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Moa vs. Caracal

Author
Lyrac Laceras
0 Zero Tax Ltd.
#1 - 2013-01-08 03:55:27 UTC  |  Edited by: Lyrac Laceras
Good Day everyone

I recently started EVE, just with the release of the latest expansion.
I got a Caldari Comorant from the tutorial, and on frigates I liked railguns better than missles, so that was nice.
(Actually I just found out recently that there is a missle destroyer? Isnt in the wiki though...well whatever)

So I'm upgrading to cruiser now, and naturally I wanted to go Moa and continue using railguns.
But since missles on cruisers are a different matter than on frigates, I went into the net to do some investigation.

Problem is, virtually all threads on forums and generally information I could find, and I look thoroughly, is pretty old, like 2008-old. Since the game changed considerably in the past, that information is less usefull, as many arguments are (only) based on experience.

I will go with Caldari Cruisers, since my skill doesn't allow other at them moment, and it it comes down of course to
the, somewhat classic, Moa vs Caracal.

Since I couldn't find any recent threads for this discussion, well, you see it right now.

I summed up my findings down below. Please note that many of the arguments listed are not guaranted to be correct since I lack good sources and own experience.


Moa

General:

  1. + Is a "glorious sea monster" could frighten enemy

  2. +- read somewhere Moa could be out-speeded by other cruisers, could possibly negate close-combat and sniper-role

  3. + can upgrade to Eagle later
    • - Caracal Navy-Issue is much thougher

  4. + with Ferox / Naga viable successors exist

  5. + generally a good shield tank

  6. - turret tracking can be disrupted to great effectivness, getting too close can cause inability to hit. problematic with antimatter charges and blasters in general


Railguns:

  1. + with railguns at least acceptable, at best very good as sniper compared to comparable cost-class
    • - but more range means less damage
    • - out-ranging long-range missle users reduces own damage output nearly prohibitively much while enemy still deals normal damage


  2. - turret tracking speed is generaly an issue with targets too fast or too small or too close
    • + in fleet battles you are probaly sniping with rails so this should be not so much of problem
    • - in small engagements this could become a problem if your enemy out-speeds/webs you
    • - speed-tanking is less viable

  3. - damage output possibly too less in PVP to be anything but support
    • + but then you are not using your ship properly

  4. - no damage type switching
    • + might not matter that much in fleet battles since fleets are probably mixed
    • + might not matter in small engagements since your enemy probably doesnt know you and your ship/fit
    • + might matter in PVE performance since enemy types are known

  5. - could still be outranged by missle-snipers of equal cost-class

  6. + possibly higher DPS due to higher rate-of-fire compared to long-range-missles

  7. + If guns hit, they do full damage, instead of beeing dependend on speed or sensor radius


Blasters:

  1. + good for close-combat
    • + see this fit for example: http://eve.battleclinic.com/loadout/64172-52k-EHP-690dps-PvP-Moa-Retribution.html
    • - not more effective against enemies using missles, but will take damage till in firing range
    • +- not more effective against enemies using close-combat fits themselfs
    • + possibly decreases effective damage output of turret using enemies
    • - in range of web / warp disrupter which negates advantage over slow turrets and lowers escape chances

  2. + guns deal instant damage
    • + good for "alpha" in fleet battles and small engagements
    • - relevance decreases with decreasing engagement size


Caracal:

    General:
  1. + can upgrade to Navy-Issue or Cerberus later
    • + Navy-Issue is much thougher compared to Moa and Eagle
    • - ability to tank possibly irrelevant for sniper-fit

  2. + with Drake viable successor exists

  3. + generally a good shield tank


    Missles:
  1. + missles can change damage types
    • + high probability to predict enemy resistance type, certain in PvE, use Eve-Survival.org->Mission Reports
    • + can change missles and therefore damage type during combat, for cruisers upwards, the difference of damage types is relevant

  2. - missles fly, and that takes time
    • - in group engagements, target could be dead before missles hit, so effectivly no damage dealt
    • --> + but could just attack another secondary target

    • + relevance decreases with decreasing engagement size

    • - in long-range attacks enemy could out-run missle or jump away
    • --> + every enemy thats warps away is one less to fight
    • --> + less relevant in group engagements
    • --> - more relevant in surprise-attacks where main goal is to kill the enemy

  3. + Different Launchers and Ammunition for close and ranged combat
    • + can most likely outrange other close combat enemys
    • - Missle damage dependend on signature radius, speed, so less adapdable against different enemy-types mid-combat

  4. +- read somewhere it was fast enough to out-run most enemies

  5. +- possibly out-ranges railgun-snipers of equal cost-class



EDIT: Updated this list @2013-01-11

Please feel free to offer any recent experience of your own.

New Conclusion:
Just try them out both^~ both are quite cheap ISK- and skill-wise, so far no neck-breaking weaknesses found
Caitlyn Tufy
Perkone
Caldari State
#2 - 2013-01-08 07:19:02 UTC
Hello there, Lyrac.

In my opinion, what you have to ask yourself is "where do I go from here?"

Caldari, as they are, heavily favor missiles at the moment - the strategic cruiser, primary battlecruiser, primary command ship, main missioning battleship, both navy battleships, marauder and more are all missile-centric, so you have to consciously opt against them. That's not to say the hybrid platforms are bad - Rokh is popular, Naga is awesome and the little Merlin is amazing, but if you want to grow further in hybrids, you're mostly better off with Gallente.

Secondly, if you're going Blasters, understand that you'll be very short ranged. Take for instance the fit you linked - it does decent damage, but at 2800 meters optimal, with another 3k falloff. Even with the longest range ammo, you're not getting past about 18km (optimal + 2x falloff, so expect the dps at that range to be like 1 :p). What if I told you I made an Omen Navy fit that has over 600 dps and can still hit you for 400 dps 20 km out? What about the stabber that has pathetic damage compared to you, but kites you outside your blaster range and still has a point on you? Of course that navy Omen costs a whole lot more and Stabber's ehp is laughable compared to the Moa, but as you can see, there's no be all-end all fits, you'll always be juggling the preferences.

When it comes to missions, it is my honest opinion that missile boats are a better choice for a caldari pilot. However (and that's a huge however), I also believe that a pilot can make anything work if he sets his mind on it. Railgun ships can work - Rokh can do level 4 missions - now more than ever thanks to the Micro Jump Drive - and from there, you can always work towards the Kronos or the Vindicator. The latter can even be shield tanked to considerable success, making it a proper upgrade from the Rokh (other than the fact that you have to get different battleship skills).

For pvp, it doesn't matter much, both missiles and hybrids have their uses, go with what suits you. Actually, scratch that, if you go with hybrids, you'll have gun skills for when you realize how awesome lasers are ;)
Rancor Kane
Geuzen Inc
#3 - 2013-01-08 08:28:22 UTC
1) You should fly what fits you the most, i you like hybrids better go hybrids


That said.

2) The caldari meduim weapon system is missiles.

For cruisers:

Caracal has more options:

-Rapid assault launchers, make it a feared oponent or all frigates
-Heavy Assault Missiles, give it a serious punch at longer range than blasters
-Heavy Missiles, give it a range/damage beyond other t1 cruisers

3) On your analisys.

-there is a high probabbility you can presdict the resistance of the enemie vessle.

-delayed missiles damage, "Can" only be a problem at extreme ranges.

-The Caracal works like sunsine, between the lines (HAM Caracal has longer range than any short range ammo) just outside the range of the enemy ship.

-using Caldari Hybrids, will seriously slowdown mission progress (as said above, given time isk and skill every ship can run missions), Missiles will get you in the Drake-> Tengu/Raven/Scorpion Navy Issue/Raven Navy Issue.


4) final advice

-choice between missiles and hybrides is now for you, everything you have trained on hybdrids and missiles is relatively short (time wise) and can be done in a week or 2.

- It doesn't realy matter what you choose, but choose, both missile pilots and hybrid pilots are usefull to corps, more use ul than a pilot that knows a little o both (in the end you'll need to learn both, but as a starter 'd ocus on one of the two)

-If you choose Hybrids, train some Galente as well, doubles your choice in ships.

-More than what is most effective , is your style of play, what eels good and what not.

-Personaly I considered missiles a favourite for starting PvP (already tons of decisions to make in a short time, without watching your angle and keeping it optimal)

Anyway, good luck and fly safe

Lyrac Laceras
0 Zero Tax Ltd.
#4 - 2013-01-08 14:31:21 UTC  |  Edited by: Lyrac Laceras
Dear Caitlyn and Rancor,

thank you for your kind and informative advice.

It seems to me that generally, both the hybrid and missle path are viable options,
whith missle path being better in PvE generally,
and both weapon types being generally viable in PvP.

Also, as you pointed out, playstyle should be major factor in my decision, and If I like one type better than the other I can make it work if I really want to.

Considering that a Caracal or Moa only cost about 11M ISK, that I have specialized guns so far, and that my overall investment in skill and money is relativly low (about 1 week), I think I have the option to try out both ways before deciding on one for the middle term.

I shall therefore buy a Moa, have fun with it, make money through L3 (and if it goes not so well, L2) security missions, train missles simultaneously, buy a Caracal, have fun with it too, and then decide.
In the worst case, I will have wasted a week of time, bought a cruiser and equipment I dont need and could sell with loss, paid a insurance I dont need, and trained skills that are mostly useless in the middle term.

That seems a reasonable risk for producing a good decision which will affect my game strategy in the following months heavily.


Also I will incorporate the information deliverd by you into my initial post, since everybody likes lists.
Daniel Plain
Doomheim
#5 - 2013-01-08 14:50:55 UTC
just dropping in here to mention that a caracal has significant advantages over the moa in lvl2 missions:
- it can fit rapid light missile launchers; a weapon system specifically designed to quickly dispatch frigates.
- selectable damage types are also very useful in pve.
- FoF (auto-targeting) missiles are very effective in circumventing ewar such as ECM or sensor dampening.

also, you shouldn't try to fly lvl3 missions in a cruiser, at least not until your skills are top notch.

I should buy an Ishtar.

Hidden Snake
Inglorious-Basterds
#6 - 2013-01-08 15:17:42 UTC
Moa --- > gank and tank but dedicated to fight to the end.

Caracal -----> more nano, but still good tank and gank .... u can usually run out of.

Before jumping into the cruiser wagon .... train 2-3 frigs .... merlin (as moa) and kestrel/hookbil as caracal.
Kate Stenton
Foundation Enterprises
#7 - 2013-01-08 18:42:35 UTC
Hi Lyrac, welcome to EVE!

You've been given some good advice and seem to weigh your options, so I'll just suggest that you can do L2 missions in a destroyer and frigate.

There are both hybrid (railgun) destroyers and missile destroyers as well as hybrid (merlin) and missile (kestrel) frigates. You will probably have difficulty doing some L3 missions in a cruiser, especially starting out.

I am just suggesting that you spend a little more time in frigates or destroyers and testing both weapon systems since they are faster to train on those platforms.
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#8 - 2013-01-08 19:09:29 UTC
Missioning with railguns is far more skill intensive than missile, and can be frustrating at times. You will need to have decent drone skills also as large rails don't track that well. Worst case is you get into a rokh for lvl4's and don't like it.. then switch to gallente. Mega does better in missions. So If you like hybrids, I would say stick with them.
Each race and weapon has pro's and con's they can all mission and they can all PVP.

You should play eve how you want/enjoy
Lyrac Laceras
0 Zero Tax Ltd.
#9 - 2013-01-08 23:34:07 UTC
Good evening / morning
depending on your timezone.

So far thanks for the great input :)

So I bought a Moa and tested it a bit:
- With my skill I was able to mount 4 medium turrets which deal about as much damage as my destroyer with 7 small turrets
but with about double the range

- Since my former strategy was based on out-ranging the enemy til I can engage in close combat to deal more damage, I can now deal about double the damage while still out-ranging enemy vessels.

- However with that strategy, I dont use my now existing ability to tank.

- But when trying to engage enemy vessels in close combat, I get surrounded very fast, and because my actual killing speed isn't higher in close combat than before, I need the new tanking ability to neutralize this disadvantage.

- Therefore there are two viable strategies with the Moa for me:
1) Use old strategy of out-ranging and sniping, but with double damage and far less risk of surprise explosion
2) Engage in close combat with practically my old destroyer which now is magically much more durable

- In addition I tried some L3 security missions. While I was able to our-range my enemies (Pirate Moas and Caracals), I literally was not able to scratch them at that distance (+75km).


I therefore decided that I have all the data I need to asses the Moa and sell said Cruiser and buy a Caracal (with luckily nearly no loss whatsoever), train missles, and do L2 security missions.

So far, I have to say I underestimated missles when I was flying frigates - they are a good weapon indeed, but what is more important: the sound they make is actually ... most aesthetic
Hidden Snake
Inglorious-Basterds
#10 - 2013-01-09 08:29:19 UTC
Lyrac Laceras wrote:
Good evening / morning
depending on your timezone.

So far thanks for the great input :)

So I bought a Moa and tested it a bit:
- With my skill I was able to mount 4 medium turrets which deal about as much damage as my destroyer with 7 small turrets
but with about double the range

- Since my former strategy was based on out-ranging the enemy til I can engage in close combat to deal more damage, I can now deal about double the damage while still out-ranging enemy vessels.

- However with that strategy, I dont use my now existing ability to tank.

- But when trying to engage enemy vessels in close combat, I get surrounded very fast, and because my actual killing speed isn't higher in close combat than before, I need the new tanking ability to neutralize this disadvantage.

- Therefore there are two viable strategies with the Moa for me:
1) Use old strategy of out-ranging and sniping, but with double damage and far less risk of surprise explosion
2) Engage in close combat with practically my old destroyer which now is magically much more durable

- In addition I tried some L3 security missions. While I was able to our-range my enemies (Pirate Moas and Caracals), I literally was not able to scratch them at that distance (+75km).


I therefore decided that I have all the data I need to asses the Moa and sell said Cruiser and buy a Caracal (with luckily nearly no loss whatsoever), train missles, and do L2 security missions.

So far, I have to say I underestimated missles when I was flying frigates - they are a good weapon indeed, but what is more important: the sound they make is actually ... most aesthetic


for missioning ... take the caracal ... much more easier to deal with them .... HMLS caracal with painter will solve ur issues.

Moa is pvp boat kinda useles for pve ... however I recommend u train ur skills on smaller boats first.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#11 - 2013-01-09 10:02:22 UTC
If you think the Moa is ugly you obviously havn't flown it much!


Its a glorious sea monster!!

BYDI recruitment closed-ish

Cephelange du'Krevviq
Gildinous Vangaurd
The Initiative.
#12 - 2013-01-09 13:17:19 UTC
Hidden Snake wrote:
[quote=Lyrac Laceras]for missioning ... take the caracal ... much more easier to deal with them .... HMLS caracal with painter will solve ur issues.

Moa is pvp boat kinda useles for pve ... however I recommend u train ur skills on smaller boats first.


My experience suggests the Moa is fine for missioning; it has the shield resistance bonus and now a damage bonus. You'll have to be a little more choosy on your targets, but not horribly so.

You are correct that the Caracal is more flexible due to damage type selection.

To the OP-

As someone else mentioned, if you like/prefer hybrids, then use a Moa. If you want the platform that is a bit more versatile, then use a Caracal and train the missile skills up. They really don't take that long.

"I am a leaf on the...ah, frak it!"

Princess Nexxala
Zero Syndicate
#13 - 2013-01-09 16:07:51 UTC
Caracal, duh

nom nom

Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#14 - 2013-01-09 18:54:52 UTC
Lyrac Laceras wrote:
Good evening / morning
depending on your timezone.

So far thanks for the great input :)

So I bought a Moa and tested it a bit:
- With my skill I was able to mount 4 medium turrets which deal about as much damage as my destroyer with 7 small turrets
but with about double the range

- Since my former strategy was based on out-ranging the enemy til I can engage in close combat to deal more damage, I can now deal about double the damage while still out-ranging enemy vessels.

- However with that strategy, I dont use my now existing ability to tank.

- But when trying to engage enemy vessels in close combat, I get surrounded very fast, and because my actual killing speed isn't higher in close combat than before, I need the new tanking ability to neutralize this disadvantage.

- Therefore there are two viable strategies with the Moa for me:
1) Use old strategy of out-ranging and sniping, but with double damage and far less risk of surprise explosion
2) Engage in close combat with practically my old destroyer which now is magically much more durable

- In addition I tried some L3 security missions. While I was able to our-range my enemies (Pirate Moas and Caracals), I literally was not able to scratch them at that distance (+75km).


I therefore decided that I have all the data I need to asses the Moa and sell said Cruiser and buy a Caracal (with luckily nearly no loss whatsoever), train missles, and do L2 security missions.

So far, I have to say I underestimated missles when I was flying frigates - they are a good weapon indeed, but what is more important: the sound they make is actually ... most aesthetic


HEHE.. i did mention lots of skill and frustration with hybrids Blink But at least you found out the best way to see what works for you in eve.. try it.. so +1, also the test server is a great\free place to be doing this as you get into bigger more expensive ships.
terzslave
Caldari Provisions
Caldari State
#15 - 2013-01-10 00:09:34 UTC
The blaster Moa is a pretty amazing brawler ship but it's ugly as hell and no one will invite you to roams.
Edey
#16 - 2013-01-10 07:00:13 UTC
Missiles are not bad for PvE except Cruises and Torps, those are the worst weapon systems in game.
But, Guns outperform missiles on every aspect in PvE: Insta damage, 1-shotting small rats, much better damage projection and many other things.

Also good incursion fleets usually don't take missile ships, because of bad performance.

All in all it's much better to train guns. You'll be able to do both, PvP and PvE with them, unlike missiles.
Lyrac Laceras
0 Zero Tax Ltd.
#17 - 2013-01-10 23:10:38 UTC
Again, really helpfull feedback, thanks :D

Using the Caracal so far was pretty pleasant. I'm doint L2 security missions in 0.5 space atm, and it really is very smooth with that cruiser. And missles are fun, could swear the sfx is straight from Battlestar Galactica :P

But now that I have a bit more clue of how to fit a cruiser properly, and the money and skill to do so, I think I will test the Moa again before deciding. It should be an even better tank and damage should be comparable too.

After all, I have the time till I got enough skill and money to upgrade to battlecruiser.

I guess that is the best general advice on the Moa vs Caracal discussion:
Since they are both relatively low-skill and low-money, try out both, doesnt hurt much, if at all.
Both missles and guns have advantages, and it is with high probability, that your ability to fight will be able to deal with the downsides.

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#18 - 2013-01-11 09:09:51 UTC
You can find an excellent commentary on using Moa for PVP here...

http://www.youtube.com/watch?v=99Y-HQQNmok

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com