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Artillery fitting

First post
Author
afkalt
Republic Military School
Minmatar Republic
#61 - 2014-12-04 18:12:50 UTC
Stitch Kaneland wrote:
This. I challenge the "artillery is fine" crowd to fit a jag with arty (especially 280s) and then tank. Then post said fit including stats. This way we can see how pitiful the fit is compared to other long range AFs.

That is just one example of how arty fitting is ****.




Buuuuuuuuuuuuuuuuuuut the alphaaaaaaaaa

Is all I expect you to get back X

It is frustrating.
Frostys Virpio
State War Academy
Caldari State
#62 - 2014-12-04 19:18:11 UTC
Stitch Kaneland wrote:
Phaade wrote:
Mharius Skjem wrote:
Phaade wrote:
elitatwo wrote:
So you want a boat that has no weekness?


(some people are just dumb)


I agree with the OP, artillery is too difficult to fit. Even the smaller size in each class.


Try getting the best beams on an amarr battleship with guns that take 102% of the power grid without any mods or slots.

In other words not every ship is designed for the very best guns.

You have to fit the guns that's best for that ship in the name of compromise.


.......uhh.....what?

You try fitting artillery to a Jag? There are plenty of examples that demonstrate why artillery fitting requirements are too high.


This. I challenge the "artillery is fine" crowd to fit a jag with arty (especially 280s) and then tank. Then post said fit including stats. This way we can see how pitiful the fit is compared to other long range AFs.

That is just one example of how arty fitting is ****.


My fail fitting ability got me lesser : EHP, DPS, optimal range and cap life. Better : Alpha, resist profile (debatable I guess), tracking and speed.

This is of course assuming I fail just as bad at fitting harpy as I do fitting jag. Still feels odd to have 3 slot used by fittings...
Stitch Kaneland
The Tuskers
The Tuskers Co.
#63 - 2014-12-04 21:31:39 UTC
The jag is unique since it has double damage bonuses, so alpha is respectable at least. I think its around 900-1k on the fits ive used. Granted in real pvp application it varies from 0-700. The high alpha can bypass frig tanks. In medium applications, not so much. To do that though, you NEED 280s, 2 gyros and a t2 collision accelerator rig. The fit i used was around 160dps i think, costing 50-60m, 2 pg mods and an implant.

You have very little tank and roll with base t2 resists, no dcu. The jag can get away with it somewhat because its a frig and one of the faster AFs. medium wise, there isnt anything equivalent. Funny thing is that the sabre can do everything the jag can, has more tank, alpha and pretty much the same speed. Kinda the reason why i dont fly jag much anymore.

Not sure who thinks glass cannon frigates are desirable, frigs are already pretty squishy. harpys project a lot farther, way more tank and good overall damage. there are harpy fleets used extensively by goons.. if alpha is so scary, and artillery is "fine" why arent they flying jag fleets? id think the big bad alpha would be more useful to blap things off the field than rails. Unless of course alpha isnt as big a selling point as people make it out to be.. no.. that would never happen.
Frostys Virpio
State War Academy
Caldari State
#64 - 2014-12-04 21:42:00 UTC
Stitch Kaneland wrote:
The jag is unique since it has double damage bonuses, so alpha is respectable at least. I think its around 900-1k on the fits ive used. Granted in real pvp application it varies from 0-700. The high alpha can bypass frig tanks. In medium applications, not so much. To do that though, you NEED 280s, 2 gyros and a t2 collision accelerator rig. The fit i used was around 160dps i think, costing 50-60m, 2 pg mods and an implant.

You have very little tank and roll with base t2 resists, no dcu. The jag can get away with it somewhat because its a frig and one of the faster AFs. medium wise, there isnt anything equivalent. Funny thing is that the sabre can do everything the jag can, has more tank, alpha and pretty much the same speed. Kinda the reason why i dont fly jag much anymore.

Not sure who thinks glass cannon frigates are desirable, frigs are already pretty squishy. harpys project a lot farther, way more tank and good overall damage. there are harpy fleets used extensively by goons.. if alpha is so scary, and artillery is "fine" why arent they flying jag fleets? id think the big bad alpha would be more useful to blap things off the field than rails. Unless of course alpha isnt as big a selling point as people make it out to be.. no.. that would never happen.


Alpha is good but not as big a selling point as some people make it to be. The real bonus of alpha is your "critical mass" number is lower for removing things off the field directly. The issue with the goons harpy fleet is they can reach critical mass for some encounter even when fitting rails. If 50 arty AF can alpha a ship, 100 rail AF can do it too and number is one things the goons can bring. The advantage of alpha get lost when you are already a large enough group shooting at the same things.
James Baboli
Warp to Pharmacy
#65 - 2014-12-05 00:23:25 UTC
Stitch Kaneland wrote:


.......uhh.....what?

You try fitting artillery to a Jag? There are plenty of examples that demonstrate why artillery fitting requirements are too high.


This. I challenge the "artillery is fine" crowd to fit a jag with arty (especially 280s) and then tank. Then post said fit including stats. This way we can see how pitiful the fit is compared to other long range AFs.

That is just one example of how arty fitting is ****.
[/quote]

Done up a pair of jaguars (because why not) along these lines

Jaguar with rails

https://o.smium.org/loadout/16964 Jaguar with arty

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Stitch Kaneland
The Tuskers
The Tuskers Co.
#66 - 2014-12-05 04:04:25 UTC  |  Edited by: Stitch Kaneland
James Baboli wrote:
Stitch Kaneland wrote:


.......uhh.....what?

You try fitting artillery to a Jag? There are plenty of examples that demonstrate why artillery fitting requirements are too high.


This. I challenge the "artillery is fine" crowd to fit a jag with arty (especially 280s) and then tank. Then post said fit including stats. This way we can see how pitiful the fit is compared to other long range AFs.

That is just one example of how arty fitting is ****.


Done up a pair of jaguars (because why not) along these lines

Jaguar with rails

https://o.smium.org/loadout/16964 Jaguar with arty


Here is something i threw together for comparison. Comparing smallest arty (250's for fitting), to the normally used rail gun, all on optimal bonused hulls. Used in a scram kite scenario.

Small arty/rail comparison

Its alittle small, hopefully you can see it.

DPS and alpha theme are consistent here, albeit a 50 dps difference, with double the volley.

The problem is its all quite underwhelming, 600 alpha sounds good on paper, but you're very likely not hitting for that, unless its a poorly tanked target. I'd say 250-350 would be average hits with that jag fit. A rail comet will and has spanked it, multiple times. The smallest artillery still needs 2 fitting mods, as compared to the middle class rail, which at most needs 1, or a very cheap 1% implant.

EHP is similar across the board. Granted this is with a rig dedicated to tank, and not dps on the jag. To me, 136ps is pretty pathetic for an AF, with 2 damage mods.

This is my jag fit, its the only thing that works (for me) and actually makes the alpha useable to bleed structure.

[Jaguar, 280's]
Navy Micro Auxiliary Power Core
Gyrostabilizer II
Gyrostabilizer II
Nanofiber Internal Structure II

Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Medium F-S9 Regolith Shield Induction

280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
[empty high slot]

Small Ancillary Current Router I
Small Projectile Burst Aerator II


6k EHP, 168 dps w/ 940 volley @ 11+11 range, 2900 m/s. Still needs 2 PG rigs and, technically a 1% implant. You don't need the implant if you have projectile rigging to 5. Which seems a bit much for an AF fit. So ask yourself, would you use the 250 fit, or the 280 fit, when they both need 2 fitting mods?

The tank might seem good at first with the 250's, but with the dps/volley you're doing, MASB or ancil armor rep will tank you pretty easily. Had 1 ancil armor rep fed comets tank that 280 fit pretty easily. I get them into structure, but the armor rep soaks up most of the alpha between shots.

there really is no reason to use 250's on anything but a thrasher and sabre. If fitting was reduced slightly, at least maybe the 250 fit could free up a rig to make it more appealing to use, or maybe get a dps rig squeezed in.
Frostys Virpio
State War Academy
Caldari State
#67 - 2014-12-05 15:52:08 UTC
I don't fly solo so I made this.

[Jaguar, Fail]

Gyrostabilizer II
Gyrostabilizer II
Power Diagnostic System II
Co-Processor II

Adaptive Invulnerability Field II
Limited 1MN Microwarpdrive I
Adaptive Invulnerability Field II
Faint Warp Disruptor I

280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
[Empty High slot]

Small Core Defense Field Extender II
Small Processor Overclocking Unit II

Things like that in a group with some swapping the point for a web or scram could get critical mass faster than rail boat to alpha stuff but it's probably not enough of a niche. The polyvalance of the weapon system is killed because of the possibility of smaller group making stuff go pop. Every arty boat seems to be slotted in that niche.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#68 - 2014-12-05 17:59:50 UTC
Frostys Virpio wrote:
I don't fly solo so I made this.

[Jaguar, Fail]

Gyrostabilizer II
Gyrostabilizer II
Power Diagnostic System II
Co-Processor II

Adaptive Invulnerability Field II
Limited 1MN Microwarpdrive I
Adaptive Invulnerability Field II
Faint Warp Disruptor I

280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
[Empty High slot]

Small Core Defense Field Extender II
Small Processor Overclocking Unit II

Things like that in a group with some swapping the point for a web or scram could get critical mass faster than rail boat to alpha stuff but it's probably not enough of a niche. The polyvalance of the weapon system is killed because of the possibility of smaller group making stuff go pop. Every arty boat seems to be slotted in that niche.


Im guessing the cap life on that is pretty aweful? Jag cap is pretty **** in general. Think its around 1min with only mwd and longpoint.

I find it amusing the "artillery is fine" crowd stopped responding. Its hard to prove an arguement when real world examples prove otherwise.

So that is another example of a ship DESIGNED for artillery still takes multiple fitting mods to fit its intended weapon system. Yet rails dont seem to have this problem. I cant even fit the smaller arty without 2 mods, where as rails dont have this problem with 125s (the intermediate size), have the same range, more dps (intended), better tank (after aar mag) AND they can utilize the utility high (except hawk). So with a nos, cap is less of an issue, and the "capless" weapon benefit of arty is irrelevant.

As demonstrated twice, the minny ships designed for artillery fall way short compared to their rail counterparts. I again propose a 10% reduction in PG requirements of small and medium arty. Also i have considered maybe giving the smaller tier arty a slight damage buff, to help give a reason to use them over rails or just trying to force 280s or 720s to fit.



Tusker Crazinski
Native Freshfood
Minmatar Republic
#69 - 2014-12-06 20:12:17 UTC  |  Edited by: Tusker Crazinski
bump.... the lowest DPS and slowest tracking turret should not also be the hardest to fit.
Alvatore DiMarco
Capricious Endeavours Ltd
#70 - 2014-12-06 20:35:09 UTC
This is a pretty good thread, IMO. +1 for OP and I do hope Ezwal or someone has forwarded this to Fozzie.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#71 - 2014-12-07 02:22:25 UTC
Alvatore DiMarco wrote:
This is a pretty good thread, IMO. +1 for OP and I do hope Ezwal or someone has forwarded this to Fozzie.


Thanks. I don't expect/demand it immediately, but feel this would help take some heat off the a/c nerf. The way i see it, CCP has 2 options for minny.

Buff A/C fall-off to give minny their mid range weapon system back

Or

Make arty a viable long range weapon system, by reducing grid cost, therefore giving minny a way to project damage better

Or both, that would be nice, but i'm not greedy.
Alvatore DiMarco
Capricious Endeavours Ltd
#72 - 2014-12-07 03:00:27 UTC
Stitch Kaneland wrote:

Thanks. I don't expect/demand it immediately, but feel this would help take some heat off the a/c nerf. The way i see it, CCP has 2 options for minny.

Buff A/C fall-off to give minny their mid range weapon system back

Or

Make arty a viable long range weapon system, by reducing grid cost, therefore giving minny a way to project damage better

Or both, that would be nice, but i'm not greedy.


A long time ago, back in Dominion, projectile weapons and ammo were thoroughly overhauled, as were TCs/TEs. A lot of people remember this, but a lot of them also don't.

At that time, the stats on projectile weapons and on tracking mods were balanced around each other, with the idea that if it's a projectile boat, it's likely going to fit tracking mods as part of the Minmatar "flavor". Much more recently, tracking mods were nerfed in order to bring projectiles in line without any adjustment to projectiles themselves. This worked out alright (I suppose) for the larger and smaller types, but medium projectiles weren't as lucky.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#73 - 2014-12-08 18:56:47 UTC
Alvatore DiMarco wrote:
Stitch Kaneland wrote:

Thanks. I don't expect/demand it immediately, but feel this would help take some heat off the a/c nerf. The way i see it, CCP has 2 options for minny.

Buff A/C fall-off to give minny their mid range weapon system back

Or

Make arty a viable long range weapon system, by reducing grid cost, therefore giving minny a way to project damage better

Or both, that would be nice, but i'm not greedy.


A long time ago, back in Dominion, projectile weapons and ammo were thoroughly overhauled, as were TCs/TEs. A lot of people remember this, but a lot of them also don't.

At that time, the stats on projectile weapons and on tracking mods were balanced around each other, with the idea that if it's a projectile boat, it's likely going to fit tracking mods as part of the Minmatar "flavor". Much more recently, tracking mods were nerfed in order to bring projectiles in line without any adjustment to projectiles themselves. This worked out alright (I suppose) for the larger and smaller types, but medium projectiles weren't as lucky.


So it sounds like this is a remanent of past heavy handed CCP nerfing? Makes sense, fairly common for me to fit TE on minny hull. If minny weapons were balanced with TE, then after TE nerf, ac falloff took a big hit without adjustment to base stats to compensate.

This caused acs to be put in an awkward situation and then arty not being viable due to PG constraints. So minny got shafted pretty good with TE nerf. Acs lost their mid range engagement profile, and artillery doesnt fit with most forms of tank. Soo.. missiles.. no wait heavies were nerfed worse. RLML?.. no wait, cant do that either. Well how does minny do long range with some form of tank? Funny thing is, TE nerf happened when kiting blaster talos were all the rage. So they nerfed minny because of insane gal kiting blaster boats..

Sounds like they nerfed the wrong thing. I think i started flying vaga right before or right after TE nerf. So i cant remember winmatar lineage :(. Maybe vaga/cyna were OP, just dont remember it.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#74 - 2014-12-10 00:41:25 UTC  |  Edited by: Tusker Crazinski
Stitch Kaneland wrote:
Alvatore DiMarco wrote:
Stitch Kaneland wrote:

Thanks. I don't expect/demand it immediately, but feel this would help take some heat off the a/c nerf. The way i see it, CCP has 2 options for minny.

Buff A/C fall-off to give minny their mid range weapon system back

Or

Make arty a viable long range weapon system, by reducing grid cost, therefore giving minny a way to project damage better

Or both, that would be nice, but i'm not greedy.


A long time ago, back in Dominion, projectile weapons and ammo were thoroughly overhauled, as were TCs/TEs. A lot of people remember this, but a lot of them also don't.

At that time, the stats on projectile weapons and on tracking mods were balanced around each other, with the idea that if it's a projectile boat, it's likely going to fit tracking mods as part of the Minmatar "flavor". Much more recently, tracking mods were nerfed in order to bring projectiles in line without any adjustment to projectiles themselves. This worked out alright (I suppose) for the larger and smaller types, but medium projectiles weren't as lucky.


So it sounds like this is a remanent of past heavy handed CCP nerfing? Makes sense, fairly common for me to fit TE on minny hull. If minny weapons were balanced with TE, then after TE nerf, ac falloff took a big hit without adjustment to base stats to compensate.

This caused acs to be put in an awkward situation and then arty not being viable due to PG constraints. So minny got shafted pretty good with TE nerf. Acs lost their mid range engagement profile, and artillery doesnt fit with most forms of tank. Soo.. missiles.. no wait heavies were nerfed worse. RLML?.. no wait, cant do that either. Well how does minny do long range with some form of tank? Funny thing is, TE nerf happened when kiting blaster talos were all the rage. So they nerfed minny because of insane gal kiting blaster boats..

Sounds like they nerfed the wrong thing. I think i started flying vaga right before or right after TE nerf. So i cant remember winmatar lineage :(. Maybe vaga/cyna were OP, just dont remember it.


Ok I never saw the Vagalos or the vagabond as OP.

both these ships had a 2-3 slot tank if there was a DCU instead of nano, the obvious point and prop and a defensive nuet. every other mod was gank. guns, stabs, and TEs . when other ships have cap boosters, assorted EWAR, an actual tank, cap boosted nuets, dual prop, and on and on.

the only thing that made the Talos "OP" is it actually had some frig / hard tackle defense in the form of drones. no other ABC has this.

and the old vaga, It was a 100 million isk glass cannon that could go frig speed, if flow well it was a nighmare, but once you could hit it or worse scam and nuet it the vaga was ******. and really these ships have to be flown manually. orbit buttons become the death of you in these kinds of ships.

I'm Okay with Matari ships having week tanks, that IS one of the racial drawbacks. however I wish arty was actually fittable to their fast attack ships...... and I wish the tempest was an actual attack ship.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#75 - 2014-12-16 16:05:14 UTC
Something i had thought about was if you compare rail RoF to arty RoF ad then take alpha into consideration, its not that different. Actually rails out alpha smaller arty pretty easily.

Example:

Med rail RoF is 3.5-4s
Med arty is 6-8s (depending on ship bonuses)

Just comparing numbers in this thread, 250 rails do rougly 1200 volley and 650s are 1800 i believe

In the time it takes arty to fire one volley, rails have shot twice with a paper volley of 2400 in those 2 shots.

Im away from my comp atm, so maybe someone can load up EFT to confirm RoF numbers. Just going by memory.

By the time arty shoots twice, theyll have 3600 paper volley and rails will have 4800 with 4 shots.

Frostys Virpio
State War Academy
Caldari State
#76 - 2014-12-16 17:15:30 UTC
Stitch Kaneland wrote:
Something i had thought about was if you compare rail RoF to arty RoF ad then take alpha into consideration, its not that different. Actually rails out alpha smaller arty pretty easily.

Example:

Med rail RoF is 3.5-4s
Med arty is 6-8s (depending on ship bonuses)

Just comparing numbers in this thread, 250 rails do rougly 1200 volley and 650s are 1800 i believe

In the time it takes arty to fire one volley, rails have shot twice with a paper volley of 2400 in those 2 shots.

Im away from my comp atm, so maybe someone can load up EFT to confirm RoF numbers. Just going by memory.

By the time arty shoots twice, theyll have 3600 paper volley and rails will have 4800 with 4 shots.



If you compare more than one volley, you are comparing DPS, not alpha. The relative power of alpha comes from the lack of response time. The idea of a high alpha weapon is to just bypass the ability of the other side to rep. I can land reps between those rail first and second volley. There is no rep landing between the first and nothingness of the arty fleet. If you have critical mass, which is easyer to achieve with arty than it is with rails, you can kill stuff without any reps landing. If you do not have critical mass, you should bail out because your fit is not appropriate for the battle at hand.

Arty boat were never supposed to fight toe-to-toe with any other boats. They are meant to suckerpunch someone and then go away. Using them in the same way as a rail ship is not gonna work because the weapon systems are designed for different usage.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#77 - 2014-12-16 19:00:21 UTC
Frostys Virpio wrote:
Stitch Kaneland wrote:
Something i had thought about was if you compare rail RoF to arty RoF ad then take alpha into consideration, its not that different. Actually rails out alpha smaller arty pretty easily.

Example:

Med rail RoF is 3.5-4s
Med arty is 6-8s (depending on ship bonuses)

Just comparing numbers in this thread, 250 rails do rougly 1200 volley and 650s are 1800 i believe

In the time it takes arty to fire one volley, rails have shot twice with a paper volley of 2400 in those 2 shots.

Im away from my comp atm, so maybe someone can load up EFT to confirm RoF numbers. Just going by memory.

By the time arty shoots twice, theyll have 3600 paper volley and rails will have 4800 with 4 shots.



If you compare more than one volley, you are comparing DPS, not alpha. The relative power of alpha comes from the lack of response time. The idea of a high alpha weapon is to just bypass the ability of the other side to rep. I can land reps between those rail first and second volley. There is no rep landing between the first and nothingness of the arty fleet. If you have critical mass, which is easyer to achieve with arty than it is with rails, you can kill stuff without any reps landing. If you do not have critical mass, you should bail out because your fit is not appropriate for the battle at hand.

Arty boat were never supposed to fight toe-to-toe with any other boats. They are meant to suckerpunch someone and then go away. Using them in the same way as a rail ship is not gonna work because the weapon systems are designed for different usage.


I agree with you. You're right in a fleet scenario. The funny thing, its rare to see arty fleets nowadays. Between harpy, tengu, eagle fleets, its dominated by rail fits.

So if the alpha of arty is their main selling point, why arent the major coalitions utilizing them? You'd think with the numbers they can put out, they could acheive "critical mass" many times over with multiple fleets, but its not happening. They even have a capless weapon system with selectable damage types. All the things the fanboys seem to be repeating, but no one gives a damn about it in the big picture. Or isnt as nice as they make it out to be.

Why arent we seeing muninn, loki, jag fleets? My thought is due to the fact that they probably cant fit the tank a fleet needs to survive. Might be due to excessive PG use of arty makes it hard to build a feasible alpha doctrine that doesnt get buried by the drone/rail onslaught.

So, in a fleet environment alpha isnt being utilized, or is so handicapped by fitting restrictions, major blocks have given up since rails and drones offer similar performance without the major drawbacks of absurd fitting.

Coming from a solo perspective, the alpha is not enough on smaller arty to even be feasible at breaking tanks. A 300-500 volley difference to rails is neglible once you factor in resists and the long RoF. They can easily rep inbetween vollies. Happens all the time in frigate fights.

720s are better, but its damn near impossible to fit them for that bonus with any form of tank. Id really like to see a legit pvp fit using arty on a muninn or any other minny ship that can use em, and not a niche gank fit to kill scrubs on a gate or station camp. Meaning, it has tank, arty, and tackle or neuts. Sacrificing 1-3 slots for fitting really gimps the fits.



Frostys Virpio
State War Academy
Caldari State
#78 - 2014-12-16 20:44:39 UTC
Stitch Kaneland wrote:
Frostys Virpio wrote:
Stitch Kaneland wrote:
Something i had thought about was if you compare rail RoF to arty RoF ad then take alpha into consideration, its not that different. Actually rails out alpha smaller arty pretty easily.

Example:

Med rail RoF is 3.5-4s
Med arty is 6-8s (depending on ship bonuses)

Just comparing numbers in this thread, 250 rails do rougly 1200 volley and 650s are 1800 i believe

In the time it takes arty to fire one volley, rails have shot twice with a paper volley of 2400 in those 2 shots.

Im away from my comp atm, so maybe someone can load up EFT to confirm RoF numbers. Just going by memory.

By the time arty shoots twice, theyll have 3600 paper volley and rails will have 4800 with 4 shots.



If you compare more than one volley, you are comparing DPS, not alpha. The relative power of alpha comes from the lack of response time. The idea of a high alpha weapon is to just bypass the ability of the other side to rep. I can land reps between those rail first and second volley. There is no rep landing between the first and nothingness of the arty fleet. If you have critical mass, which is easyer to achieve with arty than it is with rails, you can kill stuff without any reps landing. If you do not have critical mass, you should bail out because your fit is not appropriate for the battle at hand.

Arty boat were never supposed to fight toe-to-toe with any other boats. They are meant to suckerpunch someone and then go away. Using them in the same way as a rail ship is not gonna work because the weapon systems are designed for different usage.


I agree with you. You're right in a fleet scenario. The funny thing, its rare to see arty fleets nowadays. Between harpy, tengu, eagle fleets, its dominated by rail fits.

So if the alpha of arty is their main selling point, why arent the major coalitions utilizing them? You'd think with the numbers they can put out, they could acheive "critical mass" many times over with multiple fleets, but its not happening. They even have a capless weapon system with selectable damage types. All the things the fanboys seem to be repeating, but no one gives a damn about it in the big picture. Or isnt as nice as they make it out to be.

Why arent we seeing muninn, loki, jag fleets? My thought is due to the fact that they probably cant fit the tank a fleet needs to survive. Might be due to excessive PG use of arty makes it hard to build a feasible alpha doctrine that doesnt get buried by the drone/rail onslaught.

So, in a fleet environment alpha isnt being utilized, or is so handicapped by fitting restrictions, major blocks have given up since rails and drones offer similar performance without the major drawbacks of absurd fitting.

Coming from a solo perspective, the alpha is not enough on smaller arty to even be feasible at breaking tanks. A 300-500 volley difference to rails is neglible once you factor in resists and the long RoF. They can easily rep inbetween vollies. Happens all the time in frigate fights.

720s are better, but its damn near impossible to fit them for that bonus with any form of tank. Id really like to see a legit pvp fit using arty on a muninn or any other minny ship that can use em, and not a niche gank fit to kill scrubs on a gate or station camp. Meaning, it has tank, arty, and tackle or neuts. Sacrificing 1-3 slots for fitting really gimps the fits.





In a solo perspective, fitting arty is just bad. That's the end of this perspective because your alpha is wasted and you are left with mediocre dps. The wrong tool for the job don't get the job done.

In fleet, the current large fleet don't fit arty because they have a large enough mass of rails. Arty boat also don't make for good doctrine ships and should, as designed currently, be used as auxiliaries for suckerpunch move. Once your fleet and the enemy are engaged, a wing of arty gets a warp in, shoot a few volley on a key target and then GTFO.

This would effectively put pressure on a logi wing for example but it's a PITA to actually pull off so most people won't bother. If you mess up, you will get a bad warp and land in a terrible place and be ineffective while the duder in the mainline ship is useful all the time.

The skirmishing ships using arty should not rely on tank to stay alive, it should hit and then warp off before getting tackled followed by another warp in for a few shots before warping off again. Does it make for a **** mainline ship? Yes it does because such ships don't have the staying power to hold the line.

The real issue is most likely that it's hard to pull off for mainline grunts and risky.

If you don't want it that way, clamor for other changed but don't be surprised if it gets nerfed elsewhere.

Your demonstration of how much total damage gets applied over time is the very reason why they won't be used as mainline even if they get enough fitting space to equal rail boats. At the end of the day, they don't have the dps to win a long engagement so a rail platform will still be preferred as long as they fight last long enough. "Overkill" cycle from rail are also less of an issue than arty since they can start firing on the next target faster. Minnie just don't have mainline long range ship. Short range they could manage with autos but with arty, it just won't work. The characteristic of artillery are just not the good ones for a ship designed to trade blow while standing it's ground.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#79 - 2014-12-16 21:35:57 UTC  |  Edited by: Stitch Kaneland
Frostys

Very well said and reminded me of fleet tactics. However, i disagree with your first statement about arty being bad solo. There are or used to be a couple decent fits you could manage with arty in a solo environment. Arty cynabal was probably the best you could get. Was fast, had 5 mids and could field 2 sets of light drones. Then they nerfed cynabal PG and drones/rails were buffed and everyone forgot about it.

The way you make it out is that arty is undesirable in fleet or solo. There are too many restrictions for not much gain.

The other thing i take away from your comment is that minmatar are boned for long range engagements. Ac application was hit hard after TE nerf, and project frigate lvl dps at kite ranges now. Example: vagabond with 2 TE and t2 ambit rig does around 250-300dps at point range depending on ammo type.

Artillery cant be fit without extensive fitting mods, therefore leaving you with a gimped fit.

On the few minny ships that use missiles, RLML are not feasible other than anti-frig, and HML are such garbage that they might as well just remove them completely.

So the 2 weapon systems minny have is HAMS and acs that arent utter garbage, but also dont project well past 20km. This is why im wanting arty pg reduced, to at least make arty a viable long range weapon system for minmatar.

Ps: didnt feel like quoting that mass of text.. on phone and its annoying to delete that much text.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#80 - 2014-12-31 20:38:28 UTC
bump... I wanna arty SFI, the rail ENI works just fine,