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Blaster Ships - Thoughts post Crucible?

Author
Hrett
The Scope
Gallente Federation
#21 - 2012-08-16 16:49:42 UTC
Liang Nuren wrote:
I'd say that blasters work great on:
- Taranis
- Comet
- Daredevil
- Vigilant
- Talos

They'd probably work pretty well on a megathron but ROFLBATTLESHIP.

-Liang

Ed: I'm not sure what the fact I pretty much only cite ships that are very fast or have a web bonus says.


You should try an ENI. Its fast as hell. Neutron Gank, dual armor reps and XL EpicFail ASB all work. Im just starting to use it recently, but there are people in FW (X Gallentius for one) that use them very successfully. Its faster than the Stabber and exactly the same speed as the SFI. Its basically a really fast Thorax with slightly less EHP. It has a smaller drone bay, but it does the same overall damage because of the dual damage bonuses. I am finding it really fun.

spaceship, Spaceship, SPACESHIP!

Liang Nuren
No Salvation
Divine Damnation
#22 - 2012-08-16 17:28:26 UTC
Hrett wrote:

You should try an ENI. Its fast as hell. Neutron Gank, dual armor reps and XL EpicFail ASB all work. Im just starting to use it recently, but there are people in FW (X Gallentius for one) that use them very successfully. Its faster than the Stabber and exactly the same speed as the SFI. Its basically a really fast Thorax with slightly less EHP. It has a smaller drone bay, but it does the same overall damage because of the dual damage bonuses. I am finding it really fun.


I kinda want better performance than the Thorax for a hull that costs that much. :-/

-Liang

I'm an idiot, don't mind me.

Noisrevbus
#23 - 2012-08-16 17:37:06 UTC  |  Edited by: Noisrevbus
Liang Nuren wrote:

Ummmm... no, there were some fits that didn't work nearly as well. Mostly due to fittings.

-Liang

Consider the ships more so than the setups.

It could just be a question of different experiences, but i have not really seen any revolutionary ramifications of either if- or how the ships were used then or are used today.

I'm not saying that's a bad thing, quite the opposite actually, it tells me the fitting changes were balanced.

It's just that i considered most of the ships you listed powerful in their element before, and i have not seen them used in many new ways since (at least not beyond what the AF changes have achieved).
Liang Nuren
No Salvation
Divine Damnation
#24 - 2012-08-16 17:49:44 UTC
Hmmmm.... no, I'd say that the ships which were decent became good and the ships which were good became fantastic. Ships which weren't that great before are still not that great.

One of the biggest changes I've seen is the (re)introduction of Null kiting. I think that's why I keep asking for more/stronger falloff bonuses on the Deimos.

-Liang

I'm an idiot, don't mind me.

Seleucus Ontuas
The Scope
Gallente Federation
#25 - 2012-08-16 17:58:35 UTC
Hrett wrote:
Korg Tronix wrote:
Eternal Error wrote:
Rails still need looked at, as do many of the ships such as the astarte and diemost.


The Deimos is only really bad now because its surpassed by its pirate counterpart similar to the vaga

Eternal Error wrote:

Hrett wrote:

I still firmly believe that the tracking on at least medium blasters needs to be tweaked. Right now, I miss too many shots when orbiting inside my optimal. Other than that, I love the changes.

That's because you're not supposed to orbit.


He has been told quite a lot already but still mentions it every time this subject gets brought up

As for the OP I think that hybrids are a very viable weapon system now, the null changes along with everything else certainly make them great on frigates. My incursus with no range mods gets around 7-8km opt+falloff now with null which is nice.



Guess I'm still not getting it then. Blaster Thorax vs a Blaster Talos or Brutix or Mega or Domi I just hit approach and keep at range then? Or is there some leet manual piloting maneuver you guys aren't sharing?

No offense, but neither one of you has a single kill with a ship that uses medium blasters. Not one. At least that I have been able to find. Its certainly possible you are alts with massive experience, so teach me. You both seem to fly ships with small blasters, but small blasters have no issues. So, with your hookbills, canes, missile ships, projectile ships and laser ships, I am aware there are many other options than orbit at close range if you are faced with a tankier ship with larger guns. Such is not the case with medium blasters. You either run, get right up on them and keep your transversal up, or die. Transversal inside medium blaster optimal range (and even into falloff) = an unreasonable amount of misses, even against larger ships.

Again, I am willing to admit that I can always learn something new. So enlighten me. L2P noob is not constructive.


I've seen you complain about tracking on medium blasters before. I believe the case was a Thorax orbiting a Brutix. I do fly medium blaster ships; I'd say between a third or half of my kills are with me in a Brutix or a Ferox, normally with Neutrons, and I can't say that when fighting other BCs I have any tracking issues. With that said, against other BCs, neither of those two ships really want to orbit, a properly fit Ferox is only out tanked by a Drake (possibly a Prophecy as well), and a Brutix wants to get as much DPS out as possible. Of course, against Battleship guns, then orbiting is the way to go. However, as previously stated, I think your issue was with a Thorax and a Brutix at which point I have a few questions;

Were you using Electrons, Ions, or Neutrons? What ammo were you using; since we're talking up close, I guess either Navy Antimatter or Void. A couple of important things to remember is the larger guns do do more damage and have greater range, but they have less tracking. Electrons have a good amount more tracking than Neutrons do. Furthermore, both Void and Null have a tracking penalty. If you were using Neutrons with Void, check to see what happens if you downgrade to Ions or Electrons or put in Navy Antimatter.
Veryez
Hidden Agenda
Deep Space Engineering
#26 - 2012-08-16 18:03:20 UTC
Hrett wrote:


Guess I'm still not getting it then. Blaster Thorax vs a Blaster Talos or Brutix or Mega or Domi I just hit approach and keep at range then? Or is there some leet manual piloting maneuver you guys aren't sharing?

No offense, but neither one of you has a single kill with a ship that uses medium blasters. Not one. At least that I have been able to find. Its certainly possible you are alts with massive experience, so teach me. You both seem to fly ships with small blasters, but small blasters have no issues. So, with your hookbills, canes, missile ships, projectile ships and laser ships, I am aware there are many other options than orbit at close range if you are faced with a tankier ship with larger guns. Such is not the case with medium blasters. You either run, get right up on them and keep your transversal up, or die. Transversal inside medium blaster optimal range (and even into falloff) = an unreasonable amount of misses, even against larger ships.

Again, I am willing to admit that I can always learn something new. So enlighten me. L2P noob is not constructive.


There's this nice little column available on the overview called 'angular velocity', next time you try to 'orbit someone inside your optimal' look at this column and compare it to your gun tracking. If it's close to your tracking value or above your tracking, either you're too close or going to fast and you will miss quite often. Try slowing down or moving away, I always use optimal + 1/2 falloff as acceptible range. I don't usually "orbit" in anything above frigate size, I prefer the 'hold distance' or manual fly-by/bump usually, watching both distance and angular velocity. I have found you can "orbit" another cruiser and hit acceptibly if you work in falloff and don't use an AB/MWD (but you need to know what damage they are doing too). Also using a TE II instead of a mag stab II can increase your engagement range quite nicely (One of my other characters just tore apart a thorax with a moa using that little trick).

Learn your ship really well, where it does optimal DPS, acceptible DPS and unacceptible. I carry around some CN plutonium (not alot, but as a option, as well as null/void/cn antimatter). Once you know what you can do, then learn what other ships can do (preferably by flying them yourself).

Hopefully you find this a bit helpful.
Hrett
The Scope
Gallente Federation
#27 - 2012-08-16 21:30:09 UTC  |  Edited by: Hrett
Thank both of you above for the answers. I appreciate that you are trying to help. However, it appears I have been unclear in my complaint, so I will try to simplifiy:

1. Medium electron blaster thorax (the highest tracking medium blaster) vs. Large Blaster Naga or Talos or Megathron.
2. Medium electrons with Antimatter have an optimal of about ~1500-1800ish (from memory - I dont have eft here so correct me if I am wrong).
3. Unless I keep transversal up against the Naga/Mega/Talos, I will melt before I melt them. Therefor I cannot just approach or keep at range.
3. Because I am using medium blasters, I am fighting inside scram range, so I am scrammed and possibly webbed.
4. So, solution is to use transversal and my smaller sig to avoid some damage while I am pecking away at them with my smaller, better tracking guns (supposedly). One of the ways to do this is by orbiting. If there are other ways (which it seems people are suggesting in this thread) then please someone enlighten me.

So, I have set orbits at 800ish (your velocity will make the actual orbit still your optimal).

I have set orbits at 1500ish (your velocity will make the actual orbit slightly outside your optimal and in falloff).

In both cases, with the new turret graphics, you can see a lot of misses in those situations. Test it yourself. Though - admittedly, I dont know how accurate the graphical representation of misses is. So I wanted to check it.

So, I put it into the damage calculator in EVE HQ (I think I used a Naga as the target) and it showed hits (again - from memory here) 60%ish with antimatter and 50%ish with void - while inside blaster optimal range. I dont recall what the 'quality' of hits was.

Regardless - 50-60% hits inside optimal while orbiting a ship LARGER than your gun resolution seems low to me. I know it should not be 100%, but it shouldnt be 50-60% either. Perhaps that would be ok against a ship class that is your same size, but against a larger target, that seems low to me. It is completely possible that I have used the damage tool wrong, but the results seem to support the graphical representation of hits/misses in game.

Thus, my complaint that the tracking on medium blasters needs to be increased. If there is a better way to reduce transversal while increasing my ability to hit inside my optimal range against a larger ship that can blap me without high transversal then I would like to know.

Does that make sense?

spaceship, Spaceship, SPACESHIP!

Major Killz
inglorious bastards.
#28 - 2012-08-16 21:51:30 UTC
Tracking was NOT an issue.

The most usefull changes were reduced hybrid CPU and power grid usage, increased damage, null ammunition (increased optimal and falloff) and a 5 second reload time.

The most optimal ships being used before are still being used with some exceptions (Rokh).

- End of transmission

[u]Ich bin ein Pirat ![/u]

Equus
Republic Military School
Minmatar Republic
#29 - 2012-08-16 22:14:29 UTC
Hrett wrote:

.......


I am not at home to test, but have you tried the other weapons systems in similar circumstances and seen how they do? Or even setting up the exact same test but with small blasters against a cruiser hull? See what kind of variance you get there too, this would help narrow down if it is an issue specific to medium blasters.

Just curious, if nothing else it should provide a good litmus test so to speak.
Veryez
Hidden Agenda
Deep Space Engineering
#30 - 2012-08-16 22:22:52 UTC
Hrett wrote:


Good Details...



Without looking specifically at your fit, it's hard to give you exact numbers. Placing a MWD on you and webbing you too gives you a speed around 600 m/s, in that case orbiting a naga, you'd want to be 2.8k to 4k away from a naga, your DPS will be significantly greater than his. I suspect you are flying too close. Set your orbit range such that you wind up around 3k away - you might want to practice this on a corp mate to get the proper feeling. You can then setup ranges on a mega/talos (I suspect it might be a bit closer, but not 1500m). And don't be surprised if you find there are some ships you can never beat, CCP hates 'solo pwn mobiles' and has said it often. They try hard to ensure one ship can't beat all others.

I understand your question a little better now, so ty for clearing it up a bit, it might be you can't take the mega though. A typical mega has a lot more EHP than a naga/talos, you might not have enough EHP to last against him even if you are doing more damage.
Liang Nuren
No Salvation
Divine Damnation
#31 - 2012-08-16 22:23:04 UTC
Hrett wrote:

Regardless - 50-60% hits inside optimal while orbiting a ship LARGER than your gun resolution seems low to me. I know it should not be 100%, but it shouldnt be 50-60% either. Perhaps that would be ok against a ship class that is your same size, but against a larger target, that seems low to me. It is completely possible that I have used the damage tool wrong, but the results seem to support the graphical representation of hits/misses in game.

Thus, my complaint that the tracking on medium blasters needs to be increased. If there is a better way to reduce transversal while increasing my ability to hit inside my optimal range against a larger ship that can blap me without high transversal then I would like to know.

Does that make sense?


I know this is going to sound harsh, but this is why you should stop valuing EFT DPS and start relying on real DPS. That's the secret for why I fit ships like this: http://eve-kill.net/?a=kill_detail&kll_id=12579270

-Liang

I'm an idiot, don't mind me.

Hrett
The Scope
Gallente Federation
#32 - 2012-08-16 22:36:55 UTC  |  Edited by: Hrett
Liang Nuren wrote:
Hrett wrote:

Regardless - 50-60% hits inside optimal while orbiting a ship LARGER than your gun resolution seems low to me. I know it should not be 100%, but it shouldnt be 50-60% either. Perhaps that would be ok against a ship class that is your same size, but against a larger target, that seems low to me. It is completely possible that I have used the damage tool wrong, but the results seem to support the graphical representation of hits/misses in game.

Thus, my complaint that the tracking on medium blasters needs to be increased. If there is a better way to reduce transversal while increasing my ability to hit inside my optimal range against a larger ship that can blap me without high transversal then I would like to know.

Does that make sense?


I know this is going to sound harsh, but this is why you should stop valuing EFT DPS and start relying on real DPS. That's the secret for why I fit ships like this: http://eve-kill.net/?a=kill_detail&kll_id=12579270

-Liang


It doesnt sound harsh at all. This is a constructive conversation. I am not relying on EFT dps. I am relying on real experience. I just used EFT to check that experience and they seem to jive.

And to Veryez - yeah - I realize that you can get a better equilibrium with tracking the further out you move. But the problem because you are no longer in optimal. I havent tested it will small guns in EFT, but I fly a lot of small gun thorax and vexors and they have no issues tracking frigs, so I doubt they will have an issue with larger ships.

Again - my complaint was trying to be simple - a weapon system that is designed to operate inside of scram range with a tiny optimal should be able to use that optimal to apply good hits against a LARGER target. If you are getting poor performance inside optimal, its not really optimal. I still believe medium guns need a buff to tracking.

spaceship, Spaceship, SPACESHIP!

Liang Nuren
No Salvation
Divine Damnation
#33 - 2012-08-16 22:42:02 UTC
Hrett wrote:

Again - my complaint was trying to be simple - a weapon system that is designed to operate inside of scram range with a tiny optimal should be able to use that optimal to apply good hits against a LARGER target. If you are getting poor performance inside optimal, its not really optimal. I still believe medium guns need a buff to tracking.


I dunno, I'd say that medium guns are fine because they still track significantly better than the opponents. If you fit for applied DPS over theoretical DPS you'll see much better performance in general - but especially as compared to your opponents.

-Liang

I'm an idiot, don't mind me.

Hrett
The Scope
Gallente Federation
#34 - 2012-08-16 22:47:35 UTC
Liang Nuren wrote:
Hrett wrote:

Again - my complaint was trying to be simple - a weapon system that is designed to operate inside of scram range with a tiny optimal should be able to use that optimal to apply good hits against a LARGER target. If you are getting poor performance inside optimal, its not really optimal. I still believe medium guns need a buff to tracking.


I dunno, I'd say that medium guns are fine because they still track significantly better than the opponents. If you fit for applied DPS over theoretical DPS you'll see much better performance in general - but especially as compared to your opponents.

-Liang


This is kinda exactly what I am saying - the "EFT dps" on these guns is great. Applied DPS while inside optimal aint all that. I think this is due to tracking. The actual applied DPS can be fixed by more tracking (or range, but I dont think anyone is asking for that).

spaceship, Spaceship, SPACESHIP!

Hrett
The Scope
Gallente Federation
#35 - 2012-08-16 22:59:39 UTC
Equus wrote:
Hrett wrote:

.......


I am not at home to test, but have you tried the other weapons systems in similar circumstances and seen how they do? Or even setting up the exact same test but with small blasters against a cruiser hull? See what kind of variance you get there too, this would help narrow down if it is an issue specific to medium blasters.

Just curious, if nothing else it should provide a good litmus test so to speak.


This is a great idea. Ill futz around with it if I get a chance. Work aint so accomidating right now though.

spaceship, Spaceship, SPACESHIP!

Liang Nuren
No Salvation
Divine Damnation
#36 - 2012-08-16 22:59:56 UTC
Hrett wrote:

This is kinda exactly what I am saying - the "EFT dps" on these guns is great. Applied DPS while inside optimal aint all that. I think this is due to tracking. The actual applied DPS can be fixed by more tracking (or range, but I dont think anyone is asking for that).


We're saying the same thing but drawing different conclusions from it. You think tracking needs buffed because you're missing, but I'm saying tracking doesn't need buffed because everyone else is missing more.

-Liang

I'm an idiot, don't mind me.

Veryez
Hidden Agenda
Deep Space Engineering
#37 - 2012-08-17 00:21:54 UTC
Hrett wrote:

And to Veryez - yeah - I realize that you can get a better equilibrium with tracking the further out you move. But the problem because you are no longer in optimal. I havent tested it will small guns in EFT, but I fly a lot of small gun thorax and vexors and they have no issues tracking frigs, so I doubt they will have an issue with larger ships.

Again - my complaint was trying to be simple - a weapon system that is designed to operate inside of scram range with a tiny optimal should be able to use that optimal to apply good hits against a LARGER target. If you are getting poor performance inside optimal, its not really optimal. I still believe medium guns need a buff to tracking.


And my point, which you are not reading or understanding, is stop trying to fit the fight into how you think it should be done, and fight your ship the way it needs to be fought. Stop being so focused on ensuring you are fighting in optimal, and fight where you have the advantage. Do you see how liang fit his ship? Look at his low slots. Look at what that does for his damage projection, and what it does for his tracking, together it's a double impact.

I guess because I fight all weapons, the only time I really focus on optimal is lasers, since they have large optimals and tiny falloff. Projectiles can't hit anything in optimal unless both ships are just about stopped, so I don't really sweat it. Blasters are a cross, sometimes you want to be close, other times optimal +1/2 falloff is fine. Oh and blasters don't have a tiny optimal, that would be projectiles. If you absolutely have to be in optimal to feel ok, you should train amarr and lasers. That would better suit the style you feel is necessary.
Zarnak Wulf
Task Force 641
Empyrean Edict
#38 - 2012-08-17 00:25:46 UTC
Tracking Enhancers! Tracking Enhancers on everything!
Liang Nuren
No Salvation
Divine Damnation
#39 - 2012-08-17 00:31:31 UTC
Zarnak Wulf wrote:
Tracking Enhancers! Tracking Enhancers on everything!


Tracking computers would work fine too, but they take more fittings and a mid slot. Mid slots are for ASBs.

-Liang

I'm an idiot, don't mind me.

Hrett
The Scope
Gallente Federation
#40 - 2012-08-17 01:47:37 UTC
Veryez wrote:
Hrett wrote:

And to Veryez - yeah - I realize that you can get a better equilibrium with tracking the further out you move. But the problem because you are no longer in optimal. I havent tested it will small guns in EFT, but I fly a lot of small gun thorax and vexors and they have no issues tracking frigs, so I doubt they will have an issue with larger ships.

Again - my complaint was trying to be simple - a weapon system that is designed to operate inside of scram range with a tiny optimal should be able to use that optimal to apply good hits against a LARGER target. If you are getting poor performance inside optimal, its not really optimal. I still believe medium guns need a buff to tracking.


And my point, which you are not reading or understanding, is stop trying to fit the fight into how you think it should be done, and fight your ship the way it needs to be fought. Stop being so focused on ensuring you are fighting in optimal, and fight where you have the advantage. Do you see how liang fit his ship? Look at his low slots. Look at what that does for his damage projection, and what it does for his tracking, together it's a double impact.

I guess because I fight all weapons, the only time I really focus on optimal is lasers, since they have large optimals and tiny falloff. Projectiles can't hit anything in optimal unless both ships are just about stopped, so I don't really sweat it. Blasters are a cross, sometimes you want to be close, other times optimal +1/2 falloff is fine. Oh and blasters don't have a tiny optimal, that would be projectiles. If you absolutely have to be in optimal to feel ok, you should train amarr and lasers. That would better suit the style you feel is necessary.


I understand what you are saying. I just dont think it is a valid answer. If your answer to my complaints about medium blaster tracking is "fight in falloff or fit shield gank with lots of TEs" then we just have a basic disagreement about how a blastership should fight a larger ship. I do realize you are trying to be helpful though. Big smile

Regardless, I fly Gallente ships with TEs and TCs all of the time (sometimes even in lieu of a magstab!). That has nothing to do with whether medium blasters track well by default or whether orbiting is a valid tactic when you are facing a larger ship that can out range and blap you.

spaceship, Spaceship, SPACESHIP!