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Dedicated missile user

Author
Madrax Muvila
Doomheim
#1 - 2014-05-26 23:39:58 UTC
Hi all,

I'm going to be a dedicated missile user. Mainly interested in PVP/FW not into shooting Red crosses much at all.

I'd like to here people's thoughts on the various missile using ships in each class, whats best/worst etc and any special considerations for specific ships.

Picking missiles I went with caldari to start with but I won't be limiting myself just to that race. If it fires missiles as it primary weapon system I will be training it up (Well maybe not capitals as I'm not much of a fan of huge ships, BS being the biggest).
Also a recommended ship progression for missile would be nice BUT not just the bog standard condor/kessy - Corax - Caracal one that gets sprouted on the forums time and time again like I said i'm not race specific but weapon specific so if a veng is a better frig to train for then I'll prioritise that over other etc.

I'm in AU TZ if that might sway your input based on TZ activities etc.

Cheers for any input/insight

Madrax o7

Who needs SP!

http://killingitineve.wordpress.com/

Alexi Drakenovich
Doomheim
#2 - 2014-05-27 00:38:20 UTC
G'day mate,

I'm only new at this game, not even a fortnight old as a clone yet, but I am very good with numbers and I have been trying out some fits that would work well and comparing them to others fits on Battle Clinic and various forums, and it depends greatly on what will give you the best milage, statically the Manticore (Caldari Stealth Bomber) and the Tangu come out on top for PVP in terms that they can adapt easily,

The Manticore is a very hard hitter once your skills are up in the lvl 4 - 5's especially if you are found of nuking things with the bomb, though due to the face that it's a bomber its only good against Crusiers and up (some Frigates to with high Target Painting skills and a tech 2 version, and due to the bomb you can deal with multiple enemies in the first few seconds and turn most small battles to your side, and in longer battles you will have one hell of a speed tank to protect you with a tech 2 MWD.

The Tangu is what everyone thinks is one of the better Cruiser's around, statistically that depends on what your using it for, when properly outfitting it can rival the DPS of a Battleship, and it has enough speed to tank bigger guns, and can be configured to have some impressive shields, still an extremely expensive ship to loose when that lucky shot does hit.

If your only fighting frigates and that though try a Caracal with a full compliment of Rapid Light Missile Launchers, you can pulp most people who are not suspecting that kinda DPS from a Cruiser.

Now I'm only new and just know the numbers so take this with grain of salt, that being said though Missiles are what I prefer to, and they do more damage up front as well, who cares about the 6 second travel time to do a 10000 volley hit in a normal sized ship, haha! Best of luck, let me know what you try, I am currently using a Caracal with RLM's as a PVP deterrer for when i undock from Jita and get the 4000 request to duel, funny when they run off once you open fire with that many shots, haha!
Dato Koppla
Spaghetti Militia
#3 - 2014-05-27 00:55:07 UTC
I'm also AU TZ and if you're interested in PvP, my lowsec AU TZ based corp is hiring, message us in-game to set something up if you're interested. That being said, missile boats are nice for PvP and I've quite a fair bit of experience flying them, here are my favourites for each class for PvP:

T1 Frigate: Breacher
Faction Frigate: Hookbill
Assault Frigate: Hawk
Cruiser: Caracal
Heavy Assault Cruiser: Sacrilege
T3: HAM Legion
Battlecruiser: Cyclone
Command Ship: Nighthawk
Battleship: Typhoon

So basically Minmatar/Caldari are the best for the missile users, I would also strongly suggest training shield tanking and armor tanking equally as many Minmatar missile boats can armor tank as well as some unorthodox but effective fits for Caldari shield boats.
Varka Gormaz
Fuxi Legion
Fraternity.
#4 - 2014-05-27 01:26:07 UTC
Id argue the Claymore command ship over the Nighthawk. It looks way cooler =P

Also, HAM legions are sexy.
Dato Koppla
Spaghetti Militia
#5 - 2014-05-27 02:20:48 UTC
Varka Gormaz wrote:
Id argue the Claymore command ship over the Nighthawk. It looks way cooler =P

Also, HAM legions are sexy.


The Claymore is undeniably sexy, but the Claymore has trouble fitting double XLASBs to make the best use of it's shield boost bonus unlike the Sleipnir. Going for an XLSB+CB setup usually involves using a shiny shield booster as using just regular T2 XLSB is rather lackluster, you also become very susceptible to cap warfare. I like the Nighthawk because of it's massive buffer combined with excellent dps and very low reliance on cap, you can easily fit it for 102kEHP, 900dps, and double medium neuts with no problems.

However I completely agree on HAM Legions, it doesn't have the projection or mobility of a Tengu, but the tank is absolutely monstrous and you're not pigeon holed into kinetic damage like the Tengu is.
Madrax Muvila
Doomheim
#6 - 2014-05-27 02:37:49 UTC
Dato Koppla wrote:
I'm also AU TZ and if you're interested in PvP, my lowsec AU TZ based corp is hiring.


Hey Dato,

I didn't know you were a low sec AU TZ Based corp. I probably would have been in touch earlier. I'll hit you up next time I'm online Lol

Cheers for the info guys. Pretty much along the lines I was already thinking of although CS training takes a fair while but the Tengu/Legion are definitely on the list \o/

Who needs SP!

http://killingitineve.wordpress.com/

Dato Koppla
Spaghetti Militia
#7 - 2014-05-27 05:34:36 UTC
Madrax Muvila wrote:
Dato Koppla wrote:
I'm also AU TZ and if you're interested in PvP, my lowsec AU TZ based corp is hiring.


Hey Dato,

I didn't know you were a low sec AU TZ Based corp. I probably would have been in touch earlier. I'll hit you up next time I'm online Lol

Cheers for the info guys. Pretty much along the lines I was already thinking of although CS training takes a fair while but the Tengu/Legion are definitely on the list \o/


No worries mate, just contact me or our recruitment officer (Praeus) for details. Be warned that we are only a small corp and pirates, so be prepared to not be able enter highsec :p.

CS training is lengthy and most of what they do (other than being the best link ships) can be done by T3s for far less skill investment, so it's highly recommended to train into T3s first before going into CS. However the T3 rebalance hasn't happened yet so in future this may change.
unidenify
Deaf Armada
#8 - 2014-05-27 14:12:59 UTC  |  Edited by: unidenify
Madrax Muvila wrote:
Hi all,

I'm going to be a dedicated missile user. Mainly interested in PVP/FW not into shooting Red crosses much at all.

I'd like to here people's thoughts on the various missile using ships in each class, whats best/worst etc and any special considerations for specific ships.

Picking missiles I went with caldari to start with but I won't be limiting myself just to that race. If it fires missiles as it primary weapon system I will be training it up (Well maybe not capitals as I'm not much of a fan of huge ships, BS being the biggest).
Also a recommended ship progression for missile would be nice BUT not just the bog standard condor/kessy - Corax - Caracal one that gets sprouted on the forums time and time again like I said i'm not race specific but weapon specific so if a veng is a better frig to train for then I'll prioritise that over other etc.

I'm in AU TZ if that might sway your input based on TZ activities etc.

Cheers for any input/insight

Madrax o7


Caldari is a missile focused race, and that only race that have progression for missile user between Frigate to Titan plus T2 counterpart.

however there are few missile boat outside Caldari
Amarr T2 frigate/cruiser/BC (Assault frigate and Heavy Assault Cruiser)
Minimatar have few ships that is missile-focused as Typhoon, Bellicose and so (most T1, I think)

Then there are 2 pirate faction ships that are either missile focused, or have a bonus for missile.
Mordu Legion - brand new faction ships that will come out on summer expansion
Gurista - hybrid between Drone and Missile weapon system.


NOTE: thing you need to keep in mind, you need to have skill in Armour if you want to use Amarr T2, or Shield for other choice.
Futune Circinus
Ministry of War
Amarr Empire
#9 - 2014-05-27 15:13:31 UTC
If you are interested in Interceptors, you are in luck. Both the Crow and Malediction are great missile ships, and the Crow might be the most popular 'ceptor right now (for good reason).
Chessur
Full Broadside
Deepwater Hooligans
#10 - 2014-05-27 15:31:10 UTC  |  Edited by: Chessur
Missiles are in a horrible place right now. Here are the list of viable missile ships:

LML Heretic
Cruise Nano Phoon
And, Come June 3rd
Garmur
LML Orthrus
LML Crow is meh
Rocket Malediction has anemia DPS. Not really that great

All HML, and HAM platforms are complete ****- due to the fact that both of those missiles struggle to apply damage to anything. HML's in particular are worthless, because of the horrible application and anemic damage.

RLMs used to be a great weapon system for FW space. However after their nerf, they completely useless for solo / small gang. Their super long reload times make them completely unplayable- unless you are flying in a blob / have the numerical superiority to the enemy gang
Madrax Muvila
Doomheim
#11 - 2014-05-27 20:27:33 UTC
RLM Caracals are fine IMO.

They now have the option of doing silly burst damage against frigates/dessies or if you split the group slightly better sustained DPS than the previous version which I had plenty of success with in a previous life Shocked

Who needs SP!

http://killingitineve.wordpress.com/

Chessur
Full Broadside
Deepwater Hooligans
#12 - 2014-05-27 21:11:45 UTC
Madrax Muvila wrote:
RLM Caracals are fine IMO.

They now have the option of doing silly burst damage against frigates/dessies or if you split the group slightly better sustained DPS than the previous version which I had plenty of success with in a previous life Shocked


The only ship a RLM caracal can kill with an entire clip, is a T1 frig. Any Inty / Af / Dictor / Tanked Dessi is going to tank the vast majority of your damage. Basically the RLM system allows the caracal to kill one T1 frig (that is lightly tanked) or a Dessi. After that have fun with your reload.

If you can describe for me a situation in which a T1 frig or destroyer is giong to try and 1v1 a cruiser, let me know. Normally what you see are frig / dessi blobs in FW space. The Reload time on RLM's make them a horrible weapon choice to use when fighting out numbered- as I had already stated. You need to have a blob.
Madrax Muvila
Doomheim
#13 - 2014-05-27 21:17:24 UTC
Guess you missed the part where I said split your weapon group. That way you get sustained DPS slightly greater than the old RML variant. So if you could kill it before with a RML caracal you can kill it with the new version.

If you want to try and burst through as a solo caracal then you just won't have the damage output to break most decent fit frigs/dessies with the long reload you need to keep the DPS going rather than bursting it so split the launchers.

Who needs SP!

http://killingitineve.wordpress.com/

Chessur
Full Broadside
Deepwater Hooligans
#14 - 2014-05-27 21:41:12 UTC
Madrax Muvila wrote:
Guess you missed the part where I said split your weapon group. That way you get sustained DPS slightly greater than the old RML variant. So if you could kill it before with a RML caracal you can kill it with the new version.

If you want to try and burst through as a solo caracal then you just won't have the damage output to break most decent fit frigs/dessies with the long reload you need to keep the DPS going rather than bursting it so split the launchers.


Except you can kill jack with only half of your launchers going on a target. You are also still going to be locked into a damage type. Let me know how your CN scourge work against an Enyo / Ishkur / Hawk / Harpy.
Madrax Muvila
Doomheim
#15 - 2014-05-27 22:00:55 UTC
Chessur wrote:
Madrax Muvila wrote:
Guess you missed the part where I said split your weapon group. That way you get sustained DPS slightly greater than the old RML variant. So if you could kill it before with a RML caracal you can kill it with the new version.

If you want to try and burst through as a solo caracal then you just won't have the damage output to break most decent fit frigs/dessies with the long reload you need to keep the DPS going rather than bursting it so split the launchers.


Except you can kill jack with only half of your launchers going on a target. You are also still going to be locked into a damage type. Let me know how your CN scourge work against an Enyo / Ishkur / Hawk / Harpy.


Like I said previously. If you could kill it with the old RML caracal you can kill it with the new RML caracal (I'll bold that part for you Big smile ) seeing as you are doing slightly more sustained DPS than the old version. Just requires more manual selection of weapon groups etc.

I'm pretty sure the caracal is no longer locket to a specific damage type. +5% ROF and +10% missile velocity.
Means I can pick my damage type to my target. Twisted

Who needs SP!

http://killingitineve.wordpress.com/

Chessur
Full Broadside
Deepwater Hooligans
#16 - 2014-05-27 22:41:53 UTC
Madrax Muvila wrote:
Chessur wrote:
Madrax Muvila wrote:
Guess you missed the part where I said split your weapon group. That way you get sustained DPS slightly greater than the old RML variant. So if you could kill it before with a RML caracal you can kill it with the new version.

If you want to try and burst through as a solo caracal then you just won't have the damage output to break most decent fit frigs/dessies with the long reload you need to keep the DPS going rather than bursting it so split the launchers.


Except you can kill jack with only half of your launchers going on a target. You are also still going to be locked into a damage type. Let me know how your CN scourge work against an Enyo / Ishkur / Hawk / Harpy.


Like I said previously. If you could kill it with the old RML caracal you can kill it with the new RML caracal (I'll bold that part for you Big smile ) seeing as you are doing slightly more sustained DPS than the old version. Just requires more manual selection of weapon groups etc.

I'm pretty sure the caracal is no longer locket to a specific damage type. +5% ROF and +10% missile velocity.
Means I can pick my damage type to my target. Twisted


Apparently I need to slap you across the face harder with this simple math.

1. Current RLM's require a reload time of 40 seconds. Please enlighten me, how that is somehow 'damage selection' when you are forced to spend 40 seconds of a fight reloading. In a situation when you are the small gang / solo pilot, 40 seconds is an eternity, and small ships will run you down, or flat out kill you by the time you reload into their resit hole. IE. If you have kin loaded, but need EM- that 40 seconds of 0 DPS is going to kill you.

2. No. The new RLM's do not do more damage than old rlms. Infact, they do less- as you are spending your time reloading for 40 seconds between shots. They have burst damage, but over an extended fight IE. more than 1 reload do far, far less DPS.

3. No. Grouping your launchers into 2 seperate groups fixes nothing. Again you have a 40 second reload time, and are doing less DPS compared to the old RLM ships.


4. RLM's are just too inflexible currently with a 40 sec reload. You can't change targets, change missiles or do anything quickly. RLM's are only useful in a blob, or when you have the numerical advantage.
Alexi Drakenovich
Doomheim
#17 - 2014-05-27 22:51:48 UTC
Light Missile Launchers have a reload time of 35 seconds for me, and I can chew through most frigates and some cruisers, then again my missile skills are high and my implants effect that stuff, but the reload time is 100% 35 seconds, I don't know if there Is away to make it go faster, but it with basic skills should fire a light missile every 4.14 seconds right? With 19 light missiles in the clip, that's 76 seconds of fighting, now, depending on your ship bonuses and how many light missile launchers you have you should get up there in the volley damage, my raven does volleys of 700-800 damage I think every 4.14 seconds, and my RHML is in the 2000 range
Chessur
Full Broadside
Deepwater Hooligans
#18 - 2014-05-27 22:59:46 UTC
Alexi Drakenovich wrote:
Light Missile Launchers have a reload time of 35 seconds for me, and I can chew through most frigates and some cruisers, then again my missile skills are high and my implants effect that stuff, but the reload time is 100% 35 seconds, I don't know if there Is away to make it go faster, but it with basic skills should fire a light missile every 4.14 seconds right? With 19 light missiles in the clip, that's 76 seconds of fighting, now, depending on your ship bonuses and how many light missile launchers you have you should get up there in the volley damage, my raven does volleys of 700-800 damage I think every 4.14 seconds, and my RHML is in the 2000 range


35 or 40 seconds, of 0 DPS. In both situations as a solo / small gang ship- you are dead.

RHML's are quite possibly the only weapon system that is worse than RLMs. RHML"s get ZERO ship bonuses applied to them. HML's are horrible weapons, they literally have nothing going for them. At least Light missiles can apply damage to ships. On a BS especially, you are always better off using Cruise missiles
Madrax Muvila
Doomheim
#19 - 2014-05-27 23:13:02 UTC
Chessur wrote:
Alexi Drakenovich wrote:
Light Missile Launchers have a reload time of 35 seconds for me, and I can chew through most frigates and some cruisers, then again my missile skills are high and my implants effect that stuff, but the reload time is 100% 35 seconds, I don't know if there Is away to make it go faster, but it with basic skills should fire a light missile every 4.14 seconds right? With 19 light missiles in the clip, that's 76 seconds of fighting, now, depending on your ship bonuses and how many light missile launchers you have you should get up there in the volley damage, my raven does volleys of 700-800 damage I think every 4.14 seconds, and my RHML is in the 2000 range


35 or 40 seconds, of 0 DPS. In both situations as a solo / small gang ship- you are dead.

RHML's are quite possibly the only weapon system that is worse than RLMs. RHML"s get ZERO ship bonuses applied to them. HML's are horrible weapons, they literally have nothing going for them. At least Light missiles can apply damage to ships. On a BS especially, you are always better off using Cruise missiles


Once again you are totally missing the point I was making.

IF YOU COULD KILL IT WITH THE OLD RLML CARACAL YOU CAN KILL IT WITH THE NEW VERSION.

There you go nice and bold for you P What most people are whining about, and I suspect you are in this category as well, is that they are now less effective against cruisers then they got used to. They are still hell to frigates as they always were

The sustained DPS from the new version with a 2-3 grouping split is within 5-10 DPS of the old version.
It takes 32 sec (with server tick timing) to unload a full mag of light missiles. therefore you only have 5 secs of 0 dps. The net result is that you can achieve almost identical sustained DPS as the old version with no 10s reload in the middle so it actually feels like they are putting out more damage from a receivers point of view.

Really Chessur mate you are better than just getting stuck in a simple pattern of fire all the things and wait out a huge reload. or have you just gotten lazy with your super linked ship that you no longer actually think about what or how your do stuff?

The damage selection aspect is a bit trickier. However it only really applies if you fully group all your launchers. But that is where is lands firmly in what I have said for years. 90% of the fight is won before you actually engage in combat. you pick the wrong damage type and you will be scuppered.

Who needs SP!

http://killingitineve.wordpress.com/

Zarnak Wulf
Task Force 641
Empyrean Edict
#20 - 2014-05-27 23:29:19 UTC  |  Edited by: Zarnak Wulf
If you are going to be a dedicated missile user then the very first thing you should do is become familiar with the missile formula. The short version for dummies is:

Target's Signature * Missile Explosion Velocity/ Missile Explosion Radius = the speed a target must exceed to reduce the damage you see on EFT.

A LML ship with full skills would have a 255m/s Explosion Velocity and a 30m Explosion Radius on it's missiles. An Atron with MWD going would have a sig radius of 210m. Plug that in and you see that once the Atron exceeds 1785 m/s, damage will start to fall off.

Now look at Heavies to see why so many people feel they are bad. 144m/s Explosion Velocity and 116m Explosion Radius. Let's just use 125m as the 'standard' for a cruiser, and plug it in with a MWD. Once the Cruiser is going faster then 931m/s, it too will reduce the impact of the incoming salvos.

Once you understand the basic formula you can start to fit your ships to tweak it. I like ships that give a velocity explosion or velocity radius reduction as part of their bonus. Other things that can impact what you do:

Flare Rigs - speed up the explosion velocity
Rigor Rigs - Reduce the explosion radius
Target Painters - Increase the target's signature
Webs - Slow down the target.
Skirmish Links - A booster ship can lower the target's signature by as much as 35%. It can also speed up the target ship by the same.
Snake Implants - It gives the target ship a red paint job so it goes faster.
Halo Implants - It reduces the target ship's signature radius.
Crash Boosters - They reduce your missile's explosion radius at the risk of some side effects.
Missile Implants - Reduce explosion radius, increase explosion velocity, make missiles faster, increase ROF, etc.
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