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Mournful Conciousness
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Posted - 2013.08.14 16:04:00 -
[1] - Quote
I have tried the new 250mm railguns on a deimos on SiSi.
There were some fitting issues, but in the end it worked out. They performed pretty well, putting down something like 300dps at 80km (spike + 2 tracking computers with alternate scripts) and 500dps at 20km (dual mag stabs).
I was concerned that the tracking would not work out but the deimos's range bonus and kiting speed seems to sort it out nicely.
Verdict: worked well. Railguns seem to me to be a viable weapons system, although I wonder whether spike M could use a buff to dps.
400 dps from a dual mag-stabbed deimos at 80km would make it more competitive with the ishtar + curators + 2x omni.
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Mournful Conciousness
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Posted - 2013.08.17 13:35:00 -
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Jerick Ludhowe wrote:Omnathious Deninard wrote:I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another. Yep, the same issue is more or less true in the beam/pulse comparison. It's pretty obvious that the dps buffs to some of these medium sized long range weapons went way too far.
Except that you can't hit with them if either you or your target is moving.
This is not true for blasters or pulse lasers.
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Posted - 2013.08.19 07:17:00 -
[3] - Quote
W0lf Crendraven wrote:Again, dont forget heavy missile launchers.
HMLs are about right, given the capabilities of the new cerberus.
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Mournful Conciousness
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Posted - 2013.08.20 10:01:00 -
[4] - Quote
They're probably waiting for us to actually test the ships and modules on SiSi and then come back with constructive criticism based on real-world tests.
If they're sensible (and I think they are), they're probably going to ignore uninformed opinion, trolling, whining and tears.
Do a test. Log some numbers in the logging tool. Come back with the results of the test. Compare that with your experience of pre-1.1 modules. Discuss whether you can see a role for these new modules in TQ. This is what they will want to see. Anything else is of no value.
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Mournful Conciousness
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Posted - 2013.08.21 13:15:00 -
[5] - Quote
Heavy missiles do hit moving targets pretty well. Of course they hit well tackled targets much harder.
Very long range weapons like HMLs (on the cerb or DNI) give rise to new tactical capabilities like area denial for instance.
It you've got 4 or 5 HML fitted ships sitting 100km off some strategic point lobbing an unending annoying barrage of missiles in while evading any attempt to fire back, that is a very useful weapon.
It prevents your enemy from sitting still and getting himself organised.
If he's in a bubble at that time he's got some difficult choices to make. If he's tackled by something strong that he can't kill quickly and those missiles keep coming in, he's dead. No question.
All weapons systems are not equal. They all have strengths and limitations. We either accept this or demand a game with only one weapons system.
I prefer the diversity. I don't really care if one is generally better than the rest, as long as there is a role for all of them. I believe there is.
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Posted - 2013.08.25 08:23:00 -
[6] - Quote
what is the maximum range of the rlm solution compared to the hm one? A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Mournful Conciousness
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Posted - 2013.08.25 11:01:00 -
[7] - Quote
In this case I agree - rapid light missile launchers are too OP. They need to be nerfed.
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Mournful Conciousness
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Posted - 2013.08.25 11:15:00 -
[8] - Quote
HMs do similar damage to rails, beams, artillery and at similar ranges. However they also have the advantage that they will hit at point blank range.
gunships must fit tracking enhancers in order to apply full damage, and HM ships must fit target painters. There is no problem here. It's just that previously HMs were OP when compared to other forms of long range weaponry.
RLMs are far too powerful because fitting them means that your ship is completely immune to being tackled by a tackling frigate, negating an entire ship class.
You are effectively bringing frigate-sized weapons to bear on a frigate, except that you have twice as many, yours hit twice as hard and you have 10 times the hitpoints that he does.
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Mournful Conciousness
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Posted - 2013.08.25 12:56:00 -
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Yes I see. I guess with hm you're trading the ability to hit fast targets for the ability to hit at any range. prior to the nerf, hm was OP. maybe it could use a little tweak. maybe.
I also agree that skirmish links can create some pretty ridiculous scenarios, such as cruisers with frigate-sized sig radii.
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Posted - 2013.08.25 21:41:00 -
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Blasters are fine! My preferred gunnery system.
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Mournful Conciousness
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Posted - 2013.08.29 14:47:00 -
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I've tested the artillery (t1) and rail guns (t2) on sisi.
all ammo types hit well at their respective ranges provided you kite your target
did you test lasers on sisi?
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Mournful Conciousness
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Posted - 2013.08.29 15:42:00 -
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there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
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Mournful Conciousness
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Posted - 2013.08.29 17:41:00 -
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Harvey James wrote:Mournful Conciousness wrote:there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
mm.. cruises got overbuffed
I agree. CCP did this deliberately to force them back into fleet pvp. Unfortunately the flght-time issue frightens FCs I think.
Really, all forms of gunnery ought to have flight time in the equation. Bullets do not travel at the speed of light. Lasers do of course, but the energy accumulates over time at the impact point (as heat energy). This takes less time for a pulse laser by its nature - more energy is compressed into each pulse, so the mechanics would probably work out.
So if hybrids and projectiles had a "muzzle velocity" metric and the laser weapons had an "energy accumulation period" metric, all weapons systems would be balanced in that respect, and missiles would once again be seen as a viable system. Cruise missiles could then be brought down to a sensible level of performance.
Maybe if a CSM member reads this, they can whisper in Fozzie or Rise's ear...
EDIT: for the record, my corp uses cruise missles for combined pve/pvp in WH space - they're very versatile, and deadly with a target painter. A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Mournful Conciousness
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Posted - 2013.09.02 14:58:00 -
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Kyon Rheyne wrote:Will arti/autocannons get some close attention in near future? What the one of their stated biggest advantages? Its diversity of damage types they can deliver... with t1/faction ammo. But not with t2, for some reason. We have t2 versions for only 2 t1 ammo types - AFAIR they are nuclear and fusion ones, and this effectively ties us to explosion/a little of kinetic damage type if choosing to use t2 ammunition.
And as for those that already in game, here is a quote from eve university's wiki: "Hail does a lot of damage, on paper. Unfortunately it also cuts your tracking speed by 30% and falloff by 50%. (It also cuts your optimal by 50%, but you didn't want that optimal anyway, right?) When fighting large, stationary targets, Hail may actually be useful. Generally, however, Hail's penalties mean that other ammunition will actually do more real, applied damage even if Hail offers the best on-paper damage. " Quake t2 arty ammo has a similar reputation, and for good reason.
... along with T2 blaster ammo, conflagration and T2 missiles of all kinds....
...what's your point, sir? Winter marauders - Mutant Ninja Space Turtles
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Mournful Conciousness
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Posted - 2013.09.02 20:02:00 -
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Kyon Rheyne wrote:Lucine Delacourt wrote:Projectiles are far and away the best and most used weapon system in the game. It's T2 ammo doesn't need a buff.
And I've heard quite the opposite more than once. I can't claim that I was able to compare all weapon systems in the game, though. Well, for sniping purposes where alfa is only thing significant its doing well, as for others fields of applications, I wouldn't be so optimistic. But, regardless of said before, I don't asking for somehow boost projectile ammo. I'm just asking for preserving its initial flavor - variety of damage types. Which for some reason unknown to me were preserved for drones and missiles, but not for projs.
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore. Winter marauders - Mutant Ninja Space Turtles
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Mournful Conciousness
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Posted - 2013.09.03 00:38:00 -
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Kyon Rheyne wrote:Mournful Conciousness wrote:
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore.
Than how about that sentry drone thing, with ability to transfer sentrys from all over the gang to one particular fast locking boat which will allow for almost instant kill with enormous alfa of even highly tanked BSs? How soon it will be fixed, if at all?
This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation

Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now.
I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months....
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Mournful Conciousness
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Posted - 2013.09.03 00:51:00 -
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Cade Windstalker wrote:Mournful Conciousness wrote:This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation  Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now. I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months.... Actually the real problem right now is more Sentry Carriers in null. From what I can tell the Domi doctrine actually grew out of that.
Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
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Mournful Conciousness
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Posted - 2013.09.03 11:28:00 -
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Cade Windstalker wrote:Mournful Conciousness wrote:Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
Doesn't work in low-sec unfortunately. You're certainly right that this is a FOTM fit, it's just one that likely won't go away until CCP change the mechanics on drone assist. Spider tanking Sentry carriers/Dominixes is pretty damn scary as things go and while changing drone assist won't change that it will at least mean someone besides the FC needs to be at the computer for the fight >.>
Good point about lowsec, however, I can't think of any famous fights in lowsec that were characterised by domi porcupine fleets.
This idea that no-one needs to be at their keyboards because of drone assist makes good press, because it sounds sensational.
The truth is of course that actually allowing your fleet members to go AFK would be suicidal. If the FC (the assistee) gets blapped, then drones stop functioning and your fleet stops shooting. (didn't this happen in the Fountain war? The goons deliberately targeted known FCs)
I can understand that it's unpleasant to be on the receiving end of sentry drone assists when they scale up to fleet levels. But frankly, all weapons systems scale in an unpleasant way. That's just the nature of fleet warfare.
I don't think there's ever going to be a pleasing answer to fleet battles. They happen for political and economic reasons. The place to focus on in my view is skirmish warfare. Eliminate the threat of instant cyno-death. Start there. The game will be better for it.
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Mournful Conciousness
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Posted - 2013.09.03 14:06:00 -
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umad bro?
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Mournful Conciousness
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Posted - 2013.09.04 01:28:00 -
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Cade Windstalker wrote: In reality the issue with drone assist is that you can watch-list 15 people out of the fleet and switch targets without having to actually lock someone just by changing who your drones are set to assist on. This can be used to completely bypass lock times which is especially relevant for a carrier fielding 10-15 damage bonused Sentries. This makes the fleet doctrine extremely resilient in the face of everything from electronic warfare to simply damage because no one needs to fit Sensor Boosters.
If it's such a big deal it's fairly straightforward to remove drone assist completely. It's unreliable anyway.
Cade Windstalker wrote: Also while I agree that hot-drops are an issue I think the drones thing is likely going to be easier to fix
Just because a thing is difficult does not mean it should not be done. Neither does it mean that it should not be done without delay.
Evil triumphs when good men do nothing.
Hot drops need to be fixed if we want fun fights. Its pretty easy really. Make every ship that cynos or bridges to a beacon land in a random position in the solar system, rather than on the beacon.
Q. how does this help? A. the small gang people being hotdropped have an extra 40 seconds to evade the drop if they know they are outnumbered.
Q. how does this help? A. people won't hot-drop unless they have to for political reasons. If they want a fight they'll have to escalate it carefully.
Q. how does this help? A. It means more fights will actually happen. People will be more inclined to risk fleets on roams. They types of roam fleets will be broader (you are no longer limited to nano-only).
easy.
Next problem?

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Mournful Conciousness
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Posted - 2013.09.04 02:19:00 -
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Cade Windstalker wrote:The problem with this is that it penalizes attackers overly much by scattering them around the system, could put capital ships in a position where they can't even warp to a celestial due to low cap, and generally amounts to a massive defender's advantage in any fight. It also hurts Jump Freighter logistics massively.
It certainly fixes your complaint with small-gang hot-drops but breaks large fights.
It actually does not penalise attackers. It helps them.
I assume you mean in a fleet context?
it would actually allow attackers to stage themselves with somewhat more precision than everyone simply arriving in a humungous blob on top of the cyno beacon.
A few well-placed cloaked scouts could serve as warp-in spots in order to assemble the fleet at the combat site at correct ranges.
Thinking forward to on-grid boosting, initial ship placement will be an important consideration.
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Mournful Conciousness
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Posted - 2013.09.04 11:26:00 -
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Cade Windstalker wrote:Mournful Conciousness wrote:It actually does not penalise attackers. It helps them.
I assume you mean in a fleet context?
it would actually allow attackers to stage themselves with somewhat more precision than everyone simply arriving in a humungous blob on top of the cyno beacon.
A few well-placed cloaked scouts could serve as warp-in spots in order to assemble the fleet at the combat site at correct ranges.
Thinking forward to on-grid boosting, initial ship placement will be an important consideration.
Except that generally "in a huge blob and all in one place" is exactly where you want people. Dropping everyone all over the system gives an even remotely prepared enemy time to scan down half your capital ships, tackle them, and pop them. Dreadnaughts take about 30 seconds to align and warp, if you have probes out when the fleet hits the system you can have people on-grid with these ships before they can align out without even taking into account the time for orders to go out for them to assemble somewhere. It wouldn't even be that hard, just have probing ships outside a staging POS in command of pinning squads, they start furiously scanning as soon as the Cyno drops and with the size of a Dread or Carrier they won't even need to be very tight in their probe formations in order to get a lock. Immediately warp the squad to the signal, tackle, and drop a kill wing on it (which is easy because it's capped out from the jump and trying to regen with cap-boosters). Now the attacker's have lost half their capitals before the fight's even really started.
With the best will in the world, scanning a dread, getting into warp and landing in sufficiently short time to get a target lock takes very close to, or more than, 30 seconds. Most of your warp time is acceleration and deceleration. Not actual 6AU/second warping.
Even if a defending fleet had enough scrambling probe ships to lock down all the incoming dreads, what then?
It only takes a subcap or two to warp to each stricken dread to clean off the offending player.
OK, so the battlefield might suddenly shift to somewhere new if the defender decides to blob one dread.
Cool! A new dynamic and crazy fleet battle ensues, with neither side having an the unfair advantage of sitting on grid with logistics, sensor boosters and drone assist primed and ready to go.
This is better. Winter marauders - Mutant Ninja Space Turtles
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Posted - 2013.09.04 15:55:00 -
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Arthur Aihaken wrote:Leslie Chow wrote:I'll probably do the same. :) It's what all the cool kids are fielding now. :D
I did MWD and blasters before it was cool.
How cool is that?
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Posted - 2013.09.04 23:24:00 -
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Cade Windstalker wrote:Mournful Conciousness wrote:stuff... This is better. more stuff...
You forgot the probe scan time, you're assuming that a defending fleet will perfectly allocate scanners to dreads 1:1, and you're forgetting that if 20-30 battleships warp to a dread, they are not somewhere else defending what they should be defending.
But let's focus on what we do agree on: hotdrops that drop everyone on the cyno beacon are bad for skirmish/roaming pvp, which most of us would like to see more of.
I'm sure it can be solved in a multitude of ways, but let's push CCP to solve it, because that's good for Eve. Marauders won't change the game overall for the better. Fixing hotdrop crappiness absolutely will.
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Posted - 2013.09.05 11:15:00 -
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Rek Seven wrote:CCP rise, was the tracking of the artillery guns overpowered in comparison to the other weapons, pre-patch?
The 15% to ROF was pretty pointless imo. It only reduces the cycle time by 1 second and i think it would have been better if you increased the damage multiplier by 5% to play to the strength of artillery weapons.
Please reconsider this action.
I'm pretty sure they were keen not to make the alpha from artillery any more devastating than it already is
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Posted - 2013.09.06 13:42:00 -
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Rek Seven wrote:Josilin du Guesclin wrote:Rek Seven wrote:You are probably right but i still think the rof buff wasn't worth it and they should have just kept the weapon the same. I view the change as a nerf more than anything.
Do you view pre-patch artillery as OP in comparison to post-patch rails? So, let me get this straight: You view an 11.1% DPS increase in return for a small tracking loss a nerf on a sniping weapon system? Bingo, you go it kid! Who gives a damn about DPS when the alpha strike is the most important factor? Personally, i would prefer to apply that damage better (+5% tracking) over being able to shoot 1 second earlier.
I agree actually.
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Posted - 2013.09.06 13:45:00 -
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Alice Doombringer wrote:no i compared right those things.. cruise missiles does less dps than medium beam laser with legion.
Cruise missiles on what ship?
My experience of the new cruise missiles is that they are devastating at all ranges.
Can you provide some numbers so we can check your claim?
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Posted - 2013.09.06 20:23:00 -
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Alice Doombringer wrote:Well if you want some numbers.. my friend geared up legion and got with her skills 1050 something dps out of her legion. i made up navy raven geared with full set of cruise missiles and the added low slots with ballistic control systems. i used evehq to run what it is with max skills for the cruise missiles... got about 907 dps
1050 dps from a beam laser legion? I'm afraid to tell you that your friend can't add up.
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Posted - 2013.09.06 20:36:00 -
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edited my post with numbers from the newly updated EveHQ. Using odyessy 1.1 data.
Your friend is sadly wrong.
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Posted - 2013.09.06 22:16:00 -
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Alice Doombringer wrote:the legion was incursion used legion.. so relies on logis to do teh job. and aint it bit overpower anyways if 6 medium beams can compete with 8 cruise missiles?
Sorry, how do medium beams compete? In the example given they have a range of 14km and the modules required to make them get that much damage cost 16 BILLION isk. And they still do less damage than cruise missiles with T2 ballistics, which have a range of 160km.
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Posted - 2013.09.07 00:18:00 -
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Naomi Knight wrote:go check out his other fits in command ships topic , as good as this...
F*ck off and read the post properly. I was proving a point. 
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Posted - 2013.09.07 07:56:00 -
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Alice Doombringer wrote:well if we consider pvp situation.. what will you get accomplished with 160km range? nothing. all your targets can escape wery well.. some even before missiles have landed. most of the pvp fight i have had on my hands been close range where missiles can't compete at all... on long range fights if the opponent decided to stand still... on distance of 160km where some long range large turrets can really hit.. lands 3-5 hits before those missiles have arrived on its target.
There are many pvp situations.
You're right, a cruise raven is likely to be used in a fleet, but then so is a beam legion.
The best thing is to try these things out on sisi. The weapons systems behave in a way that's not immediately obvious from playing with EFT.
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Posted - 2013.09.09 13:46:00 -
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Alice Doombringer wrote:Turret ships have also wide variety of modules to help them... there is those heatsinks, tracking computers, remote tracking links... eve ntarget painter can help turret. what we have for missiles? ballistic control and target painter. no range extension for example.. nor flying speed improvements to get closer to turrets insta hit. You could claim that missiles hits always when in range. For many respects turrets and missiles are under same rules.. target speed affects to both, target size affects to both. you try to compensate that target speed by increasing tracking speed. while missiles have nothing really to modify effects of targets speed on missile. you could call immediately webs.. but webs are used also by turrets. target size modifier? there is painters that can work for both. and so much more... for this i don't take skills nor rigs into picture.
You are correct that missiles don't have an equivalent of a tracking computer.
Neither are missiles affected by tracking disruptors, so you could call that even.
Missile ships can also launch FoF missiles, which give them something to do while they are ECM-jammed.
The two weapons systems are very different in the way they apply damage to moving targets.
None of this matters of course. In a real pvp fight, which is almost never 1v1, individual comparisons of the last 5% of the effectiveness of a weapons system are irrelevant.
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Posted - 2013.09.09 17:36:00 -
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Alice Doombringer wrote:tackler still would be the one being murdered even if we would try to keep range where missiles would be better
Fire enough missiles at once and you won't need a tackler.
:-)
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Posted - 2013.09.10 01:13:00 -
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Alice Doombringer wrote:so big ignorance from turret users. that time it takes for missile to reach target... u can leave without fear
A cruise missile travels at 10575 m/s with good projection skills and no rigs. So yes, one volley of gunfire will land before the first missile hits (if it can reach).
Let's put a target 100km away, half the cruise missile's range. The missile will hit it approximately 9.5 seconds after launch for full damage. Meanwhile, whatever gunnery system is firing back will either not hit at all, or will have to use low-damage long range ammo. It will land 1, maybe 2 volleys before the missiles but for poor damage.
Then the missiles will hit, time after time. Assuming similar ehp, sig radius etc on both sides the missile ship will have an assured advantage at this range.
There are horses for courses.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
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