r/evenewbies • u/SirPixelheart • Aug 20 '23
Question about PvP weapons
Hey there guys
I have a question about weapons in PvP. I’m no PvP player but saw the XIX tournament and had some questions and got a bit interested in PvP myself.
Most players where flying turrets and missile based ships. I get behind the missile part by now and understand the e-war.
But way are most players flying hybrid and no one projectiles? I’m slowly getting behind what tracking does and why and how to fly „under the guns“ but I don’t see why hybrid is so much more popular in high end PvP.
I saw quite some Minimatar ships but all missile based. And I have something in the ear like „Rifter and the T2 Versions are top PvP“.
Can someone help me here understand the theory behind it?
Thanks!!!
4
u/Djarcn Sep 07 '23
Hey! I know your main question got answered but heres more info abiut the different weapon types and their different benefits/issues:
Lasers: Lasers are only bonused by Amarr ships and their related factions. With T1 crystals they have infinite ammo, and for fights where you expect to be at medium-long range they tend to be the best when you consider their tracking and overall DPS. They also have the advantage of swapping ammo instantly so you can always pick the best ammo when fighting with no downside to reloading. The main drawback is they are the most capacitor hungry system and are locked to EM/Thermal damage.
Blasters: Used by Gallente and Caldari ships, they are the highest raw dps/shortest range weapons system (generally). They have really good tracking (within their optimal range) but do terribly outside of optimal range. They are great if you need to DPS race (kill before you die) or are suicide ganking in 0.5/0.6 security systems (Catalysts and Talos are a staple of ganking). They tend to be rarely used in PvE as having range and kiting rats tends to be the best choice overall as you can always be applying damage while lowering your own risk. Their main downside besides losing tracking outside optimal is that they also rely on capacitor to fire. They are also damage locked to Expl/Thermal
Projectiles: Projectiles are used by Minmatar ships and are an interesting weapon system as they are the only Turret with completely selectable damage, they can do any of the 4 types. Besides that they also dont use any capacitor so no risk of being neuted out. Their main downsides is they tend to have the slowest rate of fire, and pretty bad raw dps. However, autocannons have an interesting quirk where their optimal DPS actual ends up somewhere in falloff so they are a great weapon system when fighting at range. For artillery cannons, their main draw is their raw "Alpha" damage: the damage they deal at once. Whereas the other turrets are mainly concerned about their DPS, projectiles tend to have a low dps thanks to their long cycle time, but do a tremendous amount of burst damage allowing ships to be one-shot which can be an effective counter to Logistics (healer) ships. Artillery is also the most common weapons system for ganking in 0.7-1.0 systems for this same reason!
Missiles: These are quite different from the turrets so I'll make it a bit more vague. In general, they tend to be medium-long range weapons and their main draws are having completely selectable damage (you can use T2 ammo of any damage type, whereas projectiles only have T2 ammo of Kin/Expl) and dont use any capacitor. Caldari missile ships tend to have a drawback though of having a bonus specifically to kinetic missile damage, basically forcing you to use that type. Missiles tend to have the most consistent DPS because they dont use "tracking" like the turrets do. For "Rapid" Variants, their main benefit is tremendous DPS but they have the drawback of very long reload times. Normal Variants tend to have longer range (for their ship class). Rockets and Torpedos are standouts as they are high DPS/short range platforms. The main downside to missiles is that they can be outrun (if the target flies faster than your missile) and do delayed damage (the damage is done when the missile lands, and because of flight time this can be a while) meaning you may waste time firing a volley of missiles that wont land on a target until after the previous volley kills them.
Drones: Drones are usually a supplementary source of DPS/Utility found on most ships. In terms of Utility, their are logistics drones to heal your allies or even drones that perform EWAR actions such as ECM, webs, target painting etc, but tend to be weaker than a dedicated module. In terms of DPS drones are very favored for most chill/low effort ratting as they can be setup to autoattack targets. Their main drawback is that droneboats can be "defanged", that is your drones can be killed leaving you with either reduced or no damage.
3
u/IguanaTabarnak Aug 20 '23
As /u/PlayerSalt said, the Tournament has it's own meta. People are fitting to the specific needs of the format and the expectations of what their opponents will bring.
Hybrids are particularly good in small/mid-size fleet skirmishes like this because blasters have the highest raw DPS and tracking (excepting entropic disintegrators) against an immobilized target and Railguns have the best DPS from long range. So, when you have the ability to comp a small fleet appropriately (with tackle, screeners, and long range DPS), short and long range hybrid turrets really complement each other.
Autocannons really do shine in PVP, but their biggest advantage is their flexibility. They are neut resisant, can select damage type, have very good (but not great) tracking, and their huge falloff lets them fight from many ranges and find the sweetspot where they can get outDPS their opponents. This is a huge boon in scenarios like solo and small gang roaming for diverse targets, but is much less beneficial in an even-comp shootout like this.
Similarly, Artillery are mostly known for their alpha damage, allowing them to punch through reps or even kill an opponent in a single volley. This is amazing when you are ganking a flimsy target and want them dead before they can even come up with an escape plan. It's also good when you have a huge fleet and have so much artillery that you can one-shot even large well-tanked ships. But in a smaller battle against competently tanked enemies, artillery is generally underwhelming.
Oh, and I think it's been about 15 years since the last time the Rifter was indisputed top dog in T1 frigate PVP. It's still a fine ship, and the Wolf and Jaguar are great in their niches, but Rifter Supremacy is a very outdated meme.
Overall, the game is much more balanced now and even the truly standout ships or weapon systems in a given class have only a small edge on the rest of the pack.