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Cardcaptor Sakura
Deep Core Mining Inc. Caldari State
7
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Posted - 2015.09.21 01:27:40 -
[1] - Quote
There are missiles and torpedoes.... They both use the same statistics to determine damage (as in velocity, flight time, etc)..
I am unclear over what they do that is different from each other, because right now, they just seem like the exact same thing to me...you just lock and them fire and both have to travel from your launcher to the enemy ship. Also, which one..missiles/torpedoes....is "better" and why? What benefit would I get from using one over the other and why, and how?
Their vast number of similar or near exact identical..ness, is confusing me. If I could have clarification about this, that would be helpful in allowing me to understand them better. Thank you. |
ergherhdfgh
Imperial Academy Amarr Empire
795
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Posted - 2015.09.21 02:05:01 -
[2] - Quote
Pretty much every weapon system has a long range and short range version. Typically long range is less dps. There are other differences but that's the main one.
So with large launchers you have a choice between cruise missiles and torpedoes. Cruise missiles are longer range but do less damage. Torps are shorter range higher damage but I believe they have a larger explosion radius which means they hit smaller targets less hard. I'm not currently in game to looks at explosion velocity but you can look up the specifics on your own.
If you want to understand the basics of any weapon system a good place to start is to look at the weapon and it's ammo and loot at all the attributes and make sure that you understand what each one means and how it affects the weapon system and how you use it.
If you read the entire description and attributes tabs and look up any word or phrase that you are not familiar with then you will have a good base for understanding. |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1734
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Posted - 2015.09.21 02:10:04 -
[3] - Quote
one is shorter range and higher damage over time (rockets, heavy assault missiles, and torpedoes), the other is longer range and lower damage over time (light missiles, heavy missiles, and cruise missiles).
better is completely situational. given that they apply damage at different rates, and as said have different ranges. Rockets apply the best, and have very high rates of fire, where light missiles apply pretty well, do decent volley damage, but have a slow rate of fire. Also lights usually have way more range than rockets. some of this will vary depending on ship bonuses.
heavies and hams apply somewhat similarly (I think hams have slightly better application) and hams have a higher rate of fire.
torpedos do a lot of damage per second, but apply the worst, and have somewhat short ranges. cruise missiles have a very long range and decent volley damage, but don't apply very well.
@ChainsawPlankto
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Cardcaptor Sakura
Deep Core Mining Inc. Caldari State
7
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Posted - 2015.09.21 02:26:53 -
[4] - Quote
Ok |
Memphis Baas
570
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Posted - 2015.09.21 03:38:31 -
[5] - Quote
"Torpedo" is just a name; they ran out of synonyms for "missile." It's the bombs that are different (they're self-propelled, not really inertial, but different). |
Hasikan Miallok
Republic University Minmatar Republic
1519
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Posted - 2015.09.21 04:32:11 -
[6] - Quote
Aside from very short range the torpedoes really are not good against smaller targets as they lose a lot of damage due to bigger explosion radius and they chew up far more power grid and are hence harder to fit.
PVE: In PvE missioning and ratting the torps tend to mainly get used in brawling fits like Golems intending to use Bastion mode. Cruise is far more common in PvE fits.
PVP In PvP, torpedoes are much more common then cruise as PvP tends to take place at close range due to tackle limitations. Also note that Stealth Bombers can only fit torps and bombs and cannot use cruise. |
Tau Cabalander
Retirement Retreat Working Stiffs
5376
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Posted - 2015.09.21 08:59:07 -
[7] - Quote
OP may be confused by the old RP "flavour" text that described missiles differently.
"Guided" missiles are long-range: * Small: Light Missiles * Medium: Heavy Missiles * Large: Cruise Missiles * X-Large: Citadel Cruise Missiles
"Un-guided" missiles are all short-range: * Small: Rockets * Medium: Heavy Assault Missiles * Large: Torpedoes * X-Large: Citadel Torpedoes
In truth, all missiles are guided. It was just a way for CCP to explain the difference: "the guidance system was simplified to make room for a larger explosive warhead payload."
All skills and fittings apply to them all (this wasn't always the case).
There are also "rapid" launchers, that are intended for use on the next size larger hull. Example: Rapid Light Missile Launcher is for cruisers and battlecruisers (medium hulls), though they use small missiles Great for shredding frigates, but poor against anything larger. |
Tiberius Heth
Say No to Features
140
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Posted - 2015.09.21 10:34:37 -
[8] - Quote
Adding to the above: missiles have trouble applying their damage (just like turrets and drones), not only versus smaller targets but also against even sized targets. In order to make them perform better you have 3 options:
- rigor/flare rigs - guidance modules, possibly with precision script - painter
The effect and use of each is different but they all makes your missiles work better vs the stated targets in most situations. So unless you KNOW you're fighting an oversized target (so your missiles will probably do full damage) you should use one of the above solutions. |
Memphis Baas
571
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Posted - 2015.09.21 11:27:03 -
[9] - Quote
In theory, stasis webifier too, since the speed of the target reduces the damage of the missile. In practice, though, a lot of the missile ships are fitted for medium or long range, and the enemy doesn't get close enough to be webified. |
Tau Cabalander
Retirement Retreat Working Stiffs
5376
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Posted - 2015.09.21 17:35:28 -
[10] - Quote
Memphis Baas wrote:In theory, stasis webifier too, since the speed of the target reduces the damage of the missile. In practice, though, a lot of the missile ships are fitted for medium or long range, and the enemy doesn't get close enough to be webified. Note that optimal & falloff on all EWAR types does not work as many expect. Rather than decreasing effect strength past optimal, it is an decreasing chance for the effect to be applied. EWAR effects are always applied at full strength, or not at all.
Most EWAR doesn't even have falloff (falloff = 0), like stasis webifiers, so they 100% fail past optimal.
ECM is the only EWAR effect that also has a chance for the effect to be applied, based on jam strength vs. sensor strength.
EWAR skills: https://forums.eveonline.com/default.aspx?g=posts&m=5910615#post5910615 |
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Tiberius Heth
Say No to Features
142
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Posted - 2015.09.21 23:58:43 -
[11] - Quote
That is why I'm not necessarily a fan of painters. |
Tau Cabalander
Retirement Retreat Working Stiffs
5381
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Posted - 2015.09.22 17:51:46 -
[12] - Quote
Tiberius Heth wrote:That is why I'm not necessarily a fan of painters.
An un-bonused painter typically has more range than your missiles.
I rarely use a painter because I'm lazy. |
Feyd Rautha Harkonnen
Carpe Noctem. Pandemic Legion
2493
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Posted - 2015.09.22 20:10:43 -
[13] - Quote
Have a look at explosion radius's (radii?) between the different launchable types.
Additionally.
F
Would you like to know more?
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