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Selectable Damage ammo in PVP

Author
Faylee Freir
Abusing Game Mechanics
#1 - 2015-01-18 14:57:38 UTC
I am using HAMs and am interested in learning when it's appropriate to use certain t2 damage types. What methods do some of you recommend for learning resists? I've been told that some people just browse through battleclinic and get familiar with fits, but that seems very inefficient. Suggestions?
X Gallentius
Black Eagle1
#2 - 2015-01-18 16:35:49 UTC  |  Edited by: X Gallentius
Faylee Freir wrote:
I am using HAMs and am interested in learning when it's appropriate to use certain t2 damage types. What methods do some of you recommend for learning resists? I've been told that some people just browse through battleclinic and get familiar with fits, but that seems very inefficient. Suggestions?

For T1 resists - Baseline Is:
Shield: EM < Thermal < Kinetic < Explosive
Armor: EM > Thermal > Kinetic > Explosive

After that, look at resist profile of opponent. Lots of guys like to fill the EM hole in their shield fits with rigs, (etc...)

T2 hulls: Baseline without specific resist profiles, just remember the following the great big "Circle of Eve Races" against T2 hulls:
Gallente (Thermal) > Amarr (EM) > Caldari (Kinetic) > Minmatar (Explosive) > Gallente (Thermal)

Assumes tanking follows racial preference:
Amarr T2 resist hole is Thermal
Caldari T2 resis hole is EM
Minmatar T2 resist hole is Kinetic
Gallente T2 resist hole is Explosive

OR, if you know how the other side is tanking:
Shield Tanking: EM for Amarr, Caldari, Gallente, Kinetic for Minmatar
Armor Tanking: Explosive for Caldari, Gallente, Minmatar, Thermal for Amarr

Then more specifically, you have to look at the opponent's killboard to see how they tank.
RavenPaine
RaVeN Alliance
#3 - 2015-01-18 18:31:39 UTC  |  Edited by: RavenPaine
At one time, I did a TON of Battleship/Torpedo PvP. My experience was that Thermal damage was best for the 'all purpose load out'. So that's what I carried the most of.
Some Caldari ships used to give a bonus to Kinetic damage, so that's a standard munition for those particular ships. Drake might be the only ship left that does that now.

The shield and armor resists, sort of flip flop from shield to armor. Lower in shield, higher in armor, or reversed.
You need a little knowledge and experience, so that you know how a ship is "probably" tanked.

Things I go by:
Gallente have a hole in Explosive
Caldari hole is EM
Minmatar TANK EM like a mofo, so don't ever shoot them with EM
Amarr also have the explosive weakness and also have an EM strength

Again though, all of them have average resists at thermal 'across the board'. If you're roaming and don't know what's coming at you, fit Caldari Navy Thermal primarily.
Faylee Freir
Abusing Game Mechanics
#4 - 2015-01-18 18:40:10 UTC
Thanks for the schooling. I will try to work on this as I'm out and about. Think more about it though, most of my deaths will be because I make some other kind of silly mistake, and not shooting the wrong kid of damage type. Thanks a ton for the tips!
afkalt
Republic Military School
Minmatar Republic
#5 - 2015-01-19 13:31:52 UTC  |  Edited by: afkalt
If you have a ship with a flat damage bonus and you're using missiles (so none of thie +10% kinetic only crap) you get the most uniform performance loading omni damage into the launchers. It's a pest launching them seperately but not that big a deal.

You'll never hit a resist hole, but you'll never hit a max resist either. Consistent, known damage output is a beautiful thing. It also tells you the resist hole if the fight goes past a single clips worth.
Faylee Freir
Abusing Game Mechanics
#6 - 2015-01-19 15:16:18 UTC
afkalt wrote:
If you have a ship with a flat damage bonus and you're using missiles (so none of thie +10% kinetic only crap) you get the most uniform performance loading omni damage into the launchers. It's a pest launching them seperately but not that big a deal.

You'll never hit a resist hole, but you'll never hit a max resist either. Consistent, known damage output is a beautiful thing. It also tells you the resist hole if the fight goes past a single clips worth.

Yeah I'm in the Sacrilege, so it's a flat damage increase. So you suggest that I ungroup all of my launchers and fire them separately?
Nicola Romanoff
Tannhauser C-Beam
#7 - 2015-01-20 19:19:51 UTC
I think he is suggesting ungrouping them and then fitting a different missile type in each launcher so you cover all damage types.
Faylee Freir
Abusing Game Mechanics
#8 - 2015-01-20 19:37:59 UTC
Nicola Romanoff wrote:
I think he is suggesting ungrouping them and then fitting a different missile type in each launcher so you cover all damage types.

Yeah, I've just never heard of doing that outside of whoring on killmails.
Silvester Cooper
The Scope
Gallente Federation
#9 - 2015-02-18 18:44:37 UTC
afkalt wrote:
If you have a ship with a flat damage bonus and you're using missiles (so none of thie +10% kinetic only crap) you get the most uniform performance loading omni damage into the launchers. It's a pest launching them seperately but not that big a deal.

You'll never hit a resist hole, but you'll never hit a max resist either. Consistent, known damage output is a beautiful thing. It also tells you the resist hole if the fight goes past a single clips worth.


This is a great idea if you enjoy losing a lot and providing LOLs.
Faylee Freir
Abusing Game Mechanics
#10 - 2015-02-18 20:08:48 UTC
Silvester Cooper wrote:
afkalt wrote:
If you have a ship with a flat damage bonus and you're using missiles (so none of thie +10% kinetic only crap) you get the most uniform performance loading omni damage into the launchers. It's a pest launching them seperately but not that big a deal.

You'll never hit a resist hole, but you'll never hit a max resist either. Consistent, known damage output is a beautiful thing. It also tells you the resist hole if the fight goes past a single clips worth.


This is a great idea if you enjoy losing a lot and providing LOLs.

Yeah I don't do this.. Until I learn how different ships will tank, I've just started shooting for the 2nd lowest resist. Works great unless they happen to plug it for a specific mission. Most of the people are shoot at are going to die regardless of how they fill their tank in and what I shoot.