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User:Qwer Stoneghost/Old user page: Difference between revisions

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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. In addition, the chart cannot take into account the ability of the pilot to keep the blaster within tracking range on the one hand, and the ability of the pilot to evade damage while the rockets travel to the target on the other.
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. In addition, the chart cannot take into account the ability of the pilot to keep the blaster within tracking range on the one hand, and the ability of the pilot to evade damage while the rockets travel to the target on the other.
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?
{{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 only has two low slots, which favors shields, as does its bonus to shield boosters. However, the pilot will need Level 5 skills in a number of areas to be able to fly this ship.
}}


=== Damage and Range ===
=== Damage and Range ===