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What MWD to fit on Moa?

Author
shira ora
School of Applied Knowledge
Caldari State
#1 - 2016-03-28 16:43:21 UTC
5mn one gives it only extra 100 m/s, 50mn doesn't fit at the same time with all railguns.

So far all ships I tried could fit all the weapons and mdw w/o any problem, is Moa an exception?
Annemariela Antonela
Sebiestor Tribe
Minmatar Republic
#2 - 2016-03-28 16:48:29 UTC  |  Edited by: Annemariela Antonela
This is a big part of Eve. Fitting. There is nothing preventing you from fitting a MWD on any ship, other than available power and cpu. There is a lot you can do to minimize the compromises you must make.

Fitting Skills

“Culture is like a smog. To live within it, you must breathe some of it in and, inevitably, be contaminated.”

― Richard K. Morgan, Altered Carbon

Annemariela Antonela
Sebiestor Tribe
Minmatar Republic
#3 - 2016-03-28 17:00:32 UTC
Eve Fitting Tool

“Culture is like a smog. To live within it, you must breathe some of it in and, inevitably, be contaminated.”

― Richard K. Morgan, Altered Carbon

ShahFluffers
Ice Fire Warriors
#4 - 2016-03-28 17:25:36 UTC
I am going to go on a limb and assume you fit the biggest railguns you could find.

Understand that bigger bore guns consume more CPU, Powergrid, capacitor power, and have worse tracking (see: they can't hit anything up close).
In return, you get more range and deal more damage.

Try downsizing your weapons. You will get the opposite effect described above.
Alternatively, you can try fitting blasters. They have a fraction of a railgun's range, but they deal more damage and have better tracking.


Also... to parrot the above; fitting skills are important (they can be found in your Engineering skill tab) and fitting a ship is sometiing of an artform and science. You are constantly trying to maximize certain ship traits while minimizing tradeoffs (because it is literally impossible to build a ship that can do "everything").
shira ora
School of Applied Knowledge
Caldari State
#5 - 2016-03-28 17:44:20 UTC
Ok, what's the point of having Moa instead of Cormorant?

With equal skills in small and medium hybrid turrets, Moa either has same dps (with one turret missing) than Cormorant and a mwd or it has 50 more dps but crawls around at 300 m/s.

Where is the advantage, one hull costs 1.2 mil another 14 mil?
Xtreem
Knockaround Guys Inc.
#6 - 2016-03-28 17:49:23 UTC
most of my ingame time comes from fiddling with setups, have fun! :-)

in most cases fitting the correct size for your ship is best, see the item descriptions for further info.

Annemariela Antonela
Sebiestor Tribe
Minmatar Republic
#7 - 2016-03-28 17:58:44 UTC
shira ora wrote:
Ok, what's the point of having Moa instead of Cormorant?

With equal skills in small and medium hybrid turrets, Moa either has same dps (with one turret missing) than Cormorant and a mwd or it has 50 more dps but crawls around at 300 m/s.

Where is the advantage, one hull costs 1.2 mil another 14 mil?


Ask yourself this: "What am I trying to do with a more expensive, skill-intensive ship that I cannot do as well with a smaller, less skill intensive one?"


“Culture is like a smog. To live within it, you must breathe some of it in and, inevitably, be contaminated.”

― Richard K. Morgan, Altered Carbon

Pandora Carrollon
Provi Rapid Response
#8 - 2016-03-28 18:47:27 UTC
shira ora wrote:
5mn one gives it only extra 100 m/s, 50mn doesn't fit at the same time with all railguns.

So far all ships I tried could fit all the weapons and mdw w/o any problem, is Moa an exception?


I've found that you don't fit an MWD without it being a part of your design criteria, and I mean a MAJOR part of your design criteria. For running away or pouncing down, an MWD is important to have, otherwise you might want to consider an afterburner. If you have the available low slots, an afterburner can be supplemented by an overdrive for just a little more speed, but you really need to consider what you are trying to do with the ship.

For cruiser sized ships that have significant amounts of turrets, you'll likely be stuck with 200mm rails. 250's just suck up the resources and leave you with a brick that can't do anything else but shoot.

For small ships, destroyers, start with 125mm's, and frigates with 75mm's. If you can design a good ship from that point THEN have resources left over enough to go up a railgun in size, I'd think that would give you a better ship.

As was said before, just ramming the largest weapon on a T1 ship is probably not going to work well. My cruiser actually does 1 less dps with 200mm's on it, and can take a lot of hits, vs. the same ship with 250's and a glass jaw.
Ralph King-Griffin
New Eden Tech Support
#9 - 2016-03-28 19:44:18 UTC  |  Edited by: Ralph King-Griffin
shira ora wrote:
Ok, what's the point of having Moa instead of Cormorant?

at 4 days old with **** poor fitting skills, core skills , and hull skills ... going "waaaaw im in a cruser" and that's about it.

though on the upshot you just figured out two very very valuable facts about ships in eve.

1) Bigger does not equals better
( moa is better at some things but being suitable for you right now isnt one of them)

and

2) Just because you can fly something does not mean you should.
( sitting in something and getting even 2/3's of its performance are not happening on the same day)

to parrot the above, fitting skills, core skills and hull skills will make the moa better, but it will take some time.

be patient, train skills, start screwing with the locals in the meantime, make friends and enemies (particularly enemies , they're way more fun)
Iria Ahrens
Space Perverts and Forum Pirates
#10 - 2016-03-28 19:46:23 UTC  |  Edited by: Iria Ahrens
shira ora wrote:
Ok, what's the point of having Moa instead of Cormorant?

With equal skills in small and medium hybrid turrets, Moa either has same dps (with one turret missing) than Cormorant and a mwd or it has 50 more dps but crawls around at 300 m/s.

Where is the advantage, one hull costs 1.2 mil another 14 mil?



Moa is a Cruiser
Cormorant is a Destroyer.

They have different roles, If this game were all about DPS then there wouldn't be nearly as many ships.

Cruisers are generally good at killing cruisers...and destroyers.

Destroyers are best for killing frigates or drones..and they make great salvage boats. They are paper cannons that, due to 8 highs give them cruiser DPS, but they lack the other strengths of a cruiser.

Again look beyond the flat dps graph. Moa has 5 mid slots and resist bonus. This means that the moa can field a much tougher tank than the destroyer, or fit ew or other enhancing mods. With more low slots, the MOA could also fit weapon mods to increase its damage.

edit- or tank. I forget that shield mods also use low slots. With that many mids, a moa could maybe even have a pretty good passive tank.. don't quote me on that, just looking at the slots.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Iria Ahrens
Space Perverts and Forum Pirates
#11 - 2016-03-28 19:51:06 UTC
Ralph King-Griffin wrote:
shira ora wrote:
Ok, what's the point of having Moa instead of Cormorant?

at 4 days old with **** poor fitting skills, core skills , and hull skills ... going "waaaaw im in a cruser" and that's about it.

though on the upshot you just figured out two very very valuable facts about ships in eve.

1) Bigger does not equals better

and

2) Just because you can fly something does not mean you should.

to parrot the above, fitting skills, core skills and hull skills will make the moa better, but it will take some time.

be patient, train skills, start screwing with the locals in the meantime, make friends and enemies (particularly enemies , they're way more fun)


My biggest newbie mistake-- for more info see shafluffer's thread-- was fitting an omen with super basic skills. I think I had cruiser 1, med turrets 1, and drones 1. and going to do a level 1 mission. That didn't go very well. Maybe I had cruiser 2 turrets 2...

Meh, well, best to learn lessons like that early...

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Memphis Baas
#12 - 2016-03-29 02:38:31 UTC
For cruiser-sized mass, you need to fit 50mn MWD or 10mn afterburner. But as it's been said above:

Cormorant is a destroyer, basically a frigate with more guns. Like a frigate, you rely on being out of range of your enemies and/or too fast for their weapons, and if they can actually land a shot they'll kill you pretty fast. Because of its bonuses to Optimal range, Cormorant is intended to be used with rail guns.

Moa is a cruiser. When you switch to cruisers, the concept of "fast and nimble" goes out the window; instead, you get "slower, but I can put some tank on this thing" - cruisers have enough medium slots for shields + resistances, or low slots for armor + resistances. It has 3 small drones for anti-frigate, so fit the main weapon bay with cruiser-sized weaponry. Rails if you want to stay at range, or go for short-range blasters for damage (you have the shield tank to take the return fire). If you're using it for PVE, try a 10mn Afterburner instead of the MWD, and at least 2 magnetic field stabilizers in the low slots.
ShahFluffers
Ice Fire Warriors
#13 - 2016-03-29 04:56:13 UTC  |  Edited by: ShahFluffers
shira ora wrote:
Ok, what's the point of having Moa instead of Cormorant?

Among other things:

- MUCH beefier tank
- greater potential raw damage
- more flexibility in what tactics you can pull off

However, you will pay for this with...

- lower mobility (larger ships move slow both in and out of warp)
- greater skill requirements (larger ships depend less on speed and more on stats and numbers to function)
- vulnerability to smaller ships

shira ora wrote:
With equal skills in small and medium hybrid turrets, Moa either has same dps (with one turret missing) than Cormorant and a mwd or it has 50 more dps but crawls around at 300 m/s.

You are looking at the Moa as a straight upgrade from a Cormorant.
It isn't.

A destroyer is geared more towards range and speed with relatively high firepower.
A cruiser is geared more towards firepower with decent tanking ability.


Let us do a comparison:
(NOTE: for the purposes of this comparison, I will only use Tech 1 gear and take stats with "no skills applied" and "max skills applied")

[Cormorant]
Damage Control I
Magnetic Field Stabilizer I

1MN Afterburner I
Small Shield Booster I
Small Capacitor Booster I, Cap Booster 200

125mm Railgun I, Lead Charge S
125mm Railgun I, Lead Charge S
125mm Railgun I, Lead Charge S
125mm Railgun I, Lead Charge S
125mm Railgun I, Lead Charge S
125mm Railgun I, Lead Charge S
125mm Railgun I, Lead Charge S
[empty high slot]


Stats:
- deals 44 damage per second (no skills)... 88 damage per second (max skills)
- tanks 23 damage per second (no skills)... 28 damage per second (max skills)
- range is 15km optimal + 5km falloff (no skills)... 25km optimal + 6km falloff (max skills)
- speed is ~440 meters per second (no skills)... ~600 meters per second (max skills)
- effective hitpoints is ~3800 (no skills)... ~4800 (max skills)


Now let us look at the Moa with a similar, but different, setup...

[Moa]
Damage Control I
Magnetic Field Stabilizer I
Magnetic Field Stabilizer I
Tracking Enhancer I

10MN Afterburner I
Shield Boost Amplifier I
Medium Shield Booster I
Medium Capacitor Booster I, Cap Booster 400
Stasis Webifier I

200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M

Hobgoblin I x3


Stats:
- deals 87 damage per second (no skills)... 190 damage per second (max skills)
- tanks 50 damage per second (no skills)... ~75 damage per second (max skills)
- range is 19km optimal + 11km falloff (no skills)... 24km optimal + 14km falloff (max skills)
- speed is ~380 meters per second (no skills)... ~530 meters per second (max skills)
- effective hitpoints is ~8500 (no skills)... ~11500 (max skills)


The Breakdown:

1) The Moa deals more damage than the Cormorant both with and without skills. The reason for this is due to the Moa having more low slots and CPU, allowing it to fit an additional Magnetic Field Stabilizer. Moreover, the cruiser sized guns have a higher damage modifier (you have to dig in the weapons' Info Box to find this stat) which means that it will hit with more force.

-------- Penalty 1: As I have said before, larger guns have trouble hitting smaller things (especially small moving things) as the weapons effectively "rotate" slower. You can find a weapons tracking stat in the weapons' Info Box. The higher the number, the greater the tracking (don't worry, I didn't full understand this stat until after a year of playing).
You can mitigate slower weapon tracking speeds by fitting a Tracking Enhancer (speeds up weapon rotation and increases range) or by fitting a Stasis Webifier (which slows down a target's speed by 50%.

-------- Penalty 2: Larger weapons shoot slower. Instead of "pew... pew... pew..." you will get "PEW............... PEW............... PEW..............." Larger weapons make up for this by hitting MUCH harder. However you can mitigate the lower firing rate by fitting Magnetic Field Stabilizers.

Additional Note: Different kinds of ammo can increase or decrease the damage a weapon deals while respectively decreasing or increasing weapon range.
Antimatter will deal the most damage but has the lowest range. Iron will deal the least damage but has the highest range. Lead ammo is in-between.


2) The Moa has more than double the tanking power of the Cormorant both with no skills and max skills. This is due to the Moa's higher CPU and Powergrid, which allows it to fit a beefier Shield Booster and a Shield Boost Amp.

3) The Cormorant and Moa more or less tie for engagement range both with no skills and max skills. This is due to the Cormorant's destroyer bonuses that increase the range of in-class weapons and the native range of cruiser-sized weapons.

4) The Cormorant has a higher speed than the Moa both with no skills and max skills. This is due to the Cormorant inherently lower mass, higher agility, and higher top speed.

5) The Moa has more than double the effective hitpoints of the Cormorant. This is due to the Moa's inherently higher shield, armor, and hull HP. You can increase this stat by fitting certain modules that increase damage resistance or by fitting a Large Shield Extender (which the Moa has the capacitor power, CPU, and Powergrid to do).


Overall... it is all about tradeoffs. Larger, more expensive ships do not offer more efficiency over smaller ships. They offer certain advantages while giving up others to be better at certain tasks and tactics.

Here is a better way to put it: what we have here is small 4-door hatchback (Cormorant) to a mid-sized sedan (Moa).
The hatchback will be better on smaller streets, offer better fuel economy, and be easy to park. The sedan will go up hills better and can carry more people and things... but it will be slower on turns and won't fit into parking spaces as easily.
Mephiztopheleze
Laphroaig Inc.
#14 - 2016-03-29 05:15:30 UTC
shira ora wrote:
Ok, what's the point of having Moa instead of Cormorant?


Damage and Tank.

That said, a fleet of Cormorants can be a very, very nasty thing to try and fight if their FC is any good.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Memphis Baas
#15 - 2016-03-29 12:23:44 UTC
ShahFluffers wrote:

[Moa]
Damage Control I
Magnetic Field Stabilizer I
Magnetic Field Stabilizer I
Tracking Enhancer I

10MN Afterburner I
Shield Boost Amplifier I
Medium Shield Booster I
Medium Capacitor Booster I, Cap Booster 400
Stasis Webifier I

200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M
200mm Railgun I, Lead Charge M

Hobgoblin I x3


More slots available on the ship gives you more versatility; shield setups can be over-sized (use large on a medium cruiser hull), which will give you enough staying power to get in close and personal with blasters.

[Moa]
Damage Control I
Magnetic Field Stabilizer I
Magnetic Field Stabilizer I
Tracking Enhancer I

10MN Afterburner I
Large Ancillary Shield Booster with 150's (this has a 1 minute reload, requiring some warping out to recharge)
Stasis Webifier I
Shield Hardener I
Shield Hardener I (to match the type of damage the NPCs do)

Heavy Ion Blaster I, Antimatter Charge M x5

You're looking at significantly more DPS and tank; with the tactics of "afterburn to close range then hold the target still with the webifier and kill it with the blasters."

shira ora
School of Applied Knowledge
Caldari State
#16 - 2016-03-29 12:37:59 UTC
Thanks everyone!
Memphis Baas
#17 - 2016-03-29 12:48:06 UTC
Also, since you're looking at a cost of 14 million for the ship, consider spending an additional 4-6 million total to min-max its performance and survivability. So instead of the base Tech 1 modules and guns, try to use the better Meta variations, whatever you can find that is cheap enough to fit the budget. Should be able to squeeze another 10-15% MORE out of it, which will make a difference.
Velarra
#18 - 2016-03-29 19:18:13 UTC
Reviewing this thread gave pause for thought - Do people still fit frigate sized guns on cruisers like the Moa, with an eye to grossly leveraging the resists profile while only hunting frigates?

Kinda like AC punishers.
Iria Ahrens
Space Perverts and Forum Pirates
#19 - 2016-03-29 20:29:38 UTC  |  Edited by: Iria Ahrens
Main reason I see to keep small guns with cruisers is because you need the tank but not the dps. Frigate guns should use less cap, and free up a lot of fitting that can be used elsewhere. Or maybe someone just doesn't want to reship but wants to grind faction with level 1 missions. Could probably fit a very strong active tank by fitting small turrets.

I don't see that it leverages resists profile, since those are more a matter of ammo used, but they will hit more. Usually I'll see drone ships with smalls. I assume this is because they use sentries or their flight of drones is often too far out to recall. So they need a way to deal with close frigates while they snipe everything else. It is mostly a pve practice. PVP, small turrets is probably something found in bait ships, but it doesn't sound too effective for "hunting" frigates. More of an ambush tactic that will be most effective with double webs to keep the faster frigates from running away. But if you're using double webs, might as well use med turrets.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Pandora Carrollon
Provi Rapid Response
#20 - 2016-03-29 20:47:50 UTC
I see some people fitting smaller guns to deal with smaller ships. Firing my 200's at a frigate is a waste of time. My 150 connects regularly so that's my primary small ship and drone killer.

What I wish the game would do is let you put in small 'arrays' of smaller weapons in a single hard point. I mean if my hardpoint can handle 1 250mm rail, it should be able to handle 3 independent 75-125mm rails. Instead you can get a dual 150mm mount but that only tracks slightly better than 1 200 and takes about as much energy. I'd rather have 3 independent smaller turrets that use small ammo. It would more closely resemble a secondary battery of a ship.
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