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Ships & Modules

 
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A different take on spaceships.

Author
Trasch Taranogas
State War Academy
Caldari State
#1 - 2016-12-19 20:06:07 UTC
Hi

So Im a spacenoob from years of playing World of Tanks and also Armored Warfare.
My favorite where the russian tanklines. Strong and slow beasts that made an impressive
alphadamage. Are there anything similar in this game?
No hustle, firmly plowing through the hoards one-shotting everybody.

If you always stay ready you don't have to get ready.

Vrarrg
Sebiestor Tribe
Minmatar Republic
#2 - 2016-12-19 20:11:20 UTC
Attack Battlecruisers like the Tornado .. weak as hell tank but pack a punch and mainly used for ganking
Soel Reit
The Scope
Gallente Federation
#3 - 2016-12-19 22:17:13 UTC
you are looking for arty machariels
Do Little
Bluenose Trading
#4 - 2016-12-19 22:28:44 UTC
The ship that comes closest to your specification is probably the Gallente Megathron http://wiki.eveuniversity.org/Megathron and the faction ships based on the same hull - Megathron Navy Issue and Vindicator. All have tracking bonuses to help the large guns apply their damage and a strong base tank.
Adolph Weltschmerz
Deep Core Mining Inc.
Caldari State
#5 - 2016-12-19 22:44:33 UTC
Trasch Taranogas wrote:

No hustle, firmly plowing through the hoards one-shotting everybody.


nope
Marcus Blackthorn
Royal Assassins Guild
Chained Reactions
#6 - 2016-12-19 22:52:09 UTC
Trasch Taranogas wrote:
Hi

So Im a spacenoob from years of playing World of Tanks and also Armored Warfare.
My favorite where the russian tanklines. Strong and slow beasts that made an impressive
alphadamage. Are there anything similar in this game?
No hustle, firmly plowing through the hoards one-shotting everybody.


One-shotting players or NPCs? With NPCs, you can alpha quite a few with pretty much any combat ship, some skills, mods, hitting your target squarely, etc. With players, not so much unless the player screws up.
Trasch Taranogas
State War Academy
Caldari State
#7 - 2016-12-20 17:39:27 UTC  |  Edited by: Trasch Taranogas
Ok, I exaggerated a bit.

Hmm, I mean more like a strong passive shield not dependent on some power or something else that can fail.

Weapons should do straightforward high damage, no drones and other stuff that can be rendered useless.
Combat distance and speed doesnt matter but being outsniped is not so cool (sitting duck).

If you always stay ready you don't have to get ready.

Jacob Stov
#8 - 2016-12-21 00:29:33 UTC  |  Edited by: Jacob Stov
Trasch Taranogas wrote:
Ok, I exaggerated a bit.

Hmm, I mean more like a strong passive shield not dependent on some power or something else that can fail.

Weapons should do straightforward high damage, no drones and other stuff that can be rendered useless.
Combat distance and speed doesnt matter but being outsniped is not so cool (sitting duck).



Still no idea if you want pve or pvp. Sounds more like pve to me. So: for gank and spank you'll want a marauder.

I would recommend Amarr or Minmatar, Amarr for DPS and monster armor tank, Minmatar for high alpha and limited damage type selection.

Also: golden dildos vs rost buckets.

Oh, and in case auf Marauders: you'll prolly fit short range weapons, that means no alpha for Minmatar but high rate of fire (and ammo consumption).
ShahFluffers
Ice Fire Warriors
#9 - 2016-12-21 00:55:09 UTC
Trasch Taranogas wrote:
Ok, I exaggerated a bit.

Hmm, I mean more like a strong passive shield not dependent on some power or something else that can fail.

Weapons should do straightforward high damage, no drones and other stuff that can be rendered useless.
Combat distance and speed doesnt matter but being outsniped is not so cool (sitting duck).

A few things should be noted here:

There is no such thing as a "fit that cannot fail."
This especially applies to tanks.

For example:
- a "buffer" tank (see: lots of HP, high resistances) cannot regenerate any HP... which will mean that it is only a matter or when, not if, it will fail.

- an active tank (see: high resistances, high repair rate) tends to have limited total HP (relative to a buffer tank) and relies on capacitor power to operate.
Moreover, if you encounter a situation where there is more damage than your repair rate can cope with (overall or between repair cycles) then the tank will fail.

- a passive tank (see: high resistances, high regen rate) is a style unique only to shields. Unlike an active tank, it does not typically rely on capacitor power to work... but like an active tank it will fail if there is too much incoming damage.
The biggest negative for passive tanks is that they require a lot more modules (relative to buffer or active tanks) to get a high regeneration rate... which takes away from other aspects of the ship (ex: gank, speed, and utility).



Another thing to note is that "straightforward" damage is rarely "straightforward."

Missiles have issues dealing with targets smaller than their class (see: a Torpedo will deal minimal damage against a frigate)

Turrets have to take tracking into account. This is a particular problem for larger turrets which have slower tracking... meaning they will not apply much, if any, damage against a smaller ships that knows what it is doing.

And this is before Electronic Warfare is taken into account (see: debuffs).
But then again... there are some ways to mitigate some of the issues above.

What else?

Long range and short range weapons also have clearcut differences too.
Long range deals less damage but has range, short range deals more damage but lacks projection abilities.

Higher damage dealing abilities take away from tank and/or speed.
Higher tanking abilities take away from gank and/or speed.
Speed takes away from tank, gank, and utility.
Utility takes away from speed and tank.


This game is pretty much an exercise in "tradeoffs."
Trasch Taranogas
State War Academy
Caldari State
#10 - 2016-12-21 06:56:09 UTC
Thank you for answers (although I dont make it easy for you).


Im very noob now so Im looking for future investment when I go PvP.


By failing I meant that guns and shields hold up until my HP runs out.

Probably silly to roam alone, my team could concentrate on small, fast ships
while I focus on the bigger ones.

Also, should I train skills to compensate weaknesses or enhance strengths?

If you always stay ready you don't have to get ready.

Khan Wrenth
Viziam
Amarr Empire
#11 - 2016-12-21 07:21:48 UTC
Trasch Taranogas wrote:
Also, should I train skills

Yes.