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Warfare & Tactics

 
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weapon systems for pvp

Author
Ciyrine
Deep Core Mining Inc.
Caldari State
#1 - 2013-07-18 19:45:16 UTC
Im new to the game. Im working on improving my understanding of pvp.

I intend to fit a brawling ship that uses 2x web II which has a range of 10km(13km overheated). I was curious which weapon system would perform best destroying 4k/m frigs and 2k BCs which have been double webbed.

I picked a range of 7km as my target range to give me some wiggle room on that 10km web range.

I made an excel sheet where i went thru and tested each weapon type using every ammo type based on those parameters

There are quite a few weapons usually with faction ammo that do roughly the same damage at the 7ish km mark so i wanted to get some more info about the differences in the weapons. I have a good idea of all the things that go into DPS. tracking, resolution, explosion velocity/radius.

What im wondering about is damage type selection, reload times and anything else i havent thought of in my newbness that could affect the decision. The decision matters for skill training purposes.

missile - Im really not liking these. They have long reload time. And their range sucks IMO. Im seeing a trend in the dps/range balance in the different weapons. The problem i have with missile range is they need to accelerate which lowers their "theoretical range" and they suffer from trying to catch up to targets running away further reducing their range.

So if you have 20km range missiles then you can shave 3k off for acceleration and another 4k for tryinng to catch a fast target. So you really need to be within 13k of a target, a 33% loss in range.

But their DPS/range balance seems to indicate that CCP thinks the missiles theoretical range is their real range and their DPS is adjusted accordingly. Which puts their combined dps/range balance below that of other weapons Im looking at.

pulse -

beam -

blasters -

railguns -

autocannon -

artillery -

i dont have anything to say about all the other ones because havent used them but i have an idea that some are instant reload, some are locked into certain damage types but not sure which is which and what other interesting information might pertain to some of them
Danny John-Peter
Blue Canary
Watch This
#2 - 2013-07-18 22:12:46 UTC  |  Edited by: Danny John-Peter
Well, in the small category you can immediately remove beams from contention as they are bad, in the far scram range category (7-9k) here is a breif rundown.

Small rails are a good option, they have good range DPS and tracking, they also are very versatile because of all the available ammo types, has Jav which should have enough tracking close up if they try and get under your guns.

Small arty are fairly similar, worse tracking, more alpha, capless, again a good choice, not so much ammo versatility, tracking becomes an issue at <5k so these require the most range dictation.

Blasters are going to be losing some DPS at that range unless bonused and using null, while it would work I would say not the best option.

Pulse are a good option, instant ammo switching, excellent projection with scorch and the ability to switch to INMF if the target is faster than you and gets to 0, much better tracking than rails or arties so if you cant keep range it isnt the end of the world.

Autos are again going to lose DPS at that range, with barrage it could work but is again not the best option for that range bracket.
Ciyrine
Deep Core Mining Inc.
Caldari State
#3 - 2013-07-18 22:46:14 UTC
am i off on my view of missiles?

I also realized i need to take fitting requirements and cap usage into consideration
Machiavelli's Nemesis
Angry Mustellid
#4 - 2013-07-18 23:23:16 UTC
You forgot snowball launchers
Ciyrine
Deep Core Mining Inc.
Caldari State
#5 - 2013-07-18 23:32:27 UTC
you forgot firework launcher
chatgris
Quantum Cats Syndicate
Of Essence
#6 - 2013-07-19 00:18:06 UTC  |  Edited by: chatgris
Ciyrine wrote:
The problem i have with missile range is they need to accelerate which lowers their "theoretical range" and they suffer from trying to catch up to targets running away further reducing their range.


On the flip side, when you are running away from a blob of targets, it greatly increases their effective range. They are also more resistent to ewar (td's,damps,ecm) from both the weapon itself (fof's) and caldari ships themselves (generally best lock range/sensor strength) making them good choices for pvppppp.
Ciyrine
Deep Core Mining Inc.
Caldari State
#7 - 2013-07-19 01:02:26 UTC  |  Edited by: Ciyrine
good point about the running away increasing their range. And about caldari ships having best lock range

i get why their more resistent to TD. But why damps

in this case im looking for a brawler, with 2x webs which have 10k range so im thinking whatevers most effective around 7k and it looks to be

heavy neutron blaster with void ammo

does that jive with peoples experience or did I mess something up or miss a better option?
IbanezLaney
The Church of Awesome
#8 - 2013-07-19 01:36:11 UTC
Ciyrine wrote:

i get why their more resistent to TD. But why damps




They are more resistant to damps due to their good lock range.

Not a specific example but:
If my frigate locks to 60 and you put a damp on me and reduce that to 40.
I am already at 22ish holding point.

Many people use a sensor booster too so they can load a range script.

Ciyrine
Deep Core Mining Inc.
Caldari State
#9 - 2013-07-19 01:42:43 UTC
is there any advantage of Rockets vs rapid light missiles?
Phoenix Einherjar
Imperial Academy
Amarr Empire
#10 - 2013-07-19 01:46:24 UTC
Ciyrine wrote:
am i off on my view of missiles?


Just make sure you're considering MISSILES and ROCKETS as two different weapons platforms.
Rockets = ~7km range so quite fit to purpose for what you want to do. Rockets are quite lack-luster though if you're not heavily skilled into them. (Though I guess you can say that about any weapons platform)
Missiles= 20km range - they're more suited to using a long point (warp disruptor, not a scrambler) on what's called a "kiting" ship. Best example of this is the flavour of the month Condor which uses light missiles, a dampener and a long point. It orbits at long point range with a MWD and the damp means that you can't even target the bugger

[URL=http://paradoxicalhonour.blogspot.com]Paradoxical Honour (blog)[/URL]

chatgris
Quantum Cats Syndicate
Of Essence
#11 - 2013-07-23 20:23:07 UTC
Ciyrine wrote:
is there any advantage of Rockets vs rapid light missiles?


Fitting!
Diesel47
Deep Core Mining Inc.
Caldari State
#12 - 2013-07-24 10:18:51 UTC
Ciyrine wrote:
is there any advantage of Rockets vs rapid light missiles?


Rocket is for frig.

RLM is for cruiser.
Marc Callan
Center for Advanced Studies
Gallente Federation
#13 - 2013-07-24 13:07:39 UTC  |  Edited by: Marc Callan
Diesel47 wrote:
Ciyrine wrote:
is there any advantage of Rockets vs rapid light missiles?


Rocket is for frig.

RLM is for cruiser.


More specifically, a Rapid Light Missile launcher is basically an up-sized version of a frigate-sized light missile launcher, with a larger magazine, a faster firing rate, and CPU/powergrid requirements that make it unsuitable for fitting on a frigate.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Skelee VI
Swamp Panthers
Bog Brotherhood
#14 - 2013-07-25 01:48:20 UTC
use hi slots work great for pvp