
Arazel Chainfire
Sons Of 0din Dark Therapy
152
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Posted - 2012.11.06 18:51:00 -
[1] - Quote
Ok, let me make this abundantly clear - you do not mix guns, ever. The reasons have been pointed out several times, but lets go over why more specifically, and how to maximize whatever you choose.
Lets take a typical lvl 4 mission as an example. I'll go ahead and use "Worlds Collide" against serpentis/guristas. I know you fly minmatar, so you are more likely to have flown against angel/sansha (or whatever), but I always flew missions in gallente space with serps/guristas, so I'll speak from my experience. For an example ship, we'll use a typical Maelstrom, fit like this:
Highs: 8 guns (1400's, 800's, or mix), standard phased plasma ammo used Mids 1 large shield booster 2 3 hardeners 2 tracking computer 2's (swap 1 for an AB with 800's) Lows 3 gyro 2's 2 TE 2's Rigs 3 CCC Drones: 5 hobgoblin 2's 5 hammerhead 2's
If we fit 8 1400's, we are doing a max of 593dps at a range of 44+91. If we swap to shortrange, 8 800's, we do 763dps at 4.2+46. If we do 50/50 split, we do 678dps, at a mix of ranges.
Room 1, we warp in, everyone is sitting 100+km from the warpin. Lets take serpentis side. There are 4 BS's, 4 BC's, and 4 frigs.
With arty fit, we're doing the full 593dps to all the targets, and we can kill everything before it closes range. With auto's, we burn into range, doing 381ish dps at 50km, increasing to 763 at 5km. If we split the guns, then we are doing either 381dps at 4km, or 486 (292 from arty, 190 from auto's) at 50km. At 5km, the arty won't track, but you have trouble closing range for the auto's. So in this room, due to travel time the arty will clear it fastest, mix would probably clear it 2nd fastest, and auto's slowest.
Room 2 - serpentis side There is 1 group at 7km, and 3-4 at 25km. In this room, the autocannons have a clear advantage at the start, though several of the ships in the room do want to keep at range. Lets take a few targets as an example.
The rear admirals are going to start trundling out to around 40km - if they get to that range, the arty has a clear advantage. However at 20km the auto's have an advantage in killing them. So the AC boat is going to keep the range low, while the arty will let it get range before pounding it. The mixed guns? Well, you can plink at it at range, or try to keep it close, but either way you are going to be doing less applied dps than a full rack of the same guns.
The Core Commanders are going to try to close with you - they do max dps at about 5-10km. What does the artillery boat do? Move away - blow them up while they have low transversal. What does the autocannon boat do? Let them come in and then melt their face. What does the mixed guns do? well... if you let them close, the AC will do more dps, but the arty won't hit. If you try running away and lowering transversal, then you're going to be doing less dps with the auto's because they won't be closing. You are buying yourself the worst of both worlds.
Frigates - either way your drones will take care of them. The battlecruisers - arty will oneshot them if you lower the transversal. Auto's will melt them when they come close. Mix... mix is going to have problems again - either the auto's are going to be doing good damage, or arty is, and you have to choose which one you are killing.
Now, you can tell me that you put the auto's on one target, and the arty on another. However, then you have to ask - which are you watching your transversal on? Also, the rats rep themselves, and halving the dps more than doubles the time it takes to kill the targets. Lastly, a ship at 1% hull does as much dps to you as a ship with 100% hull/armor/shield, so killing one target first clears dps off the field, reducing the amount you need to tank, which allows you to carry more gank than tank, which allows you to clear missions faster.
Now lets move on to room 3 - guess what, works almost exactly like room 2. Once again, maximizing your dps at either shortrange or longrange, and manuvering to take advantage of that range is going to allow you to kill rats faster, which is going to allow you to fit less tank, which is going to allow you to fit more gank, which is going to allow you to kill the rats even faster, and all of which is going to allow you to complete missions faster, safer.
Then you just need to determine which weapon configuration makes more sense. Damsel in distress? Auto's baby, auto's. Serpentis Spies? Toss some arty on man (and a sebo too for good measure). Swap it up as you need it.
Exploration? Decide which space you are flying in, fit to maximize your capabilities against your preferred sites. When doing anoms in null, I fit to fly one or two types of sites, then go and find those. Probing sites? You can set up well for doing a specific type of site (ex. 4/10, 8/10, etc.), then go find that site. For the harder sites, you are pretty much going to have to refit anyways, or have a specific ship setup to fly them. But choosing 1 range to do damage at, then maximizing your flying to fight at that range, you are going to do better than trying to fight at every range.
-Arazel |