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Anatal Klep
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Posted - 2009.03.15 04:16:00 -
[1]
I've done a lot of L4 mission running but very little PvP. I'm going to 0.0/WH so I need to start thinking about it. I'm Gallente, so I am currently just skilled for hybrids but skills are maxed.
In missions one has lots of time to screw around reloading ammo for different distances but I'm guessing in PvP/WH contexts one doesn't have a lot of time for that. I'm further guessing that one loads one type of ammo and strives (read: MWD) to get as close to optimum distance as possible while firing continuously. Q1: is that correct?
I only ran missions for NPC standings, so I am looking finish them ASAP. So I usually use the ammo with the highest damage in a range class that I can obtain locally. I am guessing that other factors become important in a PvP/WH context. Q2: Is that correct and, if so, what is important?
Q3: What else factors into selecting hybrid ammo for PvP/WH?
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Peckles
Destry's Lounge Important Internet Spaceship League
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Posted - 2009.03.15 05:02:00 -
[2]
Mostly it depends on your ship and role in the gang. In general though...
For Blasters, hardly anyone uses anything other than Faction Antimatter and Null.
If you are in a Sniping ship, you should carry at least Antimatter and Spike. Your FC should tell you how close of a warp in you will have to the targets.
Tech 2 ammo whether its for blasters or rails comes with a tracking penalty. Void and Javelin should be avoided on Large guns.
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Ami Nia
Caldari
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Posted - 2009.03.15 07:13:00 -
[3]
Edited by: Ami Nia on 15/03/2009 07:14:08 You never use non-faction non-T2 ammo.
You always bring faction antimatter and either Null (for blasters) or spike (for railguns).
You may bring one (more rarely two) other faction ammo. For example if your ewar forces you to a range that is shorter than what you get with spike or if you are in an RR gang that is setup to fight at a specific optimal.
As for "switching" ammo, you generally do it during the align phase before the gang is warped or, at worse, during warp. Of course it may happen that you need to switch during the fight, but in my experience it does not happen often.
Military experts call it a Templar, a fighter drone used by Amarr carriers. -- Sheriff Jones
apochribba -- Aurora Morgan
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Anatal Klep
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Posted - 2009.03.15 16:10:00 -
[4]
Hmmm. Curiously, that is exactly what I ended up doing for missions. [Except I would switch in Javelin on rails when BSes were < 10 Km and a single LAR wasn't cutting it. But I probably won't have the option in PvP.]
TY.
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Gartel Reiman
Civis Romanus Sum
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Posted - 2009.03.15 17:09:00 -
[5]
Originally by: Anatal Klep I would switch in Javelin on rails when BSes were < 10 Km and a single LAR wasn't cutting it.
That sounds like a bad idea, by the way. You do 1.4% more raw damage with Javelin ammo than with faction antimatter, but have half the range and suffer a tracking penalty. If ships are orbiting you inside of 10km, tracking is likely to be a non-negligible issue, so the 25% tracking penalty almost guarantees that you will do noticably less damage with Javelin than with faction AM.
There is essentially no situation where Javelin would be superior; you'd have to be shooting a stationary target with no means of dictating range for it to work (e.g. perhaps for ganking a freighter its penalties might be minimised). But given the absolutely tiny potential damage increase you might get in unlikely circumstances - it's not even worth carrying, honestly.
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Ami Nia
Caldari
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Posted - 2009.03.15 19:06:00 -
[6]
Yep. It's not that there cannot be a case where Javelin could be better. It's more that that case will be so rare and the advantage of javelin so small that the cost of bringing it (remember you are going to loose a lot of ships and their cargo) makes it moot.
Also in PvE you active tank as you may find yourself under fire for a long time. In PvP most fights are fleet fights (or many vs. few). If you are targeted you warp out and back in. If you are targeted and tackled you are not going to survive longer than a few seconds no matter what active tank you have.
In PvP you fit for buffer. You do very rarely fit an armor repairer. If your fleet is setup for active tanking, then you are going to have a spider tank with remote repairs. In this case you fit a tank with a lot of resistances AND a buffer. And the active part of your tank is made of 10+ remote repairer your pals are putting on you.
Military experts call it a Templar, a fighter drone used by Amarr carriers. -- Sheriff Jones
apochribba -- Aurora Morgan
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gamarus
Ridiculously Proposed Guildname
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Posted - 2009.03.16 18:36:00 -
[7]
One additional point is, if you join an aggressive 0.0 entity, you may find yourself attacking fixed assets, such as control towers and their modules as well as station services. In those cases, bringing cheap T1 ammo becomes paramount (standard AM and I'd go with Thorium as a less cap hungry ranged ammo).
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Kessiaan
Minmatar MicroFunks
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Posted - 2009.03.17 03:24:00 -
[8]
I've never used Javelin in PvP, ever. Usually if anything gets that close to a ship running railguns it's dead anyway.
Void can be good if you're shooting at a larger hull (cruiser in a frig, BS in a cruiser), the tracking bonus you get from shooting at a big target makes up for the 50% innate penalty. Faction antimatter is the standard though and a good blaster setup will just melt anything it can get a good bead on - getting to range in the hard part. Overheated MWD helps a lot, if you got the skills for it.
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Havegun Willtravel
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Posted - 2009.03.24 01:15:00 -
[9]
For PvP you need to consider what your assignement will be. If you are a designated sniper or your acting as tackler adjust your ammo accordingly.
Worm Holes while pvp oriented are still very pve based. With max skills you should have no problem hitting sleepers at 60k with faction AM. Sniping is quite useless as they seem to have the ability to hit with max damage at any range while your tungsten or iron would be of little consequence to them.
I've done 6 wh's to date and in every case I would have felt disadvantaged with blasters. I've had sleepers web from as far away as 45k so getting to optimal would have been near impossible.
If you've been doing or have access to level 4 agents faction ammo is a definit must have and it's easy to get.
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