use both weapon systems in PvP?

Caldari is a faction with a 50/50 mix of drastically different weapon systems. The other factions are more focussed imho. So I'm not always sure what to choose when. My own thoughts so far:

If I want...
- ...damage projection + instant damage: rails
- ...best damage projection: long range missiles
- ...best raw DPS: blasters
- ...good damage against small + large targets: turrets (sig/speed tanking of missiles)
- ...immunity against most ewar: missiles
- ...damage type selection: missiles

What are your reasons?
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#2 - 2012-05-29 10:57:37 UTC
I started playing at the same time as a friend of mine; we both received a trial invitation by a mutual friend of ours. He started as Gallente, me as Minmatar. The first thing that happened to him was that his short-range Blaster Destroyer got blown up because, as he put it "I can't hit sh*t!". Then his Rail Destroyer got effed up, too.

After nearly rage-quitting he switched to Caldari and now he flies a (in my opinion) boring Drake. So I would assume the simplicity and non-randomness of Missiles is why people chose them. You always hit what you shoot at; you don't need modules or train skills just to be able to hit; all Missile skills only increase your damage/range as you can always be sure to hit. With Turrets, especially close-range Turrets, not so much.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Liam Mirren
#3 - 2012-05-29 11:06:52 UTC
You choose based on what you want to do, which depends on strategy, tactics and scenario. It's not like "today I'll use missile ships" but rather "I'm going to do suchandsuch using X strategy and from the ships I can fly this one makes the most sense".

For instance, if I want to solo pvp in a frigate I could choose to go short range with a Merlin or Harpy or I could choose to kite with a Kestrel or Hawk. Would you want to do missions then generally missiles are easier to use so you'd probably choose that (although in my case I use hybrid ships, on purpose).

Generally missiles are easy to use but a bit lack lustre, there's always exceptions ofcourse. You're best off to pick a playstyle you'll be happy with the next 1-3 months, find the ships that work best for that and decide on what to train first. Later on train up the other option, Caldari pilots who only trained missiles do it wrong.

Excellence is not a skill, it's an attitude.

Cameron Cahill
Imperial Academy
Amarr Empire
#4 - 2012-05-29 11:38:07 UTC
Assuming you're after non faction ships:

-...damage projection + instant damage: rails - Naga/Rokh
- ...best damage projection: long range missiles - Tengu
- ...best raw DPS: blasters - Naga/Rokh
- ...good damage against small + large targets: turrets (sig/speed tanking of missiles) - Harpy because medium/large missiles tend to be **** at this
- ...immunity against most ewar: missiles - Tengu
- ...damage type selection: missiles - Erm... HAM Legion to be truly honest but probably Raven for Caldari.

Rokh/Naga do essentially the same thing, Rokh has a lot more tank and a little bit more range, Naga has a lot more maneuverability and a bit more damage (although due to fitting, slot distribution etc. Damage/range tends to be roughly equal).

Blaster harpy is probably the best assault frig just now ~20k ehp and great dps from small guns.

Tengu is just generally epic although isn't the best for damaging small things.

You're usually better of with kinetic missiles than anything else unless something is specifically tanked against you, however the few ships that have general damage bonuses while being decent are battleships or... well... Amarr.
Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#5 - 2012-05-29 11:50:20 UTC
I find that missiles are good early on and competitive with guns but when skills level out turrets tend to perform almost all roles better.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#6 - 2012-05-29 11:57:47 UTC
shield fleet ops(logi+BS)you wil fly rokh or Basilisk
Armor fleet ops you will fly scorp
Small BC gang you will fly naga or drake or falcon
solo you will merlin or harpy or hawk or kestril
Nano you will fly navy caracal or griffin


hope that helps

I wanted to paint my space ship red, but I couldn't find enough goats. 

Renier Gaden
Immortal Guides
#7 - 2012-05-29 14:03:08 UTC  |  Edited by: Renier Gaden
If you are on a roam or gate camp and will be spending a lot of time at Zero on the gates, then Blaster Ferox or Rokh. (Edit: or Blaster Naga for best damage, if you are brave or have good logistics support.)

If you have a bubble on the gate and want to snipe at range, then Rail Naga or Rokh.

If you want versatility, go with the Drake.

There is also looks to consider. The Ferox and Rokh look bad-ass. (Edit: Ok, so does the Naga.)

Most important factor though, is to fly the most common ship in your fleet, so you are less likely to be primaried. If the apposing fleet commander is looking at your fleet and sees 1 Ferox and 6 Drakes, the Ferox will be primaried first, because it is just easier to identify for focus fire.