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PvP + Missiles

Author
Miss Hysteria
Doomheim
#1 - 2015-01-30 15:08:15 UTC
I am a returning player in the sense that I have played this game before, but never for more than a month. I have a good general understanding of the basic mechanics, so I am not starting with no knowledge at all.

The only question I have right now is about missile weapons in pvp (small gang and/or small fleet actions). I can still train any weapon system and any race, but I am partial to Missiles as weapons (fond memories of dieing in one salvo from years ago).

1. Is Missiles a viable weapon system in PvP?
2. What race has missile boats that (if played well) does a stand up job in pvp?
3. Caldari Missile or Minmatar Missile?

I am looking into joining either a lowsec pvp corp, or FW. I will make that decision when I have had time to figure out the lay of the land.

J'Poll
School of Applied Knowledge
Caldari State
#2 - 2015-01-30 15:17:22 UTC
Miss Hysteria wrote:
I am a returning player in the sense that I have played this game before, but never for more than a month. I have a good general understanding of the basic mechanics, so I am not starting with no knowledge at all.

The only question I have right now is about missile weapons in pvp (small gang and/or small fleet actions). I can still train any weapon system and any race, but I am partial to Missiles as weapons (fond memories of dieing in one salvo from years ago).

1. Is Missiles a viable weapon system in PvP?
2. What race has missile boats that (if played well) does a stand up job in pvp?
3. Caldari Missile or Minmatar Missile?

I am looking into joining either a lowsec pvp corp, or FW. I will make that decision when I have had time to figure out the lay of the land.



1. Any weapons is viable, it depends on the situation. However, gunnery (and now drones - specially sentries) are prefered over missiles.

2. Caldari + some Amarr and Minmatar.

3. Depends on the situation.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Miss Hysteria
Doomheim
#3 - 2015-01-30 15:28:39 UTC
Fair enough, will look into that.
Cara Forelli
State War Academy
Caldari State
#4 - 2015-01-30 15:54:20 UTC  |  Edited by: Cara Forelli
The biggest problem with missiles in PVP is application to smaller targets. The larger your ship (and type of missile) the more of a problem it is. Heavy and Heavy Assault missiles apply quite poorly to frigates, etc. Rapid light missile launchers used to solve this by being quite OP, but now that they've been nerfed with a very long reload timer they have more niche use.

On the bright side there's nothing smaller than a frigate, so rockets and light missiles are great weapon systems with much less application issues. There's a bunch of great missile frigates - breacher, kestrel, condor, hookbill, hawk, vengeance. The breacher is possibly my favorite ship in the game. If you like small ships they are very competitive and quite fun to fly. Missiles come with the advantage that you can fly in any direction at any speed and still apply your damage as long as you are in range. This is a huge advantage against turret ships which have to worry about tracking.

If you want to fly primarily larger ships I would suggest training turrets and drones as this will significantly open up your options.

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Titan's Lament

Ralph King-Griffin
New Eden Tech Support
#5 - 2015-01-30 16:46:10 UTC
yeah, caldari / amarr.

i love armour tanking so amarr for me.
some notable ones would be the sacrilege, legion and damnation.

ham fit with caldari navy missiles + fed navy web + neuts(the three i named have room for one)
and smaller targets have a real tough time .
i cant speak for the caldari line though, but i hear good things about the tengu.
Thanatos Marathon
Moira.
#6 - 2015-01-30 17:48:36 UTC
Light Missiles are great for small gang/solo. Just remember to use your range advantage and learn to kite/scram kite.
Solonius Rex
Federal Navy Academy
Gallente Federation
#7 - 2015-01-30 17:53:21 UTC
Miss Hysteria wrote:
I am a returning player in the sense that I have played this game before, but never for more than a month. I have a good general understanding of the basic mechanics, so I am not starting with no knowledge at all.

The only question I have right now is about missile weapons in pvp (small gang and/or small fleet actions). I can still train any weapon system and any race, but I am partial to Missiles as weapons (fond memories of dieing in one salvo from years ago).

1. Is Missiles a viable weapon system in PvP?
2. What race has missile boats that (if played well) does a stand up job in pvp?
3. Caldari Missile or Minmatar Missile?

I am looking into joining either a lowsec pvp corp, or FW. I will make that decision when I have had time to figure out the lay of the land.



Missiles are great for PVP. But, as with everything, they have their pros and cons.

Pros:
-Can apply Damage in any situation, as long as the enemy is within range of your missiles.
-Doesnt use Cap.
-Can switch ammo out to deal the most damage by targetting the resistance hole of your enemy.

Cons:
-Damage application takes time, as the missile needs to fly to your enemy.
-Deals a lot less damage to smaller ships if you use larger weapons, and it isnt like Turrets where you can still apply large damage as long as the target ship is stationary.

Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.
Gregor Parud
Imperial Academy
#8 - 2015-01-30 18:57:37 UTC
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.



Say what?
Cara Forelli
State War Academy
Caldari State
#9 - 2015-01-30 18:59:40 UTC  |  Edited by: Cara Forelli
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Doppler Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Gregor Parud
Imperial Academy
#10 - 2015-01-30 19:03:03 UTC
So you're purposely starting to troll newbies now J'poll?
ergherhdfgh
Imperial Academy
Amarr Empire
#11 - 2015-01-30 19:22:29 UTC
I've seen plenty of missile boat roaming gangs in null so I know that they get used.

I am not a PvPer but my general ship progression advice is that early on you should be focusing on gaining access to various things, then trying them out and specializing once you see what you use more often. It does not take that long to get basic gunnery skills and basic missile skills especially if you stick to small but medium is not so bad. Large weapons avoid early on for sure.

You are going to want the ability to field a full 5 drones very soon no matter what racial line that you decide to follow so work on getting that also. Once you can fly 5 drones basic drone skill beyond that are not long at all.

Once you have some very basic skills meaning just the ability to use stuff then try out the different ones. Don't be waiting around for skills to train higher to try stuff.

You should have been "born" with Minmatar frig 3 I believe. It would not take very long for you to get another race or even all the races to level 3 if you wanted and just try out some different stuff. When you find what you use then specialize.

If you want to PvP everyone on this section of the forum that does PvP says you should not wait or at least there is no need for you to wait. You have access to the breacher right now if you want to fly a missile boat so start looking for a corp that does what you want to do. Fly with them in what ever you can fly and train into what you would like to try, then specialize in what you use.

Minmatar ships use: turrets, missiles and drones so crosstraining into caldar you'll share missiles and shield tank as well as some gun skills. Crosstraining to Amarr you'll share: missile skills and turret skills. But honestly on a day old toon you can be as skilled in any race as the one that your are born as in less than 24 hours.

I see 2 reoccurring scenarios here on the new player Q&A. One is players who have done many trials over the years and are coming back again for another trial and have more game experience then their fresh character allows them to use. The other is new players that have purchased or were given a higher skill point character and have more skill points than they know how to properly use. This indicates to me that CCP has done a decent job at designing the skill progression in this game. It seems to me that if you are a new player starting a new character that your ability to play the game and your skill points seem to go up at a rate that is roughly in balance.

TL;DR
Train stuff, try stuff and you won't be in here asking us what to fly but how you should fly it.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2015-01-30 19:26:31 UTC
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.

I'm not a missile expert but I was under the impression that the impact speed of the missile affected damage. If that is the case then a missile would do more damage if it hit a ship head on versus chasing it because one way you are adding ship velocity to missile velocity and the other way you are subtracting it.

Want to talk? Join Cara's channel in game: House Forelli

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#13 - 2015-01-30 19:33:29 UTC
missile speed has no effect on damage

explosion velocity does though

well ok it's indirectly affecting damage if you're hitting something standing still so faster missiles will connect before the ship gets to speed.
Ralph King-Griffin
New Eden Tech Support
#14 - 2015-01-30 19:33:45 UTC
ergherhdfgh wrote:
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.

I'm not a missile expert but I was under the impression that the impact speed of the missile affected damage. If that is the case then a missile would do more damage if it hit a ship head on versus chasing it because one way you are adding ship velocity to missile velocity and the other way you are subtracting it.

fairly certain its as cara described,
though this reminds me of a guy that thought hybrids work this way (no he didnt understand transversal)
Gregor Parud
Imperial Academy
#15 - 2015-01-30 19:40:21 UTC
Adding something constructive:


- missiles do fine in solo or small gang PVP, they can also do fine in larger fleets but really only if the whole fleet uses them (otherwise the targets could be dead by the time your missiles arrive on target and also because of making sure all ships in fleet have the same characteristics)

- you really need to understand the missile application mechanics, how a target's size/speed and the missile's explosion velocity/radius affect your damage. Most people just "do stuff", they assume things, and that tends to go sour. KNOW how it works and you can KNOW whether or not you will do enough dps in a certain scenario

- if you do want make missiles your focus, rather than a specific race, you'll soon find that each missile capable race has something to offer in different ship sizes and types, it'll be up to you to cherry pick the nice ones from that depending on personal preference and scenario. Which to train for first isn't easy to answer






Cara Forelli
State War Academy
Caldari State
#16 - 2015-01-30 19:41:38 UTC  |  Edited by: Cara Forelli
ergherhdfgh wrote:
I'm not a missile expert but I was under the impression that the impact speed of the missile affected damage. If that is the case then a missile would do more damage if it hit a ship head on versus chasing it because one way you are adding ship velocity to missile velocity and the other way you are subtracting it.

The target's velocity is compared to the explosion velocity of the missile (not the same as the velocity of the missile) in the missile damage forumla. The other factor is the target's signature radius which is compared with the missile's explosion radius. The speed of the missile itself does not affect damage.

You can try it out. Orbit a target and then fly toward it shooting missiles. If it's moving at a constant speed (rats often are) and the resists aren't changing (all hits in armor for example) you will see the same damage number for each hit.

Really it should be called target speed and explosion speed because velocity implies direction, which is not taken into consideration.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Gregor Parud
Imperial Academy
#17 - 2015-01-30 19:47:23 UTC  |  Edited by: Gregor Parud
ergherhdfgh wrote:
I'm not a missile expert but I was under the impression that the impact speed of the missile affected damage. If that is the case then a missile would do more damage if it hit a ship head on versus chasing it because one way you are adding ship velocity to missile velocity and the other way you are subtracting it.


Impact speed does not affect missile damage, don't mix up missile speed and explosion velocity. The only missile variables that affect damage are exploration radius/velocity and of course base damage.


The only way that Doppler effect would ever happen is if the target would get closer to your ship as you're firing several volleys (either because the target is moving to you or you're moving to the target, or perhaps both at the same time). it will not happen if the distance between you and your target remains the same, so if you're running away and the target is following you at a constant distance the Doppler effect won't apply.
Solonius Rex
Federal Navy Academy
Gallente Federation
#18 - 2015-01-30 20:07:40 UTC
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.


Huh, ive seen people try it out from different angles and they showed that the missile dealt different amounts of damage when the ship hit the missile head on, as opposed to when the missile trailed and hit the ship from behind, even when the ship is going at the same speed.

Oh wells, its what ive always thought and told would happen.
Ralph King-Griffin
New Eden Tech Support
#19 - 2015-01-30 20:14:24 UTC
Solonius Rex wrote:
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.


Huh, ive seen people try it out from different angles and they showed that the missile dealt different amounts of damage when the ship hit the missile head on, as opposed to when the missile trailed and hit the ship from behind, even when the ship is going at the same speed.

Oh wells, its what ive always thought and told would happen.

where the hell did you hear this?

it isnt true btw

this + resistances and the doppler effect are all that effects mistle damage.
J'Poll
School of Applied Knowledge
Caldari State
#20 - 2015-01-30 20:26:05 UTC  |  Edited by: J'Poll
Solonius Rex wrote:
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.


Huh, ive seen people try it out from different angles and they showed that the missile dealt different amounts of damage when the ship hit the missile head on, as opposed to when the missile trailed and hit the ship from behind, even when the ship is going at the same speed.

Oh wells, its what ive always thought and told would happen.



http://wiki.eveuniversity.org/Missile_Damage


Please, show me in the exact formula, where angle of hit is in it.



Target speed < Explosion velocity = Good hit
Target speed > Explosion velocity = Reduced damage

*See it like hollywood actors outrunning an explosion, if they run fast enough, they survive...if they don't, then it's time to cast a new star*


Target signature > Explosion radius = Good hit
Target signature < Explosion radius = Reduced damage


* If the explosion is bigger then the actual ship, part of the explosion is in "space" rather then the "ship" (so part of the explosion "misses" the target). If the ship is bigger then the explosion, entire exposion is damaging the ship*

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

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