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blankseplocked Turrets, is hybrid the only one worth taking?
 
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Able Pat
Posted - 2007.04.19 20:48:00 - [1]
 

I've been looking at the stats for all the different kinds of turret and I can't see any point in shooting anything other than hybrid turrets.

They seem to have low cap usage, more damage than laser and projectile and have the longest range.

Am I missing something - maybe ship stats, skills or modules - that makes them have the same worth than the others?

Pat

Ciphero
Dreddit
Test Alliance Please Ignore
Posted - 2007.04.19 20:53:00 - [2]
 

Projectiles have ZERO cap usage, for one thing.

Hybrids: Good optimal, crap falloff, average tracking.
Lasers: Average optimal, average falloff, good tracking.
Projectiles: Poor optimal, good/great falloff, poor tracking, best volley damage.

Marduk Felzhen
Posted - 2007.04.19 20:53:00 - [3]
 

Well amarr ships aside, most ships have bonuses to their racial turret (some amarr ships use projectiles) So you wouldnt use hybrids on a minmatar ship with bonus to projectile dmg/tracking. Plus only the rails have longest range (due to ship bonuses to optimal) Blasters are realy short range, (if not the shortest, taking into account optimal AND falloff). So its preference really. I dont think any turret has a complete advantage of the other 3, its all situational.

Sokratesz
Rionnag Alba
Northern Coalition.
Posted - 2007.04.19 20:57:00 - [4]
 

Railguns have relatively low DPS, quite a bit of cap use and hard to fit CPU-wise.

Blasters have alot more DPS, are very short-ranged and suffer from CPU use too.

Autocannons...easy fitting, good DPS, short range, veyr good faloff.

Artillery...massive PG use, insane alpha strike, decent DPS, very bad tracking


Can't say anything about lasers, never used em.

Vaine Amarr
Amarr
Angel Feathers Research and Development
Posted - 2007.04.19 20:57:00 - [5]
 

dont forget, lasers have the highest DPS of all guns IIRC.. too bad the damage type is a little weak.

Christopher Dalran
Gallente
Deadly Alliance
Posted - 2007.04.19 21:06:00 - [6]
 

Lasers
Pros - Ammo lasts a long time, Ammo changes very fast, Good range, Good damage against shield tanks.
Cons - Takes alot of cap, hard to hurt armor tanks, missing mid range guns (short or long), stuck in em/thermal damage types, high PG requirement

Hybrids
Pros - Highest DPS, Long Optimal.
Cons - Short Falloff, requires ammo AND a decent ammount of cap, Stuck in Kinetic/thermal Damage types, EXTREMELY short range on blasters

Projectile
Pros - Can deal ALL damage types, Long falloff, Highest alpha on Artys, DOES NOT REQUIRE ANY CAP TO FIRE.
Cons - Lowest DPS, Horrible tracking on artys, artys take a HUGE ammount of PG

Missiles
Pros - No cap to fire, Alwayse in optimal range unless outside max flight distance, Can deal all damage in the targets lowest resist, MWD (and fast fittings) + T2 ammo can be used on targets to stack missiles close together and produce staggering alpha strikes, low pg requirement.
Cons - Takes time for the missiles to travel a long distance, lower average dps (but not lower than Projectiles), suceptable to Smartbombs (can be blow up before they get to their target).

Basically if you want max damage go with Hybrids

If you want a NOS proof weapon system go with projectiles or missiles

If your amaar go with lasters, any other race has cap issues with them since they get no bonus to cap usage.

If your running missions absolutly go with missiles since you can fire from both long and close ranges hitting anything.

Theres alot more to consider than just dps. Also Hybrids DO NOT have a longer range than projectiles, the artys can actually hit MUCH MUCH further out due to their gigantic falloff (optimal + falloff = 50% chance to hit, Optimal + (2x falloff) = 0% chance to hit)

Dristra
Amarr
Idle Haven
Posted - 2007.04.19 21:13:00 - [7]
 

THose that claim lasers have good tracking should take another look at pulse lasers, omg lower tracking than hybrids and autos

Marquis Dean
Caldari
Indigo Fade
Posted - 2007.04.19 21:15:00 - [8]
 

You've only dealt with half of all the types.

And...

Originally by: Christopher Dalran
Lasers
Cons - Takes alot of cap, hard to hurt armor tanks, missing mid range guns (short or long)


Not if you have decent skills.
Not all armortanks use purely EANMs. Active Kin/Therm/Exp & EANM = EM lowest resist.
Pulse = midrange.

Originally by: Christopher Dalran
Hybrids
Pros - Highest DPS, Long Optimal.

Not on the same gun, don't be misleading.

Originally by: Christopher Dalran

Projectile
Pros - Can deal ALL damage types

Not effectively, involves big changes in effective range and damage, and the damage types are mixed, not selective.

Originally by: Christopher Dalran

Cons - Lowest DPS,

Not with Matari ship bonuses.
Originally by: Christopher Dalran

MWD (and fast fittings) + T2 ammo can be used on targets to stack missiles close together and produce staggering alpha strikes.
suceptable to Smartbombs (can be blow up before they get to their target).

Cavalry Ravens don't work anymore.
I've never seen that happen, and I have tried to replicate it.

Originally by: Christopher Dalran

Basically if you want max damage go with Hybrids

Unbonused, you mean Blasters, not all Hybrids, Autocannon Muninn>Blaster Deimos

Brucce
Minmatar
Area 88
Posted - 2007.04.19 22:51:00 - [9]
 

i think my minnnie ship does decent dmg, my maelstrom gets 1100dps from hail... 750dps from barrage, and i can hit out to 44k with barrage...

not including my tech 2 drone dmg....

my sleipnir does 850dps with drones...

both autocannon setups

Ryysa
Mission Fail
Posted - 2007.04.19 22:54:00 - [10]
 

Uhm, without copypaste re-posting.

Look here.

I made a fairly decent writeup a little while ago.

Arushia
Nova Labs
New Eden Research.
Posted - 2007.04.20 05:19:00 - [11]
 

Originally by: Vaine Amarr
dont forget, lasers have the highest DPS of all guns IIRC.. too bad the damage type is a little weak.

Even if we ignore damage type, do lasers still have the best DPS when you factor in Gallente's standard 25% hybrid damage bonus and Minmatar's standard 25% ROF bonus? The equivalent amarr bonus is cap use, which does nothing to DPS.

To answer the OP, train Hybrids for Gallente and Caldari, train Projectiles for Minmatar, and wait for CCP to fix Lasers/Amarr.

MrDisposable
Caldari
Science and Trade Institute
Posted - 2007.04.20 06:14:00 - [12]
 

Whole lotta mis-information in this thread.

Short range:
DMG mod__blaster>pulse>AC
ROF______blaster>pulse>AC
tracking_blaster>AC>pulse
range____pulse>AC>blaster

This is all unbonused of course, so without bonuses blasters are the highest DPS weapon.

Long Range:
DMG mod__arty>beam>rail
ROF______beam>rail>arty
tracking_beam>rail>arty
range____rail>arty>beam

Once again unbonused, beams are the highest DPS of the long range weapons, while still signifactly lower than the DPS of the shorter range ones.

Laboratus
Gallente
Invicta.
Cry Havoc.
Posted - 2007.04.20 08:21:00 - [13]
 

Edited by: Laboratus on 20/04/2007 08:22:29
Edited by: Laboratus on 20/04/2007 08:19:20
Edited by: Laboratus on 20/04/2007 08:18:47
Blasters for hugging range,
Autocannons for smart high dps combat,
Pulse lasers for easily varying range and still high dpsing,
Missiles for f1-f8 and silly speed ships,

for longer range combat think about what range you want to fight in and then consult the following

Long range dps Chart
For a target going 150m/s transvectral with a sig radius of 400.
(all ships have best T2, full skills, 3 dam mods, 2 TC, 1 TE, and the hyp will have problems targeting to that range)

Remember that damps can hit to around 170, ecm to 200+ etc. So remember that when thinking strategy...
Edit: Typos
Edit 2: Typos


 

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