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458RisingPhoenix458
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Posted - 2010.08.17 04:02:00 -
[1]
Is there any way to make lasers and energy weapons as effective in combat as the equivalent projectile weapons? The projectiles seem to function better in every way in terms of damage, range, accuracy, tracking speed, etc... Unfortunately I am Amarr and don't want to waste the weapon bonuses.
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Intense Thinker
Minmatar
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Posted - 2010.08.17 04:07:00 -
[2]
Every weapon type has it's advantages... projectiles have falloff, hybrids have tracking, and lasers have... pretty colors!! Signature locked for editing a moderator's warning. Zymurgist |

Culmen
Caldari Blood Phage Syndicate Dead Terrorists
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Posted - 2010.08.17 05:19:00 -
[3]
First off, Projectile weapons always look better on paper. Especially Auto Cannons.
That is because their short range weapons are "Living in Falloff" So damage is going to be less then optimum.
The unfortunate thing though about Amarr weapons is that they only start really pulling ahead once you get tech II guns, Their long ammo usually puts your optimum where projectiles have their fall off, defacto giving you a damage advantage.
and further more why do i even need a sig? |

SurrenderMonkey
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Posted - 2010.08.17 05:24:00 -
[4]
Originally by: Intense Thinker Every weapon type has it's advantages... projectiles have falloff, hybrids have tracking, and lasers have... Scorch.
FTFY. --------------- Faction-Militia:Player-Alliance::Newbie-corp:Player-corp |

Culmen
Caldari Blood Phage Syndicate Dead Terrorists
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Posted - 2010.08.17 05:42:00 -
[5]
Originally by: SurrenderMonkey
Originally by: Intense Thinker Every weapon type has it's advantages... projectiles have falloff, hybrids have tracking, and lasers have... Scorch.
FTFY.
To clarify Tech II Pulse laser fitted with Scorch Ammo, tend to have similar optimum ranges to other race's long range guns, and still melt people peoples faces off. and further more why do i even need a sig? |

Beki 250
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Posted - 2010.08.17 11:07:00 -
[6]
I ran into fitting problems with a Harbinger, so I replaced the lasers with 7 X 250mm Hybrids firing Tungsten Charge M. It works great for me for Level 3 missions even without the Harbinger bonuses. One of the ammo types I use gives me 55km range, but that's the max range for the stock targeting system, so I use a standoff of 45km.
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Zanzbar
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Posted - 2010.08.17 12:39:00 -
[7]
Originally by: Beki 250 I ran into fitting problems with a Harbinger, so I replaced the lasers with 7 X 250mm Hybrids firing Tungsten Charge M. It works great for me for Level 3 missions even without the Harbinger bonuses. One of the ammo types I use gives me 55km range, but that's the max range for the stock targeting system, so I use a standoff of 45km.
If your having trouble fitting the lasers on a shiop ment for them you are either trying ones that are to big or you need to work on your core skills. I prefer to use lasers over any other weapon when on missions as you can instantly swap ammo and the crystals hardly use any cargo wuch is nice when you salvage with you mission shiip.
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Celestine Santora
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Posted - 2010.08.17 14:42:00 -
[8]
Originally by: Intense Thinker hybrids have tracking
I don't I'm using the same hybrids as you
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Zanzbar
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Posted - 2010.08.17 14:51:00 -
[9]
Originally by: Celestine Santora
Originally by: Intense Thinker hybrids have tracking
I don't I'm using the same hybrids as you
He means that gallente ships often have a tracking bonus rather the the an optimal range or rate of fire bonus
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CAPSLOCKBROKE
Caldari Independent Navy Reserve OWN Alliance
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Posted - 2010.08.17 16:32:00 -
[10]
Where are you missioning? Lasers are only really good in Amarr space missions. Lasers always do EM Thermal damage and the only rats weak to both are Sansha. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CAPSLOCK, BECAUSE SOMETIMES REGULAR FONT JUST, ISN'T, GOOD ENOUGH. |

SabotNoob
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Posted - 2010.08.17 17:23:00 -
[11]
Originally by: Beki 250 I ran into fitting problems with a Harbinger, so I replaced the lasers with 7 X 250mm Hybrids firing Tungsten Charge M. It works great for me for Level 3 missions even without the Harbinger bonuses. One of the ammo types I use gives me 55km range, but that's the max range for the stock targeting system, so I use a standoff of 45km.
What kind of a fitting problem did you run into? I ran into one as well while trying to fit 7 x Heavy Modal Laser 1's. The 7th one gave me powergrid issues. I have to train Advanced Weapon Upgrades or something to get my afterburner back.
Overall, I have no problems doing Level 3's even with 6 lasers on my Harbringer. I can do some decent damage to rats 54km away with Radio crystals. You know you can switch out crystals in space, right? I usually switch over to Microwaves between 20km and 45km, and Multifrequency for less than 20km if I'm not using drones.
I have the Battlecruiser skill at Level 4, which helps a lot with cap usage and turret damage. Plus, the Surgical Strike skill helps a little more, 2% more damage per level. Then turret skills, of course. Heat sinks add some extra damage in addition to their faster rate of fire. All of these combined (unless I'm forgetting something) make for a good PvE Harbringer with lasers. ____________________
Chuck Norris can win a game of Connect Four in three moves. |

SurrenderMonkey
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Posted - 2010.08.17 17:43:00 -
[12]
Er...I can't imagine having fitting issues on a harbinger, unless you're fitting beams. --------------- Faction-Militia:Player-Alliance::Newbie-corp:Player-corp |

CAPSLOCKBROKE
Caldari Independent Navy Reserve OWN Alliance
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Posted - 2010.08.17 18:05:00 -
[13]
Originally by: 458RisingPhoenix458 Is there any way to make lasers and energy weapons as effective in combat as the equivalent projectile weapons? The projectiles seem to function better in every way in terms of damage, range, accuracy, tracking speed, etc... Unfortunately I am Amarr and don't want to waste the weapon bonuses.
Let me also give you a few tips for a newcomer.
Amarr are pretty hard to fly well, with the only race being more difficult skillpoint wise being the Minmatar. I am assuming from this post we are talking about PvE:
Amarr missions give the best ISK/Hour. There are a lot of reasons for this, but the biggest factor is the salvage you get, the loot you get, and the stuff your LP's buy are used in a higher demand in PvP than the supply typically allows. This raises the prices.
Amarr are the BEST ship for big blob fleets. They field the best fleet battleships in EVE.
Amarr ammo owns from a cargo/reloading point of few. It can be interchanged instantly as range in a battle changes (other ammo has a 10 second delay).
Amarr are the kings of sniping. They have some very good options for long range ships in all aspects of EVE.
Now for the problems:
Amarr cannot change there damage type. As a noob it is hard to realize what this means so I will make it as simple as possible. The Amarr are only effective when missioning in Amarr space. If you are trying to mission for Caldari or Gallente or Minmatar your gonna have a very hard time. In PVP it means an enemy can counter there damage type and there is nothing they can do about it. Amarr does EM THERMAL damage, and the only rats weak to this are the ones you mission against in Amarr space.
Amarr are VERY hard to fit sometimes. They eat up cap and power grid, so good support skills are a must. While a noob, three very useful items to look into is a cheap +3% Powergrid Implant, Power Diagnostic Systems for low slots, and Ancillary Current Router rigs. All of these increase you Powergrid and can help fit guns and armor repairers while your skills are low. Also you cannot be podded by mission enemies, so unless you somehow engage in PvP you won't lose your implant.
Amarr die miserably to neuts. Some enemies (mostly PvP) can eat your capacitor. When this happens you can't shoot and you can't repair. The amarr get hurt the most of any race by neuts.
Making your guns work has a lot to do with picking the right gun for the job and understanding how it works. Let me first say this:
Amarr tech 1 frigates, tech 1 destroyers, and tech 1 cruisers ALL suck. This leads newer players to really feel gimp as Amarr. The only one that is remotely good for missioning is the Arbitrator which is a drone boat and more gallente than anything else.
The Harbinger is amazing, as are all three battleships and almost every tech 2 ship amarr can get. The Paladin is the best marauder in EVE. The Abaddon is a brick for PvP. The Apoc owns at sniping. The Geddon is an incredible bang for your buck. Since you can fly a Harbi, work on that until you can do level 4's. Here is a good Harbinger fit for a low SP pilot:
Noob Proof
Beta Reactor Control: Diagnostic System I Medium 'Accommodation' Vestment Reconstructer I N-Type EM Hardener I N-Type EM Hardener I N-Type Thermic Hardener I Extruded Heat Sink I
Y-S8 Hydrocarbon I Afterburners Eutectic I Capacitor Charge Array Eutectic I Capacitor Charge Array Eutectic I Capacitor Charge Array
Heavy Modulated Energy Beam I,Multifrequency M Heavy Modulated Energy Beam I,Multifrequency M Heavy Modulated Energy Beam I,Multifrequency M Heavy Modulated Energy Beam I,Multifrequency M Heavy Modulated Energy Beam I,Multifrequency M Heavy Modulated Energy Beam I,Multifrequency M Heavy Modulated Energy Beam I,Multifrequency M Salvager I
Medium Ancillary Current Router I Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I
Hobgoblin I x 5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CAPSLOCK, BECAUSE SOMETIMES REGULAR FONT JUST, ISN'T, GOOD ENOUGH. |

SabotNoob
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Posted - 2010.08.17 18:17:00 -
[14]
Originally by: SurrenderMonkey Er...I can't imagine having fitting issues on a harbinger, unless you're fitting beams.
Yup, fitting beams. I have to work on some more skills to free up the power grid, even though Engineering is at level 5. ____________________
Chuck Norris can win a game of Connect Four in three moves. |
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