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Siege dread vs Titan damage

Author
Cardcaptor Sakura
Deep Core Mining Inc.
Caldari State
#1 - 2015-10-03 20:00:56 UTC
Who does more damage?
Siege mode dread or a Titan?

Tech 2 siege module says damage boost of 840% and usually dreads have 3 turrets.
Titans have 6 turrets, except leviathan has 7..
And their damage bonus is 100% a level, bring 500% for all but ragnarok that says 125% instead, for a 625% total.

So which would do more damage per second over time..and which does more damage in one single volley?
Which is better?
Bumblefck
Kerensky Initiatives
#2 - 2015-10-03 20:06:00 UTC
Quote:
Which is better?



The good ship 'Friendship', of course!


Have you downloaded the Eve Fitting Tool and plugged in the numbers? If you do it in EFT, you can also plug in different variables like implants, faction ammo, boosters, links, WH effects, etc :)

Perfection is a dish best served like wasabi .

Bumble's Space Log

Memphis Baas
#3 - 2015-10-03 20:20:26 UTC
Nobody uses a Titan for damage per second, lol. Titan is used either to:

a. create jump-bridge to a cyno scout where the fight is, so that the entire fleet can go there (this is called a hot drop), or
b. shoot other capital ships with the titan doomsday weapon

Dreads in siege mode have horrible weapons tracking and thus can only hit stationary emplacements such as POSes and other structures.

Capital ships are not solo weapons, or even that much fun. They need to be backed up and protected by large fleets, otherwise they're just expensive loss mails. And they have specific and very narrow purposes.

They're like the queen in chess; theoretically the most powerful piece, but in practice the opponent would happily sacrifice ANY piece to take your queen out, so you can't really use the queen to threaten lesser pieces. It's purpose is to effect a checkmate, aided by rooks, bishops, or other pieces.
Gregor Parud
Imperial Academy
#4 - 2015-10-03 20:48:50 UTC
OP, asking the question means you're not ready for either ship and thus shouldn't concern yourself with window shopping, they're not what you might think they are. Sounds arrogant, not meant that way.
Memphis Baas
#5 - 2015-10-03 21:25:34 UTC  |  Edited by: Memphis Baas
Ok, so, general overview:

Capital Ships:

Titans - teleport the fleet to where the fight is, or if you want to risk it and bring it to the fight, doomsday weapon a la Death Star

Dreadnoughts - do damage to stationary targets, typically POS or other facilities with millions of hitpoints, that would otherwise take forever to kill

Carriers - they can remote-repair other capital ships, or do some damage to capital ships with their large fighter/FB drones

All of these ships are quite vulnerable and extremely expensive, and thus must be escorted by battleships and smaller ship fleets, to protect them as much as possible. Solo pilots can't usually afford them, so they're used like in the military - they belong to the alliance, and you just pilot them. Basically, worry about membership in a 0.0 alliance and gaining their trust before you think about training for one of these things.

Sub-Capital (normal) Ships:

Battleships - heavy damage, extremely slow by today's standards. Their damage can be matched by smaller/faster ships (HAC's, battlecruisers, T3 cruisers), so as a result the veterans prefer those ships, leaving the battleships to the "protect the big boys" role, or to defense fights that involve large numbers and not much mobility.

Tech 2 Battleships - Marauders were an attempt to provide a "utility" battleship that can do damage and also be able to salvage wrecks, tractor loot, etc. People prefer to kill everything and bring a looting ship later, though. Black Ops battleships can function like mini-titans by creating jump-bridges for a cov-ops cloaky task force (they don't have a doomsday weapon).


Battlecruisers - heavy damage, somewhat glass cannon; they are good for a variety of roles, including high-sec suicide ganking, because they can install 7-8 medium or heavy weapons, and thus they can take out a variety of targets in one shot (before Concord comes).

Tech 2 Battlecruisers - Command Ships - these ships require A LOT of skills to be trained, but a pilot with the (Leadership) skills can form rather large fleets AND buff up the entire fleet (increased armor, shields, speed, etc.).


Cruisers - general purpose ships, they are extremely versatile and can be fitted in all sorts of surprising ways. Their firepower is sufficient for any target, so they're preferred for most small and medium skirmishes and piracy encounters.

Tech 2 Cruisers - these have specialized purposes. HACs are mini-battleships. Recons are cloaky ships that can jam or tackle you from 40-60km away. Heavy Interdictors (HIC) can create bubbles or warp disrupt capital ships that are normally immune to warp disruption. Logistics cruisers can repair other ships at decent range and quite effectively.

Tech 3 Cruisers - these are as close as one can get to a solo pwn mobile - a ship that can do everything. You can have DPS, tackling, scanning/probing, AND cloaking, all in one ship, depending on what subsystems you choose.


Destroyers: These are designed to kill frigates. They have frigate-sized defenses, and 7-8 frigate-sized weapons, which means they overwhelm frigates with firepower.

Tech 2 Destroyers (Interdictors): These deploy bubbles; bubbles are AoE warp disruptors that can force ships out of warp farther away from the gate than they originally intended, for an easy kill.


Frigates: Small sizes and fast speeds mean that frigates "defend" themselves via "speed tanking" - just being fast and small and hard to aim at. They're used as scouts, warp disruption tacklers, cyno beacons, or in wolf-pack fleets. A lone frigate doesn't have the firepower to bring down a battleship, but a whole pack of them does. Having good intel about the enemy is absolutely critical in EVE, as is making sure that the sweet target doesn't warp away and has warp disruption on it at all times.

Tech 2 Frigates - these have special purposes: Interceptors are the ultimate speedy scouts and warp disruptors. Assault Frigates can approach cruiser-level damage. Cov-ops frigates are good scouts as they can warp around cloaked, and bombers can be used in large numbers to take out a whole enemy fleet. Mining frigates are good for ninja-mining, and electronic warfare frigates can be very successful at jamming in small skirmish fleets.
ShahFluffers
Ice Fire Warriors
#6 - 2015-10-03 21:39:33 UTC
Gregor Parud wrote:
OP, asking the question means you're not ready for either ship and thus shouldn't concern yourself with window shopping, they're not what you might think they are. Sounds arrogant, not meant that way.

I know what is quoted above can sometimes come off the wrong way, so I'll elaborate a bit.

This sentiment isn't meant or intended to talk you down (not completely anyways).

The thing is... certain ships like capitals and supercapitals come off as these big scary things that can do anything and have no limits. Hell, their raw stats alone will make your frigate seem completely inadequate.

But once you LEARN the "fine print" of the game mechanics you begin to realize that these ships are SUPER SPECIALIZED compared to your frigate. So specialized that they make your frigate seem like freedom incarnate.

So what do veterans actually mean when they say, "if you don't understand or have a need for it, you shouldn't be asking about it"?


The gist of it is this;

- to understand the the true purpose of "super specialized ships" you have to have a "need" in the first place.

- to have that "need," you have to understand some "fundamental mechanics and truths" of the game.

- to understand these "fundamental mechanics and truths" you need experience. This takes time.

- to have experience you need to either go out and try some things for yourself or you need to join up with other players and learn from them.

- learning from others is HIGHLY recommended because there are a plethora of factors that are used to determine the use and tactics surrounding super specialized ships... factors that would take reading an encyclopedia to fully understand.


And please note... the discouragement we are giving you is not meant to say "never get this or go there." It it meant to temper your enthusiasm so you are not disappointed when the big **** of reality smacks you across the face. Blink
Memphis Baas
#7 - 2015-10-03 22:18:17 UTC  |  Edited by: Memphis Baas
For example, a Titan would cost you something like 60 PLEXes, $1200, 60 billion ISK.

But you can't just buy it off the market, it has to be custom-built for you, because these ships cannot dock and are built in space over a duration of several months, at a POS facility that must be in 0.0 and must be defended at all times against attacks, and refilled constantly with components from other industrial POSes and manufacturing sources.

You have to train all the prerequisite skills to be able to enter the ship and pilot it away from the seller.

But you don't want to go through any gate, because if anyone sees you they will try to kill you for the fame of killing a titan, and this is what they'll do: They target-lock you and shot you. This means even if you log off, your ship will remain in space for as long as they keep shoot it. Meanwhile it takes you hours to target any of them because you're so big and they're so small. They'll drain your capacitor to 0 so you can't jump away and to disable all your defenses and your doomsday weapon (if any), and then they'll just shoot you until you die.

So in order to avoid the gates, you need to use your jump drive, which means you need a series of OTHER people (or alts) to be online and in position to provide cyno beacons for you to jump to. So you can jump from beacon to beacon, to safety. You probably won't trust other people with the travel path of your titan, so that means you need 4-6 additional accounts with cyno frigates. And a computer that can log them all in at the same time.

So each jump you take, you need to recharge your capacitor to full, and you're also accumulating fatigue, which means you have to wait longer and longer to "recharge." Meanwhile the cyno beacon you just went to is in everyone's overview, free to warp to. Very very unsafe for you.

Finally, you make all the jumps and take your ship to safety. Which is, where? These ships cannot dock, and cannot enter empire space. You'd have to park it at a POS, somewhere in 0.0. Anyone can take out a POS these days, they'll just bring about 12 battleships or a couple dreads with a support fleet and take it out in a few minutes. Then it's bye bye Titan.

In addition to all this, when you eject your pod from your ship, anyone with the skills to pilot it can insert their pod and steal it from you. Your titan can't dock, so you can't EVER afford to eject your pod from it, to go pilot some smaller fun ship for a few hours. Someone will steal the titan from you if you do. Once you enter a titan, you are stuck in it. People make alts specifically for just flying the titan, and train the skills required for about 2 years, because of this.

It takes 2+ years because it's a 60 Billion ISK ship. You have to have all the skills trained to max. Because you can't afford to die cause you didn't have the last 5% armor, shields, or whatever. The skills take 30-60 days to train a single one, and there are many.
Cardcaptor Sakura
Deep Core Mining Inc.
Caldari State
#8 - 2015-10-04 00:06:57 UTC
ShahFluffers wrote:
[quote=Gregor Parud]

.certain ships like capitals and supercapitals come off as these big scary things that can do anything and have no limits. Hell, their raw stats alone will make your frigate seem completely inadequate.

But once you LEARN the "fine print" of the game mechanics you begin to realize that these ships are SUPER SPECIALIZED compared to your frigate. So specialized that they make your frigate seem like freedom incarnate.

So what do veterans actually mean when they say, "if you don't understand or have a need for it, you shouldn't be asking about it"?

The gist of it is this;

- to understand the the true purpose of "super specialized ships" you have to have a "need" in the first place.

And please note... the discouragement we are giving you is not meant to say "never get this or go there." It it meant to temper your enthusiasm so you are not disappointed when the big *insert bad word here* of reality smacks you across the face. Blink


Ok. Working on the "do I need it?" part might be a start..
But what about those yolo solo ships? There are solo players in this game, right?
Can't I stuff a dread with target painters and scan resolution scripted sensor boosters and tracking computers, though?
Hasikan Miallok
Republic University
Minmatar Republic
#9 - 2015-10-04 00:14:23 UTC
Cardcaptor Sakura wrote:

But what about those yolo solo ships? There are solo players in this game, right?
?



Yep.

Generally in lowsec. Either on solo roams or in Faction War.

They tend to fly interceptors/covops/Assault Frigates/hacs/T3s - in other words small stuff.
Ralph King-Griffin
New Eden Tech Support
#10 - 2015-10-04 00:18:09 UTC
well there is this rediculous video but you should probably not tell any alliance you are trying to convince to let you fly one of their pheonix that you have seen this.
Memphis Baas
#11 - 2015-10-04 01:06:17 UTC  |  Edited by: Memphis Baas
Cardcaptor Sakura wrote:
Can't I stuff a dread with target painters and scan resolution scripted sensor boosters and tracking computers, though?


They already "stuff it full" and it still can't hit crap. Here's the Moros. Look at what it has in the mid slots.

You need to understand one thing: CCP balances the ships in this game assuming "all skills at 5". The maximum power that you can get out of a ship is what is "balanced." If you don't have all skills at 5, you simply are 'subpar', not using the ship to its potential. We really train for months and years to unlock the "intended" potential of the ship.

More training doesn't unlock extra uses for the ship.

A dread has 4 high slots, 5 mid slots, 7 or so low slots, and is otherwise a super-expensive extremely slow (battle)ship. Actually a battleship has more gun slots and would probably do more damage than a dread. If you fit the big dread guns you can only hit immobile stations, and you have to fit tracking computers and sensor boosters to do that, heh. If you don't fit the dread guns, then you're just a battleship-sized piƱata.

I feel like all the wall-of-text advice I typed in my previous posts was a complete waste of time.

EDIT: YOLO means "You only live once" - as in, they're likely going to get killed in PVP and they don't care. Good luck with your yolo dread (or titan).
ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2015-10-04 01:47:00 UTC
the summarized version of the above answers is basically this:

Cap ships and especially super cap ships aren't all that fun to fly. Titans and Dreads especially I would think and also keep in mind the special niche that dreads filled has largely been removed from the game.

Supers can not dock so once you sit in one you are in it until you are removed from it or can talk someone else into taking it off of your hands.

Most if not all Titan pilots are alts as a result of the above. You need to have a main to have fun on and log over to the super pilot when the Alliance needs you.

These are not ships to aim for nor something that you look forward to.

Want to talk? Join Cara's channel in game: House Forelli

Cardcaptor Sakura
Deep Core Mining Inc.
Caldari State
#13 - 2015-10-04 01:55:02 UTC  |  Edited by: Cardcaptor Sakura
hm..
the feedback is being taken into account..

i am now thinking..i need to define 2 things..

1. who am i?
2. what is my play style?

close range? long range? big? small?
ergherhdfgh
Imperial Academy
Amarr Empire
#14 - 2015-10-04 01:55:34 UTC
Now for my rant:

Players come to Eve from other min/max MMOs with level caps and best in slot gear and hyper balanced game play where you always want to have the biggest and the baddest and the best. And where every time that you die you can just run back from the graveyard.

Eve is not those games and 10 years on you'll likely still be flying the same small and medium ships into PvP that you are a couple month in.

The content in Eve is not chasing after a level cap or best in slot gear or any or thing forced on you by game mechanics. The content in Eve is other players. As such the content is perpetually expanding and changing.

I honestly feel that CCP could have left ships they way that they were when I first started playing this game and the quality of the game would not have suffered at all. Because it's not exactly the game we come here for but the community and the game is just an means for us to interact.

How this relates to your OP is that you don't want to be focusing on Dreads or Titans. They are not "end game". There is no reason that you as a solo player would ever want either of them. They are ships that you fly to serve your Alliance or Coalition mates and even then on an alt that you only occasionally log onto.

Want to talk? Join Cara's channel in game: House Forelli

Memphis Baas
#15 - 2015-10-04 02:18:52 UTC  |  Edited by: Memphis Baas
Cardcaptor Sakura wrote:
2. what is my play style? close range? long range? big? small?


The answer will likely change based on:

- your understanding of the game, and as you gain more experience
- changes to ships that are made by CCP
- when you find a group of people you like, join their corp, and they need you to train for different things
- your whims and/or how much fun you feel you're having (as valid a reason as any).

So, rather than thinking about titans, why not pick 2 different races and train their frigates and cruisers (and weapon systems for them), and more importantly, use said ships in-game to see how they fly in PVE and PVP. Should take a month or so. Then form an opinion, answer these questions, and form your 2-4 year training plan. All the way to titans if you still wish it at that time.

EDIT: Me, as an example, I like drones, scouting and providing intel on the enemies, and logistics support (healing). I love the various tech 2 cruisers; I can appear from cloak and just jam up some enemy from 40-60 km away, with my friends already on their way to kill him, or I can switch ships and repair their armor / shields / cap. The Gallente heavy attack cruisers just shine in missions (even level 4). With frigates, I have excellent probing skills and love to find enemy safespots in PVP and exploration sites for PVE, or just stay cloaked and report enemy ships and activities. I've trained up my trade skills so I can have 120+ orders on the market, which I can modify from across the region, and I have 9.0 standings with Gallente Federation Navy, Caldari Navy, and Sisters of Eve, for tax breaks, locator agents, and missions whenever I feel like it.
Cardcaptor Sakura
Deep Core Mining Inc.
Caldari State
#16 - 2015-10-04 02:23:16 UTC
Memphis Baas wrote:
Cardcaptor Sakura wrote:
2. what is my play style? close range? long range? big? small?


The answer will likely change based on:

- your understanding of the game, and as you gain more experience
- changes to ships that are made by CCP
- when you find a group of people you like, join their corp, and they need you to train for different things
- your whims and/or how much fun you feel you're having (as valid a reason as any).

So, rather than thinking about titans, why not pick 2 different races and train their frigates and cruisers (and weapon systems for them), and more importantly, use said ships in-game to see how they fly in PVE and PVP. Should take a month or so. Then form an opinion, answer these questions, and form your 2-4 year training plan. All the way to titans if you still wish it at that time.





ok.
Tau Cabalander
Retirement Retreat
Working Stiffs
#17 - 2015-10-05 02:37:37 UTC  |  Edited by: Tau Cabalander
Cardcaptor Sakura wrote:
Ok. Working on the "do I need it?" part might be a start..
But what about those yolo solo ships? There are solo players in this game, right?
Can't I stuff a dread with target painters and scan resolution scripted sensor boosters and tracking computers, though?

YOLO titans and supercarriers tend to be fielded by people that can afford to pay to replace 4+ titans or supercarriers, will full officer fittings. For everyone else it is a bad idea.

Dreads are roughly 2b, so assume the same rule applies.
Sabriz Adoudel
Move along there is nothing here
#18 - 2015-10-05 03:12:59 UTC
Memphis Baas wrote:
Ok, so, general overview:

...

Sub-Capital (normal) Ships:

Battleships - heavy damage, extremely slow by today's standards. Their damage can be matched by smaller/faster ships (HAC's, battlecruisers, T3 cruisers), so as a result the veterans prefer those ships, leaving the battleships to the "protect the big boys" role, or to defense fights that involve large numbers and not much mobility.

Tech 2 Battleships - Marauders were an attempt to provide a "utility" battleship that can do damage and also be able to salvage wrecks, tractor loot, etc. People prefer to kill everything and bring a looting ship later, though. Black Ops battleships can function like mini-titans by creating jump-bridges for a cov-ops cloaky task force (they don't have a doomsday weapon).

...




Just on this: Marauders serve quite a different role now, they were changed a while ago.

Marauders are basically designed to be indestructible ships unless the opponent brings a significant fleet and/or heavy capacitor warfare. They have battleship guns and (basically) capital ship local tanks.

Being immune to EWAR makes them exceptional at attacking POSes that are set up as 'dickstars', having a huge tank makes them good at attacking 'deathstars' and their extreme tanks make them popular in PVE as well.

I support the New Order and CODE. alliance. www.minerbumping.com

William Ruben
University of Caille
Gallente Federation
#19 - 2015-10-05 05:24:14 UTC
ShahFluffers wrote:
Gregor Parud wrote:
OP, asking the question means you're not ready for either ship and thus shouldn't concern yourself with window shopping, they're not what you might think they are. Sounds arrogant, not meant that way.

I know what is quoted above can sometimes come off the wrong way, so I'll elaborate a bit.

This sentiment isn't meant or intended to talk you down (not completely anyways).

The thing is... certain ships like capitals and supercapitals come off as these big scary things that can do anything and have no limits. Hell, their raw stats alone will make your frigate seem completely inadequate.

But once you LEARN the "fine print" of the game mechanics you begin to realize that these ships are SUPER SPECIALIZED compared to your frigate. So specialized that they make your frigate seem like freedom incarnate.

So what do veterans actually mean when they say, "if you don't understand or have a need for it, you shouldn't be asking about it"?


The gist of it is this;

- to understand the the true purpose of "super specialized ships" you have to have a "need" in the first place.

- to have that "need," you have to understand some "fundamental mechanics and truths" of the game.

- to understand these "fundamental mechanics and truths" you need experience. This takes time.

- to have experience you need to either go out and try some things for yourself or you need to join up with other players and learn from them.

- learning from others is HIGHLY recommended because there are a plethora of factors that are used to determine the use and tactics surrounding super specialized ships... factors that would take reading an encyclopedia to fully understand.


And please note... the discouragement we are giving you is not meant to say "never get this or go there." It it meant to temper your enthusiasm so you are not disappointed when the big **** of reality smacks you across the face. Blink

This is a really important post and you should probably spend some time with it. I am a fairly new player, approaching 1.5 years in, and do not currently have a single battleship trained.
Zerinia
Lom Corporation
#20 - 2015-10-05 05:48:19 UTC
Do you enjoy flying freighters? Do you enjoy losing jump freighters? If yes, dreads are for you!
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