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User:Hirmuolio Pine/sandbox: Difference between revisions

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== Tactics and Strategy ==
== Tactics and Strategy ==


=== Turrets versus Launchers ===
It is difficult to compare qualitatively different weapons systems based on technical specifications. For example, here are two close range systems that are often mounted on Frigates.
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
|+ <small>''Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.''</small>
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Launcher</span>
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Missile Type</span>
! scope="col" width="60px" style="background-color:#222222;" | <small>Flight Time (s)</small>
! scope="col" width="50px" style="background-color:#222222;" | <small>Velocity (m/s) </small>
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Radius (m)</small>
! scope="col" width="90px" style="background-color:#222222;" | <small>Explosion Velocity (m/s)</small>
! scope="col" width="80px" style="background-color:#222222;" | <small>Base Damage (hp)</small> 
|-
| Rocket|| 4 || 5 || 10 || Rocket || 2 || 2,250 || 20 || 150 || 33
|}
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Turret</span>
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
! scope="col" width="70px" style="background-color:#222222;" | <small>Optimal Range (m)</small>
! scope="col" width="70px" style="background-color:#222222;" | <small>Falloff (m)</small>
! scope="col" width="90px" style="background-color:#222222;" | <small>Tracking Speed (rad/s) </small>
! scope="col" width="60px" style="background-color:#222222;" | <small>Damage Modifier</small>
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Charge</span>
! scope="col" width="80px" style="background-color:#222222;" | <small>Base Damage (hp)</small> 
|-
| Ion Blaster|| 4 || 2 || 5 || 1,000 || 1,500 || 0.438 ||1.8 || Lead  ||  8
|}
{|
|-
|The first problem is that although both systems function by delivering damage at a distance, the turret's primary effectiveness is based in the blaster, while the launcher's primary effectiveness is based in the rocket. And it is very hard to compare the tracking speed, optimal range and falloff of the one with the flight time, explosion radius and explosion speed of the other. <br\><br\>In addition, the chart cannot take into account the ability of the pilot to keep the blaster within tracking range on the one hand, nor the ability of the pilot to evade damage while the rockets travel to the target on the other. <br\><br\>Consequently, the decision to use rockets over blasters or vice-versa should not depend on a comparison of the two weapons systems, but rather on a comparison of pilot and ship abilities. Does your ship have bonuses for one  type of system or the other? Is it better suited for an armor tank (''blasters'') or shields (''rockets'')? And does the pilot have roughly the same skills in rockets as in blasters?<br\><br\> The bottom line: don't waste time debating over weapons systems. Improve your skills, find a ship that matches, and then find the right fit for that ship. || {{example | As an example, consider the T2 Caldari [[Hawk]] Assault Frigate.
{{ShipFitting|
ship=Hawk|
shipTypeID=11379|
fitName=Solo and Small Gang PvP Hawk|
fitID=-quot-Standard-quot--Dual-MASB-Hawk|
high1name=150mm Light AutoCannon II|
high1typeID=2881|
high2name=Rocket Launcher II|
high2typeID=10631|
high3name=Rocket Launcher II|
high3typeID=10631|
high4name=Rocket Launcher II|
high4typeID=10631|
high5name=Rocket Launcher II|
high5typeID=10631|
mid1name=1MN Afterburner II|
mid1typeID=438|
mid2name=X5 Prototype Engine Enervator|
mid2typeID=4025|
mid3name=J5b Phased Prototype Warp Scrambler I|
mid3typeID=5439|
mid4name=Medium Ancillary Shield Booster|
mid4typeID=32772|
mid5name=Medium Ancillary Shield Booster|
mid5typeID=32772|
low1name=Nanofiber Internal Structure II|
low1typeID=2605|
low2name=Pseudoelectron Containment Field I|
low2typeID=5837|
charge1name=Cap Booster 50 x1|
charge1typeID=264|
charge2name=EMP S x1|
charge2typeID=185|
charge3name=Scourge Rage Rocket x1|
charge3typeID=24471|
charge4name=open|
charge5name=open|
rig1name=Small Anti-EM Screen Reinforcer I|
rig1typeID=31716|
rig2name=Small Anti-EM Screen Reinforcer I|
rig2typeID=31716|
difficulty=2|
warsop=A|
warsopReason=|
version=ODY 1.0|
shipDNA=11379:2881;1:10631;4:438;1:4025;1:5439;1:32772;2:2605;1:5837;1:31716;2::|
skills=|
notes=The Hawk is an excellent solo brawler, capable of taking on virtually any ship smaller than a cruiser at short range. You will usually want to activate one MASB at a time, as it will restore almost the entirety of your shield in one activation thanks to the Hawk's bonus.</li><li>As fitted, with all skills at V and before boosts, this ship has 5.8 K EHP, flies at 924 m/s (1199 m/s with AB on overheat) and align in 5.1 s (3.6 s with AB off). The ship signature radius is 42.7 m</li><li>Damage is 201 dps within 12.7 km, but the ship can repair 413 EHP/s indefinitely (or as long as it carries cap boosters)}}
The ship does well at solo PvP. It has five mid slots, which favors shields, as does its bonus to shield boosters. However, the pilot will need high level skills in a number of areas to be able to fly this ship.
}}
|}
=== Damage and range ===
As noted in the article on [[missile damage]]:
As noted in the article on [[missile damage]]:


{{Color box | color=#222222 | border=#ffeeee | While a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
While a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
* If the signature radius of the target ship is smaller than explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it. }}
* If the signature radius of the target ship is smaller than explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it.


In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.