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This seem off. Rails vs Arty

Author
afkalt
Republic Military School
Minmatar Republic
#21 - 2014-11-11 22:12:49 UTC  |  Edited by: afkalt
Frostys Virpio wrote:
Even the 720 have better tracking than the 250. Is that taken into account?


Indeed, but rails have minimal trouble hitting stuff. God knows I use them often enough.


Very late edit: People seem to be missing my point or perhaps it's not clear - if rails on an unbonused hull exceed the damage of the bonused weapons - think of them on a bonused hull. The disparity is significant.

If I want to do consistent dps at range I'm actually better using unbonused rails than bonused arty.
X Gallentius
Black Eagle1
#22 - 2014-11-11 23:46:30 UTC  |  Edited by: X Gallentius
Arty = Alpha, not dps.
Stabber = Fast ship, not massive dps ship.

If you want to do alpha at range, use artillery. If you want dps, look somewhere else.
afkalt
Republic Military School
Minmatar Republic
#23 - 2014-11-12 08:02:08 UTC  |  Edited by: afkalt
So we're good with medium rails doing >>25% more DPS than (actually fittable) artys...?

That I need 5 effective arty turrets to get close to (but still a chunk less) than 4 effective rail turrets DPS? Or that 6 effective arty do a mere 4% more damage than 4 effective rails?


A gap is fine, they are different after all but this is a chasm.

Perhaps the 720 fitting could be looked at.
Adrie Atticus
Caldari Provisions
Caldari State
#24 - 2014-11-12 10:34:07 UTC
X Gallentius wrote:
Arty = Alpha, not dps.
Stabber = Fast ship, not massive dps ship.

If you want to do alpha at range, use artillery. If you want dps, look somewhere else.


I think you missed the point of the rails being fitted to the Stabber providing more than the arty ones.
Vesan Terakol
Trollgrin Sadface
#25 - 2014-11-12 12:29:18 UTC  |  Edited by: Vesan Terakol
I believe that the Stabber as a comparison platform is not a good choice. The weapon bonus is ROF, so comparing volley damage (the main selling point of artillery) and attempting to contrast it to the bonused hull is unreasonable. Not to mention that adding drones to your calculations is silly. If you want a comparison of the weapon systems, do a Ferox/Brutix/Hurricane - hulls that allow you to fit similar classes of weapons without completely compromising the fit to do so. or even better, Gnosis, as it has the same bonus to all weapon systems.

But here is a fun fact: the DPS difference between a Rokh with 425mm rails and 250mm rails (T2 with antimatter, assuming max skills) is about 30 dps.
afkalt
Republic Military School
Minmatar Republic
#26 - 2014-11-12 12:39:36 UTC
Well the drones were in both, thus cancelling each other out in DPS calc. However this was then readded as people were fretting about alpha without them and obviously the net dps gap remained the same.

I don't think you're getting my point.

DPS of lolrail stabber >> dps of arty stabber.



Is it reasonable to expect a DPS BONUSED hull to have better DPS using the WRONG weapons?

How would people feel if the brutix was better with arty/ACs than hybrids?
How about a zealot being better with projectiles than lasers?
Both of these would be ludicrous, but are comparable to the situation I've presented.
Gosti Kahanid
Hedion University
Amarr Empire
#27 - 2014-11-12 12:54:46 UTC  |  Edited by: Gosti Kahanid
Almost all of my Amarr-Ships do more Damage with Blasters than with Puls-Turrets, even when they have a Bonus for Energy Weapons... Does that mean Lasers should get buffed or Blasters nerfed? (ok, maybe a little bit of both^^)

You can´t compare these weapons because every one has a different purpose.
PulseLaser: high Cap, Range
Blasters: medium Cap, DPS
Autocannons: no Cap, all Damagetypes, high Tracking

BeamLasers: high Cap, DPS
Rails: medium Cap, Range
Artillery: no Cap, all Damagetypes, Alpha

So use the weapons ans ships which serves your purpose the most

afkalt wrote:
Is it reasonable to expect a DPS BONUSED hull to have better DPS using the WRONG weapons?

As I said, Artillery has the lowest DPS of all Weapons, but the highest Alpha. Because of this you should fit Artis on a Ship with DamageBonus. RoF doesn´t benefit it very much
afkalt
Republic Military School
Minmatar Republic
#28 - 2014-11-12 13:06:02 UTC
Did you see the part where the double damage bonused rupture is only 4% higher?

6 effective turrets vs 4.....
Stitch Kaneland
The Tuskers
The Tuskers Co.
#29 - 2014-11-12 13:25:06 UTC
Gosti Kahanid wrote:
Almost all of my Amarr-Ships do more Damage with Blasters than with Puls-Turrets, even when they have a Bonus for Energy Weapons... Does that mean Lasers should get buffed or Blasters nerfed? (ok, maybe a little bit of both^^)

You can´t compare these weapons because every one has a different purpose.
PulseLaser: high Cap, Range
Blasters: medium Cap, DPS
Autocannons: no Cap, all Damagetypes, high Tracking

BeamLasers: high Cap, DPS
Rails: medium Cap, Range
Artillery: no Cap, all Damagetypes, Alpha

So use the weapons ans ships which serves your purpose the most

afkalt wrote:
Is it reasonable to expect a DPS BONUSED hull to have better DPS using the WRONG weapons?

As I said, Artillery has the lowest DPS of all Weapons, but the highest Alpha. Because of this you should fit Artis on a Ship with DamageBonus. RoF doesn´t benefit it very much


Actually RoF bonus is a pretty important to arty. Least to the people who use it for more than just ganking noobs. Reduces cycle time considerably. Thats why OH artillery gives a pretty big bump in dps compared to other OH weapons, since you're really cutting down on cycle time but keeping that huge alpha.

I agree with OP, it seems odd that a NON-BONUSED long range weapon system, does more dps than the bonused long range weapon system. This is including a RoF bonus on the hull that applies to artillery, and it still has quite a bit less dps. Volleys are also similar, arty only beating rails for 200-300 alpha. Not really that big of a difference.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#30 - 2014-11-12 14:12:42 UTC
I built two Ruptures assuming all level V skills. Only thing on the builds was 4x T2 turrets using highest-damage navy faction ammo, and 3x T2 damage mods. I did compare 250mm rails to 650mm arties because they use roughly the same fitting. Here's what I found:

1. Raw DPS was similar. 322 for arties vs 308 for rails.*
2. Alpha favored arties. 1528 for arties vs 920 for rails.
3. Tracking favored arties. 0.033 for arties vs 0.026 for rails.
4. ROF favored rails. 4.7 sec for arties vs 3.0 for rails.
5. Cap usage favored Arties. 0 for arties vs 7 Cap/s for rails.
6. Damage selection favored arties. Obviously.

Looking at the two, it seems that arties are coming out the overall winner here. Arties had better alpha, and were able to better apply damage due to higher tracking and damage-type selection. The only aspect that rails didn't clearly win was ROF, and that's par for the course with arties and rails so it should be expected.

Having said that, I do agree with the OP that the amount that arties are better than rails on a Rupture could maybe be greater given that they are receiving two damage bonuses from the hull. I'd be willing to say that either the hull bonuses or the weapons need a slight buff, but nothing substantial.

Ultimately, I think the problem is that CCP is trying to keep the alpha of arties in check due to hisec suicide ganking. This means that in order to actually buff arties relative to rails or lasers, they'd have to do so in a way that keeps the alpha the same as it is now. Given that alpha is one of the main strengths of arties, this seems almost counter-productive.

Thoughts?

* Reload time is not included in this as I'm doing my work on EvE Droid instead of EFT. It should be similar after reload times are taken into account which is why I'm not declaring a clear winner here.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Stitch Kaneland
The Tuskers
The Tuskers Co.
#31 - 2014-11-12 15:15:49 UTC
Bronson Hughes wrote:
I built two Ruptures assuming all level V skills. Only thing on the builds was 4x T2 turrets using highest-damage navy faction ammo, and 3x T2 damage mods. I did compare 250mm rails to 650mm arties because they use roughly the same fitting. Here's what I found:

1. Raw DPS was similar. 322 for arties vs 308 for rails.*
2. Alpha favored arties. 1528 for arties vs 920 for rails.
3. Tracking favored arties. 0.033 for arties vs 0.026 for rails.
4. ROF favored rails. 4.7 sec for arties vs 3.0 for rails.
5. Cap usage favored Arties. 0 for arties vs 7 Cap/s for rails.
6. Damage selection favored arties. Obviously.

Looking at the two, it seems that arties are coming out the overall winner here. Arties had better alpha, and were able to better apply damage due to higher tracking and damage-type selection. The only aspect that rails didn't clearly win was ROF, and that's par for the course with arties and rails so it should be expected.

Having said that, I do agree with the OP that the amount that arties are better than rails on a Rupture could maybe be greater given that they are receiving two damage bonuses from the hull. I'd be willing to say that either the hull bonuses or the weapons need a slight buff, but nothing substantial.

Ultimately, I think the problem is that CCP is trying to keep the alpha of arties in check due to hisec suicide ganking. This means that in order to actually buff arties relative to rails or lasers, they'd have to do so in a way that keeps the alpha the same as it is now. Given that alpha is one of the main strengths of arties, this seems almost counter-productive.

Thoughts?

* Reload time is not included in this as I'm doing my work on EvE Droid instead of EFT. It should be similar after reload times are taken into account which is why I'm not declaring a clear winner here.


Lol. RoF plus damage bonus, only 14dps more than unbonused rails. Though i agree with what youve said. Some want arty rof increased. I dont think thats best, as it steps on the toes of rails. And if arty has more RoF or enough of a change to bump dps up significantly, then why use rails? Especially since arty has better tracking. Id be curious on how 720s stack up to the 250s.

For the people who fly arty boats, in 95% of the cases you fit 720s or nothing. So using 650s with better tracking might be alittle misleading.

I dont really wanna mess with arty RoF or damage too much, because to be honest i think those are in good spots compared to the large vollies arty is capable of. Two things that come to mind.

-artillery fitting is rediculous. As mentioned before, a 10% pg drop would be a good start so you can actually fit a comparable tank as a rail fit ship.
-very few tracking bonused hulls in minmatar that have enough fitting or useful bonus to arty
afkalt
Republic Military School
Minmatar Republic
#32 - 2014-11-12 15:30:50 UTC  |  Edited by: afkalt
Stitch Kaneland wrote:
And if arty has more RoF or enough of a change to bump dps up significantly, then why use rails? Especially since arty has better tracking.


Then I'd use rails on a rail bonused hull because the bonus would pull it miles ahead. I'd then also be able to use arty on a projectile bonused hull as effectively as it ought to beSmile


720's would very likely even it properly (complete with appropriate pros and cons), but the damned things are not fittable outside of BCs.


Note - I'm specifically asking for a rail nerf or an arty buff - just for CCP to take a look at this. Fitting is probably the best option. I seem to recall a lot of hulls took big PG nerfs in the past because they had lots for "arty" but people used ACs and abused the remaining grid. If the hull PG is now acceptable - maybe it is time to drop arty fittings back.

Perhaps 650s could get a small buff and a smaller arty introduced - iirc there are only 2 medium arty weapons but 3 of all other turrets. Maybe having just two doesnt allow a proper spread.

Or maybe medium rails need a look - or maybe both.

Just think it's worth calling out Smile
Frostys Virpio
State War Academy
Caldari State
#33 - 2014-11-12 17:41:07 UTC
Stitch Kaneland wrote:
Bronson Hughes wrote:
I built two Ruptures assuming all level V skills. Only thing on the builds was 4x T2 turrets using highest-damage navy faction ammo, and 3x T2 damage mods. I did compare 250mm rails to 650mm arties because they use roughly the same fitting. Here's what I found:

1. Raw DPS was similar. 322 for arties vs 308 for rails.*
2. Alpha favored arties. 1528 for arties vs 920 for rails.
3. Tracking favored arties. 0.033 for arties vs 0.026 for rails.
4. ROF favored rails. 4.7 sec for arties vs 3.0 for rails.
5. Cap usage favored Arties. 0 for arties vs 7 Cap/s for rails.
6. Damage selection favored arties. Obviously.

Looking at the two, it seems that arties are coming out the overall winner here. Arties had better alpha, and were able to better apply damage due to higher tracking and damage-type selection. The only aspect that rails didn't clearly win was ROF, and that's par for the course with arties and rails so it should be expected.

Having said that, I do agree with the OP that the amount that arties are better than rails on a Rupture could maybe be greater given that they are receiving two damage bonuses from the hull. I'd be willing to say that either the hull bonuses or the weapons need a slight buff, but nothing substantial.

Ultimately, I think the problem is that CCP is trying to keep the alpha of arties in check due to hisec suicide ganking. This means that in order to actually buff arties relative to rails or lasers, they'd have to do so in a way that keeps the alpha the same as it is now. Given that alpha is one of the main strengths of arties, this seems almost counter-productive.

Thoughts?

* Reload time is not included in this as I'm doing my work on EvE Droid instead of EFT. It should be similar after reload times are taken into account which is why I'm not declaring a clear winner here.


Lol. RoF plus damage bonus, only 14dps more than unbonused rails. Though i agree with what youve said. Some want arty rof increased. I dont think thats best, as it steps on the toes of rails. And if arty has more RoF or enough of a change to bump dps up significantly, then why use rails? Especially since arty has better tracking. Id be curious on how 720s stack up to the 250s.

For the people who fly arty boats, in 95% of the cases you fit 720s or nothing. So using 650s with better tracking might be alittle misleading.

I dont really wanna mess with arty RoF or damage too much, because to be honest i think those are in good spots compared to the large vollies arty is capable of. Two things that come to mind.

-artillery fitting is rediculous. As mentioned before, a 10% pg drop would be a good start so you can actually fit a comparable tank as a rail fit ship.
-very few tracking bonused hulls in minmatar that have enough fitting or useful bonus to arty


720 also track better than 250s, just not as much of an edge as 650. At the end of the day, all this lead to is that alpha is probably valued higher than many people want it to so you pay a harsh price in DPS or fitting.
X Gallentius
Black Eagle1
#34 - 2014-11-13 07:07:45 UTC
Adrie Atticus wrote:
X Gallentius wrote:
Arty = Alpha, not dps.
Stabber = Fast ship, not massive dps ship.

If you want to do alpha at range, use artillery. If you want dps, look somewhere else.


I think you missed the point of the rails being fitted to the Stabber providing more than the arty ones.

Rails don't provide more alpha than arties.
Alvatore DiMarco
Capricious Endeavours Ltd
#35 - 2014-11-13 09:57:12 UTC  |  Edited by: Alvatore DiMarco
I'm going to admit that I read OP but not the rest of the thread.

OP doesn't seem to realize that artillery's strength is not supposed to be DPS but rather the versatility of ammo, the capless nature of the guns and, most relevant to this thread, alpha. Rails have more DPS, but less alpha. They also have longer range and worse tracking, but again relevance to the topic.

That being said, back in Dominion when artillery, autocannons, projectile ammunition and tracking enhancers/computers were completely overhauled as a unified group of equipment (this being why the TE/TC nerf had such strong effects on projectiles), Artillery were classified into two groups: The larger size in each range got high alpha at the cost of a slow ROF. The smaller size got lower alpha and roughly 50% faster ROF. At the time, it was suggested that the larger guns would likely be more suitable for PvP while the smaller ones would work better in PvE.
afkalt
Republic Military School
Minmatar Republic
#36 - 2014-11-13 10:04:49 UTC
Alvatore DiMarco wrote:
I'm going to admit that I read OP but not the rest of the thread.

OP doesn't seem to realize that artillery's strength is not supposed to be DPS but rather the versatility of ammo, the capless nature of the guns and, most relevant to this thread, alpha. Rails have more DPS, but less alpha. They also have longer range and worse tracking, but again relevance to the topic.

That being said, back in Dominion when artillery, autocannons, projectile ammunition and tracking enhancers/computers were completely overhauled as a unified group of equipment (this being why the TE/TC nerf had such strong effects on projectiles), Artillery were classified into two groups: The larger size in each range got high alpha at the cost of a slow ROF. The smaller size got lower alpha and roughly 50% faster ROF. At the time, it was suggested that the larger guns would likely be more suitable for PvP while the smaller ones would work better in PvE.



Oh I'm aware of the relative arty strengths, but does it seem reasonable that on a bonused arty is still outpaced by unbonused rails?

I'm not comparing bonused weapon to bonused weapon here. My comparison is like an AC thorax doing more DPS than a blaster thorax...
Spugg Galdon
Federal Navy Academy
Gallente Federation
#37 - 2014-11-13 12:14:09 UTC
The 650mm arty projects it's DPS far better than the 200mm rails (650mm arty -> 200mm rails is the fairest comparison) when fit to the Stabber.

with very similar fits, the arty stabber out dps's the rail stabber over 16km and the rail Stabber's dps fails sharply.

A weapon is more than the dps it produces. It's a sum of all it's pro's and cons.

Yes, the rails do better raw DPS than arties do but that's because the Stabber's bonuses favour AC's due to the RoF bonus. Arty's have such low RoF that a 25% bonus isn't that great.

Still, the arty outperforms the Rails where this ship should be operating (>16km range)
Syrias Bizniz
some random local shitlords
#38 - 2014-11-13 12:49:09 UTC
I don't know what you guys are doing with your long range weapons, but whenever i decide to fit for range i have kiting in mind as well as staying out of my target's DPS range, so tracking kinda falls out of the equation. It's still there, sure, but only if there's significant differences (10% aint significant here) it's a stat to look for.

Next up, 'selectable damage types':

Well, you know, there's basically the best overall choice: Thermal.
Since you often don't know in advance whether you're going to face armor or shield ships, you don't fly with explo or em loaded. As it could mean you'd have to change ammo before the fight starts, and especially if you get caught by surprise (happens, sometimes. Barely, but it happens.) and have to shoot with non-optimal ammo you are almost screwed already.

Thermal is a good choice of Damage against anything that isn't Caldari Tech 2 or Minmatar Armor Tech 2 (Is there anything? Don't think so.)

Oh would you look at that, high portions of Hybrid dps is Thermal!


If you really think the selectable damage types of projectiles are worth the consideration to use them rather than lasers or hybrids, then you probably suck. Going Explosive vs Armor or Em vs Shields is a gamble. One Hardener or Rig, and you already shoot the wrong damagetype. This might be true for Kinetic or Thermal, too, however these stats are usually in the 'okayish' range so people don't capitalize on them. (Protip: Abuse this!)




So, what we have left is... High Alpha and No Cap vs High Dps, medium Alpha.

Most of the time you won't shoot stuff you can Alpha off the field that easily (unless you go Tornado's, Fleet Stuff or Teabag Thrashers), so having reliable high dps wins.
Capuse is cool, sure, but mostly on hulls that require tons of Cap.
For example, on he Dreadnought level, i would go for a Naglfar. Cause capless Guns is awesome here.

So far, imo, Rails > Arties.

And now, for the grand finale, the Hulls.
To fit 250mm Rails on a Cruiser or BC you will have to make some fitting sacrifices. However, they are never going to be as severe as the sacrifices you have to make to get 720s going.

And if you now look at Damage Bonused Minmatar Hulls that, when fit with arty, have similar or worse DPS than the VERY SAME SHIPS fit with HYBRIDS, a Weaponsystem that was never intended to be used on them, then there clearly something is wrong.


Medium Projectiles are the Rifter of Guns.
Kinda good back then, everything else got buffed. Okay, okay, that was kinda... balanced, still, like every weapon now had advantages and disadvantages rather than 'Scorch or Barrage or GO HOME!'

But then the Ships got balanced, leaving the whole Minmatar Lineup in a horrible shape.



There has to be a change made to Projectiles.
Personally, i'm not proposing damage buffs.
I'm proposing versatility, like, unique overheat bonuses. Tracking, Range, whatever looks interesting!




Oh yeah, what happened to the minnies btw? It's like Gallente and Amarr are now faster. WIth stronger weapons.
Minnie changed from easy to Hardcore Game on Hardcore Mode.


Yngvar ayShorn
Einheit X-6
#39 - 2014-11-13 13:03:02 UTC
Syrias Bizniz wrote:
I don't know what you guys are doing with your long range weapons, but whenever i decide to fit for range i have kiting in mind as well as staying out of my target's DPS range, so tracking kinda falls out of the equation. It's still there, sure, but only if there's significant differences (10% aint significant here) it's a stat to look for.

Next up, 'selectable damage types':

Well, you know, there's basically the best overall choice: Thermal.
Since you often don't know in advance whether you're going to face armor or shield ships, you don't fly with explo or em loaded. As it could mean you'd have to change ammo before the fight starts, and especially if you get caught by surprise (happens, sometimes. Barely, but it happens.) and have to shoot with non-optimal ammo you are almost screwed already.

Thermal is a good choice of Damage against anything that isn't Caldari Tech 2 or Minmatar Armor Tech 2 (Is there anything? Don't think so.)

Oh would you look at that, high portions of Hybrid dps is Thermal!


If you really think the selectable damage types of projectiles are worth the consideration to use them rather than lasers or hybrids, then you probably suck. Going Explosive vs Armor or Em vs Shields is a gamble. One Hardener or Rig, and you already shoot the wrong damagetype. This might be true for Kinetic or Thermal, too, however these stats are usually in the 'okayish' range so people don't capitalize on them. (Protip: Abuse this!)




So, what we have left is... High Alpha and No Cap vs High Dps, medium Alpha.

Most of the time you won't shoot stuff you can Alpha off the field that easily (unless you go Tornado's, Fleet Stuff or Teabag Thrashers), so having reliable high dps wins.
Capuse is cool, sure, but mostly on hulls that require tons of Cap.
For example, on he Dreadnought level, i would go for a Naglfar. Cause capless Guns is awesome here.

So far, imo, Rails > Arties.

And now, for the grand finale, the Hulls.
To fit 250mm Rails on a Cruiser or BC you will have to make some fitting sacrifices. However, they are never going to be as severe as the sacrifices you have to make to get 720s going.

And if you now look at Damage Bonused Minmatar Hulls that, when fit with arty, have similar or worse DPS than the VERY SAME SHIPS fit with HYBRIDS, a Weaponsystem that was never intended to be used on them, then there clearly something is wrong.


Medium Projectiles are the Rifter of Guns.
Kinda good back then, everything else got buffed. Okay, okay, that was kinda... balanced, still, like every weapon now had advantages and disadvantages rather than 'Scorch or Barrage or GO HOME!'

But then the Ships got balanced, leaving the whole Minmatar Lineup in a horrible shape.



There has to be a change made to Projectiles.
Personally, i'm not proposing damage buffs.
I'm proposing versatility, like, unique overheat bonuses. Tracking, Range, whatever looks interesting!




Oh yeah, what happened to the minnies btw? It's like Gallente and Amarr are now faster. WIth stronger weapons.
Minnie changed from easy to Hardcore Game on Hardcore Mode.




+1 (Thank you, man)

+250.000 Skillpunkte für neue Accounts mit meinem Link!  -->> Klick mich <<-- -- Minmatar FactionWar --

Gawain Edmond
Khanid Bureau of Industry
#40 - 2014-11-13 13:37:18 UTC
You're all forgetting about the Beam Stabber! it has less range can only do 1 damage type at range and that's EM! and does less dps than either of the other two AND less alpha
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