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Cruise Missiles vs Torpedos

Author
I544CJON35 Aldent
Incursion Omega
Cosmos Origins
#1 - 2013-10-04 01:17:13 UTC
I'll make this quick. For incursions WTM has an example fit for a Rattlesnake that has T2 torpedo launchers on it. Right now I've been using meta4 cruise launchers and they seem to do well enough. But my questions is how cruise missiles and torpedoes compare in specifically an incursion setting? I wanted to train up to T2 cruise launchers, but I don't want to use up 20 extra days of skill training if torpedos are just going to be a better choice. Just for kicks here's my fit:

[Rattlesnake, Incursion]
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System

Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Pithum C-Type Thermic Dissipation Amplifier
Republic Fleet Target Painter
Shadow Serpentis 100MN Microwarpdrive
Federation Navy Omnidirectional Tracking Link
Federation Navy Omnidirectional Tracking Link

'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile
'Arbalest' Cruise Launcher I, Caldari Navy Scourge Cruise Missile
Drone Link Augmentor I
[empty high slot]

Large Warhead Rigor Catalyst I
Large Anti-Kinetic Screen Reinforcer I
Large Anti-EM Screen Reinforcer I

Hobgoblin II x5
Federation Navy Garde x5
Republic Fleet Bouncer x5
Caldari Navy Warden x5
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#2 - 2013-10-04 01:47:28 UTC
For incursions, use turrets. Don't bother training up to T2 launchers for incursions, it's a waste of SP. Go for T2 guns.
I544CJON35 Aldent
Incursion Omega
Cosmos Origins
#3 - 2013-10-04 01:56:33 UTC
Chris Winter wrote:
For incursions, use turrets. Don't bother training up to T2 launchers for incursions, it's a waste of SP. Go for T2 guns.


Good point, people do like how damage is applied instantly with turrets. However the Rattlesnake can hold it's own dps-wise. Heard it from the mouths of those in charge of WTM on teamspeak.

But back to the original question, cruise missiles vs torpedoes.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#4 - 2013-10-04 04:17:36 UTC
Rattlesnake is fine only because its primary source of damage is sentries instead of missiles. For incursions I imagine you're probably going to be at ranges too far out for torps and will need to use cruises.
Zand Vor
Auris Inc
#5 - 2013-10-04 04:44:48 UTC  |  Edited by: Zand Vor
Rattle's damage bonus is to your drones, and you'll see that really is where most of your damage is from, not your missiles.
You should be fitting to maximize the drone DPS, I believe I've seen 1k+ dps fits, maybe a lot more.

That being said, Torp range is plenty fine for Incursions. Most fleets run Vindicator's with blasters that can get over 1.8k dps but their range is sub 20km, they have to get closer than you do anyways.

Incursions tend to be more mobile/movement oriented than mission running, that's the major complaint I've heard against Rattle, getting into place with your Sentry drones can be a hassle.

Please fix wormhole combat sites: c1 20mil - c2 40 mil - c3 80 mil - c4 160 mil - c5 320 mil - c6 640 mil

Daler Farmon
Deep Core Mining Inc.
Caldari State
#6 - 2013-10-04 04:59:28 UTC
If u are running Vanguards Incursion then u should fit Torpedos.
If u are running Assaults Incursion then u should fit Cruise Missiles.

However, as ppl mentioned here Guns are doing better in incursion.. The Blasters are for Vanguards and Railguns for Assaults.
I544CJON35 Aldent
Incursion Omega
Cosmos Origins
#7 - 2013-10-04 05:05:42 UTC
Alright, thanks for the information.
Kery Nysell
#8 - 2013-10-04 10:39:11 UTC  |  Edited by: Kery Nysell
I'll chime in with something a bit different ...

Yes, turrets are better for Incursions, not dismissing that, but if like me you don't have T2 turrets yet, Missiles can do.

I usually run HQs, so my comments are based on that :

- Cruises missiles for sniping purposes SUCK BALLS : the travel time means that when you're shooting targets 100+ kms away, the other snipers with guns will have killed the target before your missiles get there.

- Having said that, you'll be forced to play the close range DPS role ... and since in HQs it's mostly BSes with smaller enemies being taken care of by a "drone bunny" (fast locking ship with all the drones of the fleet assisting him), you'll want to do the most damage possible.

As others have said, Vindicators are a popular choice, and they have very close range, so you'll probably be in the same group than them, and there the 33% increase in damage from the Torpedoes really pays off, even more so since most of the ships will run Target Painters, meaning you can apply 100% of your damage on the chosen target.

So, if you're dead set on using missiles, I'd recommend Torpedoes and a Navy Raven over a cruise-missile Rattlesnake.

Here's a shiny, blingy fit :

[Raven Navy Issue, RNI-Torps 1386 DPS]

Low slots:

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Damage Control II

Medium slots :

Gist X-Type 100MN Microwarpdrive
Pithum A-Type Adaptive Invulnerability Field
Pithum A-Type Adaptive Invulnerability Field
Domination Target Painter
Domination Target Painter
True Sansha Stasis Webifier
True Sansha Stasis Webifier

High slots :

Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo

Rig slots :

Large Anti-EM Screen Reinforcer II
Large Hydraulic Bay Thrusters II
Large Warhead Flare Catalyst II

Drones :

Medium Armor Maintenance Bot II x5
Hammerhead II x5

Ammo :

Mjolnir Rage Torpedo x6240
Nanite Repair Paste x100


The CN ballistic controls are really vital, the Gist MWD too to keep pace with the vindi's, but the tanking modules can be T2, depending on the fleet you're flying with.

Be warned, tough : it's not a Vindicator with 1800+ DPS, so you will get passed over in favour of the vindis, but it works, I've been able to get into HQ fleets with a fit similar to that.

...

Ireland VonVicious
Vicious Trading Company
#9 - 2013-10-05 07:11:08 UTC  |  Edited by: Ireland VonVicious
I run a Rattlesnake with cruise missiles for incursions.

DPS is 1241 with my skills / implants. (( Gardes ))

Do not run torps for VG incursions. The explosion radius v.s. the sig of the NPC's is huge.

RS is loved in the larger incursions.
It also does better with completion fleets v.s. competition fleets. (( tp / web v.s. tc ))
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#10 - 2013-10-12 02:10:54 UTC
I get almost 1k dps with my Cruise RNI and can give 3-4 links in a VG, and my FC's still want me to lose 250 dps and the utility slots to fly a Mach. If you like missiles you'll hate incursions.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#11 - 2013-10-13 05:29:30 UTC
RS is good for anchor.

RNI is good sniper for AS/HQ. Especially since in incursions they shield tank and you can select ammo that does more shield damage.

Torps are generally the last choice, like the fat kid in kickball.

internet spaceships

are serious business sir.

and don't forget it

Kery Nysell
#12 - 2013-10-13 05:56:20 UTC
Cipher Jones wrote:
RS is good for anchor.

RNI is good sniper for AS/HQ. Especially since in incursions they shield tank and you can select ammo that does more shield damage.

Torps are generally the last choice, like the fat kid in kickball.


I don't know about AS, but in HQ an RNI with Cruises won't be a good sniper : the travel time of the missiles mean that most of the time, the Machariels and Nightmares will have killed the target before the missiles reach it.

Selecting ammo means diddly squat in Incursions, the Sanshas in there are omni-tanked, with the same resistances against every type of damage. The consensus for missile users is to buy the cheapest ammo available.

At least with TVP, *IF* you can get in a fleet with a missile boat, it'll be with torpedoes on a RNI (with dual painters and a webber) as part of the close-range DPS squad.

Yes, the Rattlesnake can be a good anchor, mostly due to the resistance bonus, but you'll need maxed skills and a lot of experience to be considered for that role.

Lastly, I can get 1380 DPS out of my torp-RNI with Rage torps and a flight of 5 Hammerheads II, and that's with Torp Spec to 4 and not a single missile implant ... with maxed skills and a set of missile implants, you can reach 1580 DPS with a properly setup torp-RNI, and that will be accepted as a close-range DPS boat.

But that's for HQ fleets. Never ran a VG, and from a bit of calculation, Scout sites are basically wasting ISK, your ammo will cost more than the ISK/LP payout.

...

Charles Panzram
Doomheim
#13 - 2013-10-13 10:42:15 UTC
Kery Nysell wrote:
I'll chime in with something a bit different ...

Yes, turrets are better for Incursions, not dismissing that, but if like me you don't have T2 turrets yet, Missiles can do.

I usually run HQs, so my comments are based on that :

- Cruises missiles for sniping purposes SUCK BALLS : the travel time means that when you're shooting targets 100+ kms away, the other snipers with guns will have killed the target before your missiles get there.

- Having said that, you'll be forced to play the close range DPS role ... and since in HQs it's mostly BSes with smaller enemies being taken care of by a "drone bunny" (fast locking ship with all the drones of the fleet assisting him), you'll want to do the most damage possible.

As others have said, Vindicators are a popular choice, and they have very close range, so you'll probably be in the same group than them, and there the 33% increase in damage from the Torpedoes really pays off, even more so since most of the ships will run Target Painters, meaning you can apply 100% of your damage on the chosen target.

So, if you're dead set on using missiles, I'd recommend Torpedoes and a Navy Raven over a cruise-missile Rattlesnake.

Here's a shiny, blingy fit :

[Raven Navy Issue, RNI-Torps 1386 DPS]

Low slots:

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Damage Control II

Medium slots :

Gist X-Type 100MN Microwarpdrive
Pithum A-Type Adaptive Invulnerability Field
Pithum A-Type Adaptive Invulnerability Field
Domination Target Painter
Domination Target Painter
True Sansha Stasis Webifier
True Sansha Stasis Webifier

High slots :

Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo

Rig slots :

Large Anti-EM Screen Reinforcer II
Large Hydraulic Bay Thrusters II
Large Warhead Flare Catalyst II

Drones :

Medium Armor Maintenance Bot II x5
Hammerhead II x5

Ammo :

Mjolnir Rage Torpedo x6240
Nanite Repair Paste x100


The CN ballistic controls are really vital, the Gist MWD too to keep pace with the vindi's, but the tanking modules can be T2, depending on the fleet you're flying with.

Be warned, tough : it's not a Vindicator with 1800+ DPS, so you will get passed over in favour of the vindis, but it works, I've been able to get into HQ fleets with a fit similar to that.



Why do people suggest gank magnets like this? Yeah it looks awesome until the first guy scans you and puts you on his watch list. Then it won´t be long for a lot of raging and crying to ensue. How about suggesting something that does not cost multi billion isks and paints and huge fat cross hair on your arse?
Kery Nysell
#14 - 2013-10-13 10:51:07 UTC
Because ultimately, you'll want a multi-billion setup to optimize your efficiency in Incursions.

Those are not flown alone, you're in a fleet and you can use D-scan.

Also, I said that you can use almost the same setup with Tech 2 modules (except the MWD and BCS, those need the bling).

ANYTHING can be a gank magnet in this game is the ganker wants you dead badly enough.

Heck, even my tech 1 fitted, not even rigged Noctis was deemed juicy enough that I got ganked in it while looting a mission last week.

...

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#15 - 2013-10-13 18:35:58 UTC
Quote:
I don't know about AS, but in HQ an RNI with Cruises won't be a good sniper : the travel time of the missiles mean that most of the time, the Machariels and Nightmares will have killed the target before the missiles reach it.

Selecting ammo means diddly squat in Incursions, the Sanshas in there are omni-tanked, with the same resistances against every type of damage. The consensus for missile users is to buy the cheapest ammo available.

At least with TVP, *IF* you can get in a fleet with a missile boat, it'll be with torpedoes on a RNI (with dual painters and a webber) as part of the close-range DPS squad.


In a good fleet the missiles snipers are just as fast at killing the 150k targets, have tested it over and over and over and over.

Incursion Sansha's are shield tanked. While they are Omni tanked, they are shield tanked. Selecting the damage type that does the most shield damage is the only way to go. Its literally twice as fast to use the correct ammo. No wonder your snipers aren't killing as fast as the turret guys if they don't understand this basic Eve mechanic. It has nothing to do with damage type. It has to do with damage amount vs armor and shields.

I have flown an RNI sniper in TVP many many many times with no problems getting a group ever, in TvP or otherwise.

internet spaceships

are serious business sir.

and don't forget it

Kery Nysell
#16 - 2013-10-13 18:47:31 UTC
Cipher Jones wrote:
Quote:
I don't know about AS, but in HQ an RNI with Cruises won't be a good sniper : the travel time of the missiles mean that most of the time, the Machariels and Nightmares will have killed the target before the missiles reach it.

Selecting ammo means diddly squat in Incursions, the Sanshas in there are omni-tanked, with the same resistances against every type of damage. The consensus for missile users is to buy the cheapest ammo available.

At least with TVP, *IF* you can get in a fleet with a missile boat, it'll be with torpedoes on a RNI (with dual painters and a webber) as part of the close-range DPS squad.


In a good fleet the missiles snipers are just as fast at killing the 150k targets, have tested it over and over and over and over.

Incursion Sansha's are shield tanked. While they are Omni tanked, they are shield tanked. Selecting the damage type that does the most shield damage is the only way to go. Its literally twice as fast to use the correct ammo. No wonder your snipers aren't killing as fast as the turret guys if they don't understand this basic Eve mechanic. It has nothing to do with damage type. It has to do with damage amount vs armor and shields.

I have flown an RNI sniper in TVP many many many times with no problems getting a group ever, in TvP or otherwise.


I've used all four damage types of Rage torps, and didn't see a single digit of difference in the volleys I did ... EM vs shield = 9K, Explosive vs shield (the worst) = still 9K. And that's with so many Target Painters on the target that I could apply 100% of my Rage Torpedoes damage.

OK, I didn't try a Cruise Sniper setup, but from what I've seen in the last couple of fleets I've done, the "sniper squad" of a couple of TachMares and a couple of 1400's Mach *MELT* each enemy BS in a few of seconds, so unless you have super-duper-ultra-sekkrit Cruise missiles that can cross 150+kms in less than 6 seconds, I don't believe you.

...

Darkwolf
#17 - 2013-10-14 04:19:22 UTC
Cipher Jones wrote:
Incursion Sansha's are shield tanked. While they are Omni tanked, they are shield tanked. Selecting the damage type that does the most shield damage is the only way to go. Its literally twice as fast to use the correct ammo. No wonder your snipers aren't killing as fast as the turret guys if they don't understand this basic Eve mechanic. It has nothing to do with damage type. It has to do with damage amount vs armor and shields.


Errr... No.

The "base shield damage" figure on ammunition gives you an idea of how much damage it will do on "normal" shields, assuming the regular shield resistance distribution. 0% EM, 20% Thermal, 40% Kinetic, 60% Explosive. The number is intended to give you an idea of how an ammunition type will fare against untanked shields vs. armor.

Any kind of modified resistances (eg, on Incursion rats) throws that number totally out of the window. Different ammo types do not magically do more or less damage on shields or armor. It's all about the resistances vs. damage type.