
Toshiro GreyHawk
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Posted - 2010.01.05 03:49:00 -
[1]
As to carrying a lot of fittings about in your hold, usually the only reason you do that - is that you are traveling to another system to run a mission or something and want to take your alternate fittings with you.
Then you put them in your Items Hangar in the base you are running your missions out of and can invoke your saved fitting configurations from the Fittings Screen. Then change your weapons loads and off you go.
For example, I've got two fittings for my Caracal. One is based on Assault Missile Launchers and is primarily for fighting frigates. The other is based around Heavy Missile Launchers and is used for fighting larger ships and things like stasis towers - which can't move. I'll sometimes fly back to base in the middle of a mission and switch fittings if I think that will work faster as things change in the mission.
Another Example would be flying a destroyer out to some where to run missions with it's salvagers and tractor beams in it's hold. You leave them in your items hangar at the base you operate out of, then after turning in however many missions you want to run before salvaging, you select your Salvager Fit from the Fitting Tool and then go find all the bookmarks you made during the mission. I use the Date Column in my People and Places to sort the latest Book Marks.
As to Amarr ships - yes - I generally take 2 or 3 types of Laser crystals with me and use the ones I think appropriate at the moment. One thing about the Laser Crystals is that they change in less than a second so you can do that while in combat with little loss.
Changing charges on a Hybrid Weapon takes 10 seconds, so you need to think about when you are going to do that. I generally take 2 types of charges for my hybrid weapons - Antimatter for high DPS though short range and Iridium for longer range but less DPS. I start the mission off with the Antimatter - that way - if I get dumped into some **** (which the missions do less of now but which they did a lot more of in the past) I've got my powerful ammo loaded. If I come in at range - then I have time to change over to the longer range charges. As to my choices - of Antimatter and Iridium - most people have Antimatter as their short range ammo but often pick something like Lead or Iron for their long range weapons. Here it depends on the ships and your targeting range. If I can effectively hit the enemy out to the full distance of my ships targeting ability, then there is no use for a longer range and less effective charge type. There, the longer range of the charge does you no good.
One thing to keep in mind about that is that you have Optimal and Fall Off ranges for your turrets that change with the charge you have loaded in them. To see what they are for a certain charge - load the charge, then right click on the module and select Show Info. Then look at your Optimal and Fall Off ranges. You will not miss - becuase of *range* - within Optimal though you could miss for other reasons. The Fall Off range is added to the Optimal. So that while you are in Optimal + Fall Off, your accuracy is "falling off" but you can still get some hits. At Optimal + (2 x Fall Off) you can still hit but will mostly miss.
So - in judging what type of load you are carrying for your weapons - you want to understand their Optimal and Fall Off ranges - then carry the type of load for the ranges you want to fight at.
For Level I missions - you want to stay out of the range of all those swarms off crappy little frigates they are going to throw at you, so you carry some long range ammo - on the long range guns - and use your afterburner to keep you away from them - this is called Kiting the enemy. Orbiting is what is used to attack larger/slower ships (or ships you've made slower) with powerful short range weapons. Here, the idea is that if you are orbiting the enemy fast enough his guns won't be able to track you. Use the right tactic for the enemy you are fighting.
Orbiting vs. Kiting Faction Schools |