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EVE New Citizens Q&A

 
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Missile Specialist, is it worth it?

Author
Randrafir Kautsuo
Harper Industries Interstellar Holdings
#1 - 2012-01-27 15:23:49 UTC
Greetings all!

I have a pretty broad question for the community, so please bear with me.

I am roughly two weeks into my 60 day trial period and so far I am having a blast. But now I am done fiddling around and getting a feel for my play-style and I am now know what I enjoy doing. So far I have begun narrowing out my skill field to become a guided missile specialist. Using that type of weapon feels natural to me (I have no idea why). I already own a Caracal cruiser and have outfitted it with medium assault launchers and light launchers. I have the capability so far of building my own ammunition and frequently use long range F.O.F. guided missiles. As for targeting I can reliably target most rat frigates at long range and destroy them with one shot.

Not too bad, but I fully understand that these aren't even piecemeal compared to normal flesh and blood players. I am at the moment using these PVE missions to practice and get a better feel for the tactics and fighting style that I am using.

I am also focusing on completing all the skill certification and am eventually upgrading my cruiser to the Cerberus version. That is my overall hardware goal.

But as I read guides and comments on this forum and study further I see that there may be no use for that kind of specialty as a professional soldier. As missiles are very useful and effective in PVE, they tend to fall short in PVP. When fleet commanders look through their assets as they stage their campaigns missile based battleships, battlecruisers, and especially cruisers get overlooked.

My immediate goal is to become a guided missile cruiser specialist. My extended goal is to use those skills as a professional soldier.

Is that goal plausible, or am I wasting my time?
Kahega Amielden
Rifterlings
#2 - 2012-01-27 15:40:28 UTC
Missiles are far from useless in PvP.

Long-range missiles do far more damage than similar turrets at the same range, and are still acceptable closer up. The wait time for the missiles to arrive is a small price to pay for that unless you're in a sniper fleet. Additionally, the AML caracal is one of the best anti-frigate ships in the game, great for driving off interceptors and other small threats to a gang.

The Drake is considered by many to be the best battlecruiser, even after the changes.

Torp ravens do absurd amounts of damage at very high range compared to other battleships, its main downside being that the shield tank doesn't mesh well with the more-common armor remote rep gangs.

Your missile skills work very well with stealth bombers, which are very heavily used in 0.0 and a fair amount elsewhere.

Also keep in mind that the types of ships and tactics that are generally favored vary wildly as CCP nerfs and buffs stuff.


It really depends on what type of group you're joining. I would certainly take a missile specialist in my fleets and I suspect you shouldn't have too much trouble if that's what you want to fly.
Lorginir
#3 - 2012-01-27 16:13:17 UTC
Kahega Amielden wrote:
Missiles are far from useless in PvP.
Torp ravens do absurd amounts of damage at very high range compared to other battleships, its main downside being that the shield tank doesn't mesh well with the more-common armor remote rep gangs.

Torpedo raven able to deliver this 'absurd' damage only to POSes. Due to tremendous missile damage reduction raven's omg-dps drops in half or more without two target painters even when hitting battleships (stasis web hepls, too). All this thing also make torp raven almost unable to tank, because it has only 4 med slots for tanking and capacitor management and tight on power greed.

Licensed 07.06.2010 R.I.P 10.06.2012 nevermore.

Kahega Amielden
Rifterlings
#4 - 2012-01-27 16:28:27 UTC  |  Edited by: Kahega Amielden
Turret ships almost never do full damage either...and it's not like it's hard to have a couple TPs/webs in a fleet. No ship ever does its full EFT DPS.

and...cap management? What cap management? It has to run...a point and MWD. And maybe neuts. And with 28km torp range (42km with javelins) it doesn't exactly need to MWD for very long to get in range.

Example:

[Raven, PVP Buffer]

Siege Missile Launcher II, Caldari Navy Mjolnir Torpedo
Siege Missile Launcher II, Caldari Navy Mjolnir Torpedo
Siege Missile Launcher II, Caldari Navy Mjolnir Torpedo
Siege Missile Launcher II, Caldari Navy Mjolnir Torpedo
Siege Missile Launcher II, Caldari Navy Mjolnir Torpedo
Siege Missile Launcher II, Caldari Navy Mjolnir Torpedo
Medium Energy Neutralizer II
500W Infectious Power System Malfunction

Prototype 100MN MicroWarpdrive I
Warp Disruptor II
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II

Ballistic Control System II
Ballistic Control System II
Damage Control II
Gravimetric Backup Array II
Reactor Control Unit II

Large Core Defence Field Extender I
Large Core Defence Field Extender I
Large Anti-EM Screen Reinforcer I


Hammerhead II x5
Hobgoblin II x5

116K EHP (with overheated invulns) seems pretty standard for battleships. I'd fly this.
gfldex
#5 - 2012-01-27 17:04:44 UTC
Kahega Amielden wrote:

[Raven, PVP Buffer]


You forgot to post the fitting for the Rapier that helps you to get close to your paper dps.

If you take all the sand out of the box, only the cat poo will remain.

Kahega Amielden
Rifterlings
#6 - 2012-01-27 17:06:37 UTC
You are correct, solo raven is pretty bad...but I wasn't talking about solo raven.
gfldex
#7 - 2012-01-27 17:15:48 UTC
Kahega Amielden wrote:
You are correct, solo raven is pretty bad...but I wasn't talking about solo raven.


You are missing the point again. The Raven _requires_ a fleet with a Rapier. If you don't got one or it dies right at the start of the fight, you will do less damage then a Drake. You might as well bring a Drake and have the Rapier pilot in a Drake too to out damage that one Raven. Technically you could build a scary Fleet with Ravens and Rapiers. Good luck at finding enough players with maxed out skill in both fields to make it work.

If you take all the sand out of the box, only the cat poo will remain.

Kahega Amielden
Rifterlings
#8 - 2012-01-27 17:21:31 UTC  |  Edited by: Kahega Amielden
gfldex wrote:
Kahega Amielden wrote:
You are correct, solo raven is pretty bad...but I wasn't talking about solo raven.


You are missing the point again. The Raven _requires_ a fleet with a Rapier. If you don't got one or it dies right at the start of the fight, you will do less damage then a Drake. You might as well bring a Drake and have the Rapier pilot in a Drake too to out damage that one Raven. Technically you could build a scary Fleet with Ravens and Rapiers. Good luck at finding enough players with maxed out skill in both fields to make it work.


No, you don't. IF you're fighting battlecruisers and below (torps hit BS just fine), then any combination of webs/TPs on any of the ships in the fleet will do. Even other battleships would work.

Besides, you're talking as if other battleships don't need webs/TPs to hit their targets effectively. Go into EFT/Pyfa and graph out how much damage an 800mm Maelstrom is going to be doing against a Hurricane moving at its base speed. It's pretty bad, actually, and if the hurricane starts doing this within ~7km your damage is going to be almost nothing.

Missile ships (torp ravens especially) get this complaint a lot because in some weird hypothetical situations turrets can do full damage where missiles can't, but in practice against any competent pilot will be mitigating a lot of turret damage unless he is webbed/TPed.
Liam Mirren
#9 - 2012-01-27 18:15:53 UTC
Kahega Amielden wrote:
Missile ships (torp ravens especially) get this complaint a lot because in some weird hypothetical situations turrets can do full damage where missiles can't, but in practice against any competent pilot will be mitigating a lot of turret damage unless he is webbed/TPed.


However, it's easier to lower missile damage, speed in ANY direction lowers it whereas only transversal lowers it for turrets.

Excellence is not a skill, it's an attitude.

Kahega Amielden
Rifterlings
#10 - 2012-01-27 18:20:03 UTC
Quote:
However, it's easier to lower missile damage, speed in ANY direction lowers it whereas only transversal lowers it for turrets.


The converse of this is that self-created transversal doesn't matter for you. A torp raven could, for example, at point blank to another BS would be taking a lot less damage but dealing full.

Besides, missiles hit out for their full damage no matter the range. A maelstrom will not be doing anywhere close to full damage at 2km, or at 30km. There's a 'sweet spot' where its tracking is still acceptable while not being too deep in falloff which missileboats, like the Raven, don't need to worry about.
L'ouris
Have Naught Subsidiaries
#11 - 2012-01-27 19:45:08 UTC
TL;DR

If you are truely a specialist, you will find a home in PvP. All weapon systems are pretty handy at max skills on the appropriate maxed skilled platform.

Guns have more hulls they fit on allowing easier transition to other roles / ships.
J'Poll
School of Applied Knowledge
Caldari State
#12 - 2012-01-30 10:58:12 UTC
L'ouris wrote:
TL;DR

If you are truely a specialist, you will find a home in PvP. All weapon systems are pretty handy at max skills on the appropriate maxed skilled platform.

Guns have more hulls they fit on allowing easier transition to other roles / ships.


Love you got the forum back on topic after it derailed into a 2-way rant on both Ravens and other guns BS.

Back to topic, you will find that missiles are also used in a lot of PvP fleet. Like mentioned before, null-sec for instance has a huge demand of Stealth Bombers and every race uses missiles on their stealth bomber, even if all other ships they fly are mainly based around guns.

True, being a gunnery guy makes you a bit more versatile as the 'support' skills for Projectile / Laser / Hybrid guns are the same, so you only need to actually cross train the particular gun type if you need another type of gun.
But this doesn't mean you only see gun-based fleets flying around, the only 'problem' I might see with missile based ships is that the majority of those ships are Caldari based which means they are shield-tanking ships. So if your fleet is an armour tanked fleet you might be better off using an Amarr (laser) or Gallente (hybrids/drones) ship as they are mainly armour tanked and can receive repairs from the armour logistics that are with an armour-fleet. The other side is also true, if your fleet is based on shield-logistics you will have a hard time as an armour tanker in that fleet.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Kahega Amielden
Rifterlings
#13 - 2012-01-30 12:37:58 UTC  |  Edited by: Kahega Amielden
Quote:
Love you got the forum back on topic after it derailed into a 2-way rant on both Ravens and other guns BS.


Would hardly call it derailing. One of the main missile ships in the Caldari lineup (e.g. the lineup the OP was looking at) was being impugned as bad. Given that the OP is asking if specializing in missiles makes sense I think that's a perfectly reasonable thing to talk about, even if most of the jargon likely went over his head.




To expand upon the above: a "Shield" fleet as opposed to an "Armor" fleet is only relevant when there are remote reps involved. In a normal fleet, the type of tank of the individual ships doesn't matter, but when you are being remote repped, it does.

There are more armor ships than shield ships in the game, so already armor gangs are a bit more common. It's compounded by the fact that shield transporters have rather high CPU requirements and are thus harder to fit to anything that isn't a logistics ship.
Randrafir Kautsuo
Harper Industries Interstellar Holdings
#14 - 2012-01-30 16:01:21 UTC
All of these responses were very helpful, thank you all! It looks like I still have a lot to learn, as a good amount of terms went over my head.

As I've been doing more missions and training I am getting better at missile warfare. I learned the strengths a missile boat has and the weaknesses. For example turret equipped ships are often limited in the type or types of damage they do, yet missiles come in every flavor. To compensate for long flight time that missiles possess I have maxed out target navigation prediction, long range targeting, ballistics guidance control, and rapid reload. A see first fire first rule if you will. More often than not if I can see the target first even at 50 km out I can fire on them first before they even get in range for their turrets and still hit accurately.

As a fleet controller, or if you had the priority, how would you best put these skills and capabilities to work?

• Fleet harassment?
• Anti-Frigate/Cruiser support?
• Long range volley support?

How would you deploy considering the tactics of a missile boat?
Kahega Amielden
Rifterlings
#15 - 2012-01-30 16:30:47 UTC  |  Edited by: Kahega Amielden
Quote:
All of these responses were very helpful, thank you all! It looks like I still have a lot to learn, as a good amount of terms went over my head.


Feel free to ask about specifics. The general gist of it is that missiles deal reduced damage to any target below a certain size or moving at a certain speed. Turrets do not inherently deal reduced damage; damage of turrets is a function of angular velocity modified by size. A dread could hit an interceptor at full speed for full damage as long as the interceptor was moving at a 0 degree angle (e.g. directly at it).

In practice, especially against competent pilots, however, this rarely happens.



Quote:
As I've been doing more missions and training I am getting better at missile warfare. I learned the strengths a missile boat has and the weaknesses. For example turret equipped ships are often limited in the type or types of damage they do, yet missiles come in every flavor. To compensate for long flight time that missiles possess I have maxed out target navigation prediction, long range targeting, ballistics guidance control, and rapid reload. A see first fire first rule if you will. More often than not if I can see the target first even at 50 km out I can fire on them first before they even get in range for their turrets and still hit accurately.


Projectile weapons have mostly selectable damage types, sort of. For close range ammo, Minmatar can roughly choose between EMP, Thermal, and explosive (but not really any kinetic). However, their t2 ammos generally just do explosive.

Hybrids all do KIN/Therm and lasers always EM/therm...so you are pretty much correct that missiles have the most selectable damage types. Many Caldari ships have a damage bonus specifically to kinetic damage, though. In this circumstance you generally need a very compelling reason to use different damage types.


Quote:
As a fleet controller, or if you had the priority, how would you best put these skills and capabilities to work?

• Fleet harassment?
• Anti-Frigate/Cruiser support?
• Long range volley support?

How would you deploy considering the tactics of a missile boat?


Depends entirely on the ship. Cruise missiles aren't going to be any good at killing frigates, but an AML caracal will shred them.

Not really sure what you're asking.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#16 - 2012-01-31 11:31:41 UTC  |  Edited by: Mike Whiite
Rockets and Heavy missiles rock.

Assault and heavy Assault missiles and are okay.

I've to see a good use for cruise missiles outside PvE.

Torps are great though it takes quite some skill to make them so.

as for Caldari PvP missile boats.

Hookbill
Drake
Manticore
Tengu (expensive though)

are top notch.

And the Ewar ships are use ful to, though missiles are more their side weapon.

EDIT: It should have been Heavy "Assault" missiles in line 2
J'Poll
School of Applied Knowledge
Caldari State
#17 - 2012-01-31 11:45:30 UTC  |  Edited by: J'Poll
Mike Whiite wrote:
Rockets and Heavy missiles rock.

Assault and heavy missiles and are okay.

I've to see a good use for cruise missiles outside PvE.

Torps are great though it takes quite some skill to make them so.

as for Caldari PvP missile boats.

Hookbill
Drake
Manticore
Tengu (expensive though)

are top notch.

And the Ewar ships are use ful to, though missiles are more their side weapon.



Only thing I can think of with cruise missiles are shooting large stationairy things (Ihub, TCU, POS or outpost).
Other things, yes definately true.

Kahega Amielden wrote:
Feel free to ask about specifics. The general gist of it is that missiles deal reduced damage to any target below a certain size or moving at a certain speed. Turrets do not inherently deal reduced damage; damage of turrets is a function of angular velocity modified by size. A dread could hit an interceptor at full speed for full damage as long as the interceptor was moving at a 0 degree angle (e.g. directly at it).

In practice, especially against competent pilots, however, this rarely happens.


Happened to my Manticore lately, we had 2 enemy dreads on field, was on my way to one if them to get a point on it, totally forgot to look at my angular velocity towards the 2nd Dread. Let's just say I found out it was close to 0 (burning straight away from it) as he one shotted my Manticore.

Randrafir Kautsuo wrote:
As a fleet controller, or if you had the priority, how would you best put these skills and capabilities to work?

• Fleet harassment?
• Anti-Frigate/Cruiser support?
• Long range volley support?

How would you deploy considering the tactics of a missile boat?


Al depends on the missile ship you bring to the fight. If it's the caracal fitted with AML you will be designated to kill those pesty tackling frigates the enemy has. If it's the HML Drake, you will be appointed as DPS from certain range. Every single ship has its advantages in PvP and certainly its disadvantages.

Also keep in mind the FoF missiles are hardly used in PvP, FoF are great in PvE where you will be jammed by rats, but in PvP (although this is possible) it is hardly used as the jammers are one of the first ships to be targetted by enemy fleets, so when you get jammed, it's usually just the case of holding out till that jammer is taken care off.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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