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The case for assault frigates?

Author
Belthazor4011
Battle BV Redux
#61 - 2012-02-20 19:16:11 UTC  |  Edited by: Belthazor4011
AmIDeadyet wrote:
Belthazor4011 wrote:
Unless flow by a tart an AF will beat an Inty, Dessie (even pre-buff) and or Faction Frigate (post buff atleast)

It will also maul any Cruiser thats not made especially for killing frigs and even those made to kill frigs will have a hard ass time getting though their tanks even dual webbed before they die themselfs.

So either +1 for a very good troll, or a -1 for utter lack of brain function. Your call...



You are going to catch an Inty how? You are going to out dps an Destroyer how? You are going to kill a target with 4x your health how? A standard wolf, can overrun the rep speed of a 2x rep vengeance. Ive seen it happen.

Yes because I would present so much information in a "troll" post.


-Inty's are created to catch you, not for you who flies anything else to catch them. So if they try they die is mainly what I was saying.

-No need to out DPS a destroyer (although some AFs come really close to destroyer DPS) it has so much more EHP that the small DPS difference is no problem.

-By 4 times the health I think you mean cruisers, although most standard cruiser fits have equal EHP to most AF fits aka they simply dont have the 4x health. They don’t even have twice the health (Maller excluded but that’s just a flying brick).

-And by your Wolf vs Vengeance comment, I'm sure you've seen some really bad fits and pilots. Your statements surely sound like you have. But I suggested a +40k buffer tank for the Vengeance and never even mentioned a rep fit (which is not a bad idea for some AFs including the Vengeance)

-And yes good troll posts take a lot of effort and require a lot of information, not that you gave a lot of information you mainly sad AFs are not good cause I've done some 'testing' whatever that may have been.

But since you claim it’s not a troll I will have to congratulate you on an utter lack for proper brain function, I recommend a CT scan within 24 hours to find out if there is any hope of saving you.
Liang Nuren
No Salvation
Divine Damnation
#62 - 2012-02-20 19:21:44 UTC
AmIDeadyet wrote:

Oh come on. You are trying to tell me if something like a pulse Zealot dropped 50k off you wouldn't get smoked traveling 1k/s? With half a brain they could kite you indeffinately.


At 50km it would either be me getting range on him or me warping out. A Zealot is really unlikely to kill me.

Quote:

The sig radius of your ship fit is approximately that of a navy comet. Is your 100ish (maybe 150ish) dps tank really that big of a deal? doubt it. I don't deny that a destroyer would have died, that isn't its role. My argument is that any inty such as a malediction, stilletto, etc.. could have done that tackle without dying, and at half the cost.


The difference is the sig + T2 resists (I tried to mention them earlier). Also, try looking at what that Kin/Thm/Exp resist is on the Harpy - it makes for a much larger tank than you seem to think it does. As to an inty doing that job just as well... lolno. Note that our gang composition meant that our AFs were the damage dealers - a task they do about as well as destroyers.

-Liang

I'm an idiot, don't mind me.

Vixorz
Cabronazos
#63 - 2012-02-20 20:04:40 UTC
Liang your videos rock! \o/

(good music too)
Ryder 3vyn
Doomheim
#64 - 2012-02-20 21:19:27 UTC
AmIDeadyet wrote:
1. If you are doing 3k m/s you are microwarping. If you are MWDing your sig radius is almost cruiser sized. Hardly epic. Against even 425 ACs with Barrage (terrible for tracking small objects) I would still be hitting you. If I saw you coming, you wouldn't get close enough to establish orbit without dying horribly. This doesn't account for any shield mods you use as tank (common practice for a lot of jag fits) which would blow up your sig even more. If you are MWDing I can as well, If I fly in a straight line, eventually your orbit will elongate, making it easier for my guns to track doing more damage. Even sitting still, my guns will still hit you. If you screw up once, you get scrammed/webbed/neuted and die horribly.

Apologies for taking real long to reply.

Here is my fit. Dont bother looking up my KB cause this is an alt with only about 4kms.

{Jaguar}

Gyrostabilizer II x2
overdrive Injector System II
Nanofiber Internal Structure II

Gistii B-Type 1mn MicroWarpDrive
Warp Disruptor II
Small Shield Extender II x2

250mm Artillery Cannon II x3
[offline cloak]

Burst rig
Collision rig

1. The signature radius is 120m. "Role Bonus: 50% reduction in MicroWarpDrive signature radius penalty." Sound familiar? 3,271 M/S with a 120 signature is epic combined with a good tank. You were talking about the role of tackling, but then complain that the Thrasher does more DPS. Just what is your point? The Jaguar setup is better for tackling for the above reasons and better for soloing because it has the gtfo ability that the Thrasher, but more importantly, no other ship {besides things like Slicers and Dramiels) can match. Hit a Slicer up with one of these and it'll melt fairly quickly while your resist profile keeps you in the fight.

2. Yes, a Thrasher has more EHP than my fit. But it is far slower, extremely easier to hit, and it's DPS is only usable at close range. Sure an arty Thrasher does more DPS at long range, but as always, the Jaguar has the speed, agility, signature radius and tank to see it through the battle {probably a lot more battles than a Thrasher will survive). let's see how much EHP yoru arty Thrasher gets. 3k? Not good in combination with the size and speed of that boat. Also, the engagement profile on that Jag is about 10x what a cookiecutter Rifter can engage. You also seem to underestimate the disengagement profile. You can't kill that thing unless you completely blob it or scram it.

3. The ammo used if either RF DU or RF TS, they both give you an 18km optimal and 11km falloff range, the only other ammo I would bring is some Tremor and maybe some EMP which never really gets used.

AmIDeadyet wrote:
5. You claim to be doing this all with tackle, if you are doing all this in 24k point range, I can still hit you with guns, and one screwup you are dead. With an arty thrasher you aren't tackling therefore if i feel threatened I just go to 40k + and range the guns.

If you have a fit or some sort of proof to dispute this, please fire away. Having an in system booster does not count.

Umm, no, you can't really hit me with guns at 20km. I'm much faster than say a Hurricane. Not as fast as an Interceptor, but the tank makes up for it. You will miss, and tbh with an arty Thrasher is you get near a BC... well either they will shoot you or not, but if they do, death is certain.
Plus 1
Science and Trade Institute
Caldari State
#65 - 2012-02-20 22:33:40 UTC
I learned something valuable from this thread: "fuckall" is not filtered.
Davion Falcon
Those Once Loyal
#66 - 2012-02-21 00:18:28 UTC
Liang Nuren wrote:
AmIDeadyet wrote:

Appreciate the dialog Liang. There is one major thing that I cannot resolve from your response. In the middle of the fight where you were tripped webbed, scrammed, neuted, shot at etc.. If the WHOLE fleet was indeed shooting at you, when you were moving a grand total of 40m/s, how were they not hitting you. At that speed, ANY gun size, other than BS guns at point blank, should have been hitting you for mostly full damage. I did see A/C 180s, warrior 2s, and HH2's attacking you (wtf HHs?), but tracking and signature mean nothing when you are barely moving, even in a small ship. Is there something I am assuming wrongly, mis understanding, or not seeing? I will re-watch. But in the tests we did, double webs was enough for a hurrice with barrage and 425s to put a jag out of commission (which is hardly the best combo for tracking) once he drifted outside of about 2k.


I think what you're missing is how awesome Caldari T2 resists are. Warrior IIs, HH IIs, and PP AC180s do literally fuckall.

-Liang


I don't think it's been pointed out in this thread, these fights took place in Amamake, right? Claymore/Loki Gang links.

T2 Skirmish links add up to what, -32% Sig, 32% AB/MWD Speed, 48% Tackle range? The Harpy with two shield rigs (according to http://eve-kill.net/?a=kill_detail&kll_id=12238097) has a sig radius of 40.5m, which drops to 27.4 with a Skirmish mindlinked Claymore (clearly on scan in the first video, inferred presence in the second).

In other words, if you want to reproduce those results in the two videos, get Claymore/Loki links.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

river Zateki
Viziam
Amarr Empire
#67 - 2012-02-21 01:07:11 UTC
AmIDeadyet wrote:
Alara IonStorm wrote:
AmIDeadyet wrote:
We've done tests

This says nothing. Show fit and ship type or this is meaningless.

We have 0 idea of the quality of these tests.


At least you are interested in actually answering the question. The 2 main targets we used were a standard nano rupture and an armor cane. We tried 7 different jag fits, a vengeance and a wolf. All of the results were roughly the same. Vs the cane the 2x webs meant the approach and orbit saw the AF shot to death because the cane could dictate range. We then fit a web to the jag, better but the jag then capped out due to the neuts on the cane. This is starting with the AF at zero. On any sort of approach scenario the AF took too much damage coming in. We both flew both ships to rule out pilot error and the results were the same. Vs the rupture the jag had trouble catching it. If it did (using) MWD it barely survived. It then got neuted and would have easily died.


Nice job trying to kill the best anti frig ships with a frig. You deserve a cake.
AmIDeadyet
Ringworm Industries
#68 - 2012-02-21 02:01:48 UTC
Noisrevbus wrote:
I think the problem is that the OP look at the ships as specific support in a general gang, whereas he should look at them as general support in a specific gang.

Too abstract?

The problem the AF, along with essentially every frigate and many other ships as a whole, have - is that the older perspective of "finding something to do in the greater scheme of things" is largely outdated today. That's the perspective that contained the "heavy tackler" approach. The AF-class isn't heavy tacklers, no such role exist anymore for frigates, they are hard/-hitting frigates filling a general purpose role in a size-respective gang or as standalone ships in self-sufficient roles (note: this is how they apply in very small gangs, reminiscent of pair-play). When taken out of it's element it's far too flimsy to perform a specialist role.

Let me give you a similar example: Recons are usually wonderful specialist ships in their element, and they have a fair amount of leeway in what they can adapt to (frigates, cruisers, BC; some BS and Capital situations), once you start hitting well organized BS-sizes and Capital engagements however, they quickly become flimsy and irreliable - that stems from their offense-defense relative - and their role is usually ursurped by Tech III and pirate faction BS, or the role itself is entirely replaced.

Scaling down, Recons have had a similar effect on Frigates. Good groups no longer use frigates particularily, unless they specificly bring out a frigate gang to draw on the benefits inherent in the size or class. This comes from the community evolving and the differences between groups seeing their gaps closing. Nano- and early post-Nano era roaming used to rely on isolating and removing tackle with the use group-effort covered Recons. Today, that tactic as part of a larger strategy, is well-known and utilized by everyone. Some groups may still use throw-away tackle or supplement with frigates, but it's increasingly rare to see frigate-tackle without recon-tackle above it. This evolution is one of the reasons cruiser-sized roaming is getting more rare as well, but let's not delve into that here and now (there are so many other topic where that apply).

So what does the AF do?

Well, with HAC-roaming losing ground Frigates have become another budget-alternative to BC. They are still somewhat hampered by their inability to assume all roles the old (and new-) cruiser gangs could cover (lack of frigate-sized logistics and command platforms, for example), but there are ways to adapt best-as. These gangs are likely to see profile once other frigates (such as the EAF) see improvement, but ever since the Dramiel became popular you have seen odd compositions based around them. It is in this specific environment the AF come in, and where it assumes the same general role as the HAC once did as fire-support and secondary tackle in different ways, depending on the ship.

When it comes to cost-efficiency and offensive prowess, there's few things the frigates have to offer today - but provided you aim to evade and agress, they have appeal where many Cruisers no longer do.

Losing a HAC to a Lach-Huginn supported blob is both more likely and costly. Roaming with some Covops-Ceptor scouts, EAF-support and AF-Bomber mainline together with a Dictor or two can thus be an appealing alternative to some. It's a light roaming concept with small envelope, but it assumes the defensive aspect of the older tactic better in today's environment (ie., jump camps, escape bubbles, evade secondary tackle, mitigate, isolate and kill).

Though ofc, it's a lesser alternative there among 100mn and dual-prop (roaming/thrust + sig-mitigation) tactics, or the larger ideal of cloaking. Cloaky has been the "new nano" for years, looking at development attention.

Frigates as a whole remain a size with classes highly dependent on specialized bonuses, which leave them in a suspense of difficult balance (in class, among class, between size).


THIS. This is exactly what I am trying to get at.

What is the AF trying to accomplish? What does it do in a gang? What are you getting for your money? If you were doing what they currently do now, but were equvalent in price to an Inty, faction frigate, etc.. A case could be made that they are a jack of all trades filler ship. No problems there. They aren't as good as a destroyer, or an interceptor, but can do an ok job at both of the roles those ships fill. Say 60-75%. No problem. But nope. You pay twice as much. Thats right, you pay a PREMIUM for mediocrity. If I am paying double the price of a small dps platform or tackling ship, I want to know what am I getting for my money? Nothing. Zilch. I could buy 2 ships, each one doing a better job than the AF, for the same cost or less. Heck I could fit a lot of cruiser hulls that do better in both roles, for less. In the case of almost every other frigate hull I can point to something special or different that they bring to the table that justifies the cost premium. I can't find it with an assault frigate, it is like you are paying extra money to be "meh" at whatever you do.
Ryder 3vyn
Doomheim
#69 - 2012-02-21 02:16:44 UTC
You almost have a point yet you keep forgetting that Assault Ships are ridiculous at doing combat.

I don't care if your Thrasher does a bit more DPS. Wanna know why? It's because my Assault Ship does nearly as much {if not as much} DPS, while being far more mobile, more agile, smaller, and with much greater tank, enabling it to apply it's DPS for longer, meaning that it is a far more effective combat ship.

I also do not care that your Interceptor goes twice as fast. Would you like to know why? It's because my Assault Ships speed and signature, although much bigger than an Interceptor, are still quite miniscule compared to say... anything else, and the tanks you can cram onto them {especially when we're talking active tanks} make up for the drawbacks in speed. They also, you know, can do DPS, whereas your tackle Raptor cannot help kill the target, nor can it survive in strained combat situations where the Assault Ship would prevail.

Cruisers? Forget about it, man... those don't have nearly enough of a speed tank to be comparable. Who would I rather fight in my Brutix, two Thoraxes or two Enyos? I think you know which one is the smart answer.
AmIDeadyet
Ringworm Industries
#70 - 2012-02-21 03:06:31 UTC  |  Edited by: AmIDeadyet
Zarnak Wulf wrote:
There is a 54 page thread over in the Test Server Forum that discusses the pros and cons of the assault frigate changes. Alot of people in that thread are upset that AF might be OP. Blink

Cost:
20-30 million isk is the cost of doing business. It's nothing of a deterrent to a veteran to fork that out for a ship that is fun. Some AF have cruiser level DPS. Some have a cruiser level tank. It is really hard to argue why that, on a frigate platform, would not be appealing. Get a cruiser? Well - they can shoot farther and on paper have the same DPS. The tracking at close range though throws alot of that EFT DPS out the window though. And small guns shooting at large targets? I seem to get alot of critical hits.... Cool


20-30 million is a negligable amount of money to an established pilot, no doubt. But the question is, what am I getting for my money? Mediocrity? And you have to pay double the price for that. You do less dps than a destroyer, and have less survivability and tackling than an Interceptor. Yet you pay much more for the ship? In almost any other frigate hull I can see what they bring to the table for the money. But all I see for an AF is 60% of two jobs, for double the price. Not worth it.

Zarnak Wulf wrote:
Destroyers:
They are extremely dangerous to AF. No doubt about it. But they do not have the EHP or the speed tank that AF get. If you confront something other then a frigate in a destroyer you have a high probability of having your ass handed to you. The thrasher is the only destroyer that has a buffer thank that can come close to AF level. The Catalyst has 500-600 DPS but only 5.5k EHP. An Enyo has 400-500 DPS with an 8k EHP buffer. It's half the size and alot faster. Both a blaster Catalyst and a AC thrasher have to be under 10km to apply the majority of their DPS as well. A wolf with one TE has falloff with Barrage out to 17.5km. Also - a destroyer needs to have the right ammo for the job. A coercer pilot that sees a wolf on Dscan should get out of Dodge. A thrasher pilot that sees an Enyo on Dscan needs to load Barrage or Fusion fast. There are literally hundreds of kill mails of destroyers and AF dying to eachother. That's the way it should be. And an arty jag?

High:
280mm II x 3
Med:
Named MWD
Cap Booster II
Named TP
Warp Disruptor II
Low:
MAPC
TE II x 2
Gyro II
Rigs:
Projectile Locus Coordinator x 2

17km optimal. 18km falloff with close range faction. 900ish alpha. 155 DPS overheated. Can get up to 3809m/s overheated. 2689m/s normal. 119m sig radius with MWD on. It's 94.4m with Halo Implants. If you look I believe that trumps the Caldari interceptors at least for size. Roll You overheat everything until your orbit stabilizes.

AF on approach:
If you land on grid and the target is 30km off AND you're the only one on grid - you warp off. You've already lost. If you land on grid and the target is 15km away? Overheat and get a point. A larger ship will take longer to align to the new threat, get up to speed, get a lock, ect. And you have friends waiting on the gate if you're doing it right.

To be honest I don't think any argument is going to satisfy you. And that's okay. I don't really WANT everyone and their mother in an AF.



Ok if you find that 400-500 dps with 8k Enyo fit, please list it. The best I saw was 400-500 dps with a 5k buffer, or 350ish with 8k. In either case, a cookie cutter AC Thrasher can do up to 425dps with 7k. Even with 400-500 dps with an 8k buffer, that puts you 20% more dps and 13% more efhp and about 15% more speed than a thrasher, for 300-500% of the cost. Not worth it.

In the case of the arty Jag vs the arty thrasher. Your build came out to 117 dps (850 volley with faction emp) and 4200 efhp. A cookie cutter arty thrasher has 3500efhp and more than DOUBLE the dps/volley. The ONLY time that jag will out dps the thrasher is if the thrasher leaves in close range ammo AND they are beyond point range. That is it. If the Thrasher loads any other ammo other than the closest range ammo the arty jag does not EVER do more dps. So all you have is 700efhp? and a little bit of speed? The survivability claim is a misnomer. Your sig radius will be the size of a cruiser with that MWD on, more even than some cruisers. Anything that will take out my thrasher will take out your Jag. All for 3-5 times the price? Not worth it.
AmIDeadyet
Ringworm Industries
#71 - 2012-02-21 03:20:24 UTC
Darthewok wrote:
Fleet+AFs vs Fleet+Inties: AFs kill all the Inties-->
Fleet+AFs vs Fleet with no frigates: Fleet+AFs has more DPS due to the AFs-->
Fleet+AFs wins


How? Your AFs are going to catch all of my interceptors? Not unless the pilots are terrible. Even the fastest assault frigates are still slower than an AVERAGE interceptor.

Unless you have numerical superiority, which could work for any argument, AF frigates are not going to make or break a fleet encounter. If you have 10 cruisers and 10 AFs, vs 20 Cruisers, unless the 20 are god aweful you will lose every time. You will have a massive efhp and dps deficit and probably an ewar one as well.

You seem to be under some magical impression that an AF is a dps machine. When is 200-300 dps considered huge? At the MAX, you could have a fleet of enyos doing 400-500 apiece. That is respectable, however said enyos have 5k EFHP and have to be at 2.5k range to do it. All they would have to do is put DRONES on you and you will die horribly and quickly. Fleet +AFs doesn't win anything. Good piloting and tactics wins. In said scenario, those 10 assault frigates could be swapped for 10 AC thrashers, they would get the same dps, GAIN 2k efhp apiece, and the whole 10 thrashers you can get for the cost of 3-4 of those enyos. So if we went with equivalent price points, I could have 30 thrashers for the price of your 10 AFs, all while doing the same dps (on the extreme end) and having more EFHP.
AmIDeadyet
Ringworm Industries
#72 - 2012-02-21 03:35:48 UTC
Liang Nuren wrote:
The difference is that in the Harpy I don't have to leave the field. I just tackle and kill it.



Liang Nuren wrote:
At 50km it would either be me getting range on him or me warping out. A Zealot is really unlikely to kill me.


Well which is it? Are you staying or leaving? Or are you counting on a HAC pilot to be dumb enough to warp at 0? Again in that case that is nothing your AF did, it is poor decision making by opposition pilots. Any HAC that can kill a Thrasher (if it stuck around), could kill an AF (if it stuck around).

Your active tank numbers, are negligable. Your repper OVERHEATED would barely keep up with 2 flights of warrior 2s. The only thing your tank is noticably good at is taking blaster fire (250ish) because they attack your strongest resists. Still not seeing anything particularly noteworthy except for one specific case.
AmIDeadyet
Ringworm Industries
#73 - 2012-02-21 03:44:40 UTC
Belthazor4011 wrote:


-Inty's are created to catch you, not for you who flies anything else to catch them. So if they try they die is mainly what I was saying.

-No need to out DPS a destroyer (although some AFs come really close to destroyer DPS) it has so much more EHP that the small DPS difference is no problem.

-By 4 times the health I think you mean cruisers, although most standard cruiser fits have equal EHP to most AF fits aka they simply dont have the 4x health. They don’t even have twice the health (Maller excluded but that’s just a flying brick).

-And by your Wolf vs Vengeance comment, I'm sure you've seen some really bad fits and pilots. Your statements surely sound like you have. But I suggested a +40k buffer tank for the Vengeance and never even mentioned a rep fit (which is not a bad idea for some AFs including the Vengeance)

-And yes good troll posts take a lot of effort and require a lot of information, not that you gave a lot of information you mainly sad AFs are not good cause I've done some 'testing' whatever that may have been.

But since you claim it’s not a troll I will have to congratulate you on an utter lack for proper brain function, I recommend a CT scan within 24 hours to find out if there is any hope of saving you.


- You aren't going to kill my Inty pilots with AFs unless they are bad or make mistakes (which goes both ways). They are noticeably faster than you even under the worst of scenarios.

- Define "so much more"? The Enyo can do 400-500dps with 5k EFHP at max effort overheating with close range ammo. A cookie cutter A/C Thrasher can do 425 dps with 7k EFHP under the same scenario. Or you can get 8k EFHP with 350 dps... All at 3-5x the cost. I can come up with a few vengeance fits that have 14k efhp, but they do barely 100dps. Please link a fit.

- Ive seen plenty of bads regardless of what ship you can think of. I have bait tackled a legion in a mammoth. Good times. That being said, link your 40k EFHP buffer tank. I have yet to see any such build that doesn't rely on some sort of gimmick.

- You do nothing to further the discussion here by constantly accusing me of trolling. Aparently anyone who disagrees with a common "myth" or challenges the mindset of the mob is a troll in your mind. I would re-examine your mindset.
Liang Nuren
No Salvation
Divine Damnation
#74 - 2012-02-21 03:55:06 UTC
AmIDeadyet wrote:
Liang Nuren wrote:
The difference is that in the Harpy I don't have to leave the field. I just tackle and kill it.



Liang Nuren wrote:
At 50km it would either be me getting range on him or me warping out. A Zealot is really unlikely to kill me.


Well which is it? Are you staying or leaving? Or are you counting on a HAC pilot to be dumb enough to warp at 0? Again in that case that is nothing your AF did, it is poor decision making by opposition pilots. Any HAC that can kill a Thrasher (if it stuck around), could kill an AF (if it stuck around).

Your active tank numbers, are negligable. Your repper OVERHEATED would barely keep up with 2 flights of warrior 2s. The only thing your tank is noticably good at is taking blaster fire (250ish) because they attack your strongest resists. Still not seeing anything particularly noteworthy except for one specific case.


The answer is always to figure out which one you want to do. My particular fit is geared for close up brawling, and sometimes that's a weakness - usually against frigs, but very occasionally against cruisers. Thus I see no problem in deciding that I'd want to tackle a HAC 15km away or run away from a LR HAC that's 80km away.

Frankly, you aren't seeing anything particularly noteworthy because you don't want to see it. I've already proven that your testing is full of ****. Apparently 2 flights of Warrior IIs will overwhelm my "negligible" active tank. And yet... somehow.... that's not what happens.

-Liang

I'm an idiot, don't mind me.

Mechael
Tribal Liberation Distribution and Retail
#75 - 2012-02-21 03:59:00 UTC  |  Edited by: Mechael
In all of the OP's arguments about the surviveability of assault frigs, he seems to leave out one of the elements that make it so surviveable: speed. Transversal. Sure, its sig radius gets pretty big with the MWD on. With the angular velocity it can keep up, though (speaking from the perspective of an arty jag pilot here) it's more than enough to ensure most shots miss. Most shots won't miss a destroyer. Combined with similar raw tanking capabilities, this makes it so much more surviveable in a fight than a destroyer that I'm convinced the OP is either very ignorant or just trolling.

As for interceptors, all it takes is one minor mistake against a smart enemy.. Then poof, bye bye interceptor. Assault frigs are also much more surviveable than interceptors, due to their raw tanking ability, much like how they are more surviveable than destroyers due to their speed. Most shots are already missing a smart assault frigate. The only reason to fly an interceptor over one is for instances when you absolutely must be wherever you're going as soon as possible. The extra speed and smaller sig radius might be superior in an inty, but without that raw tanking power it suddenly becomes much less surviveable by comparison.

When it comes to being a small ship that can stay in a fight, you can't beat assault frigates. Period.

Whether or not you win the game matters not.  It's if you bought it.

AmIDeadyet
Ringworm Industries
#76 - 2012-02-21 04:09:26 UTC
Ryder 3vyn wrote:
Here is my fit. Dont bother looking up my KB cause this is an alt with only about 4kms.

{Jaguar}

Gyrostabilizer II x2
overdrive Injector System II
Nanofiber Internal Structure II

Gistii B-Type 1mn MicroWarpDrive
Warp Disruptor II
Small Shield Extender II x2

250mm Artillery Cannon II x3
[offline cloak]

Burst rig
Collision rig

1. The signature radius is 120m. "Role Bonus: 50% reduction in MicroWarpDrive signature radius penalty." Sound familiar? 3,271 M/S with a 120 signature is epic combined with a good tank. You were talking about the role of tackling, but then complain that the Thrasher does more DPS. Just what is your point? The Jaguar setup is better for tackling for the above reasons and better for soloing because it has the gtfo ability that the Thrasher, but more importantly, no other ship {besides things like Slicers and Dramiels) can match. Hit a Slicer up with one of these and it'll melt fairly quickly while your resist profile keeps you in the fight.

2. Yes, a Thrasher has more EHP than my fit. But it is far slower, extremely easier to hit, and it's DPS is only usable at close range. Sure an arty Thrasher does more DPS at long range, but as always, the Jaguar has the speed, agility, signature radius and tank to see it through the battle {probably a lot more battles than a Thrasher will survive). let's see how much EHP yoru arty Thrasher gets. 3k? Not good in combination with the size and speed of that boat. Also, the engagement profile on that Jag is about 10x what a cookiecutter Rifter can engage. You also seem to underestimate the disengagement profile. You can't kill that thing unless you completely blob it or scram it.

3. The ammo used if either RF DU or RF TS, they both give you an 18km optimal and 11km falloff range, the only other ammo I would bring is some Tremor and maybe some EMP which never really gets used.


1. 120m sig is CRUISER sized, bigger than some cruisers even (for example a SFI is a whopping 94 for a reference point, an Arbitrator is 130). Anything that would kill a thrasher will kill you. "epic combined with a good tank". 5.5k efhp is a good tank when? It is weak, even as far as buffers go. I am under no illusions that the Thrasher is fragile, but I can point to what it does bring to the table. You bring weak buffer and even worse DPS, and your Jags prime virtue is that it can die to the same stuff that my thrasher can?

2. Slower yes, easier to hit not necissarily unless we are talking BS guns, Dps only usable at close range? Wrong. An AC thrasher will out dps you a few k outside of scram range. An ARTY thrasher will out dps you regardless of range and regardless of ammo fit. And not a little bit more, 2x plus more. The only time you get close, is at 25k, and THAT if the thrasher pilot leaves in EMP (the shortest range ammo types). So short of pilot error, the dps is significantly more. In the case of an arty thrasher, again, I am not delusional in thinking my thrasher should be fighting at close range. Your Jag, by that thinking will be well within the danger zone. In my arty thrasher, I would sit at range, and if anything starting coming towards me that could catch me (I.E. Frigate hulls, interceptors, etc..) They would either get volleyed to death (the arty thrasher can track a lot of interceptors, and has the range to threaten a lot of small ships) or I would leave. If you get tackled by an interceptor, you are screwed. I at least have a fighting chance due to tracking bonuses and damage.

All of this, for 1/3 to 1/5th the price of your Jag.
Liang Nuren
No Salvation
Divine Damnation
#77 - 2012-02-21 04:22:41 UTC
AmIDeadyet wrote:

1. 120m sig is CRUISER sized, bigger than some cruisers even (for example a SFI is a whopping 94 for a reference point, an Arbitrator is 130). Anything that would kill a thrasher will kill you. "epic combined with a good tank". 5.5k efhp is a good tank when? It is weak, even as far as buffers go. I am under no illusions that the Thrasher is fragile, but I can point to what it does bring to the table. You bring weak buffer and even worse DPS, and your Jags prime virtue is that it can die to the same stuff that my thrasher can?


A couple of comments:
- Most people fly inties with Inty 4. Thus, your standard no-tank Ares has a sig radius of 105.
- You claim that a SFIs sig radius is 94, but by my calculation it'll be well over 500 in the same situation.
- You speak of the Thrasher and neglect to mention that its sig radius is going to be over 400.

I can really tell what kind of "testing" you did. ;-)

-Liang

I'm an idiot, don't mind me.

Mechael
Tribal Liberation Distribution and Retail
#78 - 2012-02-21 04:33:25 UTC
Not only that, but if you just crunch some numbers through this formula http://wiki.eveonline.com/en/wiki/Turret_damage you'll see that sig radius has such a relatively minor effect on turret accuracy compared to speed and range that even if you were bloated to battleship sized sig radius it still wouldn't make much of a difference at assault frigate speeds.

Note that there is a typo in the text compared to the image where the formula sits. You're technically using ANGULAR velocity, not transversal. Note that angular velocity is measured in rad/sec just like turret tracking speed.

To test this, just plug in negligible range and angular velocities with a supremely bloated sig radius. It has an effect, sure, but it's nothing compared to range and angular velocity.

Just thought this may be worth pointing out for those of you who want to really get into the nitty gritty here.

Whether or not you win the game matters not.  It's if you bought it.

Zarnak Wulf
Task Force 641
Empyrean Edict
#79 - 2012-02-21 04:34:32 UTC  |  Edited by: Zarnak Wulf
Gank Enyo:

High:
Light Nuetron Blaster II x 4
Arbalest Rocket Launcher
Mid:
Named MWD
Faint Epsilon Warp Scrambler
Fleeting Propulsion Inhibitor
Low:
Internal Force Field Array
MFS II
TE II
Reactive Plating II
Rigs:
Hybrid Burst
Hybrid Collision

I use Genoluction Core CA-1 and CA-2 as fitting implants. I also have a 5% small hybrid damage implant which is not that expensive. I may be sick and have a 5% all turret damage implant but then again, I may not. 464 DPS overheated with Caldari Antimatter. 514 DPS overheated with Void. 378 DPS overheated with Null, which btw - has a better damage profile then a Thrasher with Faction Fusion. 7.8k EHP. Odds are in my favour.

You are also assuming that the Thrasher has Damage rigs to get that 425 DPS profile. Many prefer shield rigs which means my Enyo would really be over the top.
Liang Nuren
No Salvation
Divine Damnation
#80 - 2012-02-21 04:39:35 UTC
Mechael wrote:
Not only that, but if you just crunch some numbers through this formula http://wiki.eveonline.com/en/wiki/Turret_damage you'll see that sig radius has such a relatively minor effect on turret accuracy compared to speed and range that even if you were bloated to battleship sized sig radius it still wouldn't make much of a difference at assault frigate speeds.

Note that there is a typo in the text compared to the image where the formula sits. You're technically using ANGULAR velocity, not transversal. Note that angular velocity is measured in rad/sec just like turret tracking speed.

To test this, just plug in negligible range and angular velocities with a supremely bloated sig radius. It has an effect, sure, but it's nothing compared to range and angular velocity.

Just thought this may be worth pointing out for those of you who want to really get into the nitty gritty here.


Transversal is simply a term used to describe the effect angular velocity has. If you pay attention to the formula you'll notice that the effect of tracking and sig radius are multiplied. Thus when MWDing my slicer gains 5x as much sig radius in return for (potentially) 10x as much personally generated angular velocity.

Basically: yes, bloating your sig up to battleship size does make a big difference. In fact, that difference is exactly what makes inties survivable at all. :)

-Liang

I'm an idiot, don't mind me.