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Anyura
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Posted - 2009.05.06 10:50:00 -
[1]
Howdy,
I'm looking in to piloting a T2 Khanid frigate for mission running in 0.0 and I notice that most of them use rockets as a primary weapon system. Which missile skills affect rockets, aside from the two obvious ones?
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Mashie Saldana
Sharks With Frickin' Laser Beams
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Posted - 2009.05.06 10:55:00 -
[2]
The easiest way to find this answer is if you open up EFT, assemble the ship you want. Then right click on the rocket launcher and select "Change affecting skill". All the skills listed in the drop down is what you are looking for.
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Chakarr
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Posted - 2009.05.06 11:53:00 -
[3]
All the missile support skills except guided missile precision I think...
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Varelen
Caldari
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Posted - 2009.05.06 15:43:00 -
[4]
Carefully step back, walk the other way and forget everything about these "Rockets" you speak of.
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Tau Cabalander
Caldari
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Posted - 2009.05.06 21:43:00 -
[5]
Edited by: Tau Cabalander on 06/05/2009 21:49:49
Originally by: Varelen Carefully step back, walk the other way and forget everything about these "Rockets" you speak of.
For what it is worth, I've had better luck using 2x smartbomb + energy vampire + shield booster + 500m orbit than using rockets, but I solo PvE. Keeps your cap near empty, so it relies completely on the enemy's cap.
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Anyura
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Posted - 2009.05.06 22:06:00 -
[6]
Originally by: Varelen Carefully step back, walk the other way and forget everything about these "Rockets" you speak of.
I was afraid of this. Its the general impression I got when I asked about the Malediction and Vengence in S&M. Would these ships still be viable for 0.0 solo mission work if they were fitted with mostly lasers instead?
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Vyllana
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Posted - 2009.05.06 22:58:00 -
[7]
If you're gonna fit lasers and want to mission in a frigate, use the Retribution, it's an excellent PvE platform as frigates go.
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Anyura
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Posted - 2009.05.07 08:27:00 -
[8]
The only problem with the Retri is that it has one midslot, which for PvP I understand is a major drawback.
I'm going to be missioning somewhere in the Stain region, meaning that at some point, PvP will become factor and I'd prefer not to have to buy a new frigate every time I get warp scrambled =/
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Tandin
The Knights Templar Intrepid Crossing
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Posted - 2009.05.07 17:09:00 -
[9]
Edited by: Tandin on 07/05/2009 17:11:49
Originally by: Varelen Carefully step back, walk the other way and forget everything about these "Rockets" you speak of.
This is complete crap.. the Malediction with T2 rocket launchers is an awesome little boat. Oh, and I fill the extra high with a T2 small autocannon. No gun bonus but it has that extra turret slot so might as well use one that doesn't use cap. "Boo hoo. Cry some more." CCP Whisper
"There's no such thing as too much of a deathtrap. Y'all obviously need more deathtraps." CCP Prism X |

Anyura
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Posted - 2009.05.08 11:21:00 -
[10]
Originally by: Tandin Edited by: Tandin on 07/05/2009 17:11:49
Originally by: Varelen Carefully step back, walk the other way and forget everything about these "Rockets" you speak of.
This is complete crap.. the Malediction with T2 rocket launchers is an awesome little boat. Oh, and I fill the extra high with a T2 small autocannon. No gun bonus but it has that extra turret slot so might as well use one that doesn't use cap.
This gives me hope that I might be able to use a Maled effectively - I really do like the design of it and it would be a shame to give up on it. I was reading in another thread that rockets have trouble with fast moving ships - would a web help with this?
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Fiben Bolger
Gallente
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Posted - 2009.05.10 05:15:00 -
[11]
If you are talking about PVE, rockets are incredible. The only problem I have with my Vengeance is that I can't manually choose frigate targets fast enough to keep up with the rate the frigates pop.
The key issue with the advice you will get on rockets is that most people don't understand the missile formula to the extent that it involves the multiplication of fractions. The rockets Explosion Velocity is NOT put up against the Ship Velocity of the target, rather, the ratio of Explosion Velocity to Explosion Radius of the rocket is put up against the ratio of Signature Radius to Ship Velocity of the target. Rockets benefit from a ridiculously high ratio of Explosion Velocity to Explosion Radius. It is the best ratio of any missile in the game. So, against PVE targets you will do a truckload of damage. Or, at least you will usually do your ideal damage against the target in real applications. EFT won't show you that.
I can see rockets having problems against AB tanks in PVE, but less so than most missiles. Their chief drawback is their range. The Khanid interdictor is an interesting ship, with a bonus to rocket Explosion Velocity. I haven't had a chance to try it but it looks murderous.
The Vengeance does relatively poor damage compared to some AFs because it has 3 bonused high slots and no drones. It is meant to take a lot of punishment. This should be kept in mind when people use the damage of the Vengeance to slam rockets.
Rockets in PVE are a lot of fun and you will run missions quickly.
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Dahak2150
Rowdy Ramblers
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Posted - 2009.05.10 05:46:00 -
[12]
Originally by: Fiben Bolger The rockets Explosion Velocity is NOT put up against the Ship Velocity of the target, rather, the ratio of Explosion Velocity to Explosion Radius of the rocket is put up against the ratio of Signature Radius to Ship Velocity of the target.
Wat?
Originally by: Fiben Bolger The Vengeance...has 3 bonused high slots
Wat again?
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Marine HK4861
Caldari Radical Technologies
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Posted - 2009.05.10 09:45:00 -
[13]
Originally by: Fiben Bolger
The rockets Explosion Velocity is NOT put up against the Ship Velocity of the target, rather, the ratio of Explosion Velocity to Explosion Radius of the rocket is put up against the ratio of Signature Radius to Ship Velocity of the target.
You're reading too much into that part of the damage equation, as you've neglected missile drf (of which rockets have the second lowest in the game), thus reducing the effectiveness of rockets against fast targets.
In addition, it's the smaller of the target Signature Radius/Explosion Radius or the speed modification part that's applied to missile damage. It's also capped to 100% so past a certain point, you can't improve damage any further.
Originally by: Fiben Bolger
Rockets benefit from a ridiculously high ratio of Explosion Velocity to Explosion Radius. It is the best ratio of any missile in the game.
Base attributes, yes. After skills, standard missiles have the best ratio as they have an additional skill (Guided Missile Precision) that affects it.
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Jabezhane
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Posted - 2009.05.10 13:33:00 -
[14]
Well I certainly dont mind loading a couple of rocket launchers onto a blaster equipped Tristan for a little more DPS.
Every little helps.
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4 LOM
United Gamers
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Posted - 2009.05.10 18:34:00 -
[15]
Malediction with all level 5 vs a incursus with with all level 5 (em rockets... for simplicity sake). anti thermic pump is on the incursus to give a close to 50% em 50% thermic resitance (actuall 54% thermic)
Standard missiles ~40km range Rockets ~10km range (this is with +5% velocity implant) Medium pulse 3.8+2.5 medium beam 7.5+5 Beam with radio 24+5
1x weapon againts a standing still incursus Standard 11dps rocket 16dps pulse 27dps beam 24dps beam radio 10 dps
1x launcher againts a moving incursus (no mods) standard 11dps rockets 16dps pulse 25dps beam 22dps beam radio 10dps
1x launcher vs a afterburer II incursus standard 4dps rockets 5dps pulse 8dps beam 5dps beam radio 8dps (that added range sure helps)
1x launcher vs a microwarpdirve II incursus standard 6dps rockets 8dps pulse 18dps beam 13dps beam radio 9dps
This is all boaring fittings nothing fancy, no damage mods and the attacking ship standing still. But it prints a pretty good picture of missiles and turrets.
To be honest i have my malediction fitted (have not seen direct combat yet) with standard launchers for the range, malediction is a tackler.
But if you have the skills and can get a fit and want big damage slap on the pulse lasers... the "bonused" rockets are crap on this ship really and if you want missiles i would fit standard launchers the dps drop is not that big but the range increase is insane.
Also a long range beam fitting works very well also. Basically there is never a reason to run rockets, there are far better close range damage options... and long range well rockets dont operate there (tech 2 javalin only gets you to 15km... with all 5 skills).
Long story short i think your fittings are 2 choices, beam malediction (if you can fit it i have not tried) with long range ammo, or a standard missile launcher fit. If you have the gun skills the beam fit is clearly the winner (out damageing the bonused rockets againts fast moving targets, while having a range in the 25km department... WTF?)
Originally by: Twilight Moon of course you have nice hair. That pod goo, is actually VO5 conditioner. 
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