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Artillery fitting

First post
Author
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#81 - 2014-12-31 20:54:05 UTC
Glances over at Arty Loki and Sleipnir and grins! Twisted

Medium Arty Is Fine, small arty however needs a bit of a pg reduction

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Stitch Kaneland
The Tuskers
The Tuskers Co.
#82 - 2014-12-31 23:15:26 UTC
Grunnax Aurelius wrote:
Glances over at Arty Loki and Sleipnir and grins! Twisted

Medium Arty Is Fine, small arty however needs a bit of a pg reduction


Those are fine yes. Because CCP provided enough grid for them to fit on the loki with PG subsystem, and slep is one of the few ships with enough grid to fit 720s and tank with 1 pg mod. Not to mention a 100% bonus to projectile damage.

Im currently using a hull tanked hurricane, and still needs an RCU to fit. 720s + MMJD and its out of grid.

Dead on about small arty though. Especially trying to fit 280s to anything.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#83 - 2015-01-27 13:57:17 UTC
I'm giving this a bump. The recent Svipul topic has brough back the issues of fitting artillery.

Even after the changes they're getting in Tiamat, small artillery could really use a PG reduction. Medium ones could also use it, although they're not as in bad need of it like small ones. Large and Extra-Large are in a fairly good point in comparison, but at least Large ones could also use a slight reduction.

The exact numbers I'll leave them to the previous posts in this topic. The reductions don't have to be big; even a 10% redcuction would help a lot.. Maybe a combination of PG reduction to artilleries and PG increase for Minmatar ships could work.

The reason behing this is that there really isn't a good reason for Minmatar not being able to properly use their prefered long range weapon without having to invest in fitting mods and/or rigs, even with high level skills such as AWU 5. Other races don't have issues that big. Also, it isn't like artilleries are overpowered killing machines: they're just high-alpha turrets with moderate range (compared to other long range turrets or missiles) with terrible rate of fire and tracking. Their DPS is very low; they deal their damage in large, spred-out packages. Of course active tanks have trouble against alpha, but that's part of the balance. The best defenses against artilleries are buffer/resists tanks, high transversal speed (getting close), and being outside their effective range.
Lloyd Roses
Artificial Memories
#84 - 2015-01-27 17:43:36 UTC
The Svipul dilemma is more that the optimal bonus sits in the hull and the tracking in sniper mode. This is just silly.

-> Fly svipul only in defensive or speedmode, 99% of the time.

If they were to switch those, you could create a close orbit brawler with tracking bonused ACs or still do great artillery action with the restriction of sitting in sniper mode.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#85 - 2015-05-08 08:52:02 UTC
Thread re-opened at the polite request of the OP.

ISD Ezwal Community Communication Liaisons (CCLs)

Arla Sarain
#86 - 2015-05-08 13:23:46 UTC  |  Edited by: Arla Sarain
I recall the balance pass on the interceptors mentioning doing something to the Claw to make it a "viable artillery platform".

Still fits like a cube into a circle shape like on those kid toys.

Outside of absolutely top skills, you end up using at the very least a PG rig.

The options are some odd amalgamations of OKish DPS but no tank, speed, tracking, lock range or anything that would actually make it a valid "anything". It's just a ship that sits in the hanger and has one pretty stat and a nostalgic legacy model that's just begging to get scrammed when not in a station.

And with 2 mids and peehole that small ACs are in (don't kid yourselves, anything that's not a svipul or a sabre with their 9 effective turrets gives ACs no merit whatsoever) I'd be damned if it's flown as a brawl ship outside of "oh I know that guy is MWD fit".

Can barely even fit tackle on it. End up flying with a freaking TP.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#87 - 2015-05-08 13:32:58 UTC  |  Edited by: Stitch Kaneland
So I have noticed a disparity with arty again.

A 280 svipul does 9-10dps less than a muninn with 650s when using titanium sabot. Muninn and svipul have 1 gyro each, and svipul has a burst aerator rig. The funny thing is, the alpha of svipul 280s is really close to that of 650s (maybe even marginally better). The ONLY thing the muninn has going for it, is range in comparison.

I think with recent small arty buff, its pushed 650s into irrelavence even more.

Looking at some fleet fits of the muninn... people are using a shield tank... 2 mid tank in a fleet! Does this not strike you as odd? Infact, im fairly certain an arty broadsword would be better in fleets. Since you can get a respectable shield tank and it has same damage bonuses as muninn. Plus it gets a range bonus. EHP on broadsword is close to 100k with 720s. Show me a fleet muninn that can do that. With some implants and meta mods for cpu, you can even squeeze in a bubble.

[Broadsword, 720 shield fleet - 91k EHP]
Reactor Control Unit II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II

10MN Afterburner II
Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Tracking Computer II, Optimal Range Script

720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
[empty high slot]

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II

[Muninn, 720 armor - 53k EHP]
Gyrostabilizer II
1600mm Reinforced Steel Plates II
Armor Explosive Hardener II
Armor Kinetic Hardener II
Damage Control II
Energized Adaptive Nano Membrane II

10MN Afterburner II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
[empty high slot]

Medium Ancillary Current Router I
Medium Ancillary Current Router I


The muninn and medium arty needs a rebalance. 5-10% reduction in PG requirements for arty would be a good start. For those who claim "alpha" as the trade off for high PG requirements. No, the trade off for high alpha is abyssmal RoF. If you miss with arty, you wait 6-9s till you shoot again. Meaning smaller ships can get under your guns quite easily in that time frame.

Or, give arty a 3rd turret option like rails and lasers (quad beams/dual 150mm rails) so you can fit a tank, but still take advantage of the hulls bonuses.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#88 - 2015-05-08 19:42:08 UTC
Arla Sarain wrote:
I recall the balance pass on the interceptors mentioning doing something to the Claw to make it a "viable artillery platform".

Still fits like a cube into a circle shape like on those kid toys.

Outside of absolutely top skills, you end up using at the very least a PG rig.

The options are some odd amalgamations of OKish DPS but no tank, speed, tracking, lock range or anything that would actually make it a valid "anything". It's just a ship that sits in the hanger and has one pretty stat and a nostalgic legacy model that's just begging to get scrammed when not in a station.

And with 2 mids and peehole that small ACs are in (don't kid yourselves, anything that's not a svipul or a sabre with their 9 effective turrets gives ACs no merit whatsoever) I'd be damned if it's flown as a brawl ship outside of "oh I know that guy is MWD fit".

Can barely even fit tackle on it. End up flying with a freaking TP.


Ive always thought the claw was terrible. I goofed off in it for a lil bit in lowsex, but it was ac fit. Solod an omen with it lol. The projection and low lock range make it a pretty bad choice for arty kiting. I know my lml breacher almost killed one once.

I need to run the numbers, but i think small 280s do similar volley as 650s. Especially on the svipul (which is the only small arty boat that minny have which is good at kiting). I dont think ill ever fly a jag or wolf again. Unless they make the jag a t2 breacher.

So a 5 turret 650 muninn is struggling to beat 4 280s.. 650s need a damage buff. Theres like a 1500-1800 volley difference between 650s and 720s. I think we can close that gap alittle bit. Maybe %10 buff to 650 dmg?
Stitch Kaneland
The Tuskers
The Tuskers Co.
#89 - 2015-05-09 03:05:23 UTC
I was able to compare 280's to 650's, and found out that 650's barelybeat 280's alpha. Adding 720's for comparison's sake.

Unbonused 720mm = 28 dps w/ 363 alpha
Unbonused 650mm = 25dps w/ 210 alpha
Unbonused 280mm = 21dps w/ 160 alpha

Now, when fit to a ship with bonuses, it gets a little sad. My kite svipul with only 1 gyro and a burst aerator rig (remember, only affects RoF) gets 1826 alpha. Muninn with 1 gyro and 650's gets 1663 alpha. For an actual dps figure, the Muninn does 300dps with short range faction ammo(18+22km). The Svipul does 290dps with short range ammo (13+22km range, fit uses 2 TE). Are 650's supposed to be "dual 280's" or something, but never got the name changed? There is not much of a difference there between frig/cruiser sized weapons.

The muninn beats arty wolf/jag, but only by about 400-600alpha. These are medium artillery cannons, that use large amounts of PG, and have poor tracking. You'd think i'd get something useful from them, instead you barely do more alpha than an arty fit destroyer/frigate. What exactly am i paying for when i spend 160m+ for a muninn? Why bother fitting 650's? If you claim its because they track better, why not just buy a svipul then? Its cheaper, does the same dps, slightly less range, and has better tracking and mobility.

If you say that its 720's or go home, well i'd agree. That comes with its own issues though. Fitting 720's to a muninn means you have 2 options. Go with a 2 slot shield tank for a fleet fit (or one slot shield tank for niche solo fit), or use dual MACR's to make 720's and a plate fit, but do pretty terrible dps and are slow as hell.

So, we're left with a fitting conundrum for artillery and the Muninn. Fit 650's to be outperformed by a svipul when you're flying a T2 ship specialized in medium artillery. Or fit 720's and don't even perform the role the ship is specialized for because its slot layout and Artillery fitting requirements are abyssmal. Quite literally, a broadsword is a better fleet arty ship than a muninn. And its a freakin HIC.

Now, this is a common trend in minmatar hulls when trying to fit artillery. 650's are pretty much wasted weapon slots, and you still can barely fit a reasonable tank. 720's are what artillery should be, but can't fit to anything without extensive fitting mods and really gimping the fit.

Minmatar need options with their weapon line, especially since CCP seems to be ignoring a problem with medium a/c damage/application at range. So, if we can't rely on medium a/c's to project any decent dps, can we at least get artillery in a reasonable spot so minny ships can actually apply some damage at range and not be pigeon holed into no tank sniper fits?
FireFrenzy
Cynosural Samurai
#90 - 2015-05-09 07:49:43 UTC
From my (granted tiny) understanding of null fittings teams (gotten from listening to Lazarus Telraven in various online locations) the problem with Artillery is the big lag between shots (which granted we probably cant fix in any meaningful way) and the fact that they can have their one or two volley to destroyed ship ratio's with much faster firing turrets.

The extra alpha is wasted both because well your target only has X ehp to begin with, and b because their projection is so much crappier that the extra alpha is pointless...

Hell i fly a 1400 fit machariel in incursions with faction tracking comps and tracking enhancers. And with both ME AND THE TARGET BEING 100% STATIONARY i cannot manage to get my theoretical maximum alpha even if i am well within my optimal. Whereas the vindies and my 800mm autocannon (also terrible weapons but the best i could do for the fit i wanted) fit vargur HABITUALLY hit for for ~80% of their theoretical volley damage.

Now hitting moving targets and all has its own problems but when i cannot project damage on a 0% resisted stationary BARN over yonder what is my shiny as balls machariel even doing...
FT Diomedes
The Graduates
#91 - 2015-05-09 09:35:16 UTC
I still agree with you - artillery needs slightly less fitting requirements. Especially in the medium and capital sizes.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.