Laser vs missile dps question

Since you can nos them, it means they have infinite cap.

and where the assumption that having cap is prerequisite of being valid target for nos come from again?

EDIT: to clarify: for all I know the module can be just checking wether or not target is a spaceship (assuming it fails to activate on f.e. PoSes) and considering how… shallow NPC ships are it would be easier to just mark ships from nonships than implementing infinite cap for them.

Dire Pithum Mortifier
capacitorCapacity(482)=1150.0 GJ

Summary
	targetAttack(10)category=2 [is_offensive]
		range(54)=0.0 m
		falloff(158)=1.0 m
		tracking speed(160)=0.0 ø
		duration(51)=0.0 s
		discharge(6)=0.0 GJ
		pre=0
		post=0
	missileLaunchingForEntity(569)category=2 [is_offensive]
		duration(506)=5000.0 s
		pre=0
		post=0
	entityShieldBoostingMedium(2193)category=1 
		duration(636)=5000.0 ø
		pre=0
		post=0
	mass(4)=1.01E7 kg
	hp(9)=1200.0 HP
	charge(18)=0.0 GJ
	speedFactor(20)=0.0 %
	maxVelocity(37)=320.0 m/sec
	capacity(38)=235.0 m3
	rechargeRate(55)=1000000.0 s
	damageMultiplier(64)=x0.0 
	scanSpeed(79)=6000.0 s
	emDamage(114)=0.0 HP
	explosiveDamage(116)=0.0 HP
	kineticDamage(117)=0.0 HP
	thermalDamage(118)=0.0 HP
	volume(161)=101000.0 m3
	radius(162)=150.0 ø
	maxLockedTargets(192)=3.0 ø
	maxAttackTargets(193)=1.0 ø
	scanRadarStrength(208)=0.0 points
	scanLadarStrength(209)=0.0 points
	scanMagnetometricStrength(210)=0.0 points
	scanGravimetricStrength(211)=19.0 points
	missileDamageMultiplier(212)=x3.0299999713897705 
	propulsionGraphicID(217)=395.0 ø
	gfxBoosterID(246)=395.0 ø
	entityAttackRange(247)=70000.0 ø
	entityLootCountMin(250)=1.0 ø
	entitySecurityStatusKillBonus(252)=0.10499999672174454 %
	shieldCapacity(263)=1800.0 HP
	shieldCharge(264)=0.0 ø
	armorHP(265)=1150.0 HP
	armorEmDamageResonance(267)=0.10000000149011612 %
	armorExplosiveDamageResonance(268)=0.15000000596046448 %
	armorKineticDamageResonance(269)=0.2800000011920929 %
	armorThermalDamageResonance(270)=0.20999999344348907 %
	shieldEmDamageResonance(271)=0.10000000149011612 %
	shieldExplosiveDamageResonance(272)=0.15000000596046448 %
	shieldKineticDamageResonance(273)=0.2800000011920929 %
	shieldThermalDamageResonance(274)=0.20999999344348907 %
	entityFlyRange(416)=25000.0 ø
	entityEquipmentMin(456)=-4.0 ø
	entityEquipmentMax(457)=6.0 ø
	entityReactionFactor(466)=0.7300000190734863 ø
	entityAttackDelayMin(475)=3900.0 ø
	entityAttackDelayMax(476)=15600.0 ø
	shieldRechargeRate(479)=1000000.0 s
	entityKillBounty(481)=247500.0 ø
	capacitorCapacity(482)=1150.0 GJ
	shieldUniformity(484)=0.75 ø
	entityDefenderChance(497)=0.06750000268220901 ø
	entityWarpScrambleChance(504)=0.0 ø
	entityMissileTypeID(507)=typeID 211.0 
	entityCruiseSpeed(508)=160.0 m/sec
	modifyTargetSpeedChance(512)=0.0 ø
	modifyTargetSpeedDuration(513)=0.0 sec
	modifyTargetSpeedRange(514)=0.0 m
	armorUniformity(524)=0.75 ø
	structureUniformity(525)=1.0 ø
	signatureRadius(552)=145.0 m
	entityFactionLoss(562)=0.008999999612569809 ø
	entitySecurityMaxGain(563)=5.0 ø
	scanResolution(564)=250.0 mm
	entityChaseMaxDelay(580)=10000.0 ø
	entityChaseMaxDelayChance(581)=0.10000000149011612 ø
	entityChaseMaxDuration(582)=10000.0 s
	entityChaseMaxDurationChance(583)=1.0 ø
	optimalSigRadius(620)=0.0 m
	entityArmorRepairDuration(630)=10000.0 ø
	entityArmorRepairAmount(631)=0.0 ø
	entityShieldBoostAmount(637)=140.0 ø
	entityArmorRepairDelayChance(638)=0.5600000023841858 ø
	entityShieldBoostDelayChance(639)=0.5600000023841858 ø
	entityGroupRespawnChance(640)=1.0 ø
	missileEntityVelocityMultiplier(645)=x1.9835000038146973 
	missileEntityFlightTimeMultiplier(646)=x2.975250005722046 
	maxDirectionalVelocity(661)=2000.0 ø
	minTargetVelDmgMultiplier(662)=0.25 ø
	entityChaseMaxDistance(665)=37500.0 m
	entityBracketColour(798)=1.0 ø
	disallowAssistance(854)=True
	missileEntityAoeCloudSizeMultiplier(858)=0.8033000230789185 %
	missileEntityAoeVelocityMultiplier(859)=1.393399953842163 %
	entityShieldBoostDelayChanceMedium(1007)=0.5600000023841858 ø
	entityArmorRepairDelayChanceMedium(1010)=0.5600000023841858 ø
	AI_ShouldUseTargetSwitching(1648)=1.0 ø
	AI_ShouldUseSignatureRadius(1650)=1.0 ø
	AI_ChanceToNotTargetSwitch(1651)=0.0 %
	AI_ShouldUseEffectMultiplier(1652)=1.0 ø
	AI_TankingModifierDrone(1656)=0.699999988079071 ø
	entityOverviewShipGroupId(1766)=groupID 26.0 
	AI_IgnoreDronesBelowSignatureRadius(1855)=25.0 m

arch gistii outlaw
capacitorCapacity(482)=230.0 GJ

Summary
	targetAttack(10)category=2 [is_offensive]
		range(54)=900.0 m
		falloff(158)=4000.0 m
		tracking speed(160)=0.5249999761581421 ø
		duration(51)=2500.0 s
		discharge(6)=0.0 GJ
		pre=0
		post=0
	warpScrambleForEntity(563)category=2 Attempts to prevent the target from warping.[is_offensive]
		 ItemModifier : targetID.Warp Scramble Status ADD 2.0
		range(103)=7500.0 m
		duration(505)=10000.0 sec
		discharge(6)=0.0 GJ
		pre=0
		post=0
	modifyTargetSpeed2(575)category=2 [is_offensive]
		 ItemModifier : targetID.Maximum Velocity ?op6 -75.0
		range(514)=10000.0 m
		duration(513)=5000.0 sec
		discharge(515)=0.0 ø
		pre=0
		post=0
	entityShieldBoostingSmall(2192)category=1 
		duration(636)=5000.0 ø
		pre=0
		post=0
	mass(4)=1645000.0 kg
	hp(9)=1000.0 HP
	charge(18)=0.0 GJ
	maxVelocity(37)=900.0 m/sec
	capacity(38)=120.0 m3
	rechargeRate(55)=500000.0 s
	damageMultiplier(64)=x4.166666507720947 
	scanSpeed(79)=2500.0 s
	emDamage(114)=0.0 HP
	explosiveDamage(116)=0.0 HP
	kineticDamage(117)=2.0 HP
	thermalDamage(118)=8.0 HP
	volume(161)=16450.0 m3
	radius(162)=50.0 ø
	maxLockedTargets(192)=2.0 ø
	maxAttackTargets(193)=1.0 ø
	scanRadarStrength(208)=0.0 points
	scanLadarStrength(209)=8.0 points
	scanMagnetometricStrength(210)=0.0 points
	scanGravimetricStrength(211)=0.0 points
	propulsionGraphicID(217)=394.0 ø
	gfxTurretID(245)=484.0 ø
	gfxBoosterID(246)=394.0 ø
	entityAttackRange(247)=5700.0 ø
	entityLootCountMin(250)=2.0 ø
	entitySecurityStatusKillBonus(252)=0.027499999850988388 %
	shieldCapacity(263)=325.0 HP
	shieldCharge(264)=0.0 ø
	armorHP(265)=725.0 HP
	armorEmDamageResonance(267)=0.44999998807907104 %
	armorExplosiveDamageResonance(268)=0.8100000023841858 %
	armorKineticDamageResonance(269)=0.6800000071525574 %
	armorThermalDamageResonance(270)=0.5600000023841858 %
	shieldEmDamageResonance(271)=0.44999998807907104 %
	shieldExplosiveDamageResonance(272)=0.8100000023841858 %
	shieldKineticDamageResonance(273)=0.6800000071525574 %
	shieldThermalDamageResonance(274)=0.5600000023841858 %
	entityFlyRange(416)=1900.0 ø
	entityEquipmentMin(456)=-5.0 ø
	entityEquipmentMax(457)=4.0 ø
	entityReactionFactor(466)=0.4300000071525574 ø
	entityAttackDelayMin(475)=6150.0 ø
	entityAttackDelayMax(476)=24600.0 ø
	shieldRechargeRate(479)=2000000.0 s
	entityKillBounty(481)=20250.0 ø
	capacitorCapacity(482)=230.0 GJ
	shieldUniformity(484)=0.75 ø
	entityDefenderChance(497)=0.0037499999161809683 ø
	entityWarpScrambleChance(504)=0.25 ø
	missileLaunchDuration(506)=1.0 s
	entityMissileTypeID(507)=typeID 213.0 
	entityCruiseSpeed(508)=450.0 m/sec
	modifyTargetSpeedChance(512)=0.3499999940395355 ø
	armorUniformity(524)=0.75 ø
	structureUniformity(525)=1.0 ø
	signatureRadius(552)=26.0 m
	entityFactionLoss(562)=0.004749999847263098 ø
	entitySecurityMaxGain(563)=5.0 ø
	scanResolution(564)=1500.0 mm
	entityChaseMaxDelay(580)=10000.0 ø
	entityChaseMaxDelayChance(581)=0.9375 ø
	entityChaseMaxDuration(582)=10000.0 s
	entityChaseMaxDurationChance(583)=1.0 ø
	optimalSigRadius(620)=40.0 m
	entityArmorRepairDuration(630)=10000.0 ø
	entityArmorRepairAmount(631)=80.0 ø
	entityShieldBoostAmount(637)=40.0 ø
	entityShieldBoostDelayChance(639)=0.6000000238418579 ø
	entityGroupRespawnChance(640)=1.0 ø
	missileEntityVelocityMultiplier(645)=x1.1474000215530396 
	missileEntityFlightTimeMultiplier(646)=x1.1474000215530396 
	maxDirectionalVelocity(661)=3000.0 ø
	minTargetVelDmgMultiplier(662)=0.05000000074505806 ø
	entityChaseMaxDistance(665)=3800.0 m
	entityBracketColour(798)=1.0 ø
	disallowAssistance(854)=True
	missileEntityAoeCloudSizeMultiplier(858)=0.9262999892234802 %
	missileEntityAoeVelocityMultiplier(859)=1.1474000215530396 %
	entityShieldBoostDelayChanceSmall(1006)=0.23000000417232513 ø
	AI_ShouldUseTargetSwitching(1648)=1.0 ø
	AI_ShouldUseSignatureRadius(1650)=1.0 ø
	AI_ChanceToNotTargetSwitch(1651)=0.0 %
	AI_ShouldUseEffectMultiplier(1652)=1.0 ø
	AI_TankingModifierDrone(1656)=0.699999988079071 ø
	entityOverviewShipGroupId(1766)=groupID 25.0 
	AI_IgnoreDronesBelowSignatureRadius(1855)=25.0 m

serpentis artillery
capacitorCapacity(482)=220.0 GJ

Summary
Serpentis Artillery(23428) group=Asteroid Serpentis Destroyer(583) category=Entity(11)
	targetAttack(10)category=2 [is_offensive]
		range(54)=1500.0 m
		falloff(158)=3750.0 m
		tracking speed(160)=0.3956249952316284 ø
		duration(51)=2500.0 s
		discharge(6)=0.0 GJ
		pre=0
		post=0
	entityArmorRepairingSmall(2195)category=1 
		duration(630)=10000.0 ø
		pre=0
		post=0
	mass(4)=2650000.0 kg
	hp(9)=275.0 HP
	charge(18)=0.0 GJ
	maxVelocity(37)=1600.0 m/sec
	capacity(38)=235.0 m3
	rechargeRate(55)=500000.0 s
	damageMultiplier(64)=x6.0 
	kineticDamage(117)=4.0 HP
	thermalDamage(118)=7.0 HP
	volume(161)=26500.0 m3
	radius(162)=50.0 ø
	maxLockedTargets(192)=2.0 ø
	maxAttackTargets(193)=1.0 ø
	scanMagnetometricStrength(210)=14.0 points
	propulsionGraphicID(217)=394.0 ø
	gfxTurretID(245)=563.0 ø
	gfxBoosterID(246)=394.0 ø
	entityAttackRange(247)=7313.0 ø
	entityLootCountMin(250)=1.0 ø
	entitySecurityStatusKillBonus(252)=0.023749999701976776 %
	shieldCapacity(263)=250.0 HP
	shieldCharge(264)=0.0 ø
	armorHP(265)=275.0 HP
	armorEmDamageResonance(267)=0.699999988079071 %
	armorExplosiveDamageResonance(268)=0.6000000238418579 %
	armorKineticDamageResonance(269)=0.8999999761581421 %
	armorThermalDamageResonance(270)=0.800000011920929 %
	shieldEmDamageResonance(271)=0.699999988079071 %
	shieldExplosiveDamageResonance(272)=0.6000000238418579 %
	shieldKineticDamageResonance(273)=0.8999999761581421 %
	shieldThermalDamageResonance(274)=0.800000011920929 %
	entityFlyRange(416)=2438.0 ø
	entityEquipmentMin(456)=2.0 ø
	entityEquipmentMax(457)=3.0 ø
	entityReactionFactor(466)=0.4000000059604645 ø
	entityAttackDelayMin(475)=6375.0 ø
	entityAttackDelayMax(476)=25500.0 ø
	shieldRechargeRate(479)=2000000.0 s
	entityKillBounty(481)=22500.0 ø
	capacitorCapacity(482)=220.0 GJ
	shieldUniformity(484)=0.75 ø
	entityDefenderChance(497)=0.0 ø
	entityCruiseSpeed(508)=200.0 m/sec
	armorUniformity(524)=0.75 ø
	structureUniformity(525)=1.0 ø
	signatureRadius(552)=86.0 m
	entityFactionLoss(562)=0.0032500000670552254 ø
	entitySecurityMaxGain(563)=5.0 ø
	scanResolution(564)=500.0 mm
	entityChaseMaxDelay(580)=10000.0 ø
	entityChaseMaxDelayChance(581)=0.15000000596046448 ø
	entityChaseMaxDuration(582)=10000.0 s
	entityChaseMaxDurationChance(583)=1.0 ø
	optimalSigRadius(620)=40.0 m
	entityArmorRepairAmount(631)=65.0 ø
	entityArmorRepairDelayChance(638)=0.25 ø
	entityGroupRespawnChance(640)=1.0 ø
	entityChaseMaxDistance(665)=4875.0 m
	entityBracketColour(798)=1.0 ø
	disallowAssistance(854)=True
	entityArmorRepairDelayChanceSmall(1009)=0.25 ø
	AI_ShouldUseTargetSwitching(1648)=1.0 ø
	AI_ShouldUseSignatureRadius(1650)=1.0 ø
	AI_ChanceToNotTargetSwitch(1651)=0.0 %
	AI_ShouldUseEffectMultiplier(1652)=1.0 ø
	AI_TankingModifierDrone(1656)=0.699999988079071 ø
	entityOverviewShipGroupId(1766)=groupID 25.0 
	AI_IgnoreDronesBelowSignatureRadius(1855)=50.0 m

ok then I stand corrected, I suppose I have mixed up things and the thing was they they didn’t have modules to use that cap “fitted”.

(those numbers are pretty far from infinite :P)

the thing is, those are the max capacitor of the rats, does not mean they are used in the nos/neut formula ^^ .

I remember people claiming the rats have two variable, one is their capacitor used to for neutralizer/nos and is set to a very high value, and does not change ; the other is a boolean, set to 0 after being neut/nosed, and used to check modules activation; set to 1 again, after a time depending on the neut/nos value and the rats’ max capacitor.

But without source, it’s just my memory playing with itself.

I need to check the formula for neutralizer, will talk about it later.

1 Like

i dont read the whole thread but in general beams are supreme
you just gotta pilot your ship against the weapon system but the truth is there is nothing wrong with beam tracking
you just gotta turn your ship against the flow of combat a little
with a little range and tracking control beams are my favourite weapon system 98% of the time

Until my curse neuts you out.

cmon.
we all know Drone Boats the best PVE
algos-vexor-gila-domi-rattle

rockets and “lasers” suxx, especially if npc uses ecm

y u no luv tristan? :slightly_frowning_face:

Lasers are way more fun than drones.

2 Likes

True, and disintegrators are just much fun. Though you have to play a little closer than beams and use drones to help against the fast movers

As far as i see it drones are secondary weapon systems.

I consider other players drones at times, its fun

1 Like

interesting thread, I especially like the part with the people saying how a persons pve fit won’t beat them in pvp, while posting in the pve section of the forums. I dont get people at times! lol

Anyway, my suggestions, observations and whatever I found from researching/playing.

Missiles are nice because they dont get nerfed to nothing by the first “loyal”/whatever fancy named frigate with a tracking disruptor. Thats really it for me and missiles. I personally am biased towards beam weapons and make a ton of use of cruisers with t2 beams. I work around the anoying range nerf npcs by just using longer range ammo where i need to.

My experience and researching those nos things has really left me no where, but i did find one interesting thing, I believe it was eve uni. It was saying something that yes a npc can be nos’ed but not below the maximum cap number of your own ship. So if you had 2000 Gj of cap you would require the enemy to have 2001 minimum for the nos to work. I cant verify this though as everything I have ever tried to nos in pve has been BC or less and its never given me back cap. These days I fit things like an auto targeter for the + lock slots or a probe scanner if im just running a high sec anomaly basher

I’ve always look at missile this way:
If a large sized beam weapon with standard has an optimal range of 70km and a cruise missile around 140km which on average would take it about 10 seconds to reach that distance, THEN its true ideal range for that cruise missile would be also 70km because you also want your missile to reach your target in a reasonable amount of time (in about 5seconds) and still have some safe range from your target. Fully skilled unbonused Heavy missiles would be 31km(62km) at 2.5 seconds(5s).

Time for a payload to reach its target is a criminally overlooked aspect of missiles.

Yes the thinking is correct, but you also have to consider missile travel time in this math. 7 seconds missile fire rate + the time it will take for them to hit your enemy, and 60km it’ll take some seconds, I think a laser ship with 3 seconds rate of fire, in that big distance, can hit up to 3x before missiles hit the enemy.

1 Like

you know beam ships can counter neuts right we have vamps and cap chargers still…

I challenge you to a dual then.

I think you dreamt that

This is an example to illustrate a mechanism. Whether or not this example is based on actual numbers is completely irrelevant, troll.

You admit to troll ?
Where is “average missile duration” of launcher shown in info sheet if not trolling ?