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Princess Misha
Caldari
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Posted - 2009.05.22 00:51:00 -
[1]
Is it true that POS guns are NOT modified by ammo range? So should I just use highest damage ammo? Also, does faction laser ammo last forever?
Thx...
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Mr Krosis
The humble Crew
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Posted - 2009.05.22 02:04:00 -
[2]
Originally by: Princess Misha Is it true that POS guns are NOT modified by ammo range?
No, but for minmatar guns most of the range is in the falloff so...
Originally by: Princess Misha So should I just use highest damage ammo?
If using long range guns or autocannons, probably.
Originally by: Princess Misha Also, does faction laser ammo last forever?
No, and neither do normal crystals. In pos guns crystal damage is always enabled, and normal / faction crystals last about the same time (4000 or 5000 shots I forgot exactly)
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Petyr Baelich
Taggart Transdimensional Virtue of Selfishness
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Posted - 2009.05.22 02:44:00 -
[3]
Unless it was a recent undocumented change POS guns are not affected by the range stat of ammo. I've hit ships consistently that were off-grid from the tower with ammo that should have been at 2x falloff or greater.
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Princess Misha
Caldari
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Posted - 2009.05.22 03:14:00 -
[4]
That is why im so confused... people contradicting each other..
However, im prone to believe Petyr Baelich because he stated personal experience...
Anyone else who can answer my OP from personal experience???
Maybe i should just log into SIsi and test that myself...
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Mr Krosis
The humble Crew
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Posted - 2009.05.22 03:42:00 -
[5]
That's interesting to read, I had not heard of that before.
So... I went to the test server to try it out and see, and now I'm even more confused.
I tested this out with a small pulse laser battery, 52km optimal, 14km falloff. It's on a caldari tower, so it should not be getting the tower optimal range bonus. With Multifrequency, it should have an optimal of 26km with a 14km falloff. With those range stats, chance to hit a stationary target at 52km should be about 9%, while at default range it's change to hit should be 100%. I have a second gun right next to it with Radio loaded (should be 83km optimal).
Now the puzzling part is, with multifrequency it's hitting about 50% of the time, when I'm expecting either 10% or 100%. The second gun with radio is hitting 100% of the time. So ammo DOES make a difference, but the short range ammo is hitting more often than it should be so something is wrong here..
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Mr Krosis
The humble Crew
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Posted - 2009.05.22 03:48:00 -
[6]
ooooo kk... here's what's going on.
Ammo does matter, but the range is measured from the control tower itself, not the gun. Maintaining my 52km distance from the gun, I adjusted my tower distance from 40km to 50km and the chance to hit went way down from ~50% to ~10% as expected.
Seeing as how the pos guns display the Gun <-> target range above them when you take control, and just because it makes sense that way, I'm assuming this is broken and will bug report it.
Just to confirm, at the moment it seems ammo range modifier does work as it should, but turret range is measured from the control tower to the target, not the turret itself.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Petyr Baelich
Taggart Transdimensional Virtue of Selfishness
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Posted - 2009.05.22 03:48:00 -
[7]
Originally by: Mr Krosis I tested this out with a small pulse laser battery, 52km optimal, 14km falloff. It's on a caldari tower, so it should not be getting the tower optimal range bonus. With Multifrequency, it should have an optimal of 26km with a 14km falloff. With those range stats, chance to hit a stationary target at 52km should be about 9%, while at default range it's change to hit should be 100%. I have a second gun right next to it with Radio loaded (should be 83km optimal).
Now the puzzling part is, with multifrequency it's hitting about 50% of the time, when I'm expecting either 10% or 100%. The second gun with radio is hitting 100% of the time. So ammo DOES make a difference, but the short range ammo is hitting more often than it should be so something is wrong here..
Now test with the radio at 82km, you will miss 50% of the time when you should still be hitting every shot.
I don't know exactly what's going on, but the practical conclusion is that there's no reason not to always use the highest damage ammo for each POS gun type.
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Mr Krosis
The humble Crew
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Posted - 2009.05.22 04:10:00 -
[8]
Originally by: Petyr Baelich Now test with the radio at 82km, you will miss 50% of the time when you should still be hitting every shot.
I don't know exactly what's going on, but the practical conclusion is that there's no reason not to always use the highest damage ammo for each POS gun type.
Nope, at 82km range the radio pulse is hitting 100% of the time, the multifrequency pulse is hitting about 0%. Since the guns are right next to each other, the fact that the crystal mattered was pretty obvious in the first test where multi was hitting 1/2 the time and radio was hitting 100%.
Personally I used to fit X-Ray in small pulses, and Gamma in medium pulses to help give them respectable ranges, but I might reconsider those numbers now knowing that the range is from the CT itself and not the guns.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Tau Cabalander
Caldari
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Posted - 2009.05.22 08:18:00 -
[9]
Originally by: Mr Krosis Personally I used to fit X-Ray in small pulses, and Gamma in medium pulses to help give them respectable ranges, but I might reconsider those numbers now knowing that the range is from the CT itself and not the guns.
Here's what i came up with: Medium Beam: Gamma L (262.97 km optimal) Small Beam: Ultraviolet M Crystal (246.09 km optimal) Medium Pulse: Xray L Crystal (89.44 km optimal) Small Pulse: Infrared M Crystal (94.5 km optimal)
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2009.05.22 08:25:00 -
[10]
In POS guns the best ammo is short range one. Shortest range if you don't have to think about damage types or for projectiles mix of EMP and Fusion.
You see the number after line 'activation proximity' ? It's smaller than optimal + 2x falloff is it not ? Falloff is not affected by ammunition you can use in pos guns.
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Mr Krosis
The humble Crew
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Posted - 2009.05.22 08:48:00 -
[11]
Originally by: Carniflex In POS guns the best ammo is short range one. Shortest range if you don't have to think about damage types or for projectiles mix of EMP and Fusion.
That's a pretty generalized statement. I would agree with it for Projectile turrets, but for lasers, especially small ones and pulses, there are a few valid strategies / reasons for using longer range ammo.
Originally by: Carniflex You see the number after line 'activation proximity' ? It's smaller than optimal + 2x falloff is it not ?
No, not always. Also 2x falloff is not a good place to be trying to do damage. Also Activation proximity is just for auto-targeting on guns, when you take control of them you can target and engage at any range.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

zzCoins
GK inc.
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Posted - 2009.05.22 09:11:00 -
[12]
Edited by: zzCoins on 22/05/2009 09:16:10 Edited by: zzCoins on 22/05/2009 09:14:10 Edited by: zzCoins on 22/05/2009 09:13:54
Originally by: Mr Krosis but the range is measured from the control tower itself, not the gun.
So small blasters on a large tower will never hit anything, as their max range is less than the force-field radius
It does not matter how your guns are positioned, 1, 2 or 6 clusters as all guns on a pos have the same range to any target.
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Petyr Baelich
Taggart Transdimensional Virtue of Selfishness
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Posted - 2009.05.22 17:40:00 -
[13]
No one attacks a POS at medium range. Because of large t2 long-range ammo, or large t1 short-range high-damage ammo they attack at point blank, or 150k+ (warp disruptor range). Thus you need to be able to hit targets at 30k, or 151-250k. Small POS guns cannot hit at sniping ranges, so it is not advantageous to fit them to hit at the middle ranges of 50-120k. Fit them to do maximum damage at close range, or simply don't use them. Frigates and Cruisers are not a threat to a POS. Medium long-range, and large guns hit fine with high-damage ammo well beyond ship-targeting range so use high-damage ammo in those too.
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Lord Fitz
Project Amargosa
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Posted - 2009.05.23 05:14:00 -
[14]
I've used a railgun battery to shoot things almost 3,000km away. They don't appear to have a max range at all, since that was with antimatter. The 'activation proximity' is only for unmanned structures. Basically fit the highest damage ammo for everything except projectiles where you want the two highest so you can mix damage types.
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feffrey
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Posted - 2009.05.23 05:27:00 -
[15]
What about hybrid guns? I am planning to put 4 smalls, and 2 med hybrid rail guns on a med tower soon and I am not sure on the ammo to use either.
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Lord Fitz
Project Amargosa
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Posted - 2009.05.23 06:36:00 -
[16]
- Antimatter - Multifrequency - Phased Plasma / EMP
Basically the above are the ammo types of choice on a POS. Occasionally I've seen Titanium Sabot Projectiles used to round out damage types on and Amarr tower, and EMP projectiles in conjunction with Hybrids on a Gallente tower.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2009.05.25 07:35:00 -
[17]
Originally by: Lord Fitz - Antimatter - Multifrequency - Phased Plasma / EMP
Basically the above are the ammo types of choice on a POS. Occasionally I've seen Titanium Sabot Projectiles used to round out damage types on and Amarr tower, and EMP projectiles in conjunction with Hybrids on a Gallente tower.
I tend to prefer Fusion/EMP mix for projectiles to better mix damage types. For other types - yeah - antimatter and multifrequency.
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