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Are railguns really that bad?

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Author
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#101 - 2013-07-05 14:19:17 UTC
Chessur wrote:
Garviel Tarrant wrote:
My navy exequror gets 600 dps at 20 km with medium rails... Suck on that >_>



But yea they could use a slight buff.


Yah.....

no.

http://i.imgur.com/TTmhCin.jpg

That fit does indeed give you 600 DPS at 20k. however you have no speed, no tank, and your tracking is a joke. Ship would not work in a real pvp or pve environment.


You are awful at fitting mate..

You can fit it with a 22k tank (Awful still but yea) and 2200 m/s and 682 dps heated with warriors.

Has awful tracking and is quite gimpy.. But hilarious ^^

BYDI recruitment closed-ish

Chessur
Full Broadside
Deepwater Hooligans
#102 - 2013-07-05 15:42:29 UTC  |  Edited by: Chessur
Garviel Tarrant wrote:
Chessur wrote:
Garviel Tarrant wrote:
My navy exequror gets 600 dps at 20 km with medium rails... Suck on that >_>



But yea they could use a slight buff.


Yah.....

no.

http://i.imgur.com/TTmhCin.jpg

That fit does indeed give you 600 DPS at 20k. however you have no speed, no tank, and your tracking is a joke. Ship would not work in a real pvp or pve environment.


You are awful at fitting mate..

You can fit it with a 22k tank (Awful still but yea) and 2200 m/s and 682 dps heated with warriors.

Has awful tracking and is quite gimpy.. But hilarious ^^


m8- You can't count drone damage as your DPS, at least I never do :) :) Hence the extra mag stabs <3

And the fit is clearly not complete, I was just trying to show how much it takes to get that gun DPS out at 20. Its a bit crazy if you ask me.
Ginger Barbarella
#103 - 2013-07-05 20:48:45 UTC
Really nothing wrong with rails in pve... I use them regularly and don't have any issues with them. And yes, I mean medium rails.

"Blow it all on Quafe and strippers." --- Sorlac

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#104 - 2013-07-05 20:59:54 UTC
Theyre passable for pve cause rats are dumb but all 3 other weapon systems are just better in some way or other.
ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#105 - 2013-07-05 21:31:50 UTC
Two posts were removed for personal attacks.

Forum rule 4. Personal attacks are prohibited.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

@ISDTyrozan | @ISD_CCL

Ginger Barbarella
#106 - 2013-07-05 21:46:16 UTC
Tsukino Stareine wrote:
Theyre passable for pve cause rats are dumb but all 3 other weapon systems are just better in some way or other.


Maybe you should take into account that not everyone wants to use a Mach with officer fit and 13x Republic Fleet Gyrostabs for L3 missions. Lighten' up already...

"Blow it all on Quafe and strippers." --- Sorlac

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#107 - 2013-07-05 22:05:41 UTC
Ginger Barbarella wrote:
Tsukino Stareine wrote:
Theyre passable for pve cause rats are dumb but all 3 other weapon systems are just better in some way or other.


Maybe you should take into account that not everyone wants to use a Mach with officer fit and 13x Republic Fleet Gyrostabs for L3 missions. Lighten' up already...


3 other weapon systems = mach with 13 faction gyros

way to pull random stuff out of your ass Roll
Soon Shin
Scarlet Weather Rhapsody
#108 - 2013-07-06 00:11:15 UTC
Railguns don't really have a place.

Sentry Drones on dominix gives you gardes that have 85km optimal range, high .0885 tracking and 800 dps with just the drones.

Raven have buffed Cruise missiles that do more dps and have selectable damage type.

Nightmare/Paladin/Amarr Ships with Tachyon Beams with superior dps, alpha, and tracking.

High Falloff Vargur/Machariel with 90km falloff with barrage.

Heck there are torpedo boats with MJD's.
Whitehound
#109 - 2013-07-06 08:00:12 UTC  |  Edited by: Whitehound
Soon Shin wrote:
Railguns don't really have a place.

Sentry Drones on dominix gives you gardes that have 85km optimal range, high .0885 tracking and 800 dps with just the drones.

Raven have buffed Cruise missiles that do more dps and have selectable damage type.

Nightmare/Paladin/Amarr Ships with Tachyon Beams with superior dps, alpha, and tracking.

High Falloff Vargur/Machariel with 90km falloff with barrage.

Heck there are torpedo boats with MJD's.

It all depends on how you fight. With many fights being not more than blobs and everyone trying to out-damage or fleet-alpha the other side is there little place for any kind of long range weapon. Everyone only tries to use a short range weapon, maximises its range and enjoys the chaos of brawls with friends and foes. And there is nothing wrong with that.

Still, railguns do have a place in all of this and there is an entire doctrine around the Rokh as a sniper platform. They are also frequently used by solo pilots.

The Dominix, or only omnis, might possibly see a nerf in the future. It is a new bonus, which I like, but it seems a little over-powered. Guess we have to see.

Railguns are not useless or out of place. They are currently only not being used much, which is not the same.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#110 - 2013-07-06 10:02:06 UTC  |  Edited by: Valleria Darkmoon
Whitehound wrote:
Long range turrets are best used with afterburners.

Why? Because afterburner give a speed bonus, which puts a ship's speed in between the speeds of similar-sized hulls with MWD and those without any propulsion.

As a consequence need others either fit an AB, too, or have to turn on their MWD to catch up. And this helps long range turrets, because then they can hit the faster ships easier, because of the MWD bloom. A 5x larger hull is also 5x times easier to track!!

What is either as fast as, or slower, presents no tracking problem and is a piloting problem.

What is smaller and faster both at the same time requires drones, neuts, webs, tank, TCs/TEs ... before it can be killed.

Further do ABs use less PG/CPU and cap than MWDs and allow one to fit larger turrets with more range and more DPS, which further closes the gap.

Once this is understood become most issues with long range turrets less scary and it also seems to be balanced to use ABs together with long range turrets, when MWDs are being used together with short range turrets.


There is certainly some validity to this even if it is not practical all the time or even frequently. One fight in particular that I've been in comes to mind when an EVE Uni blob of about 40 decided to jump one of our ships in Amamake.

With only 6 people active fighting them head on is not really an option especially with the 3 blackbirds E-Uni brought with them. Instead we had 4 people get into mobile ship including 3 kiting frigates and a nigh-unjammable celestis to damp out the blackbirds so we could point things. The job of the frigates when jammed was to get about 150-170 km off the blob and provide a warp in to a pair of Tach fitted Oracles. The Oracles themselves were nearly immobile on grid but would land and destroy lighter (frigate/destroyer) E-Uni ships in one volley. With a top speed under 600 m/s they were not going to outrun tacklers but incoming frigates were extremely easy to hit due to their MWD signature and very low transversal when firing from 175km. It is far more common for me to miss aligning frigates on the gate with their MWD off on an otherwise identical shot. When pursuers got to a threatening range (~50 km) the Oracles would warp off grid to warp back into a fresh spot provided by someone else. After a few rounds of this and E-Uni's support largely destroyed or crippled they decided it best to leave allowing us to quick kill a BB who was slow getting out. Granted this was all with beam lasers but the underlying theory still holds.

A fight like this has not happened since and that was quite some time ago now. It's not that the advice is bad so much as a little bit unrealistic. The thought is sound but hard to achieve in practice as the story tells the Oracle pilots needed the help of the much faster frigate hulls to really take advantage of their massive range. In a solo type of situation I see it being a whole lot harder and the best solution would probably be to land very far away and make them chase you, burning most of their cap in the process while your AB ship doesn't suffer nearly as hard, though the prospect still feels dubious in many circumstances.

All this being said I am still a fan of some long range guns for small scale PvP (I don't do the fleet thing):

-Arty Hurricane has uses
-Rail Incrusus and Atron, the former always fits AB and active tank the latter kites with MWD
-Rail Merlin for fun
-Arty Jag
-Beam Executioner (did a beam Tormentor once, I don't recommend it though, very clunky)
-Light missiles (not guns but long range missile system) on Corax, Dragoon (3 launchers on solo fit because it doesn't pressure cap) and Condor.

EDIT: You'll notice I do use small rails in PvP, I don't really PvE and never fly large rails in PvP (again no fleets thing) though the opinion seems divided on them somewhat. The long range gun variants in small sizes give a marked advantage over small short range guns due to the generally small optimal/falloff on the short range guns meaning that even a small increase in either of these stats can have a dramatic impact assuming you can control the range of the engagement (see rail devil). In large gun sizes long range in general can have an extreme range advantage to the point where you can apply thousands of damage before a short range fit should even consider returning fire. The advantages apply to medium sized guns but not in sufficient amounts to generally warrant the dps or tracking losses.

Reality has an almost infinite capacity to resist oversimplification.

Chessur
Full Broadside
Deepwater Hooligans
#111 - 2013-07-06 11:28:25 UTC
Valleria Darkmoon wrote:
Whitehound wrote:
Long range turrets are best used with afterburners.

Why? Because afterburner give a speed bonus, which puts a ship's speed in between the speeds of similar-sized hulls with MWD and those without any propulsion.

As a consequence need others either fit an AB, too, or have to turn on their MWD to catch up. And this helps long range turrets, because then they can hit the faster ships easier, because of the MWD bloom. A 5x larger hull is also 5x times easier to track!!

What is either as fast as, or slower, presents no tracking problem and is a piloting problem.

What is smaller and faster both at the same time requires drones, neuts, webs, tank, TCs/TEs ... before it can be killed.

Further do ABs use less PG/CPU and cap than MWDs and allow one to fit larger turrets with more range and more DPS, which further closes the gap.

Once this is understood become most issues with long range turrets less scary and it also seems to be balanced to use ABs together with long range turrets, when MWDs are being used together with short range turrets.


There is certainly some validity to this even if it is not practical all the time or even frequently. One fight in particular that I've been in comes to mind when an EVE Uni blob of about 40 decided to jump one of our ships in Amamake.

With only 6 people active fighting them head on is not really an option especially with the 3 blackbirds E-Uni brought with them. Instead we had 4 people get into mobile ship including 3 kiting frigates and a nigh-unjammable celestis to damp out the blackbirds so we could point things. The job of the frigates when jammed was to get about 150-170 km off the blob and provide a warp in to a pair of Tach fitted Oracles. The Oracles themselves were nearly immobile on grid but would land and destroy lighter (frigate/destroyer) E-Uni ships in one volley. With a top speed under 600 m/s they were not going to outrun tacklers but incoming frigates were extremely easy to hit due to their MWD signature and very low transversal when firing from 175km. It is far more common for me to miss aligning frigates on the gate with their MWD off on an otherwise identical shot. When pursuers got to a threatening range (~50 km) the Oracles would warp off grid to warp back into a fresh spot provided by someone else. After a few rounds of this and E-Uni's support largely destroyed or crippled they decided it best to leave allowing us to quick kill a BB who was slow getting out. Granted this was all with beam lasers but the underlying theory still holds.

A fight like this has not happened since and that was quite some time ago now. It's not that the advice is bad so much as a little bit unrealistic. The thought is sound but hard to achieve in practice as the story tells the Oracle pilots needed the help of the much faster frigate hulls to really take advantage of their massive range. In a solo type of situation I see it being a whole lot harder and the best solution would probably be to land very far away and make them chase you, burning most of their cap in the process while your AB ship doesn't suffer nearly as hard, though the prospect still feels dubious in many circumstances.

All this being said I am still a fan of some long range guns for small scale PvP (I don't do the fleet thing):

-Arty Hurricane has uses
-Rail Incrusus and Atron, the former always fits AB and active tank the latter kites with MWD
-Rail Merlin for fun
-Arty Jag
-Beam Executioner (did a beam Tormentor once, I don't recommend it though, very clunky)
-Light missiles (not guns but long range missile system) on Corax, Dragoon (3 launchers on solo fit because it doesn't pressure cap) and Condor.

EDIT: You'll notice I do use small rails in PvP, I don't really PvE and never fly large rails in PvP (again no fleets thing) though the opinion seems divided on them somewhat. The long range gun variants in small sizes give a marked advantage over small short range guns due to the generally small optimal/falloff on the short range guns meaning that even a small increase in either of these stats can have a dramatic impact assuming you can control the range of the engagement (see rail devil). In large gun sizes long range in general can have an extreme range advantage to the point where you can apply thousands of damage before a short range fit should even consider returning fire. The advantages apply to medium sized guns but not in sufficient amounts to generally warrant the dps or tracking losses.


I don't understand why you are advocating Beam Oracles. Pulse oracles are getting close to 900DPS out to 80K with close range high tracking guns. The oracle can nano so well when pulse fit- instead of having to warp on and off grid constantly. Beam are so useless in a small gang comp. I am seriously wondering how you were pointing things in this E-uni blob. Apparently your frigs were provided warp ins, so what held them there? I would be interested to see this BR, do you have it?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#112 - 2013-07-06 11:31:30 UTC
900 DPS at 80km with pulse is a bit of bullshitting.
Chessur
Full Broadside
Deepwater Hooligans
#113 - 2013-07-06 11:40:06 UTC
Tsukino Stareine wrote:
900 DPS at 80km with pulse is a bit of bullshitting.


http://i.imgur.com/dX491eP.jpg
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#114 - 2013-07-06 11:59:38 UTC
Chessur wrote:
Tsukino Stareine wrote:
900 DPS at 80km with pulse is a bit of bullshitting.


http://i.imgur.com/dX491eP.jpg


yeah that's not 80km and its with implants and heat
Whitehound
#115 - 2013-07-06 12:07:56 UTC
Chessur wrote:
Tsukino Stareine wrote:
900 DPS at 80km with pulse is a bit of bullshitting.


http://i.imgur.com/dX491eP.jpg

That is a nice fit. Now all you need is a fleet that can use it and is willing to pay for it. Lol

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Chessur
Full Broadside
Deepwater Hooligans
#116 - 2013-07-06 12:53:58 UTC
Tsukino Stareine wrote:
Chessur wrote:
Tsukino Stareine wrote:
900 DPS at 80km with pulse is a bit of bullshitting.


http://i.imgur.com/dX491eP.jpg


yeah that's not 80km and its with implants and heat


its 76+14. That is 80K. And so what if its with heat??? Do you not have thermo trained?

And for implants- im not sure about you but I normally have 3% at least. You can still get well over 900 with only 3% implants.

Cost? Oracles are not expensive. 2T medium locus are only 14 mil or so. I fly with a ton of guys who fly this fit for damage in our fleets. Its perfectly sane and viable. I don't understand the hate?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#117 - 2013-07-06 13:01:57 UTC
76+14 is not 80k with heat you can run guns for about 1 minute before they burn out.

If you understand what falloff means you will know that at 4km into falloff you are nowhere near 900 dps.
Morrigan LeSante
Perkone
Caldari State
#118 - 2013-07-06 13:32:50 UTC
He said "close to", 90%+ of 900 is "close to" in my book.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#119 - 2013-07-06 13:40:47 UTC
He's also counting heat an drugs as if its a regular thing you can rely on 100% of the time. And also +5% implants are not worth risking for most people
Chessur
Full Broadside
Deepwater Hooligans
#120 - 2013-07-06 14:16:05 UTC  |  Edited by: Chessur
Tsukino Stareine wrote:
He's also counting heat an drugs as if its a regular thing you can rely on 100% of the time. And also +5% implants are not worth risking for most people


900 DPS is very signifigant. When you are nanoing there are three ships you fear.

1. Recons
2. Light Tackle
3. Fast + heavy hard tackle. Scram vaga / Scram thorax ext ext

The oracle with the 900 DPS + burst can simply melt recons, and that incoming fast tackle. Thanks to such extreame range and using short range guns, the transversal mitigation on light tackle is also jaw dropping. Meaning that this DPS is giong to be applied on target. When i get home, I will throw up a few videos of the hatchery using these oracles along with our specialized nano fleets. It really is cool to see.

Drugs + implants should be used on every pvp ship. If you're not using them, you're just ignorant to how clutch they can be in a pinch.