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La5eR
Amarr Infinite Improbability Inc -Mostly Harmless-
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Posted - 2010.07.28 04:29:00 -
[1]
Are they viable to use over the T2 couter pary?
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Felix Esperium
Lysergic Distortions Research and Development
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Posted - 2010.07.28 04:51:00 -
[2]
only in about 1/3 of situations.
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Cartheron Crust
Krazny Oktyabr Revolyutsiya Yezhovshchina
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Posted - 2010.07.28 05:00:00 -
[3]
Semi hijack. Do these fraction turrets drop from rouge drones? |
Estel Arador
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Posted - 2010.07.28 05:10:00 -
[4]
The problem with fractional turrets is that they lack integerity.
Free jumpclone service|1092 stations! |
Sakura Shiro
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Posted - 2010.07.28 06:35:00 -
[5]
Edited by: Sakura Shiro on 28/07/2010 06:36:17 pve they are fine if not wanting to learn specialization skills or have pg/cpu issues.
Pvp use....make that waaaay more expensive replacing them. Gun t2 also does have prereq's to have some benefit like range and such that faction wont have. Large rail t2 for example requires sniper skills....if you went faction/named t1 to avoid the prereq's you are not having those skill levels. Which means on your fleet ops...might be ****ing off some people in corp or alliance or wasting ammo since warps ins for say snipe bs will have you way outside optimal + falloff for rest of the ship class you are in.
figured we got enough fraction jokes for the day lol...
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Passageway
Gallente
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Posted - 2010.08.02 12:07:00 -
[6]
Nah, we're only halfway there :)
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GavinCapacitor
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Posted - 2010.08.02 14:17:00 -
[7]
Originally by: Felix Esperium only in about 1/3 of situations.
I lol'd.
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Celestine Santora
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Posted - 2010.08.02 21:16:00 -
[8]
Originally by: GavinCapacitor
Originally by: Felix Esperium only in about 1/3 of situations.
I lol'd.
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Grarr Dexx
Amarr GK inc.
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Posted - 2010.08.03 00:05:00 -
[9]
I, too, use fraction turrents.
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Meyiza Heer
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Posted - 2010.08.03 06:23:00 -
[10]
I think they only work on the Imperial ships
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StinkRay
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Posted - 2010.08.03 14:37:00 -
[11]
Originally by: Celestine Santora
Originally by: GavinCapacitor
Originally by: Felix Esperium only in about 1/3 of situations.
I lol'd.
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DeMichael Crimson
Minmatar Republic University
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Posted - 2010.08.03 19:35:00 -
[12]
Most Faction modules will use less powergrid and cpu for fitting and have better attributes than Tech 2 modules. Add in Faction munitions for extra punch.
However, Faction modules and munitions are very expensive as well as not being readily available all the time compared to Tech 2.
Now I've heard some say the ultimate way to go is to use Faction munitions in Tech 2 weapons. Don't know if that's true.
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Janus Ovellian
Minmatar Calpolli Namtz' aar K'in
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Posted - 2010.08.04 12:15:00 -
[13]
In the case of turrets the only benefit is to fitting. They deal less damage after you have the spec skill to lvl 3 and don't have the ability to fit t2 ammo.
Don't bother. Save your isk.
Interesting times await... |
Jennifer Fenring
Amarr
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Posted - 2010.08.04 12:26:00 -
[14]
Originally by: La5eR Are they viable to use over the T2 couter pary?
Sometimes they do.
They require less PG and/or CPU to fit - which is always good - and in case of lasers and hybrids they require a lot less cap to activate (usually only ~75% of the T2 activation cost).
Downsides are high price (so mainly used in PvE) and the fact that you can't use T2 ammo. In some cases it's very common to use T2 if you can (Scorch for pulse lasers, Barrage for autocannons), in other cases it's far less important.
If you haven't trained your weapon specialization skills and it will take a long time before you have them - faction weapons are the best alternative. With weapon specialization skills trained to max, T2 outdamages faction in many (if not most) cases dus to the +2%/level damage bonus.
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Dr Sheepbringer
Gallente
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Posted - 2010.08.04 13:04:00 -
[15]
Yeah, when you don't have skills they work better (less grid/cpu, more damage), but when you get skills you get T2 those fitting bonuses (they start using less grid/cpu) and the gunnery skills start bringing more damage. This also means you need to have GOOD skills. I mainly fit everything with T2 and when I notice that i can't fit that scrambler/web/etc I switch some to faction gear so I can get everything I need and still be high end.
Same goes for named ones, but when you have good skills the faction gear pricetag isn't really a problem. Just sucks to loose faction gear ship when you could as well just loose a T2+named ones and you would still have lost the ship with or without faction gear.
It's rather rare that you loose because of good or perfect fit (it's more about loosing with a BAD fit or a good/perfect one, considering that everything goes as planned). When **** hits the fan 1% of the times faction gear will save you on the rest 99% it doesn't make a difference (only in your wallet). Stop whining. |
Zhilia Mann
Tide Way Out Productions
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Posted - 2010.08.04 15:43:00 -
[16]
Originally by: Jennifer Fenring Downsides are high price (so mainly used in PvE) and the fact that you can't use T2 ammo. In some cases it's very common to use T2 if you can (Scorch for pulse lasers, Barrage for autocannons), in other cases faction ammo (which can be used with faction weapons) is considered the better choice.
This can kind of be abstracted a bit for PvE: if you want to use short range guns, use T2; if long range faction is an option. A pulse Abaddon without Scorch is a bad idea. An AC Mael/Sleip, same thing wrt Barrage.
But there's no particular reason to use, say, tachyons with anything but faction ammo. Same goes for artillery in general. In that case, faction guns make some sense (especially for tachs, which are just brutal on both fitting and cap use but are oh so worth fitting).
For missiles the relationship is a little different. The spec skill reduces rate of fire and the faction mods, even at spec 5, always have a slight advantage. So for launchers, the only advantage to T2 is T2 ammo. Cleverly T2 missiles are rather useful, but that's another discussion entirely.
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