These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
12Next page
 

I've seen a lot of rants about faction turrets...

Author
Felsusguy
Panopticon Engineering
#1 - 2013-06-01 09:44:28 UTC
And I don't see the point. Faction Turrets loaded with Faction Ammunition have better tracking, use less powergrid, are less capacitor intensive and have similar damage.

The following are with max skills.

Federation Navy Light Neutron Blaster loaded with Guardian Antimatter S:
-Range: Around 4km
-DPS: 36.8 DPS
-Tracking Speed: 0.475 rads per second
-Powergrid Usage: 7.2 megawatts
-Capacitor Usage: 0.329 gigajoules per second

Light Neutron Blaster II loaded with Void S:
-Range: Around 3km (-1km)
-DPS: 41.6 DPS (+4.8)
-Tracking Speed: 0.356 rads per second (-25%)
-Powergrid Usage: 8.1 megawatts (+0.9 megawatts)
-Capacitor Usage: 0.514 gigajoules per second (+0.185)

If you ask me, faction turrets seem fairly decent. They use less powergrid and capacitor, which leaves room for more tank and utility, and they also have better tracking, which is useful against smaller targets. If you take away Tech II ammo from the equation, the same still applies, to a slightly lesser extent. For projectile turrets, which don't use capacitor, faction turrets still have an advantage because they can use faction ammo to its fullest potential, whereas T2 turrets are entirely inferior when not using T2 ammo, thus limiting effective usage of different damage types.

So, tell me, what is the real reason why people complain about T2 turrets being so superior, begging to use T2 ammo with faction turrets? Is it because of the cost of faction turrets, or is it because of the misfounded belief that faction should be better than T2 in every way? The first can be solved by lowering the cost of faction items to keep them in line with how effective they are, and the second can be solved through education, but I must say that I am annoyed whenever someone talks about how faction turrets are completely inferior.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#2 - 2013-06-01 09:54:49 UTC
Because people don't use void on blasters they use null or anti. Because people use scorch on lasers and not conflagration. You have to understand that damage application, or range is a stat that is severely underestimated by many people.
Destination SkillQueue
Doomheim
#3 - 2013-06-01 10:04:07 UTC
Why don't you do an actual comparison of the weapons? Use all the different faction weapons of the same category with the same ammo and do comparisons. Then analyze what you think of their inability of using T2 ammo and how it affects their usage. Don't do this half-assed fail comparison where you compared these two weapons with completely different ammo and then ignore, that much of the positives you attribute to the faction guns actually come from the negatives caused by the ammo you chose for the comparison gun. Do it properly or don't do it at all.
Alticus C Bear
University of Caille
Gallente Federation
#4 - 2013-06-01 10:21:16 UTC
Exactly as stated above with the same ammo fed navy blasters have worse range and damage, rarely does the fitting difference give any value.

Perhaps if you dropped the tag requirements and made them dirt cheap they would be good for new players.
Felsusguy
Panopticon Engineering
#5 - 2013-06-01 10:40:17 UTC  |  Edited by: Felsusguy
Destination SkillQueue wrote:
that much of the positives you attribute to the faction guns actually come from the negatives caused by the ammo you chose for the comparison gun.

Not really. Faction turrets have very similar damage and use much less capacitor.

Alticus C Bear wrote:
Exactly as stated above with the same ammo fed navy blasters have worse range and damage, rarely does the fitting difference give any value.

As I have said, the capacitor difference, even when using the same ammo, is incredible, and the damage difference is negligible.

Tsukino Stareine wrote:
Because people don't use void on blasters they use null or anti. Because people use scorch on lasers and not conflagration. You have to understand that damage application, or range is a stat that is severely underestimated by many people.

I use void all the time and it works better than Antimatter for me.

Aside from that, I did the comparisons, and it is quite clear to me that with the same ammunition, faction turrets are superior to tech II turrets. Thus, I did a second comparison that held both in their most favorable lights.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#6 - 2013-06-01 10:42:34 UTC
Better for what? Pos bashing?
Cable Udan
Balls Deep Inc.
#7 - 2013-06-01 13:33:49 UTC
lolz, I didn't know people still just looked at the big number in EFT and took that as the truth.

Void is not better than CN AM unless you're shooting something bigger and slower than you. Oh and webs.
Kasutra
No Vacancies
No Vacancies.
#8 - 2013-06-01 14:09:51 UTC
Felsusguy wrote:
As I have said, the capacitor difference, even when using the same ammo, is incredible, and the damage difference is negligible.


To be fair, this does lead to faction guns sometimes being used in favor of T2, when the T2 ammo isn't good/required. I think the Nightmare (with faction tachs) is the only example I've seen in real space, but sure, it's an advantage.

Just not one that's relevant enough.
Grandma Squirel
#9 - 2013-06-01 15:19:02 UTC
First, there is an insufficient quantity of top end ammo on market at any price, so you don't get to use Dread Guristas or Guardian ammo as a bench mark.

Second, most people using blasters are using large ones, so lets look at them.

Max skilled Rokh, 8 blasters, 3 magstabs, shooting another Rokh at max transversal

Tech II Guns with Void - 42M isk
Range 2.5 - 600 dps
Range 5 - 900 dps
Range 10.5 - 983 dps
Range 15 - 550 dps
Range 20 - 125 dps
Cap stable for 5m 27s Tank on, MWD off

Tech II Guns with CN Antimatter - 42M isk
Range 2.5 - 690 dps
Range 5 - 850dps
Range 10 - 835 dps
Range 15 - 581 dps
Range 20 - 315 dps
Cap stable for 7m 17s Tank on, MWD off

Faction Guns with CN Antimatter - 936M isk
Range 2.5 - 650 dps
Range 5 - 803 dps
Range 10 - 760 dps
Range 15 - 508 dps
Range 20 - 264 dps
Cap stable for 10m 7s Tank on, MWD off

--

The only place where the faction guns are superior is cap stability. 900 million isk, for another 3 minutes of cap does not seem like a good trade off to me.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#10 - 2013-06-01 16:00:26 UTC
+ Op is forgetting the +2% dmg increase from T2 Guns specialization, T2 long and short range ammo that cover 90% of needs for pvp in range and performance requirements terms. (Faction AM being vital for rails as EMP/Hail is for autos/arty or scorch/Faction multi for lasers)

If this is about PVE then forget my comment, even thou T2 guns with faction ammo is still much better as it should be.
Faction guns are good enough for players not willing to spend time training T2 specs.

I think I still got 8 800mm RF autos in some hangar somewhere from a couple years, not ready to ever use them even on a pimpy faction ship over T2 ones, no way.

removed inappropriate ASCII art signature - CCP Eterne

Throktar
Deep Core Mining Inc.
#11 - 2013-06-01 17:26:34 UTC
The only time I prefer faction guns is when using Imperial navy tachs on a Paladin. You lose about 40 dps if I remember but gain so much in cap that you free up another slot. I use 2 tracking computers and a target painter in the mids, and that ship will kill anything at any range except frigs under 15k.
MeBiatch
GRR GOONS
#12 - 2013-06-01 17:57:16 UTC
it would be really cool if you could use invention to make tech II faction guns...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Destination SkillQueue
Doomheim
#13 - 2013-06-01 18:29:11 UTC
MeBiatch wrote:
it would be really cool if you could use invention to make tech II faction guns...

Ñothing against that, but it still leaves the problem of less then stellar faction weapon systems. The module system in general could use some tiericide love from the devs, so their desirability wouldn't be limited to a few fringe cases once you've got T2 trained.
Felsusguy
Panopticon Engineering
#14 - 2013-06-01 19:05:22 UTC  |  Edited by: Felsusguy
Sergeant Acht Scultz wrote:
Op is forgetting the +2% dmg increase from T2 Guns specialization

No, I'm not. Faction turrets have a larger damage modifier, so it almost evens out.

Cable Udan wrote:
lolz, I didn't know people still just looked at the big number in EFT and took that as the truth.
Void is not better than CN AM unless you're shooting something bigger and slower than you. Oh and webs.

Void has better range in some circumstances. I use it with my Ishkur.

And, let me clear this up, I'm not saying faction turrets are better than tech II turrets entirely, I'm saying it is fairly well balanced and that people should stop whining about it.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#15 - 2013-06-01 19:31:19 UTC
I don't think any faction weapons are worth using apart from IN tachyons and in very few circumstances: CN launchers.
Alticus C Bear
University of Caille
Gallente Federation
#16 - 2013-06-01 21:12:56 UTC
Felsusguy wrote:
Sergeant Acht Scultz wrote:
Op is forgetting the +2% dmg increase from T2 Guns specialization

No, I'm not. Faction turrets have a larger damage modifier, so it almost evens out.

Cable Udan wrote:
lolz, I didn't know people still just looked at the big number in EFT and took that as the truth.
Void is not better than CN AM unless you're shooting something bigger and slower than you. Oh and webs.

Void has better range in some circumstances. I use it with my Ishkur.

And, let me clear this up, I'm not saying faction turrets are better than tech II turrets entirely, I'm saying it is fairly well balanced and that people should stop whining about it.


Have you compared them to meta 4 weapons? Modal blasters have the same cap draw but use even less CPU and have better optimal range meaning past a few km the damage is almost the same.
Liltha
Lost My Way Enterprises
#17 - 2013-06-01 21:24:52 UTC
Something must be off in my math then, because with the same ammo at full skills I get better damage and range with tech2 guns (some of the most important stats on weapons) in trade for a bit higher cap usage and powergrid fitting. If void is used the range goes up for optimal and drops off for falloff, loses some tracking but gains even more dps, so more tradeoffs there but still arguements could be made for it being "better" still.

If we go with tech 2 ammo vs Faction ammo lets go to the far end of the spectrum, where null yeilds more range and around twice the damage in exchange for tracking and a larger increase in cap usage. Now those may be breaking points for some people but it does highlight a good reason people like tech 2 guns over the faction ones. (Note the differences between faction iron in the two guns is quite small, nowhere near as large as the difference between faction antimatter for short)

All this for the low low price of 54mil per Fed Navy Light Neutron Blaster vs around 1mil per Tech 2 light neutron blaster. Which is where the breaking point would be for me I think, do I really want to drop that much on frigate guns to basically pull even at best?
Zhilia Mann
Tide Way Out Productions
#18 - 2013-06-01 22:10:56 UTC
Tsukino Stareine wrote:
I don't think any faction weapons are worth using apart from IN tachyons and in very few circumstances: CN launchers.


You can eke out slightly better performance from a beam Slicer using IN guns -- but that winds up being so insanely fringe it's probably not worth discussing.

Short range faction weapons are pretty much never worthwhile. Pulses need Scorch, ACs need Barrage, HAMs and torpedos need Javelin. Whether you want to use blasters without Void or Null seems dubious, and there are certainly times you'd very much want Javelin rockets as well. So right there you can eliminate half of all faction weapons.

On the long range side you have to look at what you're trading off. For artillery you get -5% rate or fire. Which... isn't as good as the spec skill under any circumstances unless you actually want lower alpha for some ridiculous reason? I mean, why are you fitting artillery in the first place? Slightly lower fitting, so I guess that's good for RF/Domination. But honestly, artillery just isn't as hard to fit as it used to be.

Rails are interesting because at least CN/DG rails do something that T2 just don't: they have every so slightly longer range (8.3% more to be exact). But CN/DG are stuck with the same damage mod as meta 4. FN/SS get the same range as T2 but have a crappy damage increase instead, meaning spec-trained T2 is always better. Again, faction guns get a slight fitting advantage (up to 14% with CN/DG) so there's that. FN/SS don't look so good at with a 4.8% fitting advantage though. Both versions also get a 20% break on cap consumption compared to T2. So maybe, just maybe, there's a mediumish range sniper fit that doesn't need to take advantage of Spike's insane range that could benefit from CN/DG rails to bump its range and maybe fit a bit more tank. It might exist. I'm not sure I'd say the same for FN/SS rails.

So that leaves beams and long range missiles. As noted, CN launchers have two benefits: higher RoF (and hence DPS) regardless of spec level and higher capacity. If you're not going to use anything but faction ammo these are actually nice to have.

Beams are a bit ambiguous still, but in the case of very high cap draw tachs, the 25% reduction for faction guns can make a difference. But honestly, why weren't you fitting a cap booster in the first place? Still, combined with the reduced CPU (where Amarr ships tend to be short anyhow), tachs can be worthwhile, as can smaller beams under the right circumstances.

Overall, I'd say there's plenty left to be desired in faction weapons. Short range guns and missiles will never pull even with T2 without being able to use T2 ammo. That's an absolute deal-breaker. However, just allowing T2 ammo would actually significantly break T2 short (and long) range launchers, making them absolute monsters with their inherent RoF bonus, so that might need some tweaking.

If the best benefits of CN/DG and FN/SS rails were combined, they might make an interesting alternative to T2 even without access to T2 ammo. Faction artillery would need some serious help in any case.
Bleichrodt
Hyenas
#19 - 2013-06-02 12:58:39 UTC
Tsukino Stareine wrote:
Because people don't use void on blasters they use null or anti.


Lawl..go back to 2008What?
Frostys Virpio
State War Academy
Caldari State
#20 - 2013-06-03 14:11:33 UTC
Make faction better than T2 and require a T2 piece to buy insetad of the T1 one. Then at least the ******** cost will have a reason to exist...
12Next page