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Khandari Zetha
Posted - 2006.10.04 17:25:00 - [1]
 

From all the forums I've read thus far it has been made clear that blasters have higher damage output then railguns.

Howerver I was wondering why. I'm sure you all are right (duh), but if I look at the stats and compare:
Railguns hit harder but have less rate of fire, and blasters hit for less but shoot faster... So why do they more damage? (I've compared for instance med Railguns with med blasters)

Hopefully awaiting an answer,

Thalos

Taedron
Merch Industrial
GoonSwarm
Posted - 2006.10.04 17:30:00 - [2]
 

I think what you are looking for is Damage Per Second.

Divide the damage that the weapon does by the ROF and you will see which one does more damage per second.

Simon Jax
Gallente
Battlestars
GoonSwarm
Posted - 2006.10.04 17:37:00 - [3]
 

Also, you really do have to factor in the ammo used. Hybrid ammo (like most ammo) has increased damage for decreased range. The tracking stats for Blasters are higher than that of Railguns, and therefore are better suited for close range.

So if you use the best ammo for Railguns (Antimatter), it will half the optimal range. With the lower tracking of Railguns, this will typically result in fewer hits. However, due to the higher tracking stat on Blasters, range reduction has less of a negative effect.

Matalino
Posted - 2006.10.04 17:37:00 - [4]
 

Originally by: Taedron
I think what you are looking for is Damage Per Second.

Divide the damage that the weapon does by the ROF and you will see which one does more damage per second.


Don't forget to factor in the damage modifier. A Light Neutron Blaster I has a damage modifier of 3.5 and a rate of fire of 3.5 seconds. A 150mm Railgun I has a damage modifier of 2.75 and a rate of fire of 4.25 seconds. So the Light Neutron Blaster I does 55% more damage than a 150mm Railgun I.

Ozzie Asrail
Caldari Provisions
Posted - 2006.10.04 17:46:00 - [5]
 

The Formula is (Ammo Dmg)*(Gun Dmg mod)/(Gun rof) = DPS

250mm rail II with antimatter ammo does 24*3.3/6.38 = 12.4
Heavy Neutron II with antimatter does 24*4.2/5.25 = 19.2

Max Godsnottlingson
Amarr
Max G Storage and Logistics
Posted - 2006.10.04 17:46:00 - [6]
 

Rather then get bogged down in number crunching, you need to look at your fighting style. Every weapon system has a close range high damage type, and a longer range, less damage type. So for you Blaster is close, Rail long. likewise, for me, as a good Amarr. Pulse is close, Beam is long.. The close range systems are also much more CAP friendly, perhaps that's only realy important for laser users, which draw a lot of CAP when firing though. The close range systems also tend to enjoy a much faster tracking ability so you can snuggle up close to a target,orbot close in and do some crazy amounts of damage, though you do need to get in close firstVery Happy
So use your fighting style as the main decider as to which to go for rather then trying to number crunch

Khandari Zetha
Posted - 2006.10.04 18:35:00 - [7]
 

Once again, thanks all for the info.

Thalos

Amp Run
Posted - 2006.10.04 23:21:00 - [8]
 

ok, I am a little confused.

I use Caldari ships and I have trained extensively in Gunnery skills (400k skills – still nOObish but I can use them well). I have always used rails. I just looked at the required skills for blasters and they seem to be the same as rail guns - I can use T2 small blasters as easily as using small rails - why the difference and now reading this post, why would I ever use rails again?

I am assuming its a matter of Blasters just using more Cap but it seems that I can make an effective Gun Ship out of my Ferox with Blasters. I know my range for blasters is closer in, but my hopes has been to use my Ferox in alliance space (until I get my BS) as both a ratter to make ISK and get loot and then fly into combat if the alliance needs the op - in which case, guns are better than missiles and blasters > than rails….

I know I would not get the bonus (I think) on range with the blasters....

so again, why would I even bother using rails?

GC13
Caldari
Species 5618
R0ADKILL
Posted - 2006.10.05 00:09:00 - [9]
 

Originally by: Amp Run
so again, why would I even bother using rails?
Because the range on blasters is pitifully small and that Ferox of yours maneuvers like a slug. When killing NPCs, being able to pop them at range is always preferred (whether it be with missiles or guns).

For solo PvP where you need to be up close and in their face anyway, blasters are better. However in group PvP where others can tackle for you, range becomes helpful for a great number of reasons (not having to MWD up to each individual target who falls quickly under concentrated fire). We see this at its strongest in fleets when the two sides engage one another at 200km.

Rooker
Lysian Enterprises
Posted - 2006.10.06 17:46:00 - [10]
 

150MM Compressed Coil w/antimatter:
At 24KM, hits badly. Target starts running.
At 17KM, hits well
At 10KM, wrecking hits. Target webbed.
At 5KM, if the target has survived all this, NOS sucks out his cap.

Blaster w/any ammo:
At 24KM, can't shoot yet. Target starts running.
At 17KM, can't shoot yet. Target starts shooting back.
At 10KM, can't shoot yet. Shields are gone. Target webbed.
At 5KM, I can finally shoot! Shields are gone, armor at 50%. Can't use armor repair because target hit the NOS. The target invites me to a private conversation.......

So many people like blasters, so there must be a way to make them effective. What's the secret? Is there a particular long-range ammo type for a blaster that equals a 150mm rail w/antimatter?

Have ISK, willing to spend on a good blaster/ammo, if it's going to do more than stare at somebody 7KM away (can't use T2 blasters yet).

Nigh7F0x
Posted - 2006.10.06 19:39:00 - [11]
 

You can learn some skills that will extend your range but blasters are made for upclose battles. You put them on a fast frigate or cruiser with a mwd and get close asap. Otherwise you are toast. Railguns are built for range and won't be able to track a fast target the closer it gets. This is a balancing act that you must try to avoid. You don't want to sit very long in either deadspot with either weapon very long or you will be staring at your pod. If you go rails then you will need drones for enemies that get in close. If you go blasters, you need a mwd to get within range asap.

Illistar DeathWing
Posted - 2006.10.06 19:51:00 - [12]
 

Originally by: Rooker
150MM Compressed Coil w/antimatter:
At 24KM, hits badly. Target starts running.
At 17KM, hits well
At 10KM, wrecking hits. Target webbed.
At 5KM, if the target has survived all this, NOS sucks out his cap.

Blaster w/any ammo:
At 24KM, can't shoot yet. Target starts running.
At 17KM, can't shoot yet. Target starts shooting back.
At 10KM, can't shoot yet. Shields are gone. Target webbed.
At 5KM, I can finally shoot! Shields are gone, armor at 50%. Can't use armor repair because target hit the NOS. The target invites me to a private conversation.......

So many people like blasters, so there must be a way to make them effective. What's the secret? Is there a particular long-range ammo type for a blaster that equals a 150mm rail w/antimatter?

Have ISK, willing to spend on a good blaster/ammo, if it's going to do more than stare at somebody 7KM away (can't use T2 blasters yet).


Blasters are usually used with ships like the thorax that use mwd.

evistin
Multiverse Corporation
The Core Collective
Posted - 2006.10.07 07:42:00 - [13]
 

Yes a MWD and some cap rechargers are often comboed with blasters.

Get some ECM into the mix at

30km, loose target lock
20km, loose target lock
10km, loose target lock
5km, eay him alive, again loose target lock.


Khandari Zetha
Posted - 2006.10.07 10:11:00 - [14]
 

Originally by: evistin
Yes a MWD and some cap rechargers are often comboed with blasters.

Get some ECM into the mix at

30km, loose target lock
20km, loose target lock
10km, loose target lock
5km, eay him alive, again loose target lock.




Sorry; ECM? what is this?

Thalos

evistin
Multiverse Corporation
The Core Collective
Posted - 2006.10.07 11:04:00 - [15]
 

ECM is eletronic Counter Measure, they distrub sensors, one of their lovely abilitys is to remove target locks. They can't shoot what they can't target.

Rouge Nubslayer
Posted - 2006.10.07 13:33:00 - [16]
 

Well if he/she uses FoFs or drones then ecm is useless.

GC13
Caldari
Species 5618
R0ADKILL
Posted - 2006.10.07 15:51:00 - [17]
 

Originally by: Rouge Nubslayer
Well if he/she uses FoFs or drones then ecm is useless.
1) Not everything uses FoFs (any turret ship or a battleship using torpedoes will be out of luck, for instance).

2) Even if the ship's drones are still coming at you, you're stopping their ECM, their turrets, their missiles (unless they have FoF), their nosferatus, their warp scrambling, and all sorts of other bad stuff.

evistin
Multiverse Corporation
The Core Collective
Posted - 2006.10.08 03:08:00 - [18]
 

ECM is a little over powering in the game right now, Pilots who are good at this stuff are VERY valuable in fleet combat. they serve a nich role.

Jan Mierre
Posted - 2006.10.10 20:00:00 - [19]
 

Originally by: evistin
ECM is a little over powering in the game right now...


I agree. I went ratting in a system while I was waiting for a friend to take care of something and log back on. Guristas rats kept jamming me, so I fitted an ECCM module. I still got jammed (yes it was the proper type of ECCM). Fitted an ECM burst alongside the ECCM, to hopefully break his lock on me. Still got jammed. Chucked the ECM and put on THREE ECCM mods and had to offline a blaster to do it. STILL GOT JAMMED.

FFS.....



 

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