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Hybrid Ammo Quick Reference

Author
Tomnio
School of Applied Knowledge
Caldari State
#1 - 2012-02-19 04:36:29 UTC
An afternoon burned, but I think it's worth it... :)

I built a quick reference sheet that figures out given optimal range and falloff what the best chance to hit is with the different ammo types at different target ranges.

The sheet doesn't figure out the exact to hit because you'd also need to factor in target tracking and other attributes, but it should get you in the ball park of what ammo to load to hit something at 50k. :)

It's a Google Doc so enjoy and modify... :) (and check my maths...!)

Hybrid Turret Chart

-Tomnio
Tomnio
School of Applied Knowledge
Caldari State
#2 - 2012-02-19 04:39:36 UTC
Oh and thank you very much to this EUni article to help figure out...

http://wiki.eveuniversity.org/Turret_Damage#The_To-Hit-Equation
Abyssum Invocat
Yet Another Tax Haven
#3 - 2012-02-19 09:59:30 UTC
As intensive as that spreadsheet is, I can't say I've ever undocked a hybrid ship to pvp in with anything other than faction anti and null. I mean, it's neat but how many people are bringing more than 2 or even 3 ammo types with them? As for figuring out which ammo to bring, EFT does that job just fine. Sorry if I'm bringing you down, it was obviously a bit of work.
Pancake Queen
Bookmark Both Sides
#4 - 2012-02-19 10:22:13 UTC
Having just made the switch from Missile Boats to Gun Boats, this is awesome. Cheers!

(you should link in the new player forums too imo)
Tomnio
School of Applied Knowledge
Caldari State
#5 - 2012-02-19 17:21:01 UTC
I end up doing more fleet support work in my Rokh so I end up bringing 4-5 types of standard ammo, park the Rokh (since it's so damn slow) and let them come to me.

Eventually I'll have down what range to switch out stuff, but in the meantime this is a handy thing I can have a hard copy of for all ammo types at once and just glance. (and it's slightly more detailed than my post-it on the screen!) :)

Not bringing me down, just not the intended audience. :)
Hidden Snake
Inglorious-Basterds
#6 - 2012-02-20 12:15:15 UTC
I am usually flying more agile/fast hybrid platforms (harps, ranises, taloses) and I found out that general damage projection is usually better with null.

exception is things when u hitting something big/static >>>> void

or something got under ur guns >>> load faction antimater.
X Gallentius
Black Eagle1
#7 - 2012-02-20 17:16:24 UTC
Abyssum Invocat wrote:
As intensive as that spreadsheet is, I can't say I've ever undocked a hybrid ship to pvp in with anything other than faction anti and null.


Antimatter for blasters since optimal range vs. dps reduction is not good.

Other faction ammo for rails: Change in optimal is significant for rails.

Usually:
Blasters: Antimatter, Null, Void
Rails: Everything else. Usually put in some faction ammo to fit what you want your optimal range to be.
Javalin, Antimatter, Lead(or whatever ammo gets you to your desired engagement range), Iron, Spike.

Usually: Faction ammo for ships your size or smaller. T2 ammo for ships bigger than your guns.

M1k3y Koontz
House of Musashi
Stay Feral
#8 - 2012-02-20 19:23:44 UTC
Tomnio wrote:
Oh and thank you very much to this EUni article to help figure out...

http://wiki.eveuniversity.org/Turret_Damage#The_To-Hit-Equation


Yeah but eve uni wants to make me do ALGEBRA Sad

How much herp could a herp derp derp if a herp derp could herp derp.

Batelle
Federal Navy Academy
#9 - 2012-02-20 19:39:26 UTC
it would be more useful if you made the following changes:


-add null and void as ammo options
-integrate chance to hit with the damage of the ammo to see a standardized 'applied dps' score.
-the option for base damage mod, optimal, falloff, and ROF are good. Add a second sheet right next to it so people can compare different fits side by side.

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