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Ygolohtna
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Posted - 2011.01.26 22:51:00 -
[1]
Greetings everyone Im new to the game just starting out. I was considering training for Gallente since I want to snipe and read that railguns have the longest range.
However after doing some more browsing it would appear the general consensus is that railguns (hybrids in general) suck. If they races were ranked by ship according to greatest distance + dmg how would they sort. (ie gallente>amarr>minmatar>caldari?)
I like the idea of sniping (since its what I do in every game) however I am beginning to think its not practical in Eve. Thoughts?
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Kacer Xenro
Swords Horses and Heavy Metal
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Posted - 2011.01.27 11:31:00 -
[2]
depends on what you're doing.
if you're in a large fleet pvp engagement, then i think the latest FOTM is Minmatar; reason being, they've got the most alpha damage, which is important for instapopping ships.
in pve. railguns suck, go for some other race, like caldari, they're pretty good at pve.
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Kasugano
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Posted - 2011.01.27 13:08:00 -
[3]
No race really focuses on railguns. Caldari use them, but they focus on missiles. Gallente use them, but they focus on drones.
You can snipe with rail guns, they work get the job done, they are considered the weakest weapon though, not something to make a main focus, something to use as a side arm to your missiles or drones. I'm going the eve "sniper" route, but artillery are the gun of choice for me.
i'm not 100% sure on rails vs artillery. Arts hit real hard, they do a lot in that first burst, but it takes a long time to fire again, and rails have better accuracy, but not sure about the overall dps and think artillery might have a slight edge on rails for range but less accuracy.
You can also "snipe" with missiles. They take ages to get there, so its not too useful in large fleet fights when your targets blow up before your missiles can get there, but you can get missiles to go a real long ways.
If your thinking in terms of a sniper in FPS's, you might want to look into stealth bombers. Give you the hidden aspect of sniping. Or just into cloaking in general.
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Ygolohtna
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Posted - 2011.01.27 13:51:00 -
[4]
Hmm yea I never really thought about how railguns would apply in PVE. I got excited as soon as I heard "railguns easy hit at max lock range 249km". I am not sure as to the range of artys or beams.
If rails are as bad as they say I suppose I should look at amarr for beams. I just don't see how you can run beams if they super drain your cap (clearly my skills are just lacking and getting the necessary ones this wouldnt be an issue).
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Lindelwin
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Posted - 2011.01.27 14:19:00 -
[5]
FOTM is called FOTM for a reason. You should just go with whatever you want and not worry about what is best. Every skill in this game is a roller coaster ride the same as classes are in traditional MMO's. By the time you get the skills to use the current FOTM something else will have taken it's place. Perhaps CCP will have buffed Rails. Who knows?
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E man Industries
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Posted - 2011.01.27 15:51:00 -
[6]
Rails are about the longest range weapons in the game.. They hit farther than any other weapons system....but
In a mixed fleet that extra range does not help as the entire sniper fleet needs to be in range so being able to hit out to 250km is not needed when the fleet will be within 150km so everyone else can hit.
Rails also do slightly less dmg than other weapons systems to compensate for thier massive rnage. They also track moving targets who are close to you really poorly. So they are good only for snipping.
For these reasons rails are not a favored weapons system. But as mentioned this may change CCP has stated they are aware of the hybrid weapons issue's.
Rails are also really great for thier long range dmg as often cruiser size ships can hit at battle ship ranges...So they do have thier use. You will not be turned away from a fleet because you use hybrid weapons.
For PvE i would sugest missiles however as rails are really tough to make work if ships get close..
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Wombat942
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Posted - 2011.01.27 16:58:00 -
[7]
One good thing about rails is that you don't have to fit a bunch of mods to get your range out far. You can fit more mods to increase damage or let you tank more.
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yani dumyat
Minmatar Tribal Liberation Force
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Posted - 2011.01.27 21:35:00 -
[8]
First of all I'd like to clear up a misconception, namely that railguns are the longest range weapons, that should read railguns are the longest range weapons when fitted to caldari ships. This is because caldari get a range bonus where gallente get a damage bonus.
As others have said sniper fleets tend to be mixed so as a rule of thumb cruisers will snipe from 100k and battleships from 150k. All races have at least one capable ship in each category though Minmatar and Amarr are current favourites.
@ the OP, It would be helpful if you explained a little more about how you see sniping to work, if you like the sneaky sneaky aspect then you might want to look at Amarr, they have a snipe cruiser (zealot) and battleship (apocalypse) but also the pilgrim, a recon ship that excels in sneak attacks.
If on the other hand you're the sort of person who wants to warp in and one shot your enemy then the minmatar tempest battleship is the king of alpha, it also has selectable damage type and is relatively fast. Minmatar also have some excellent skirmish ships like the vagabond and rifter.
Weirdly the caldari who are supposedly range specialists are probably the weakest snipers, this is in part due to their shield tanks which are unpopular in remote repair gangs and partly due to game mechanics making it rare that they ever get to use their superior range. They excel in support and anti support roles as well as pve and having arguably the best battlecruiser in game. Their falcon recon ship is legendary but takes balls to use solo.
I rarely fly gallente ships so can't really comment, do see plenty of megathrons in fleets and the ishtar, taranis and dominix are all spoken of highly.
Or do what I did and start with the ones you think look cool, <3 my caracals
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Ygolohtna
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Posted - 2011.01.27 23:03:00 -
[9]
Edited by: Ygolohtna on 27/01/2011 23:03:12 Hmm so fleet mechanics make it so even if your ship can snipe at 250km you are limited by the sniping distance of the fleet itself?
I had envisioned sniping from 250km while to rest mix it up with my main concerns being ships closing range and other snipers.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.01.27 23:46:00 -
[10]
Originally by: Ygolohtna Edited by: Ygolohtna on 27/01/2011 23:03:12 Hmm so fleet mechanics make it so even if your ship can snipe at 250km you are limited by the sniping distance of the fleet itself?
I had envisioned sniping from 250km while to rest mix it up with my main concerns being ships closing range and other snipers.
In practice what happens is that you use shorter range ammo to up your DPS
However current fleets are all about the alpha, in order to overwhelm the large numbers of logistics ships seen in fleets these days. If you dont kill the target within 1-2 seconds, there's a good chance you wont be able to kill him at all. Rails have the worst alpha and the second worst DPS.
In short: train large projectiles V. While you're still (presumably) in Caldari ships, you can field something like this:
[Rokh, artyrokh] Damage Control II Reactor Control Unit II Power Diagnostic System II Gyrostabilizer II Gyrostabilizer II
Quad LiF Fueled I Booster Rockets Invulnerability Field II Ballistic Deflection Field II Heat Dissipation Field II Photon Scattering Field II Large Shield Extender II
1400mm 'Scout' Artillery I, Republic Fleet EMP L 1400mm 'Scout' Artillery I, Republic Fleet EMP L 1400mm 'Scout' Artillery I, Republic Fleet EMP L 1400mm 'Scout' Artillery I, Republic Fleet EMP L 1400mm 'Scout' Artillery I, Republic Fleet EMP L 1400mm 'Scout' Artillery I, Republic Fleet EMP L 1400mm 'Scout' Artillery I, Republic Fleet EMP L 1400mm 'Scout' Artillery I, Republic Fleet EMP L
Large Ancillary Current Router I Large Core Defence Field Extender I Large Core Defence Field Extender I
It'll be quite expensive to fit, but at least you'll enjoy having more EHP and lower target priority than the Maelstroms in fleet.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
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Lance Trafalgar
Caldari Knights of Trafalgar
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Posted - 2011.01.28 00:09:00 -
[11]
Think of it this way, Two fleets engage at the typical range of 100km and start closing. You warp in at 250km and a couple cruisers notice you way out there kick on their mwd and it looks like they are running away. They get to 251k and just hit the warp to you button and next thing you know those two cruisers are right on top of you and behind your fleet. Oh and rails suck at close range, so your toast. That is why no one snipes with a ship at those extreme ranges the game mechanics allow for shortcuts.
Now Ive heard a lot of people say that sniping doesn't work in PVE situations. It works its just not as quick as a Raven and its missile spam. You just fit an AB on your Rokh and fly the other way in missions and kite your enemy. Use your drones to kill frigs that get close cuz they will.
I have flown most Minie and Caldiari ships personally I prefer the maelstrom how ever its shield tanking bonuses don't work in fleet combat so Id go with a tempest. Simply because it is so hard to find a good remote shield repper since most are set up for armor.
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Culmen
Caldari Blood Phage Syndicate Syndicate.
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Posted - 2011.01.28 00:33:00 -
[12]
Originally by: Lance Trafalgar Think of it this way, Two fleets engage at the typical range of 100km and start closing.You warp in at 250km and a couple cruisers notice you way out there kick on their mwd and it looks like they are running away. They get to 251k and just hit the warp to you button and next thing you know those two cruisers are right on top of you and behind your fleet. Oh and rails suck at close range, so your toast. That is why no one snipes with a ship at those extreme ranges the game mechanics allow for shortcuts.
This is incorrect information.
The actually minimum warping distance is 150km.
While they cannot warp directly to you, the two cruisers could warp to your mate's wreck... which just so happens to be 2km from you. That or they have a cov-ops cloaked rather close to you, he could have probed you out, a trivial task if he can actually see you on grid.(IE, cov-ops sees you, dumps probes, hits scan, warps 150km+ to you)
That the reason most fleets warp in at 100km,if you warped in at 200km people would just warp to wrecks. and further more why do i even need a sig? |
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