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Lazarus Morgue
CrAsH 'n 8urn
6
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Posted - 2014.05.25 09:00:00 -
[1] - Quote
So how do you suss out what guns do what damage with what ammo?
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Miriya Zakalwe
Rifterlings Point Blank Alliance
137
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Posted - 2014.05.25 09:29:00 -
[2] - Quote
Lazarus Morgue wrote:So how do you suss out what guns do what damage with what ammo?
You do the combat tutorial?
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Suitonia
Path of Radiance HYDRA RELOADED
248
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Posted - 2014.05.25 09:48:00 -
[3] - Quote
It depends on what ammo and guns you are talking about.
For Hybrid Weapons (Blasters and Railguns). The ammo is balanced around Highest Damage but Least Range (Antimatter) and lowest damage best range (Iron), and every other ammo type is between those. In order of Most Damage, Least Range, to Lowest Damage, Most range it is. Hybrid Weapons deal kinetic/thermal damage.
Antimatter - Plutonium - Uranium - Thorium - Lead - Iridium - Tungsten - Iron.
For Lasers (Pulse and Beam), the same thing applies, in order of Most damage, least range to lowest damage, mostrange. Lasers deal Em/Thermal damage
Multifrequency - Gamma - Xray - Ultraviolet - Standard - Infrared - Microwave - Radio
For Projectiles (Autocannons and Artillery), things are a bit different, There are 3 categories of Ammo, Highest Damage least range, Tracking Bonus medium range, and Lowest Damage, Most range. The damage type varies
High Damage Ammo: EMP (EM Damage mostly), Phased Plasma (Thermal Damage Mostly) and Fusion (Explosive Damage mostly) High Tracking Ammo: Depleted Uranium (Mix of Thermal, Kinetic & Explosive), Titanium Sabot (Mostly Kinetic) High Range Ammo: Proton (Mix of EM & Kinetic), Nuclear (Mostly Explosive) and Carbonized Lead (Mostly Kinetic)
If you're wondering about what damage you're dealing, you can always mouse over your gun group inspace, and the tooltip will tell you how much DPS you deal. Contributer to Eve is Easy:-á https://www.youtube.com/user/eveiseasy/videos
Check out my PvP Rifter guide for new players; https://www.youtube.com/watch?v=YReUNRTGcXo |
Lazarus Morgue
CrAsH 'n 8urn
6
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Posted - 2014.05.25 11:51:00 -
[4] - Quote
Yep did the tutorials, but when faced with the vast array of choices, things start to get confusing. I can see the difference between a autocannon 1 and auto cannon 2.(which seems to be a popular choice among people at my level) . But I can't see the difference between the auto cannon 2 and republic auto cannon. Apart from the republic is loads cheaper and needs less skill !! Clearly I'm missing something. |
Cassandra Aurilien
Imperial Academy Amarr Empire
146
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Posted - 2014.05.25 12:01:00 -
[5] - Quote
Lazarus Morgue wrote:Yep did the tutorials, but when faced with the vast array of choices, things start to get confusing. I can see the difference between a autocannon 1 and auto cannon 2.(which seems to be a popular choice among people at my level) . But I can't see the difference between the auto cannon 2 and republic auto cannon. Apart from the republic is loads cheaper and needs less skill !! Clearly I'm missing something.
Tech 2 AC's can use special ammo. (Hail & Barrage ammo.) They also benefit from weapon specialization skills, increasing their damage.
The Republic Fleet weapons are normally more expensive than Tech 2. Small Republic Fleet AC's are going for 20 mil + in Jita at the moment.
Tech 2's are almost always the way to go. |
Suitonia
Path of Radiance HYDRA RELOADED
250
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Posted - 2014.05.25 12:48:00 -
[6] - Quote
Tech II Autocannons will out damage Republic Fleet Autocannons when you have Small/Medium/Large Autocannon Specialization at level 3 or higher. RF Autocannons are 5% better than the base of meta4/T2, but because of the Specialization skill, the Tech II gives 6% more benefit at level 3, and subsequently more with higher skill trained. All Faction Turrets are like that. (The Small/Med/Large Autocannon Spec skill gives 2% per level to the t2 versions).
Tech II Autocannons can also load Advanced ammo types, Barrage (Long range falloff bonused ammo) and Hail (Shorter range but highest damage ammo). Which further compounds their advantages. These ammo types are much more useful in PvP than in PvE. Tech II is also much cheaper than Faction. A T2 Autocannon is normally around 30-40x cheaper than the faction version. small RF Autocannons go for around 20m~, small T2 is between 300-700k depending on the size.
Faction Turrets are kind of weird. (Most Faction items are usually strictly better than T2, but in the case of turrets because of the spec skill, they are not.) The only reason to use the faction turrets is mostly if you don't have the skill for t2 yet, but you have a lot of isk that you're willing to spend to get the 5% advantage. Contributer to Eve is Easy:-á https://www.youtube.com/user/eveiseasy/videos
Check out my PvP Rifter guide for new players; https://www.youtube.com/watch?v=YReUNRTGcXo |
Lazarus Morgue
CrAsH 'n 8urn
7
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Posted - 2014.05.25 13:15:00 -
[7] - Quote
See what I mean complicated !!!!!!!!
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Vincent R'lyeh
Screaming Hayabusa
293
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Posted - 2014.05.25 14:21:00 -
[8] - Quote
Google is your friend I have deliberately developed an air of cynicism that I originally intended to make me appear somewhat louche and caddish but actually comes across as irritable hostility combined with the unspoken threat of sudden violence..... |
Tau Cabalander
Retirement Retreat Working Stiffs
3657
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Posted - 2014.05.25 21:02:00 -
[9] - Quote
Lazarus Morgue wrote:So how do you suss out what guns do what damage with what ammo? Pretty general questions, so a general answer.
There are basically two types of weapons in EVE: short-range and long-range.
Short-range do more damage, but also put you closer to your adversary. Short-range also means you have to be able to control the range of the engagement. With turrets, tracking can be an issue at short-range, which can be a plus or minus depending on if it is a problem for you or your adversary.
With all turrets, you generally want to carry two or three types of ammo: * Short-range (max damage) * Medium-range (average damage) * Long-range (least damage) However it depends on your ship fittings.
Generally you want to be no further from your target than optimal + 1/2 falloff, though you can reach further at the cost of hitting less and doing less damage.
https://forums.eveonline.com/default.aspx?g=posts&m=3768334#post3768334
A good place to start is the ship info, as there is often a weapon bonus that will help you decide what modules to fit.
There are tools like EVE Fitting Tool (EFT) which allow you to play with ships, skills, and fittings. Pyfa is another such tool, and it also runs on Mac. |
Jur Tissant
Hemah Industries
71
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Posted - 2014.05.25 23:02:00 -
[10] - Quote
There are a lot of numbers going on in EVE. The attributes page of a weapon can be a little disorienting.
Don't worry about the faction variant modules for now (ie the Republic autocannon). In general, buy the highest meta-level variant of a module you can afford (and afford to lose), and use T2 if you have the skills. |
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Valleria Darkmoon
Convicts and Savages Shadow Cartel
246
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Posted - 2014.05.26 05:26:00 -
[11] - Quote
To simplify as much as possible Tech 2 guns are the best bang for your buck by far. They are easily affordable and deal better damage than faction guns as well as having access to Tech 2 ammo in addition to T1/faction ammo. For the most part T1 ammo will be fine for PvE, use faction/T2 ammo for PvP.
For a quick reference for the type of ammo you need for a particular weapon (if you are ever unsure), click show info on the gun and near the bottom there will be a line that says "used with chargegroup" that will show you the type of ammo that loads into the gun.
The ammo you load determines your damage output the weapon itself plays a much smaller role. Under show info on the ammo it will show how much of what type(s) of damage that ammo deals. The gun you have fitted will have a damage multiplier and will multiply the damage done by the base values found on the ammo.
Since you are talking about autocannons your ammo will drop damage in plateaus rather than a steady slope down and swapping the ammo in one plateau will change the damage type not change the overall dps. Your highest tier damage ammos and damage types are as follows:
- EMP (EM) - Phased Plasma (Thermal) - Fusion (Kinetic/Explosive)
For PvE in general use the T1 version of whichever of those ammo types the NPCs are weakest to. Google the pirate faction to determine what they are most vulnerable to.
EVE seems like a lot to get your head around when you start and it is but once you figure it out it gets to be second nature very quickly and you don't need to personally know everything. I'm 5 years in and still can't do my own industry for example but there are people in my alliance that will do it for me for a small price. Player corps and alliances will help a lot with handling the aspects of the game you don't want to take on your self. |
Sabriz Adoudel
Mission BLITZ
2963
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Posted - 2014.05.26 07:49:00 -
[12] - Quote
Firstly: Always fit guns that your ship has bonuses for. For instance, if you are flying a Thorax, always fit medium hybrid turrets. Let's say you pick medium hybrids here.
Secondly: Most weapons systems have short range and long range versions. For hybrid weapons, this means blasters (short range) and railguns (long range). Pick one. You'll design the rest of your fit around this choice - railgun fits want to stay longer range and so need speed; blaster fits need to get close then be able to survive. Let's say you choose medium blasters here.
Thirdly: Within the category of medium hybrids, there's different versions that have a different balance of range, tracking, damage and powergrid/CPU requirements. For this specific case, electron blasters have the best tracking and PG/CPU requirements and are the worst at range and damage. Neutron blasters are the opposite, and ion blasters are in between. Although there are exceptions to this rule, generally you will want to let your choice be governed by powergrid and CPU concerns. Let's say you choose ion blasters here.
Fourth: Each weapon has a statistic named "Meta Level" that is an overall indicator of price and power, with tech 2 weapons being somewhat arbitrarily assigned meta level 5. For rookies I recommend using the meta 3 guns until you can comfortably afford to upgrade to meta 4. (Generally, most weapons will deal 100/105/110/115/120% damage at meta levels 0/1/2/3/4, then 120% with the option of using tech 2 ammo and the benefits of specialisation skills at meta level 5, then amounts above 120% at higher meta levels). Be aware that higher meta levels will cost exhorbitant amounts of ISK and will make you attractive to predators (ie other players) who might suicide gank you, even in highsec, to steal your shiny expensive guns. Let's say you pick the meta 3 guns (IIRC, the name of this is Heavy Anode Ion Particle Accelerator I)
Fifth: Carry different types of ammunition. Don't bring every possible choice, but do bring at least the following three: - Cheap close range ammo (for use on NPCs). I recommend Antimatter M in this example. - Higher quality close range ammo, for particularly dangerous NPCs, and for player engagements. Carry this even if you are not looking to initiate PVP. I recommend the (much more expensive) Federation Navy Antimatter M here, which does 15% more damage than base Antimatter M. - High quality long range ammo. I can't remember the tech 1 version here, someone else can mention it (as I can use tech 2 guns, I carry Null M for this purpose).
Be aware that ammunition will change capacitor use (or the whole ship's capacitor recharge rate on some weapon systems that do not use cap) and range and tracking. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
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