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terzho
Claws of the Demon
1
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Posted - 2012.06.02 11:02:00 -
[1] - Quote
Okay so I'm starting to train skills for PVP and my corporation has been telling me to train missiles and to go merlin/kestrel > caracal > drake.
Before I started the game I read a lot of posts talking about how missiles were the wrost in the game for pvp due to the long wait times for the missiles to reach their targets and that their damage was mediocre.
My question is, are missiles good for solo/gang/fleet pvp now? Is it worth training for them?
Also as I'm only starting to learn pvp should I be a tackler with a merlin or a kestrel? |
Lost Greybeard
Fenrir's Dogs of War Union 0f Revolution
67
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Posted - 2012.06.02 11:36:00 -
[2] - Quote
Regarding missile viability, yeah, they're fine. Their weakness is that they have travel time and a flight speed, so certain very fast ships can outrun certain very slow missiles and sometimes a ship will warp out just ahead of the missile volley that would have killed it. Their strength is that, barring some extremely specific circumstances (the aforementioned speed gap, defender missiles) once your volley is in space your target cannot avoid being hit, he can only mitigate damage.
For close-range engagements and short-range missiles even the weaknesses don't really apply, and for the drake you really have no choice but to run missiles.
For a tackler, any ship _can_ do it, albeit you'll generally want a frigate. Depending on your style, you may want to build heavier to be able to soak some damage on approach, build faster (both in speed and maneuvering) in hopes of avoiding guns entirely, or rack up a bunch of electronic warfare to keep people off your back. Various ships have various values of all the stats and play better for the different styles so eventually you may prefer either.
To start, though, pick whichever ship type is cheaper in your region, buy a stack of them, build a T1 fit that seems basically workable, buy great stacks of all the modules in question so you can quick-fit, and just roll with that. Tacklers die _constantly_, so initially minimizing your losses is your primary goal. |
Culmen
0utLaw. Northern Coalition.
68
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Posted - 2012.06.02 20:28:00 -
[3] - Quote
Yes they are viable. The drake blob is a mainstay in many alliances. I hear that nerfs are planned though. There is a fine line between a post and a signature. |
Lyric Lahnder
Noir. Noir. Mercenary Group
55
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Posted - 2012.06.04 16:10:00 -
[4] - Quote
The current nerfs planned for the drake are to its tank.
The new drake will most likely receive either a rate of fire or velocity bonus in exchange for its resistance bonus and probably a cut down on its passive regen.
Missiles are viable currently as they are basically imune to tracking disruptors. This may change. I oppose this however as they want the Tracking disruptor to effect missile explosion radius, which to me makes no sense. If anything Tracking disruptors if they must effect missiles should effect rate of fire as the launcher determines this and the TD effects the gun/launcher not its ammo.
The further away from a target you are the longer it will take for you alpha to hit. If you plan on pvping use velocity rigs to decrease the amount of time it takes for your missiles to reach your target.
Guns can outright miss there targets. As a guided munition missiles will usually strike there target regardless of size. You may only end up doing a tiny bit of damage but you will still end up doing some damage regardless. Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |
Taurean Eltanin
The Tuskers
11
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Posted - 2012.06.04 18:13:00 -
[5] - Quote
EVE is an old game. A lot of the information out there is very, VERY out of date.
Missiles are absolutely fine in small gang pvp. In fact, I use missiles exclusively, because they offer a number of advantages over turret based weapon systems that complement the way I fly.
That said, there are some styles of play that favour turrets. In particular, long range engagements and suicide ganking really feel the damage delay caused by the missile's travel time.
But for the most part, missiles are fine for pvp. http://flight-of-dragons.blogspot.com/ |
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