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Moebium
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Posted - 2005.01.04 02:22:00 -
[1]
Are these skills worth training up at all?
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theRaptor
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Posted - 2005.01.04 02:35:00 -
[2]
You need them for T2 Guns. --------------------------------------------------
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TimeKeepr
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Posted - 2005.01.04 03:02:00 -
[3]
training up the turret spec skills will allow you to use the tech 2 guns, which will also be able to use tech 2 ammo - making those guns even more powerful. just look at the info on the t2 guns, and they mention being able to be used with some advanced ammo, such as "advanced pulse laser crystal" for mega pulse 2's.
t2 ammo is still not in game yet...but i'm hoping it will come...soon(tm)
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digitalwanderer
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Posted - 2005.01.04 04:46:00 -
[4]
Originally by: TimeKeepr training up the turret spec skills will allow you to use the tech 2 guns, which will also be able to use tech 2 ammo - making those guns even more powerful. just look at the info on the t2 guns, and they mention being able to be used with some advanced ammo, such as "advanced pulse laser crystal" for mega pulse 2's.
t2 ammo is still not in game yet...but i'm hoping it will come...soon(tm)
The bad part is that while tech 2 frigates and cruisers are already out,and their higher powergrid and CPU's allow them to use a full rack of tech 2 turrets,since these have more demanding fitting requirements,the case is a bit more cloudy for large turret specialisations and tech 1 battleships since it is currently pretty much impossible to fit a nice set of large tech 2 turrets,without compromising defence in some way...
Best that's currently still possible without compromising defence is a combination of 3 large tech 2 turrets and 3 of the best named tech 1 turrets(mega beams for turrets and using an apoc as an example here),but i'm fairly certain that the same goes for megathrons while trying to fit a nice set of 6 425mm tech 2 rails without gimping defence(armour tanking in this case)...
So we either get tech 2 BS's with higher powergrids greater cpu outputs,or advanced engeneering/electronics skills to allow the full use of a nice set of large tech 2 turrets on current BS's.....Tech 2 ammo would be nice too
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Joshua Calvert
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Posted - 2005.01.04 09:05:00 -
[5]
T2 turrets don't use that much more powergrid, tbh.
My Mega with t2 350mm's is exactly the same setup as the t1 one.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |
el commandante
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Posted - 2005.01.04 11:48:00 -
[6]
they are definitive worth the training, even they only work on t2 guns. they are useless for named and t1 guns, but with t2 guns it makes double damage than t1. huge difference.
----------------------------------------- selling MEGA BEAM LASER 2! and no, not the BPO in any case, no!! |
digitalwanderer
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Posted - 2005.01.05 02:23:00 -
[7]
Edited by: digitalwanderer on 05/01/2005 02:26:13 Edited by: digitalwanderer on 05/01/2005 02:25:00
Originally by: Joshua Calvert T2 turrets don't use that much more powergrid, tbh.
My Mega with t2 350mm's is exactly the same setup as the t1 one.
Tech 2 megabeams use 325 more powergrid than their tech 1 counterparts or any named tech 1's,and 3 more cpu as well...
My current apoc setup has roughly 1000 pg and about 25 cpu left over to replace 3 named tech 1 megabeams for 3 tech 2 megabeams,the others will remain as they are,at least for the time being...
Unless i ditch one of the named megabeams for tech 2 dual beam and use the savings on powergrid towards a set of 5 tech 2 megabeams to go along with that one,but i might consider that only once tech 2 cristals are out,since with current tech 1 cristals,i'm fairly certain that 3 tech 2 megabeams and 3 mega modulated megabeams will still outdamage 5 tech 2 megabeams and a tech 2 dual laser for overall damage...Cap considerations are irrelevant in either combination since they're well under control..
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Doc Brown
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Posted - 2005.01.06 08:20:00 -
[8]
By default, if you can use a T2 gun, you will be doing more damage than if you had the best named T1 gun (officer loot not included).
So yes, train what you want to use. _________________________________________________
There are no bad ideas, only bad implementations. |
digitalwanderer
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Posted - 2005.01.06 23:19:00 -
[9]
Edited by: digitalwanderer on 06/01/2005 23:19:16
Originally by: Doc Brown
By default, if you can use a T2 gun, you will be doing more damage than if you had the best named T1 gun (officer loot not included).
So yes, train what you want to use.
True...Even though in the best case scenario,you're looking at most at 10% better damage,assuming large specialisation is trained all the way to lvl 5 and that takes just just long as training LvL 5 BS(about 35 days with good atributes)...
Then add the the fact thatfar as large tech 2 lasers go,the powergrid requirements are quite a bit higher,so depending on other skills and how you fit your ship,sometimes you're actually be able to use one more named tech 1,than you could using all tech 2 turrets,so damage wise you're probably better off with 6 named tech 1 turrets than 5 tech 2 ones....At least until tech 2 ammo is released,wich will be the real incentive to use tech 2 turrets whenever possible(hopefully)...
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Aksama
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Posted - 2005.01.07 07:28:00 -
[10]
I thought I read somewhere that the skill specializations weren't being applied to their corresponding tech II weapons, is this true? Please be nooo
(Btw, if you exlude the bonus from specialization a modulated laser matches exactly a tech II)
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Erucyll Turon
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Posted - 2005.01.07 11:19:00 -
[11]
what u on bout? course they are.
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Andrew Redburn
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Posted - 2005.01.07 11:55:00 -
[12]
I use small tech II guns all the time on my Tech II ships and I can say that both normal gunnery skills and specialization skills are applied to Tech II guns.
Looking at all the reasons mentioned above plus bride availabilty of cheap Tech II guns, I think they are worth it.
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