| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Skargil
|
Posted - 2007.04.06 14:46:00 -
[1]
Heard a few times that missiles are not the way to go for pvp but are there any out there that have success in pvp with missiles?
And sorry for the newb question but what are the drawbacks of missiles in pvp, there dmg, range or reload times?
Thanks for your time.
|

Chishan
Minmatar Masuat'aa Matari Ushra'Khan
|
Posted - 2007.04.06 15:29:00 -
[2]
The issue with missiles in PvP is travel time to target. If your opponent can break your lock, your missiles don't hit, and if you have enough DPS from turrets on primary, the target won't be there by the time your missiles get there anyway.
You can sacrifice some DPS and train Friend or Foe Missiles, but you still have the travel time issue.
Don't let this discourage you from training missiles though. The above is mainly just my experience in fleet actions. Now in small to medium sized gang action, missiles are pretty cool. In these actions you'll probably be engaging in short to medium ranges , where travel time isn't such an issue. With that in mind I've put a lot of training into rockets and standard missiles, and I've been happy with the results.
|

Skargil
|
Posted - 2007.04.06 15:33:00 -
[3]
Thanks for the advice, Im enjoying missiles at the moment and am really reluctant to give up on them.
|

Marrano Cardosa
|
Posted - 2007.04.07 23:23:00 -
[4]
Travel time with missiles is only an issue in the bigger battles, and I almost never lose a missile to losing lock (its more likely to not be able to fire and then turrets will have the same problem). Missiles also need fewer skills and at lower levels to be really effective than do turrets.
|

Acidictadpole
Caldari Dirty Deeds Corp. Axiom Empire
|
Posted - 2007.04.08 07:55:00 -
[5]
I agree with the above responders. They have a travel time so you have the possibility of being hurt a lot by someone using guns (or faster missiles) while yours are travelling there.
They do well in solo pvp because of their "always hit" ability, to explain that: if your target is in your range they will ALWAYS make contact with the target, there will be reduction debuffs because of signature radius and velocity.
A usual tactic used by pirates (and a few dedicated ship setups) are specifically used to out-orbit cruiser and battlecriuser sized ships' guns and just wittle them down without getting hit because of the tracking speed of their target's turrets. In this case missiles usually hurt them a lot because they can't out-orbit them.
I myself prefer guns overall, I'm not entitely sure why I prefer them a whole lot more over others, but I believe it has something to do with the instant damage and faster firing times (what i've seen anyway).
Try them both, and take what you like imo.
|

Zirth
Caldari The Descent
|
Posted - 2007.04.08 11:45:00 -
[6]
Travel time barely matters in PvP. Most PvP is done in scram range, you see, if you aren't scrammed, you can warp away, so people stay within 20km of you to scram you and keep you there. Most fights arent even at 20km, but more like 1-10km, heavy missiles, cruise missiles, these go about 3000-4000 m/s before skills (often increasing it lots), enough to reach most targets in seconds.
Travel time of missiles is no issue whatsoever. The only time flight time of missiles in pvp matters is in fleet battles at ranges of 100km, that's where it really *does* matter, but you shouldn't be in fleet battles anyway. It's mostly command ships, battleships. Small ships are there but not to fire missiles, more for EW and tackling.
Missiles don't have amazing dps though. Gallante blasters beat em, raw dps of amarr lasers beat em, probably minnie weapons too. But missiles are nice cause transversal doesn't really matter, which can be destructive on turrets. And missiles *do not use capacitor*, meaning if you run out of cap, get nossed, neuted, you can still fire all your weapons.
|

Cipher7
Sebiestor tribe
|
Posted - 2007.04.08 13:09:00 -
[7]
The downside of missiles is travel time.
I dont care what anybody says, missiles are the ****nit.
If the boards are to be believed, nobody can pvp in anything except Megas Tempests and Nosdomis.
These are the same stupid people that whine about class balance in WoW.
I've fought every race of ship in the game, and they all rock hard if you have the right skills and use the ship the right way.
Its basically just different playstyles, if your playstyle matches the ship you will do well, if it doesn't you'll come on the boards and whine about it.
|

Alsten
Back Home In Time For Tea And Medals The Volition Cult
|
Posted - 2007.04.08 16:17:00 -
[8]
Go for missles all the way if you are caldari. Like everyone else said the only thing that is bad about em is the travel time.
|

Moe deLawn
|
Posted - 2007.04.08 16:49:00 -
[9]
Originally by: Alsten Go for missles all the way if you are caldari. Like everyone else said the only thing that is bad about em is the travel time.
And slightly less damage. A blaster setup has much better damage than missiles on any similarly classed ship. Much harder to use though!
|

Alsten
Back Home In Time For Tea And Medals The Volition Cult
|
Posted - 2007.04.09 23:20:00 -
[10]
Originally by: Moe deLawn
Originally by: Alsten Go for missles all the way if you are caldari. Like everyone else said the only thing that is bad about em is the travel time.
And slightly less damage. A blaster setup has much better damage than missiles on any similarly classed ship. Much harder to use though!
Yep. Thats why I am gallente and have a blasterthron 
|

Jason Hawke
Caldari Acerbus Vindictum
|
Posted - 2007.04.10 15:24:00 -
[11]
Like others stated. Missiles do static damage. Will not increase due to critical hits. But you can use different damage types if that is your cup of tea. Missiles will always hit and if you are using FoF, having a lock doesn't matter. They also only require like 500k'ish skill points to be effective against targets,, actually less.
Gunnery skills, like hybrids, projectiles and lasers, take several million SPs to get the same effect. In the end, gunnery will do more damage, IF you have the SPs to back it up. Missiles are great to specialize if you are Caldari as Missiles can be used as a supplemental weapon in the other races of ships.
If you want to be a part of something bigger, follow the path. |

Sarumare
Macabre Votum INVICTUS.
|
Posted - 2007.04.10 17:36:00 -
[12]
I know that there is significant debate over this issue, but you can be effective in PvP with missiles or torpedo's. I personally use torpedo's the majority of the time. There are some cases when they will get you in a bit of a bind, like when confronted with lots of cruiser and smaller ships, but they are a great asset when facing off against a battlecruiser or battleship. I guess in the end it all depends on what ships your fighting the most. Fly safe. http://i169.photobucket.com/albums/u234/Nikesj/sarumare_3.jpg |

Donathan Slade
Kay Korporation Knights Of the Southerncross
|
Posted - 2007.04.10 18:18:00 -
[13]
Thats one thing i have noticed. in PvE missiles always hit.
In PvP, missiles are going to hit unless: 1) You get unlocked 2a) The ship flies out of range 2b) The ship flies so fast it outlasts the missile flight time.
Thats a culmination of everything i have read so far. And ya know what? How often do missile ships shoot after the fast ships without trying to web them first or have a sniper take em out as the speed doesn't degrade tracking as much the farther out you are.
Yes, the downside is the no critical, but somebody in my corp mentioned that certain missiles/cruiser/torps can do multispectram, IE multiple damage types all at once. Thats a up side rather than having to try and figure out what in pvp the person is flying as far as resists.
|

Jason Hawke
Caldari Acerbus Vindictum
|
Posted - 2007.04.10 18:39:00 -
[14]
Multi spectral damage? Well, I haven't seen em, but I can see some kind of missile being given out as a mission reward or whatnot.. Speaking in terms of stock ammo, I don't know of any that do more than one damage at a time. You can fit your launchers to put one of each type, that is a common method.
If you feel the need to be a part of something bigger, follow the path. |

Easy Target
Minmatar Black Nova Corp Band of Brothers
|
Posted - 2007.04.10 18:39:00 -
[15]
They also wont hit if you die before your first missiles land. :)
In gangs or 30+ a battleship can die in 5 seconds...
No missile will do all damage types, but you can easily switch for damage types.
A hybrid gun will always only do thermal and kinetic damage, a laser will always only do EM and thermal damage, where as in a kestrel you can carry each type of missile around with you.
Projectiles can also switch to do any damage type, but it is range effected, so yes EMP ammo may do some EM damage, but it gets 50% less range. No matter what missiles you fire you still get the same range.
Missiles in PvP only stop working with the large gangs and fleet battles. If you are 150km away, your missiles take say 15 seconds to get to the target. if there are 40 BS in your gang, then that target is going to be dead long before your missiles hit.
Like with everything in eve, it is a trade off, yes you always hit, and yes you can switch damage types in 10 seconds (reload time) but u dont get instant hits.
As an interceptor pilot i love it when ravens lock me and go 10 damage per cruise missile, if a tempest locks me he always has a chance of a wrecking... a raven doesnt. all missiles will do the same damage. Precision missiles are more trouble, but not as devestating as what a well aimed volley from a tempest can be. :)
Easy Target -----------------------------------------------
No i'm not good... but i have never claimed to be -------------------- |

Paratus Adama
23rd Armor
|
Posted - 2007.04.10 21:34:00 -
[16]
Nothing wrong with using missiles in PvP, other than what's already been mentioned above about travel times, target speed, and unlocking issues. As far as DPS goes; yeah, they generally produce less DPS than Hybrids, Energy or Projectiles. But it's not by much, if you've got good skills and mods onboard. It also depends on whether it's being used in a PvP solo, small gang, gate camps, or Fleet situation. In solo PvP, extended range and using FoF can be a valuable edge. Assault Missiles and Rockets can be a frigate's worst nightmare. In small gangs and gate camps, you may be the one who lays the final blow safely from afar as others scram and jam up close. In Fleet ops, long range alpha strikes on designated targets is sometimes done with Cruise and Torps. Another factor is the ship you're using. Some ships are born missile platforms and should be used as such, like the Drake for example. Missiles do have their place in PvP, just like all the other weapon platforms available. It all depends on how you use them.
|

McFarlan
|
Posted - 2007.04.10 23:34:00 -
[17]
IN up close PvP battles how do the Heavy Assault Missiles perform? I know that they have a shorter flight time but the rate of fire and dammage are hard for me to totally ignore.
|

Voodoo Mistross
Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2007.04.11 06:00:00 -
[18]
I like the Heavy missiles for the approach then rely on the T2 ac's to inflict most of the up close and personal damage
|

Chishan
Minmatar Masuat'aa Matari Ushra'Khan
|
Posted - 2007.04.12 13:11:00 -
[19]
Originally by: McFarlan IN up close PvP battles how do the Heavy Assault Missiles perform? I know that they have a shorter flight time but the rate of fire and dammage are hard for me to totally ignore.
The only time I ever felt like I was taking full advantage of HAM's is flying heavy tackle, where you have to be in webber/scram range anyway. So yeah, if you are taking a stabber ( or whatever ) to your next gatecamp, you could be happy with the results.
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |