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[Kronos] Pirate Faction Battleships

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Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#1581 - 2014-04-29 22:03:52 UTC  |  Edited by: Arthur Aihaken
stoicfaux wrote:
IMO, I would rather have Omni's for the drones versus TPs for the missiles.

You can have both; in the Summer expansion we're supposed to get passive low-slot omnis. Without seeing the stats, dropping the 4th and possibly 3rd drone damage amplifier seems like a non-brainer.

I am currently away, traveling through time and will be returning last week.

afkalt
Republic Military School
Minmatar Republic
#1582 - 2014-04-29 22:09:45 UTC
Will try and download. Was greyed out when I last looked.

Last time I used a rattlesnake it was 2x omni and 2xTP fit
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1583 - 2014-04-29 22:30:08 UTC  |  Edited by: Tyberius Franklin
Arthur Aihaken wrote:
stoicfaux wrote:
IMO, I would rather have Omni's for the drones versus TPs for the missiles.

You can have both; in the Summer expansion we're supposed to get passive low-slot omnis. Without seeing the stats, dropping the 4th and possibly 3rd drone damage amplifier seems like a non-brainer.
I believe they mirror TE's if I recall correctly, though I'm not sure I'd drop a 3rd DDA for one. And their would be no 4th DDA to begin with for anyone really looking to use missiles enough to drop an omni for a TP since such a fit would have at least 3 BCU's I'd imagine.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#1584 - 2014-04-29 22:42:47 UTC
I think the new drone TEs are part of the problem with balancing Guristas ships. The Guristas ships can't be dedicated missile boats, because then they'd just be Caldari boats with better drones and too many lows, and they'd also encroach on the introduction of a new dedicated missile faction.

The Guristas ships could be dedicated drone boats quite easily. Shield tanking carrier fleets will be a thing with the new drone TEs, which means the RS would see a place in those fleets. However, with 6 lows and 7 mids, combined with dedicated drone bonuses, new low slot mods and tanking bonuses, the RS would probably be pretty OP.

I think that's why we're seeing Guristas ships doing nothing especially useful again.
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#1585 - 2014-04-29 22:48:14 UTC  |  Edited by: Arthur Aihaken
Tyberius Franklin wrote:
I believe they mirror TE's if I recall correctly, though I'm not sure I'd drop a 3rd DDA for one. And their would be no 4th DDA to begin with for anyone really looking to use missiles enough to drop an omni for a TP since such a fit would have at least 3 BCU's I'd imagine.

The third DDA only gives you 57% or +13.11% damage. I'm assuming that the Faction DDAs will be at least +2.5-3% more damage each (considering the lowest Officer Unit D-34343 is 26.5%), so a pair of Faction DDAs will essentially negate half the loss for freeing up a low slot. Similarly, depending on launcher selection - you'll be further ahead with a Warhead Catalyst than a third BCU for rapid heavy launchers. Getting a passive +40% falloff, +20% optimal and +20% tracking speed for the loss of maybe 5% drone and missile damage seems like a good tradeoff - especially as it allows an extra 2-3 mids for tank.

I have to admit that I was initially excited about the changes to the Rattlesnake, but I think there's potentially a better missile-based Pirate Mordu ship lurking just around the corner...

I am currently away, traveling through time and will be returning last week.

stoicfaux
#1586 - 2014-04-29 23:11:56 UTC
Arthur Aihaken wrote:
stoicfaux wrote:
IMO, I would rather have Omni's for the drones versus TPs for the missiles.

You can have both; in the Summer expansion we're supposed to get passive low-slot omnis. Without seeing the stats, dropping the 4th and possibly 3rd drone damage amplifier seems like a non-brainer.

I've updated the spreadsheet with 2 TPs. As others have pointed out, that will decrease drone DPS. Which begs the question of what is the primary weapons system on the Rattlesnake?

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1587 - 2014-04-29 23:12:00 UTC  |  Edited by: Tyberius Franklin
Arthur Aihaken wrote:
Tyberius Franklin wrote:
I believe they mirror TE's if I recall correctly, though I'm not sure I'd drop a 3rd DDA for one. And their would be no 4th DDA to begin with for anyone really looking to use missiles enough to drop an omni for a TP since such a fit would have at least 3 BCU's I'd imagine.

The third DDA only gives you 57% or +13.11 damage. I'm assuming that the Faction DDAs will be at least +2.5-3% more damage each (considering the lowest Officer Unit D-34343 is 26.5%), so a pair of Faction DDAs will essentially negate half the loss for free'ing up a low slot.
All that means is that the loss when considering faction DDA's is slightly greater. It's not a matter of 3 T2 DDA's or 2 Faction, but rather if someone is fitting faction it's 3 vs 2 and thus the whole difference of 57% of the mod once stacking is accounted for.
Arthur Aihaken wrote:
Similarly, depending on launcher selection - you'll be further ahead with a Warhead Catalyst than a third BCU for rapid heavy launchers. Getting a passive +40% falloff, +20% optimal and +20% tracking speed for the loss of maybe 5% drone and missile damage seems like a good choice as it allows 2-3 extra mids for tank.
For RHML, still not seeing it. Assuming Calefaction Catalyst you use most of your calibration for a T2 to actually get some benefit over even a T2 BCU or you get a T1 which has the same benefit but without the ROF help to compress your damage dealing before reload.

Either way I don't see myself dropping damage and downgrading an omni for a TP, but it's going to of course come down to personal preference and area of use.
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#1588 - 2014-04-29 23:24:08 UTC
Tyberius Franklin wrote:
All that means is that the loss when considering faction DDA's is slightly greater. It's not a matter of 3 T2 DDA's or 2 Faction, but rather if someone is fitting faction it's 3 vs 2 and thus the whole difference of 57% of the mod once stacking is accounted for.

Right now Faction DDAs don't exist, so ultimately it's only going to be a small difference by dropping the third DDA.

Tyberius Franklin wrote:
For RHML, still not seeing it. Assuming Calefaction Catalyst you use most of your calibration for a T2 to actually get some benefit over even a T2 BCU or you get a T1 which has the same benefit but without the ROF help to compress your damage dealing before reload.

Either way I don't see myself dropping damage and downgrading an omni for a TP, but it's going to of course come down to personal preference and area of use.

Rapid launchers are penalized by rate of fire bonuses.

I am currently away, traveling through time and will be returning last week.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1589 - 2014-04-29 23:29:51 UTC
Arthur Aihaken wrote:
Right now Faction DDAs don't exist, so ultimately it's only going to be a small difference by dropping the third DDA.
But once they do exists their current lack of existence becomes irrelevant. The bar moves to 3 faction DDA's vs 2 rather than 3 T2 DDA's vs 2 faction.

Arthur Aihaken wrote:
Rapid launchers are penalized by rate of fire bonuses.
How so? I can see them heavily favoring damage bonuses, but if you can have both, why not?
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#1590 - 2014-04-30 00:06:16 UTC
Tyberius Franklin wrote:
But once they do exists their current lack of existence becomes irrelevant. The bar moves to 3 faction DDA's vs 2 rather than 3 T2 DDA's vs 2 faction.

Point taken.

Arthur Aihaken wrote:
How so? I can see them heavily favoring damage bonuses, but if you can have both, why not?

It's the law of diminishing returns. Rapid launchers already have an insane rate of fire, so a faster rate of fire simply depletes them faster while a damage bonus actually does more damage in almost the same timeframe. The Tengu is the most heavily penalized with the 37.5% rate of fire bonus to rapid light launchers, which means when you factor in reload time the actual DPS is around 55% of stated DPS.

Here's a comparison between a Raven Navy Issue and Scorpion Navy Issue, as they both have 8 effective launchers. I used T2 rapid heavy launchers, Faction ammunition and 4x BCUs.
• Raven Navy Issue ... 837 DPS (actual 547 DPS; 65.4%)
• Raven Scorpion Issue ... 837 DPS (actual 491 DPS; 58.7%)

I am currently away, traveling through time and will be returning last week.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1591 - 2014-04-30 00:20:06 UTC  |  Edited by: Tyberius Franklin
Arthur Aihaken wrote:

Tyberius Franklin wrote:
How so? I can see them heavily favoring damage bonuses, but if you can have both, why not?

It's the law of diminishing returns. Rapid launchers already have an insane rate of fire, so a faster rate of fire simply depletes them faster while a damage bonus actually does more damage in almost the same timeframe. The Tengu is the most heavily penalized with the 37.5% rate of fire bonus to rapid light launchers, which means when you factor in reload time the actual DPS is around 55% of stated DPS.

Here's a comparison between a Raven Navy Issue and Scorpion Navy Issue, as they both have 8 effective launchers. I used T2 rapid heavy launchers, Faction ammunition and 4x BCUs.
• Raven Navy Issue ... 837 DPS (actual 547 DPS; 65.4%)
• Raven Scorpion Issue ... 837 DPS (actual 491 DPS; 58.7%)

I get the mechanics and how they affect the launcher, but what you stated explains how the RHML marginalizes ROF bonuses, but not quite how it's penalized by them. Over time the fact that you are depleting sooner and thus resuming fire after reload sooner still increases DPS, but in the least useable way. Thus back to the example, a T2 BCU vs a Calefaction catalyst rig:

T1 Rig - Same Damage boost but without the ROF boost. Again, I'm in no way disagreeing that the difference is marginal in performance, and the gains situational, but it's there and I'd rather have it than not.

T2 Rig - Objectively superior to a T2 BCU for RHML, but takes quite a bit of calibration, leaving your remaining rigging options limited.

And going either way means you are still losing out on raw effectiveness of a mid slot omni alongside the ability to be scripted to fit that TP. I'm just not liking the trade at first glance, though depending on where the damage balance is I suppose it could be worth it to de-emphasize the drone side with a particular fit.
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#1592 - 2014-04-30 00:30:36 UTC  |  Edited by: Arthur Aihaken
Tyberius Franklin wrote:
I get the mechanics and how they affect the launcher, but what you stated explains how the RHML marginalizes ROF bonuses, but not quite how it's penalized by them. Thus back to the example, a T2 BCU vs a Calefaction catalyst rig:

T1 Rig - Same Damage boost but without the ROF boost. Again, I'm in no way disagreeing that the difference is marginal in performance, and the gains situational, but it's there and I'd rather have it than not.

T2 Rig - Objectively superior to a T2 BCU for RHML, but takes quite a bit of calibration, leaving your remaining rigging options limited.

And going either way means you are still losing out on raw effectiveness of a mid slot omni alongside the ability to be scripted to fit that TP. I'm just not liking the trade at first glance, though depending on where the damage balance is I suppose it could be worth it to de-emphasize the drone side with a particular fit.

Sure, here's the same comparison using a T2 Catalyst rig instead of a 4th BCU:
• Navy Raven Issue ... 849 dps (actual 561 dps; 66.1%)
• Navy Scorpion Issue ... 849 dps (actual 504 dps; 59.4%)

DPS is actually marginally better (both stated and actual), and it frees up a low slot. Granted, this is using 300 calibration - and it's a rather expensive rig - but if you're using target painters anyway any remaining calibration is best served by T1 flares. For torpedoes or cruise missiles, a ballistic control is better than a Catalyst rig because rate of fire actually benefits those weapons.

If I were to fit one of the "new" Rattlesnakes, I would probably utilize something along these lines:

• 5x T2 Rapid Heavy Missile Launchers
• 1x T2 Drone Link Augmentor II

• 1x Large Hydraulic Thrusters II
• 2x Large Hydraulic Thrusters I

• 2x T2 Ballistic Control II
• 2x T2 Drone Damage Amplifier II
• 2x T2 Drone Tracking Enhancer II (new)

• 1x Large Micro Jump Drive
• 1x 100MN MWD or 100MN Afterburner
• 1-2x T2 Target Painters
• 3-4x Tank of choice

I am currently away, traveling through time and will be returning last week.

Kaarous Aldurald
Black Hydra Consortium.
#1593 - 2014-04-30 01:04:47 UTC
I have to agree with Arthur on this one. Rapid Heavies or Rapid Lights are probably the way to go on this one.

Although I was considering using 1 faction DTE. Possibly toss in a DCU depending on the performance of a faction compared to a T2.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1594 - 2014-04-30 01:08:56 UTC
Kaarous Aldurald wrote:
I have to agree with Arthur on this one. Rapid Heavies or Rapid Lights are probably the way to go on this one.

Although I was considering using 1 faction DTE. Possibly toss in a DCU depending on the performance of a faction compared to a T2.
Are you looking at Rapids for PvP or overall?
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#1595 - 2014-04-30 01:36:48 UTC  |  Edited by: Arthur Aihaken
Kaarous Aldurald wrote:
Rapid Heavies or Rapid Lights are probably the way to go on this one.

I'm on the fence with rapid lights. For PvE I think it makes sense to just utilize rapid heavy launchers. If you're running a medium-range setup you can always run rigors and flares to get almost the same damage application as rapid light launchers, with more damage, a faster rate of fire and greater ammunition capacity. I prefer the hydraulic rigs - not necessarily to extend the range (always a bonus) - but to reduce lost volleys since there's such a high rate of fire. It's actually a riot to run FoFs in the rapid heavy launchers.

I am currently away, traveling through time and will be returning last week.

Kaarous Aldurald
Black Hydra Consortium.
#1596 - 2014-04-30 01:40:10 UTC
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
I have to agree with Arthur on this one. Rapid Heavies or Rapid Lights are probably the way to go on this one.

Although I was considering using 1 faction DTE. Possibly toss in a DCU depending on the performance of a faction compared to a T2.
Are you looking at Rapids for PvP or overall?


A bit of both.

Overall I am considering whether Cruise Missiles are the better choice for PvE if you rig for Rigors and/or Flares. In a wormhole this is almost certainly the case, as the range will help make up for the application loss. That's up in the air depending on what I'm doing though, to be honest. The fitting for Cruise is pretty rough even with Genolutions, and the ship could use some more CPU.

For PvP, probably Rapid Heavies, not sure how I plan on rigging those yet(that depends on how well the rebalanced drones can apply, which has yet to be seen). But this thing should be a beast in wardecs. I'll take it out on SiSi once I get the chance, it looks like it can brawl very effectively out to a pretty decent range.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Reaver Glitterstim
The Scope
Gallente Federation
#1597 - 2014-04-30 10:39:05 UTC
relevant:

Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm


Any chance this balance pass can include making the spikes bigger on the Nightmare?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

gascanu
Bearing Srl.
#1598 - 2014-04-30 11:24:45 UTC
Arthur Aihaken wrote:
Kaarous Aldurald wrote:
Rapid Heavies or Rapid Lights are probably the way to go on this one.

I'm on the fence with rapid lights. For PvE I think it makes sense to just utilize rapid heavy launchers. If you're running a medium-range setup you can always run rigors and flares to get almost the same damage application as rapid light launchers, with more damage, a faster rate of fire and greater ammunition capacity. I prefer the hydraulic rigs - not necessarily to extend the range (always a bonus) - but to reduce lost volleys since there's such a high rate of fire. It's actually a riot to run FoFs in the rapid heavy launchers.

rapid heavy launchers for pve? really? they are a ganking tool, and have allot of drawbacks for pve;
having drones and missile you already need to do allot of micromanaging to focus that dps; and you want to add more micromanaging, since rof of rhmls is so high and reloading time so slow... or are you sugesting some ******** ideea like splitting the launchers and shooting one group at a time?
afkalt
Republic Military School
Minmatar Republic
#1599 - 2014-04-30 11:26:01 UTC  |  Edited by: afkalt
stoicfaux wrote:
UPDATE: I have updated the Rattlesnake to use two Faction TPs. End results is the Rattlesnake still general requires an extra volley against battleships, but against BCs, cruisers and elite cruisers, it brings the Rattlesnake more in line with the TFI. The Rattlesnake's "extra DPS" is probably a bit more than 50% of the drone DPS.



So, correct me if I'm wrong in these assertions - I can't tell (lack of sleep/too much work!)

>It's a missile only sheet
>>Therefore drone DPS isnt present in the times to kill etc. By extension the same can be said of TFI

Assuming the above to be true and with the following assumptions (which I know to be not 100% accurate but I believe "close enough" for engineering)
>Drones DPS is broadly the same as missile DPS
>Missile RoF is 50% of drone RoF i.e. one missile launch to two drone activations.


Those being accurate/close enough would you say the following is reasonable - please keep in mind I'm tired and this might be off.

>>If a single cruise volley will pop a target then so will a pair of drone volleys. I.e. in 8 seconds cruise will pop a target and a drone would pop a target
>>This says to me that I can kill two "one shot" targets per 8 second window, rather than one.
>>Cases where shots to kill > 1, the drones can pile in and drop it nicely - likely to be per target basis as the more shots to kill, the bigger the gains you'll get from drones.


Assuming that to be accurate [enough], I don't think it is as crappy as the numbers of missiles alone suggest. High maintenance/micromanagement and really high skill bar, certainly - but there appears to be approximate capability to kill two small(er) boats for the other ships one (or one and a bit with the TFI, being the only other one out there with appreciable drones).

I have rattlesnakes laying about, I might test it when it goes live (assuming no changes).

Tl;dr: If it one shots with cruises it is logical that in the same RoF period drones pop another target this giving it a very serious kill rate indeed. Caveats apply.
Mike Voidstar
Voidstar Free Flight Foundation
#1600 - 2014-04-30 11:43:47 UTC
Seems reasonable, though in practice you will need an extra shot or two from the drones due to misses and glancing hits fairly often. In some cases wrecking & penetrating hits will make up for this.