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Nathaniel Verhoven
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Posted - 2009.05.12 18:45:00 -
[1]
I am quite new to the game (about 2,8 mill skillpoints), and I am doing some pvp with a T2 fitted Tristan, equipped with light electron blasters II and void S. But whenever I orbit my chosen target at about 800m with actived AB, my blasters will miss a lot because of bad turret tracking (Void S penalty). Most of the time I have to reduce my orbiting speed (and angular velocity) to hit again, making me a much easier to hit. Should I stick to Void S - reducing my speed to hit -, or should I better fight with Antimatter charge S (no penalty to turret tracking)
any advise is welcome
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Peckles
Destry's Lounge Important Internet Spaceship League
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Posted - 2009.05.12 18:50:00 -
[2]
In general, Void should always be avoided. You can get away with using it some in small and medium blasters, but it really sucks on larges. Faction Antimatter provides almost identical dps with much better tracking. The only drawback to Faction ammo is that it costs alot more. I generally carry both and only load the void when shooting much larger targets or when I run out of Faction ammo.
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TraininVain
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Posted - 2009.05.12 18:55:00 -
[3]
Faction antimatter all the way.
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Irida Mershkov
Gallente War is Bliss
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Posted - 2009.05.12 19:02:00 -
[4]
Originally by: TraininVain Faction antimatter all the way.
This. Swap out the Void for Federation/Caldari Navy Antimatter.
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DARTHxFREE
State Protectorate
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Posted - 2009.05.13 12:37:00 -
[5]
Originally by: Irida Mershkov
Originally by: TraininVain Faction antimatter all the way.
This. Swap out the Void for Federation/Caldari Navy Antimatter.
Not this.
Originally by: Peckles I generally carry both and only load the void when shooting much larger targets or when I run out of Faction ammo.
This.
Navy ammo costs a lot, worst case scenario an AC-Thrasher will go threw 1m ISK in under 5min depending on ammo, in some case's like belt ratting or plexing T1 or T2 Damage ammo has a use. So if space is not an issue carry a selection of ammo but always defualt Navy Antimatter on you blasters. /join Cheeze & Whine Club
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Vele'Non
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Posted - 2009.05.13 14:27:00 -
[6]
Yar! sound advice, i did the same tests found Caldari Anti matter was the ticket! |
Flying ZombieJesus
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Posted - 2009.05.13 14:51:00 -
[7]
What about null? Is that a viable alternative, or something 'not as good' as void in most situations?
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Irida Mershkov
Gallente War is Bliss
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Posted - 2009.05.13 15:19:00 -
[8]
Originally by: DARTHxFREE
Originally by: Irida Mershkov
Originally by: TraininVain Faction antimatter all the way.
This. Swap out the Void for Federation/Caldari Navy Antimatter.
Not this.
Originally by: Peckles I generally carry both and only load the void when shooting much larger targets or when I run out of Faction ammo.
This.
Navy ammo costs a lot, worst case scenario an AC-Thrasher will go threw 1m ISK in under 5min depending on ammo, in some case's like belt ratting or plexing T1 or T2 Damage ammo has a use. So if space is not an issue carry a selection of ammo but always defualt Navy Antimatter on you blasters.
My ammo costs me little more than what I buy regular antimatter for, as I use the LP conversion, so it's an extra 1.2m per 5,000 rounds. Which is very good. Void is just terrible, and even against a stationary target, it isn't justified to switch to Void and then use it.
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TraininVain
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Posted - 2009.05.13 15:40:00 -
[9]
Originally by: Flying ZombieJesus What about null? Is that a viable alternative, or something 'not as good' as void in most situations?
Null has a slightly different purpose. It extends your range. There's no real T1 equivalent.
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Kavu
Genos Occidere The Gurlstas Associates
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Posted - 2009.05.13 15:55:00 -
[10]
Edited by: Kavu on 13/05/2009 15:56:45
Originally by: Flying ZombieJesus What about null? Is that a viable alternative, or something 'not as good' as void in most situations?
i always always carry null and caldari navy antimatter in my small ship fits, null's tracking bonus is a life-saver
void is about useless imo, especially on small ships, no dps upgrade over antimatter except in perfect conditions
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Muad' Dib
Gallente Beyond Divinity Inc
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Posted - 2009.05.13 16:53:00 -
[11]
Edited by: Muad'' Dib on 13/05/2009 16:53:08
Originally by: Nathaniel Verhoven I am quite new to the game (about 2,8 mill skillpoints), and I am doing some pvp with a T2 fitted Tristan, equipped with light electron blasters II and void S. But whenever I orbit my chosen target at about 800m with actived AB, my blasters will miss a lot because of bad turret tracking (Void S penalty). Most of the time I have to reduce my orbiting speed (and angular velocity) to hit again, making me a much easier to hit. Should I stick to Void S - reducing my speed to hit -, or should I better fight with Antimatter charge S (no penalty to turret tracking)
any advise is welcome
Unless you slowly orbit a ship within a higher class, Void is and has always been since faction ammo, utterly broken. --- I smack just for myself.
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Vyllana
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Posted - 2009.05.14 17:17:00 -
[12]
Caldari Navy Antimatter and Null are the two types of ammo I carry. The antimatter for the max damage at close range, and Null for hitting things further out.
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Guer
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Posted - 2009.05.14 18:24:00 -
[13]
If I'm using blasters for some form of pve then I always use regular t1 antimatter. For pvp I carry null, faction antimatter, and regular antimatter.
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