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Bagatur I
GoonWaffe Goonswarm Federation
76
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Posted - 2016.09.15 10:24:16 -
[1] - Quote
I am looking into trying out turrets. so far, I only used missiles (and drones), and have only turret skills I got in the beginning I think. I have a general idea how turret damage works. I know there are 3 different platforms, with each additionally having short range, low volley, higher ROF/DPS and long range, high volley, lower ROF/DPS versions, similar to rockets/light missiles, etc. so which ones are best for PVE security missions? or is there one? or is there a turret ship that is the best, and the turrets are therefore determined by which bonuses the ship has? or are they pretty similar, and it all come down to faction/ship looks preferences? I am training general turret-related skills now, and need to decide which turrets to specialize in. |
47 6f 64
Chilastra Syndicate
13
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Posted - 2016.09.15 10:31:08 -
[2] - Quote
Typical Goon question, nothing to see here, move along.
If I win please Evemail me.
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Bagatur I
GoonWaffe Goonswarm Federation
76
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Posted - 2016.09.15 10:40:02 -
[3] - Quote
47 6f 64 wrote:Typical Goon question, nothing to see here, move along. too bad you didnt follow your own advice |
Tung Yoggi
Null Sect
142
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Posted - 2016.09.15 11:42:26 -
[4] - Quote
Large lasers are possibly the best guns for missions: good dps and tracking , excellent range even if you use short range turrets (Scorch helps a lot). They are however locked to one type of damage. The best platforms are the Nightmare and the Paladin.
Large autocannons are ok, yet become really good on the Machariel, which is also one of the top tier mission running ships. You have less DPS at range compared to pulse lasers, but the Machariel has a very nice range bonus to compensate. You can also chose between different damage types.
In short, large lasers are very good and benefit from having excellent platforms; large ACs are ok yet really shine because of the Machariel, whose other bonuses (range, warp speed) makes this gun type perform really well. Vargur is pretty nice too.
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Kitty Bear
Harbingers of Chaos Inc Black Pearl Alliance
1571
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Posted - 2016.09.15 12:24:54 -
[5] - Quote
http://wiki.eveuniversity.org/Gunnery_Guide http://wiki.eveuniversity.org/Turret_Damage
Even if this is a troll-Q
your welcome |
Zan Shiro
Alternative Enterprises
830
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Posted - 2016.09.15 14:12:45 -
[6] - Quote
PVe wise for turrets you may be better off looking at minmatar or amarr. lasers mentioned, minmatar has the liked mach for speed pve runs.
With missile and drones I'd be assuming caldari and gallante, possible gurista boats to work both.
To enhance your pvp hybrids might be more functional if thats the case. galltente gets options here. while the damage split not great I still liked my kronos when I gave that a go. My disinterest and selling stemmed more from sit and bastion not how I like to do things. I like to move around.
Kronos can pulls some nice range in bastion. this can remove some tracking issues since rats fly in straight lines (no traversal to speak of anyway) so at say 70 km's frigates were blapped with ease. Cruisers die in short order as well at range. You get a tracking bonus for medium range stuff to help there as well. Stuff that lives to close you drone kill. With rails you basically like to shoot long, gets ugly when rats close.
Not much use of blasters for me, maybe someone more versed in them can comment.
Caldari options for hybrids....meh. I have tried to make pve rokhs and never really liked them. Range is nice, but no tracking or damage (like gallant gets) catches up to you when stuff reaches medium range and they can start to pull some traversal on you. Its lackluster drone bay a ding for when stuff closes as well. Tough call to throw in web for this. |
Bagatur I
GoonWaffe Goonswarm Federation
76
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Posted - 2016.09.16 10:17:49 -
[7] - Quote
thanks guys for some good insight.
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Wombat65Au Egdald
Iudicium Phalanx Federation
77
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Posted - 2016.09.16 14:43:31 -
[8] - Quote
Damage types should be taken into consideration.
Lasers only do two types of damage, EM and Thermal. Depending on the types of crystals you use, some crystals do mostly EM with a small amount of Thermal damage, some are reasonably balanced between the two, and some do mostly Thermal with a small amount of EM. Laser turrets can change their ammo type much faster than any other type of turret, so you could switch between long range and short range crystals much faster than switching similar ammo types with hybrid or projectile turrets. T1 laser crystals also don't wear out, so if you can get an acceptable level of dps from T1 crystals, you don't have to keep buying replacements. Faction and T2 crystals do wear out, but I haven't tried to run any numbers to see if faction/T2 crystal replacement costs are similar to faction/T2 ammo replacement costs for hybrid or projectile turrets.
Hybrids only do two types of damage Thermal and Kinetic. Hybrids don't use as much capacitor as lasers do and their tracking is fairly good. I haven't spent enough time using hybrids to say much else about them.
Projectile turrets can do all four types of damage, but not at the same time. They can do three types of damage at the same time but there is only one type of projectile ammo which can do that, Depleted Uranium (Expl, Kin and Therm). Most projectile ammo does two types of damage, with the exact damage types depending on the exact ammo type. There are a couple of T1/faction projectile ammo types that also give the turrets a 20% increase in tracking speed, something you can't get from laser crystals or hybrid ammo. Projectile turrets don't use any capacitor to fire, but they tend to need more PG for fitting than equivalent laser or hybrid turrets.
Ship bonuses. Apart from the obvious dps and rate of fire bonus for a particular type of turret, there are three other bonuses to be aware of. Tracking Speed bonus, Optimal Range bonus and Falloff Range bonus. Tracking Speed bonus will benefit any type of turret in terms of long range or short range turret. Optimal Range bonus tends to benefit long range turrets more, and Falloff Range bonus tends to benefit short range turrets more.
Ship modules for turrets, mid and low slot.
There's really only one significant mid slot module for turrets, a Tracking Computer. This gives a bonus to optimal and falloff range and tracking speed. It can use scripts to improve either the optimal range (no tracking bonus) or tracking speed (no optimal range bonus). There is also a low slot version called a Tracking Enhancer. The Tracking Enhancer gives bigger bonuses for optimal and falloff range but less tracking speed than a Tracking Computer. The Tracking Enhancer cannot use scripts.
There are also low slot modules that give turrets a pure dps boost, but each type of turret (laser, hybrid and projectile) has it's own type of module for this. Lasers use Heat Sinks, Hybrids use Magnetic Stabilisers and Projectiles use Gyrostabilisers. |
RavenPaine
RaVeN Alliance
1270
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Posted - 2016.09.16 16:02:38 -
[9] - Quote
Not mentioned (that I saw) is that turrets do INSTANT damage. It will feel different for you than waiting for missile flight times.
Another issue is missed shots. You can have bad damage application with guns, because of ship movement. Speed or transversal movement has more affect with gun ships.
Be sure to train the gunnery SUPORT skills to IV and V. These skills affect all races of guns, and really make your guns shine. No matter what race you choose, you're going to need the support skills, so do them fairly early on. |
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