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EVE New Citizens Q&A

 
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Mixing weapon types!?

First post
Author
Kalishka Ulsguld
Sebiestor Tribe
#1 - 2012-12-15 01:51:51 UTC  |  Edited by: Kalishka Ulsguld
So far, my main setup has been a mix of autocannons/gattling and light artillery cannons. soon I intend to move onto missiles, but for the craft I'm using (and the skill wait) I have been doing rather well with this mix up.

however, I was told NEVER to mix gun types. Is this true? If I was doing terribly, I would take this advice on board as gospal. However, I have found this matchup to be affective (long range artillery to the big hit, the auto/gattlings for short range/keeping shields down)

Minmatar all the way, so no lasers pls :)

Considering I'm adding missiles to this set up (with better guns) am I good to go with a ranged mixup, or am I setting myself up for many defeats? They say one should play this game as she wishes, but then, I do not wish to be the free target lol.

Of course, I have different projectiles in each of my weapons (emp s for close, depleted uranium for long) as well as missiles when my skills reach that stage.

As I say, I was told by someone to NEVER mix. But going by stats, I cannot see why not!?
Merouk Baas
#2 - 2012-12-15 02:01:36 UTC  |  Edited by: Merouk Baas
It's true.

Defenses in EVE work on the principle of putting everything you got into 1 defense (shield, or armor, or speed).

Attacks in EVE work on the principle of attacking with everything you got as soon as you lock targets. There's no holding back your firepower for later. The enemy is repairing their one defense as much as they can, if you don't breach through he may kill you.

You fit your guns for a range (short or long range, autocannons or artillery) and then you support that range / doctrine with afterburners, MWD's (speed modules to let you keep the range you want), webifiers to slow down the enemy ship, etc.

If you mix long and short range guns, all you do is you only use half your weapons rack for any encounter. Even if you have multiple enemies, it's still better to focus on killing each one fast, because once they're dead they can't do damage to you.

EDIT: On bigger ships, missiles can be used as a secondary weapon to kill the small fast frigates bugging you. Mostly because if you fill out all the gun slots your ship allows, you'll be left with only 1 or 2 missile slots, and the loss of DPS isn't too bad, whereas the gain in being able to kill a frigate that has you webified and warp-scrambled is a big gain. But bigger ships also have drones for that purpose, so again, add the missiles to your main DPS range.
Lightning Blast
Deep Core Mining Inc.
Caldari State
#3 - 2012-12-15 02:04:11 UTC
Kalishka Ulsguld wrote:
So far, my main setup has been a mix of autocannons/gattling and light artillery cannons. soon I intend to move onto missiles, but for the craft I'm using (and the skill wait) I have been doing rather well with this mix up.

however, I was told NEVER to mix gun types. Is this true? If I was doing terribly, I would take this advice on board as gospal. However, I have found this matchup to be affective (long range artillery to the big hit, the auto/gattlings for short range/keeping shields down)

Minmatar all the way, so no lasers pls :)

Considering I'm adding missiles to this set up (with better guns) am I good to go with a ranged mixup, or am I setting myself up for many defeats? They say one should play this game as she wishes, but then, I do not wish to be the free target lol.

Of course, I have different projectiles in each of my weapons (emp s for close, depleted uranium for long) as well as missiles when my skills reach that stage.

As I say, I was told by someone to NEVER mix. But going by stats, I cannot see why not!?


I'm assuming you are running lv 1 missions. As you get into larger guns Optimus get further between short and long ranged weapons. And you become unable to put out enough dps to kill thing missile are a bit different though.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#4 - 2012-12-15 06:06:21 UTC
the advice to not mix weapon types is based on ending up with multiple ranges by weapon type
also different metalevels of the same weapon type have slightly different performance marks

so its generally best to fit 6x weapon_of_doom as you also get the option to group them, making volley fire easier.




75m3 dronebays
paper-dps would suggest 2x heavies, 2 medium and 1 light scout drone is optimal
realworld dps says the 2x heavy drones cant hit small ships for ****, and the 1x light drone doesnt do enough damage to large ships to make it's presence worthwhile

load 5x light drones (25m3) and 5x medium drones (50m3), use the lights on frigates, the mediums on everything else.
(move them into "groups" when in space, so they are stored seperately as [light]+[medium])
Vilnius Zar
SDC Multi Ten
#5 - 2012-12-15 07:00:11 UTC  |  Edited by: Vilnius Zar
Lets say you have 3 setups, one long range, one short range and one trying to be both long as short. The long and short range fits can be in a scenario that benefits them and you can use your strategy to augment your choice in turret range, so you can kite if you use long range guns or get in close if you use short range. Either way, you can use a strategy that will make full use of your turrets, it can ofcourse end up having the wrong range for the situation but that's up to your strategy (or lack thereof), not a fault of the turrets themselves.

If you have both short as long range on your ship to "cover all bases" that means that reagrdless of what situation you end up in, be it long or short range, you're only ever at 50% capabilities because half of your guns don't work. So pick a strategy that makes sense, fit for it and you'll be able to fully make use of your turrets. If you don't and get a mix of guns instead you'll forever be below par whatever situation you end up in.
Besina Echerie
Vermona Collective
#6 - 2012-12-15 07:24:17 UTC  |  Edited by: Besina Echerie
I just saw the best explanation i've ever seen on the thread like, right above this one. Not my words here..
Quote:
The basic idea is, you spend a lot of time preparing your ship for a certain type of fight (suicide attack, small group fights against war enemies, piracy, larger fleet battles, etc.) and then you (and your friends) go looking for said targets, and do whatever you can to force the situation to fit your plan and fittings rather than the enemy's plan and fittings. -Merouk Baas

THAT'S how you build your ship. otherwise you're always flying with half of a ship instead of an entire ship.
J'Poll
School of Applied Knowledge
Caldari State
#7 - 2012-12-15 09:18:58 UTC
NEVER mix gun types...

Even better, always pick the same gun (so same meta level etc). This is so you can group them for high alpha damage.

There are 3 types of mixing:

1.) Mixing totally different guns (say Hybrids + Projectiles)
2.) Mixing long and short range (ACs + Artillery)
3.) Combination of the above.

Why:

1.) You are not making use of the ships bonuses. A minmatar ship likely has Projectile turret bonuses. Putting Hybrids on that ship means you aren't using the bonuses of the ship. (Keep in mind this a very general idea, there are ships that do benefit from off-racial guns. These are usually the ships which don't get bonuses to guns or get useless bonuses to guns).

2.) You are mixing long range and short range. This means that when your target is in the right distance of the long range guns, you might as well not fit the short range guns cause they are useless. When the target is in short range gun distance, the long range guns are useless. So either way, at least 1 (but sometimes both) of your gun types is useless.

If you stick with one type of gun, you can keep the enemies at such range that ALL your guns will do the maximum possible damage to the enemy. If you are using long range guns and people get too close:

I.) Pull distance (aka kiting)
II.) Release your drones to do the short range pew pew.

3.) Well....combi of the above again.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Doddy
Excidium.
#8 - 2012-12-15 09:34:47 UTC  |  Edited by: Doddy
Kalishka Ulsguld wrote:
So far, my main setup has been a mix of autocannons/gattling and light artillery cannons. soon I intend to move onto missiles, but for the craft I'm using (and the skill wait) I have been doing rather well with this mix up.

however, I was told NEVER to mix gun types. Is this true? If I was doing terribly, I would take this advice on board as gospal. However, I have found this matchup to be affective (long range artillery to the big hit, the auto/gattlings for short range/keeping shields down)

Minmatar all the way, so no lasers pls :)

Considering I'm adding missiles to this set up (with better guns) am I good to go with a ranged mixup, or am I setting myself up for many defeats? They say one should play this game as she wishes, but then, I do not wish to be the free target lol.

Of course, I have different projectiles in each of my weapons (emp s for close, depleted uranium for long) as well as missiles when my skills reach that stage.

As I say, I was told by someone to NEVER mix. But going by stats, I cannot see why not!?


It is true, but it holds the least truth for a new player on low level missions.

Basically in eve you want to be at the range where your guns hit best, and obviously this is easier if you have all the same guns. If you are using autocannons you will be far too close for your artillery to hit and if you are using artillery you will be at far too long range for your autocannons to hit. For new player its not that obvious as the rats tend to swarm you so are all in range and the small artillery etc still has decent tracking, but as you move up it becomes more obvious. For this reason the default for turret users is to have their turrets all the same to do main damage at a range they try to keep at while relying on drones or launchers in spare hi slots to kill the frigates that may get too close for the main guns.

New players don't tend to have the skills for drones and auxilliary launchers so for them having an autocannon do deal with a rat too close to hit with their arty is no big deal.
Kalishka Ulsguld
Sebiestor Tribe
#9 - 2012-12-15 09:57:23 UTC
Awesome, thanks for all the replies :) You've given me a few new ideas to scratch my head over while I fit my ship. Big smile

ps: I wonder how many will end up regretting giving me that very helpful and useful advice hehe P
Katran Luftschreck
Royal Ammatar Engineering Corps
#10 - 2012-12-16 02:18:41 UTC
Kalishka Ulsguld wrote:
As I say, I was told by someone to NEVER mix. But going by stats, I cannot see why not!?


Look at the Dragoon. It's three turrets and three missile launchers. I'd like to see the "never mix weapons" guys try to explain that one away. Even the Comorant has a single missile launcher mixed in with it's turret thing. Just two of many examples of ships that mix turrets & launchers together.

Ah but now they'll say "that's different!" and focus on mixing turrets. Can it be done? Should it be done? The answer is simply: Does it work for you? It's your toon, not theirs. It's your subscription money, not theirs. Never let anyone tell you how you have to do something.

There are pros and cons to both.

The pros of all-same gun turrets is ease of interface (F1 solves everything!) and potentially higher DPS ... in theory. Having only one turret type also means only one ammo type to worry about, one range bracket to worry about, and one valid tactic to try to use for every situation.

The cons of all-same gun turrets is lack of flexibility. You'll only have one operating range (unless you change ammo), one worthwhile strategy and one damage type. Meaning if you take your all artillery destroyer out and get zerged by nimble little frigates & drones you're screwed. If you take your all blaster destroyer out and get webbed by someone else using artillery, again your screwed. All-same turrets means that you'll do one thing really good and suck at everything else. Sometimes F1 doesn't solve everything.

The pros of mixed gun turrets is flexibility. Mix autocannons and artillery together and switching range is simply a matter of switching between F1 and F2. You won't need to change ammo, or more likely be chasing the reload timers as things change ranges too quickly to keep up. You'll be able to engage targets at long range & short range close to equally well, and neither getting zerged up close or webbed at range will be the automatic death of your ship. If you play your cards right, you can actually get into just the right range to use all your guns on your target equally well, too.

The cons of mixed guns is overall lower DPS unless you can get your target into a range that lets you use all your guns together. If you've split your guns 50/50 then that's a significant loss. Unless you're flying something with massive tank or a (ha ha) drone boat, then that DPS loss is really going to hurt. Getting all your guns into optimal range is going to be a lot harder for a mixed weapon group than it is for an all-same turret batch.

So unlike most of the box-brained fanatics out there I'm going to say that there is not Universal right answer to this question. There is only the answer that is right for you. Back in the day I flew a Myrmidon with mixed guns. Why? Because on a drone boat the guns are just secondary armament anyway. I kept a pair of medium railguns for supporting my drones with a little bit of long-range plink and then added a pair of small short range gatling lasers too - that way when little frigates got up in my grill I didn't have to recall them to deal with it. Mixed guns was appropriate for what I wanted the ship to do and worked just fine within the abilities of that ship.

Also worth noting: Ever since the patch a lot of mission rats frigates have been sporting warp scramblers. Being able to deal with these rats has become a major priority to mission runners as of late and anything that helps prevent getting scrambled in a mission can only be a Very Good Thing. So if you've got to trade some artillery for autocannons to get those scramblers off your back... well, a lower DPS fitting is better than a dead ship.

http://youtu.be/t0q2F8NsYQ0

ISD LackOfFaith
ISD Community Communications Liaisons
ISD Alliance
#11 - 2012-12-16 02:26:38 UTC
So far as mixed weapon types go, you can look at it this way:

With mixed weapons/ammo: You will do poor to mediocre damage at all ranges, despite whatever modules or piloting tricks you use to increase it.

With uniform weapons/ammo: You will do great damage in some range interval, which you can use other modules / piloting tricks to keep yourself at.

The second always results in better performance since you use your whole ship and all your abilities. This applies to both PvE and PvP.

ISD LackOfFaith

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to Eve Mail or anything other than the forums.

Merouk Baas
#12 - 2012-12-16 03:08:28 UTC
Katran Luftschreck wrote:

Does it work for you? It's your toon, not theirs. It's your subscription money, not theirs. Never let anyone tell you how you have to do something.

The pros of mixed gun turrets is flexibility. Mix autocannons and artillery together and switching range is simply a matter of switching between F1 and F2.

If you've split your guns 50/50 then that's a significant loss.

Unlike box-brained fanatics out there I'm going to say that there is not Universal right answer to this question. There is only the answer that is right for you.


You can attempt every mission with a flexible ship and wait to be surprised after you've entered the pocket, and it's actually a good plan because doing half DPS gives you plenty of time to think on your feet and figure out novel ways to put that flexibility to great use while taking damage waiting for your targets to die.

Or you can read the internets, and the evelopedia spells out exactly what NPC's you're going to face in any particular mission pocket, how they're triggered, what their resists are, and what range they have, so you can fit full DPS at the exact range to take them out without thinking, so you can double your ISK income by doing missions 2x as fast.

Larger ships come with primary weapons (guns, missiles, or drones), secondary weapons (1-2 missiles, neuts), and tertiary weapons (drones typically), and if 3 weapon systems doesn't allow enough flexibility I'm not sure what will.

Other than the specific case of a battlecruiser or battleship sitting there trying to DPS mission rats, your choice of range will be taken from you in quite a few circumstances. Frigates survive larger ships by being fast and orbiting close (not too close); interceptors survive by NEVER getting in range of webifiers, and if the fleet commander is asking for snipers you better bring a long-range artillery ship with enough DPS to look allright on the killboard when they post everyone's DPS-on-target numbers.
Velarra
#13 - 2012-12-16 03:37:03 UTC
Katran Luftschreck wrote:
Kalishka Ulsguld wrote:
So unlike most of the box-brained fanatics out there I'm going to say that there is not Universal right answer to this question. There is only the answer that is right for you. Back in the day I flew a Myrmidon with mixed guns. Why? Because on a drone boat the guns are just secondary armament anyway. I kept a pair of medium railguns for supporting my drones with a little bit of long-range plink and then added a pair of small short range gatling lasers too - that way when little frigates got up in my grill I didn't have to recall them to deal with it. Mixed guns was appropriate for what I wanted the ship to do and worked just fine within the abilities of that ship.


For how long did you fly with this sort of fitting style?

Do you have any kill/loss mails related to this period?

Lessons learned: what worked, what clearly didn't?
Katran Luftschreck
Royal Ammatar Engineering Corps
#14 - 2012-12-17 10:35:04 UTC
Velarra wrote:
For how long did you fly with this sort of fitting style?


Since I bought it over three months ago. Had another one before since... egads, as soon as I learned Battlecruisers I?

Velarra wrote:
Do you have any kill/loss mails related to this period?


Nope, it's a mission runner. Or it was, before the drone nerf. Now it just collects dust alongside my Gila and Rattlesnake. I'll miss them.

Only lost one Myrmidon ever before that - back when I was new and didn't know what an Incursion was. Curiosity got the better of me and my lone battlecruiser managed to last a whooping thirty seconds against Sansha's god-mode blob. At that point, though, what gun config I was using was pretty much irrelevant.

Velarra wrote:
Lessons learned: what worked, what clearly didn't?


I've rotated through mixtures of cannons, hybrids and lasers over time... experimenting with each. Eventually settled on lasers. I'm stingy. Two medium for long range plinking and two smalls (with good tracking) for pesky frigates that got too close. Looked goofy but it worked.

Point being, the ship is still intact. I call that a win.

"Any landing you can walk away from is a good one."

http://youtu.be/t0q2F8NsYQ0

Vilnius Zar
SDC Multi Ten
#15 - 2012-12-18 02:00:38 UTC
Katran Luftschreck wrote:
Point being, the ship is still intact. I call that a win.

"Any landing you can walk away from is a good one."

Few things:

- JUST because you survived doesn't mean what you did is good, it just means it wasn't bad enough to get you killed. Many times people have this great "it works" excuse for doing below par silly stuff and while it may work, that does not mean that if someone asks for advice that you should say "go for it". Telling someone else to be mediocre if they're asking for help isn't really helping them, now is it. And if it's a misplaced "you don't get to tell me what to do" silly nonsense them uhm... yeah.

- you're talking about a myrmidon which gets no damage bonuses and its main weapon system is drones meaning that you can be more "creative" with your turret choices, but there's not many ships that lack a turret/missile bonus and as such your "hey, it works for the Myrm" should not be translated to "this works for all ships, lets rainbow fit all the ships!".

In short; you're giving a newbie wrong and misplaced advice for no other reason than being a special snow flake.
Tau Cabalander
Retirement Retreat
Working Stiffs
#16 - 2012-12-18 02:23:00 UTC
Katran Luftschreck wrote:
Look at the Dragoon. It's three turrets and three missile launchers. I'd like to see the "never mix weapons" guys try to explain that one away. Even the Comorant has a single missile launcher mixed in with it's turret thing. Just two of many examples of ships that mix turrets & launchers together.

Split weapon systems is not the same thing as mixing weapon types.

Minmatar ships are the best examples of split weapon systems. The key is to fit missiles and turrets that complement each other.

The Cormorant doesn't have a missile bonus, so the launcher hardpoint is often left empty or used as a utility slot, as there is often no point in using an un-bonused weapon.

Katran Luftschreck wrote:
There are pros and cons to both.

The con is you can end-up with a fit that is poor at many / all things, rather than being exceptional in at least one.