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Colovice
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Posted - 2009.05.25 18:27:00 -
[1]
Edited by: Colovice on 25/05/2009 18:27:53 Are long range guns or close range guns considered to be the best in PVE? I have tried both so far and it seems I get the missions done a lot faster with autocannons but I really need to tune my armor right while artillery takes way longer but I hardly get hurt. The problem for my autocannons may be in the fact I have been slacking off in training in armor tanking stuff. I'm flying a Hurricane btw. |
Ki Tarra
Ki Tech Industries
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Posted - 2009.05.25 18:44:00 -
[2]
It depends on the situation. If the context is mission running, you might even concider working out which range of weapons are best for which missions, and swap fittings accordingly.
Generally, in higher level missions many people have found that the decreased damage output from long range weapons is offset by the decreased time spent getting in range for short range weapons.
However, that convention may be different depending on the setup and situation: Angels like close range, so if you get alot of missions against them, it might be better to fit for close range.
Similarly if you are ratting in belts, there are other conciderations regarding the usefulness of speed tanking that often goes along with short range weapons. |
Colovice
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Posted - 2009.05.25 18:49:00 -
[3]
Every long range test I did was against angels lmao. That would explain a lot. |
Scientific Method
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Posted - 2009.05.26 09:51:00 -
[4]
I tend to favour long range guns for level 3 missions and above as it reduces the risk of aggroing extra groups.
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Atedar Kerane
HeXstoof
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Posted - 2009.05.26 10:29:00 -
[5]
I prefer autocannons...
But I do have about 40km range on those, so Im not really sure if you can call it short range.
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TraininVain
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Posted - 2009.05.26 10:40:00 -
[6]
Basically whatever weapon/ammo combo lets you put the best DPS out to the kind of range the NPCs are at imo.
Chasing after NPCs isn't that efficient imo.
You should get the knack of configuring your tank now because it's doubly important in higher level missions.
You could try a shield tank which has igher natural resists to explosive damage.
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Losmandy
Amarr The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2009.05.26 11:28:00 -
[7]
For mission running generally distance is your friend as it keeps you away from damage dealers, and gives you time to survey the situation.
If your ratting close up is more of an advantage to speed things up using higher damage ammo.
Works for me but others may differ. Hardened mission runners will use faction fitted ships, tank at close range to get higher dps and finish the missions quicker.
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Ms Delerium
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Posted - 2009.05.26 11:33:00 -
[8]
lvl1: light missiles lvl2: heavy missiles lvl3: heavy missiles + T1 drones lvl4: cruise missiles + T2 drones
always check the best damage dealing type and apply
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Sophia Truthspeaker
Imperial Shipment
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Posted - 2009.05.26 11:50:00 -
[9]
Originally by: Ms Delerium lvl1: light missiles lvl2: heavy missiles lvl3: heavy missiles + T1 drones lvl4: cruise missiles + T2 drones
always check the best damage dealing type and apply
Which is totally up to debate. lvl 2 are full of frigs, so you can also fit assault launcher with light missiles. Golem in lvl 4 shines with t2 torps.
NPCs in lvl 4 orbit you up to 51km away, most are 37km or closer. Any weapon hitting that far with decent damage is a possible choice for lvl 4. If your weapon doesn't have the reach, but your ship can close the distance gap fast enough (ab and stuff) that works, too.
In that light, the probably most difficult pve weapon are blasters and t1 torps.
_________
The truth is out there |
Toshiro GreyHawk
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Posted - 2009.05.26 15:48:00 -
[10]
It isn't really a question of which is the best gun to use.
It is a question of understanding the situation and then applying the appropriate tool to do the job. A lot of this depends on which tools you have to use or how quickly you can acquire more appropriate ones.
So - it isn't just a question of weapons but of weapons and tactics in combination applied appropriately to the situation.
The first thing to look at is the enemy in a particular situation - and think how they are going to act. If they have lots of little ships with short range guns (as in all the Level I missions) then their tactic is going to be to try and swarm you - so - your response should be to fit long range guns, a good after burner and stay away from them.
If you are fighting a smaller number of ships larger than your own, which have longer ranged weapons - then - your tactic is going to be to try an get in under their guns as fast as you can so that you can orbit them and hit them with powerful short range weapons.
The thing is - things aren't always so simple. You have a lot of missions with a variety of enemies.
If the enemy has a lot of small ships and some larger ones - you can try to get the agro of the smaller ships and draw them away from the larger ones - then destroy them - and afterwards deal with the larger ships.
Or
You can use some of your weapons such as drones on the smaller ships and your larger guns (if that's what you've got) on the larger ships.
One thing that you can do - is to not merely have different weapons you can swap out but entirely different ships. You could fly one part of a mission using one ship and another part using another.
Lastly, is the risk vs. reward equation. If you fit more powerful weapons and ammo (which usually means shorter range) then you can kill your enemies faster but are going to be within range of their weapons and have a harder time getting away if you get into trouble. Here, you have to make a judgment about what your ship is able to do and how well it can tank the enemy as well as whether or not you can warp out if you really get in trouble.
The short version of this is - there is no single formula that is a substitute for situational awareness. You need to be able to rapidly size up the situation - then act correctly. Sometimes acting correctly depends on changing minor things to the ship you have at hand, such as tactics and ammunition types. Other times it involves changing modules to that ship or getting a different ship entirely - or getting help.
As to getting help - help can come in two types. One - you can get more ships to help you over come the enemy. Two - you can go read up on the different missions and get advice on how to handle them from people who have already run them.
Here - you start getting into how YOU want to play the game and what is important to you.
For me ... part of the fun of the game is figuring things out on my own, so I'm less inclined to seek help from others, though that doesn't mean I'm above doing so if I'm really stuck.
My preferred base tactic from which I will adjust what I'm doing as required, is to try to out range and out run the enemy so that I control the engagement. This means that I may take longer to run the mission than someone else - but not have to warp out or lose as many ships. That is all personal preference though. If you don't care about losing ships or having to warp out - but hate long drawn out fights - then you may want to fight differently.
I like to start out using tactics that I would use if what we were doing was real. Say this was real life. Would I want to risk the loss of my ships and their crews? It depends on the situation. Now - after doing that for a while - I may start "playing the game" and using game mechanics to my advantage (so long as they aren't deemed exploits). Playing the game one way for a while - and then playing it another can help maintain your interest if you are getting bored. Orbiting vs. Kiting Faction Schools |
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SJ02
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Posted - 2009.05.26 17:16:00 -
[11]
So I just started playing as Amarr (I played before as caldari) and this is my first real exposure to energy weapons. I'm still just playing the epic story arc and working on skills. I'm just wondering what type of guns most people suggest. Beam or pulse? Something else entirely? What's the best way to get the most out of these weapons (skill wise or tech wise).
Thanks for any help.
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aDore Him
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Posted - 2009.05.28 07:50:00 -
[12]
I'm newb myself but what i think is more important (on smaller ships) than the laser type (pulse/beam) is to switch Crystals.
Get a set of long range crystals (like Radio) for long range. Get a set of short range crystals (like Multifreq) for Short range.
Switching ammo for Amarr is nearly instant. You can use this to adjust to your enemys or use it to play yourself as you want.
Most of the time I try to kill frigates at long and bigger ships at short range (higher damage, takes an eternity otherwise). But this is probably highly depending on your ship.
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