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EVE New Citizens Q&A

 
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Rockets, Damage Types and Factional Warfare

Author
Chloe Shepherd
State War Academy
Caldari State
#1 - 2017-05-31 03:13:27 UTC  |  Edited by: Chloe Shepherd
Hey everyone,

I've been doing a bit of research and I think I'm about ready to jump into Factional Warfare so I can practice combat against actual players. I just have a few last minute questions that I want to ask beforehand.

I will be joining the Caldari faction. I plan on using a Kestrel with rockets. I think I will likely be facing mostly Gallente ships, however, I'm not sure what types of ammunition I should bring, what quantity, and when I should be using which.


I guess to summarize my questions:

1. What ammo damage types do I bring? (I'm using rockets)

2. How many rockets should I carry?

3. Do I need to switch between ammo types mid-fight, after I break their shield, armor, etc?

4. Is it practical to switch ammo types mid-fight if it looks like they're tanking my damage type?



Thanks a bunch for reading!


Edit: If you have any other tips and tricks related to PvP, Factional Warfare, or anything really that you think might help me, please feel free to share, I'd really appreciate it! :)
ShahFluffers
Ice Fire Warriors
#2 - 2017-05-31 05:08:49 UTC  |  Edited by: ShahFluffers
Chloe Shepherd wrote:
I will be joining the Caldari faction. I plan on using a Kestrel with rockets. I think I will likely be facing mostly Gallente ships, however, I'm not sure what types of ammunition I should bring, what quantity, and when I should be using which.

So... I should clarify something first:

"Faction Warfare" as a term is a little bit of a misnomer.

From a purely technical standpoint, it is basically a global war declaration between 4 different NPC factions that anyone can join if they fulfill the prerequisites.
Those prerequisites being; you need 0.05 positive standing with the particular faction of your choosing.

This means that any player, from any background, using any equipment of their choosing can potentially fight in Faction Warfare (FW)

For example: I am a Gallente of Gallente ancestry... and I fought for the Minmatar Militia for several years using Minmatar, Gallente, Amarr, and Caldari ships and equipment.


tldr: you will run into more than just Gallente ships out there.



Quote:
1. What ammo damage types do I bring? (I'm using rockets)
2. How many rockets should I carry?
3. Do I need to switch between ammo types mid-fight, after I break their shield, armor, etc?
4. Is it practical to switch ammo types mid-fight if it looks like they're tanking my damage type?

1a. The type of ammo you bring is partly strategy.
Some ships (like shield tanked ships) will have "holes" in their EM and Thermal Resistances. Other ships (like armor tankers) tend to have "holes" in their Kinetic and Explosive resistances.
HOWEVER... smart players tend to use modules or rigs to "plug" up these holes... sometimes making them the strongest resistances they have.
It really comes down to "best judgement."
My recommendation? Bring Thermal and Kinetic rockets. You can switch between them depending on whether you are dealing with a Shield or Armor-centric ship as those resistances tend not to be "plugged up."

2a. Depends on how long you plan to be out in space and how far you want to go. And how often you expect to die.
Typically, I would carry about 4-5 reloads worth of ammo for the damage types I had selected (with maybe some backup T1 ammo in case of a structure bash).

3a. Depends. Unless you are in a drawn out fight, I am going to say no. Especially for frigate fights. Those can be over in mere seconds.

4a. See 3a.


Chloe Shepherd wrote:
Edit: If you have any other tips and tricks related to PvP, Factional Warfare, or anything really that you think might help me, please feel free to share, I'd really appreciate it! :)

Check out this other newbie thread:
https://forums.eveonline.com/default.aspx?g=posts&m=6954801#post6954801
Marcus Binchiette
Federal Vanguard
#3 - 2017-05-31 05:48:28 UTC  |  Edited by: Marcus Binchiette
It's generally not practical to change your rocket type mid fight. Though if the fight goes long enough and you are about to reload, you could take the opportunity to stop the weapons manually and load a different ammo type. But generally speaking fights don't last that long and it's too late to change during.

The good kestrel pilot will be watching their D-scan to see what ships they are about to face. If you don't like gambling, then Inferno (thermal) and Scorch (kinetic) tend to be better choices. Moljnir (EM) works against shield tanks who don't plug their resists, and similarly Nova (explosive) can work well against armour tanks.

You need to load the correct ammo before the fight starts - if they are already on you, then, just use what you have loaded.

As for the ammount, well often 2000 or 4000 rounds should be enough. Most fights you will not use more than 1 or 2 reloads. Use the faction ammo, and use it sparingly. If you need a stack of ammo for doing O-plexing then consider taking 8000 rounds of standard ammo as well. When I was starting FW I was overly optimistic with loading ammo on my ships, and this resulted in more ISK being lost through ordinance in lost ships cargo than was actually fired at the enemy.


BTW. I'm in Galmil, so, hope to see you on the battlefield :)
Chloe Shepherd
State War Academy
Caldari State
#4 - 2017-05-31 07:46:24 UTC
Thanks for all the tips! Didn't do too well on my first few outings but I'll keep practicing and hopefully get the hang of this combat thing. o7
Marcus Binchiette
Federal Vanguard
#5 - 2017-05-31 08:43:13 UTC
Chloe Shepherd wrote:
Thanks for all the tips! Didn't do too well on my first few outings but I'll keep practicing and hopefully get the hang of this combat thing. o7


I dare say you wont do well on your first 10 outings!!!! It will take a lot of getting used to. I recommend you find a good fitting for your ship and skill level. Make a bulk order for 10 of your ships with fitting, have them delivered to your hisec staging point of choice. Then go out an loose them all. Try going out with friends first.
Memphis Baas
#6 - 2017-05-31 13:02:21 UTC
Frigates rely on speed for defense, so make sure you have at least an afterburner to help with that. Afterburners are designed to be "always on" modules, microwarpdrives are designed to be blazing fast, but will drain your cap in a couple seconds (so, oh **** modules).

You're using rockets, and they are short range weapons. Typically if you fly short range, you have to have good defenses, because you're in range of a whole slew of enemy weapons. For frigates, and when you start out, that typically means having good engineering skills (power management, cpu management) so you can fit all the things your ship needs, and decent navigation skills so you don't gimp the speed of your ship (speed = life).

Otherwise, show info on your missile launchers and look at the variations tab, then search the market for the cost of those variations. Some of the pirate loot drops (for example, Malkuth missile launchers) are better than the standard Rocket Launcher I version and don't cost that much more.

And try to get in fleets with other members of your FW militia. Fleets are always better than solo; you'll probably die less, and have more fun.

EVE University has a basic missile ship guide, if you haven't read it already.
ergherhdfgh
Imperial Academy
Amarr Empire
#7 - 2017-05-31 17:21:55 UTC
My best advice is to worry less about what damage type that you are using and more about who you are flying with. These questions that you have for us are only the first of many and if you can find some experienced players to fleet up with and / or sit in chat / comms with then you will have much quicker access to this type of advice.

Also in the beginning you have so much to learn that I would focus more on learning from each fight than trying to win. In other words use cheap ammo for now and focus your fits on being cheap and effective and experiment with different types of modules and don't so much worry about max dps.

Once you've had a few close fights and some experience under your belt you'll have a better idea what you need and what you can live without as far as fits go and at that point faction ammo might be worth it.

However if you have tons of isk and are not concerned with ship cost then ignore what I've posted here.

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

Sakura Nihil
Faded Light
#8 - 2017-06-01 03:37:06 UTC
If you're looking for feedback on ship fits, tactics, etc., feel free to post the specifics here or convo one of us. Always happy to help.