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Bruno Bonner
Gallente Eve University Ivy League
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Posted - 2007.01.09 19:54:00 -
[1]
Hello
i found myself in a predicament, currently my role in E-UNI is as Lecturer & Operations Director, as such i'm expected to have a pretty good knowledge of many things in eve and work towards the improvement of the institution.
Just recently started to invest in long term tech2 weaponry skills, but found myself as a complete n00b in the details and advantages of tech2 ammunition. Specially for hybrids as gallente is my choice of starships.
I have so far identified that each long range / short range weapon system have 2 types of ammunition to chose from, in missiles is a high damage vs a high precision. Each of them have penalties and side-effects when equipped.
So my question is: Can anyone give me a quick run down on the basics of them? differences between hail & quake, why one over the other, spike vs javelin? and so on?
thanks in advance Bruno ------
aka BinderAJ |
xeom
Veto.
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Posted - 2007.01.09 20:00:00 -
[2]
For turrets its pretty much.Long range Vs High damage.No matter what turrent type.For instance you got void with high damage and a tracking nerf.And null with less damage but longer range and even more of a tracking nerf.
The same thing pretty much applys down the line even for things like railguns and across the other races.
Missles there are basicly 3 types.High damage,Prec,Javi.First one is obvious,Prec is lower sig radius missle.And javi is more long range.
Hope that helps. ---
"Those nuclear missiles are for domestic heating." - Scagga
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.01.09 20:04:00 -
[3]
Edited by: Dark Shikari on 09/01/2007 20:00:49
Tech 2 ammunition is divided into two categories: "sucks" and "sucks less."
Each patch, CCP attempts to move some ammo from the latter category to the former.
-[23] Member-
Listen to EVE-Trance Radio! (DSTrance channel ingame) |
Bruno Bonner
Gallente Eve University Ivy League
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Posted - 2007.01.09 21:40:00 -
[4]
So in short all tech2 ammunition will have one very good bonus, but one or more penalties that pretty much restricts them to very specific combat scenarios?
If thats the case, does people find them in such situations?
ie: rails + spike = very long range sniping, and i know this is common in fleet, but what happens with the other types? ------
aka BinderAJ |
Kazuo Ishiguro
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Posted - 2007.01.09 21:59:00 -
[5]
Short range T2 ammo is certainly powerful, but you have to plan around it a bit more. You can fit a webber to help with tracking penalties, for instance, or bring someone to tackle for you while you deal damage. It's simple enough. ------
So you're lagged out in Motsu/Saila/Aramachi, but you want that CNR? Do missions for another corp! |
Marine Raider
Minmatar Black Lance Against ALL Authorities
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Posted - 2007.01.09 23:30:00 -
[6]
Originally by: Dark Shikari Edited by: Dark Shikari on 09/01/2007 20:00:49
Tech 2 ammunition is divided into two categories: "sucks" and "sucks less."
Each patch, CCP attempts to move some ammo from the latter category to the former.
O' contrar. Barrage was put into "sucks a lot" category _______________________________________________
Raiders Company - WE SET THE PACE USMC
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Isonkon Serikain
Gallente Band of Builders Inc. Firmus Ixion
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Posted - 2007.01.09 23:36:00 -
[7]
You can teach your students what many pilots have been doing with their t2 ammo since the last patch...
Tell them to unload it, store it for better days, and load t1 ammo. Pity the fool |
Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.01.10 00:45:00 -
[8]
Originally by: Marine Raider
Originally by: Dark Shikari Tech 2 ammunition is divided into two categories: "sucks" and "sucks less."
Each patch, CCP attempts to move some ammo from the latter category to the former.
O' contrar. Barrage was put into "sucks a lot" category
Along with Hail
-[23] Member-
Listen to EVE-Trance Radio! (DSTrance channel ingame) |
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