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EVE New Citizens Q&A

 
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Projectiles or Hybrid for pvp ?

Author
Mee Lien
Perkone
Caldari State
#1 - 2012-07-29 19:14:16 UTC
Hello guys, I had a question concerning what skills should I take for small gang / solo pvp.
I'm a Caldari pilot skilled in missiles but I would like to cross train either in Minmatar or Gallente.
Should I skill in projectiles weapons or hybrid ?
I find projectiles harder to use because of the many munitions types avaliable...
Velarra
#2 - 2012-07-29 19:48:21 UTC
Before you go mini/gal have you taken a close look at the Merlin, Moa, Naga, Ferox & Rokh?

As for weapon systems both have their pro's and cons. What kind of fighting do you enjoy the most?

From range or up close and personal?

How much skilling have you invested in shields / armor?
Malcanis
Vanishing Point.
The Initiative.
#3 - 2012-07-29 20:00:23 UTC
They're both pretty good choices. I'd say that projectiles just edges it with selectable damage types, but there's not a wide margin. If the idea of getting right up close and melting faces appeals to you then blasters are great, and rail boats (Naga, Rokh) are king of long range DPS right now.

Going hybrids also has the additional advantage of opening up both gallente and Caldari ships.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Mee Lien
Perkone
Caldari State
#4 - 2012-07-29 20:05:22 UTC
In armor nothing except the basic skills (1.2m sp, mechanics V hull upgrades V compensation skills at IV)
Shield skills are better at about 3m sp.

I would like to do both at range and close up fights. I have about 3m sp in gunnery skills (the common ones between IV and V and T2 medium projectiles. Don't have any T2 hybrid skills though).

But it seems to me that hybrids were buffed and projectiles aren't FOTM anymore. Also, since I've only come back to eve a week ago, I don't remember much about using projectiles, what ammo to use etc...
Oona Kasenumi
Doomheim
#5 - 2012-07-29 20:34:33 UTC  |  Edited by: Oona Kasenumi
Mee Lien wrote:
In armor nothing except the basic skills (1.2m sp, mechanics V hull upgrades V compensation skills at IV)
Shield skills are better at about 3m sp.

I would like to do both at range and close up fights. I have about 3m sp in gunnery skills (the common ones between IV and V and T2 medium projectiles. Don't have any T2 hybrid skills though).

But it seems to me that hybrids were buffed and projectiles aren't FOTM anymore. Also, since I've only come back to eve a week ago, I don't remember much about using projectiles, what ammo to use etc...


Your Armor skills are good; just get repair systems to V (or even just IV) and you will be fine. Shield tanking is king for solo/small gang PvP anyway.

Projectiles are still very good, and you have the skills for t2 already. Stick with projectiles while you train for t2 hybrids; they are both good.
Vince Arron
Republic Military School
Minmatar Republic
#6 - 2012-07-29 21:01:45 UTC
Blasters suck go auto cannons. /thread
Lost Greybeard
Drunken Yordles
#7 - 2012-07-30 20:33:29 UTC
Initially I'd go hybrids, mainly on the ground that, as a Caldari pilot, you should already have those trained.

Either are fine, though, ACs are probably the easiest weapon system to use if you're new to PvP but blasters will hit a lot harder once you know what you're doing.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#8 - 2012-07-31 19:53:57 UTC
Mee Lien wrote:
Hello guys, I had a question concerning what skills should I take for small gang / solo pvp.
I'm a Caldari pilot skilled in missiles but I would like to cross train either in Minmatar or Gallente.
Should I skill in projectiles weapons or hybrid ?
I find projectiles harder to use because of the many munitions types avaliable...


Blasters are great in-your-face weapons.... They typically have the highest damage, best tracking, and just make you feel good... However, they have limited range even after their not-so-long ago boosts. IMO, blaster boats are just fun to fly, and best when you can manipulate the terms of the engagement so you start at zero!!

Autocannons are also very good in-your-face weapons... with good dps, good tracking, and two other major benefits over blasters.... they typically have large falloff's, meaning they still do respectable damage at farther distances than blasters, and they have the ability to choose a damage output type (EMP, Exp, or Thermal). Tailoring your damage output to take advantage of your opponents resistance holes is huge in solo pvp!

Railguns are typically considered a PvE weapon. They do respectable dps to targets at range, but that dps is not currently appreciated nor highly used in the PvP environment. This has more to do with standard engagement ranges of fights than anything else.... if the fight or flight range of combat was increased from 30 to 50ish km's, railguns probably will become popular... Until then, they're mostly a PvE tool.

Artillery are often used because of their alpha strike. They have pisspoor dps, and pisspoor tracking, but when they hit, it's like having a semitruck slam into you! Small targets are often one-shotted, and larger groups of artillery ships can instapop BC's and BS's before they can even hit warp!

If I were a caldari pilot already, I'd probably train blasters over autocannons. I'm a huge fan of gallente, and both the harpy is a solid caldari blasterboat! Either way, you won't go wrong... and you'll probably be training both projectiles and hybrids if you continue to play.
Tau Cabalander
Retirement Retreat
Working Stiffs
#9 - 2012-07-31 22:08:14 UTC  |  Edited by: Tau Cabalander
For what it is worth, I'm primarily a Caldari pilot, and it took me roughly 2 weeks to train lasers s-m-l, hybrids s-m-l, and projectiles s-m-l, and all the turret support skills to level 3 (I also trained gunnery 5 as it is a prereq to large turrets). I later trained them all to 4, which took about a month.

I then trained 3 races to battleship 4, which took about a month.

So in about 3 months, I was in every T1 racial ship (includes faction and pirate ships) at a basic level of ship and turret competency. I have not trained T2 turrets yet, but it is on my plan, and I'll probably train the turret support skills to 5 first (I still prefer missiles, and the support skills affect all turrets).

Turrets are not a serious time-sink until you start training for large T2.
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#10 - 2012-08-01 14:35:39 UTC
Projectiles tend to have more tactical flexibility then blasters and railguns.

Blaster dps is incredible but only at close range. Rail guns have ok alpha and some what bad tracking.

Autocannons can have decent dps upclose, and moderate damage at much greater range then blasters. Unless its something like a talos usually a mini ship with auto cannons can kite gallente ships cruiser size and up to death.

Artillery can have worse tracking then rails at times but they can fit two different ammo times that improve tracking and also the alpha damage of artillery cant be beat. Tornados are the kings of alpha damage right now.

I love the look of gallente ships, but I would prefer flying a tornado over a naga any day. Im only training for tech II large blasters so I can fly a talos.

Dont count out the gallente out. One extremely flexible weapon system they do poses are drones. If your going to choose gallente go for drones, they have mission boats that can put out close to 1000dps. The Ishtar is and incredibly flexible ship to use in pvp, and can be retooled to do pve in a flash. The tripple rep myrmidon is an incredibly lethal foe when flown properly.

When people ask minmitar or gallente, You cant loose with minmitar because of there varied fitting options, and if you choose gallente go for drones.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

Louis deGuerre
The Dark Tribe
Minmatar Fleet Alliance
#11 - 2012-08-01 14:44:42 UTC  |  Edited by: Louis deGuerre
Both have their advantages but two crucial difference between hybrids and projectiles is that projectiles can do all damage types and hybrids only Kinetic and Thermal, and that projectile weapons use no capacitor.

That said, being an in-your-face kinda PVP pilot, I use blasters the most. The small buff they got recently has made a big difference.

Overall, I'd say projectiles are still sightly superior.