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Understanding the differences in each turret/launchers - benefits and disadvantages

Author
Fred P
Carebears of New Eden
#21 - 2013-11-22 16:08:44 UTC
TheMercenaryKing wrote:
Fred P wrote:


Are you then saying explosion radius is irrelevant to the damage dealt?

In the bit I quoted, you're saying that the target's signature radius must be less than or equal to the explosion radius in order to apply full damage, which is insinuating that if the signature radius of the target is larger than the explosion radius, less damage would be applied. So what happens if the explosion radius is smaller than the target's signature radius, and why do we have skills and rigs dedicated to reducing the explosion radius if it does nothing to increase our damage application?



No, I am saying that the smaller the explosion radius, the more damage you will do to smaller targets until the explosion radius is less than or equal to ships signature, assuming the target is not moving or moving slower than the explosion velocity.


Then we agree, but what you say here, is not the same as what you say in the post where you explain missiles. Again, what you say there is:
TheMercenaryKing wrote:
If the targets velocity is equal to or less than the explosion velocity and the targets signature is less than or equal to the explosion radius then full damage is applied.


There you say that the signature of the target has to be less than or equal to the signature of the missile, which is the opposite of what we both agree on.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#22 - 2013-11-22 16:11:41 UTC
Fred P wrote:
TheMercenaryKing wrote:
Fred P wrote:


Are you then saying explosion radius is irrelevant to the damage dealt?

In the bit I quoted, you're saying that the target's signature radius must be less than or equal to the explosion radius in order to apply full damage, which is insinuating that if the signature radius of the target is larger than the explosion radius, less damage would be applied. So what happens if the explosion radius is smaller than the target's signature radius, and why do we have skills and rigs dedicated to reducing the explosion radius if it does nothing to increase our damage application?



No, I am saying that the smaller the explosion radius, the more damage you will do to smaller targets until the explosion radius is less than or equal to ships signature, assuming the target is not moving or moving slower than the explosion velocity.


Then we agree, but what you say here, is not the same as what you say in the post where you explain missiles. Again, what you say there is:
TheMercenaryKing wrote:
If the targets velocity is equal to or less than the explosion velocity and the targets signature is less than or equal to the explosion radius then full damage is applied.


There you say that the signature of the target has to be less than or equal to the signature of the missile, which is the opposite of what we both agree on.



Oh i see, i will fix that typo. I really need a proof reader.
Bouh Revetoile
In Wreck we thrust
#23 - 2013-11-22 16:17:24 UTC
TheMercenaryKing wrote:
Yes, essentially if the transversal calculation ends up being too low, it greatly reduces the reliance on signature for turrets, and unlike missiles, turrets will do full damage even if the weapon sig is greater than the target sig.
For the sake of precision, if ennemy transversale speed is low enough, you will do maximum *dps*.

Turret damages are always random with a fixed minimum value (50% base damage) and a fixed max value (critical at 300% base damage). Turret dps is an average between all your guns in a volley, and all your volley in a fight. Turret dps is a statistical value. Turret damage is a random value.
Mikkir
SHINKETSU Inc.
#24 - 2013-11-23 15:08:42 UTC
I think a special shout out should be made for the quad light beam laser.

Pros:
Badass quad light show
Easy to fit

Cons:
Terrible Range
Terrible damage
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#25 - 2013-11-23 17:40:24 UTC
Decent breakdown, which gives a good idea of how weapons work, but lacks some comparisions.

To get to the point - I'm a little, confused, about the fact that you don't list the non-selectable damage types for Hybrids and Lasers as CON. I know these limitations are a 2 sided sword, but you should really note them down under cons too.

Also, you don't list explosion-velocity/radius as cons for missiles. This is a 2 sided sword aswell, as it can be a serious drawback of missiles (you can approach a missile-boat directly, without worrying about transversal - try that against turrets Pirate).

Anyway, liked and bookmarked for future reference.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#26 - 2013-11-23 23:45:48 UTC  |  Edited by: TheMercenaryKing
Gimme more Cynos wrote:
Decent breakdown, which gives a good idea of how weapons work, but lacks some comparisions.

To get to the point - I'm a little, confused, about the fact that you don't list the non-selectable damage types for Hybrids and Lasers as CON. I know these limitations are a 2 sided sword, but you should really note them down under cons too.

Also, you don't list explosion-velocity/radius as cons for missiles. This is a 2 sided sword aswell, as it can be a serious drawback of missiles (you can approach a missile-boat directly, without worrying about transversal - try that against turrets Pirate).

Anyway, liked and bookmarked for future reference.


The missiles vs guns were just showing the difference as mechanics.

I do view the damage types on hybrids as a cons, but not on energy turrets. the reason for that is thermal is on average (after fittings) lower in resistance and the EM is a huge bane to shield tankers, where as kinetic is....well kinetic.
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