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Lojak 2501
Ignus Astrum The Veyr Collective
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Posted - 2011.07.22 08:48:00 -
[1]
my entire EVE career ive used autocannons and arties. but lately ive been kinda lookin at lasers and realise i have no freakin clue wtf i am doin.
some1 teach me the way of the star trek guns please. would like to know -best to use in this instance -ammo -advantages of laser -disadvantages -and any other useful tidbit of info
thank you
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Crabs Collector
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Posted - 2011.07.22 09:15:00 -
[2]
lasers do both EM and Thermal damage, and the crystal type determines how much it does of each. The crystal type also determines the optimal, and the shorter the range, the higher the dps, and the higher the percentage thermal damage.
Of the t1 crystals, multifrequency is shortest range (and thus most thermal damage and most dps), radio longest range and most EM (least thermal, least dps). Regular t1 crystals last forever and can be quickly swapped for other type of crystals.
Theres also faction crystals wich dont last forever, are more expensive but do more dps.
There are 2 weapon types: Pulse and Beam. Pulse are short range and fast tracking, beams are long range and slow tracking. Tachyons are the 'big momma beams', but due to their heavy fitting requirements make sense on only few ships like the paladin and nightmare, or on some dedicated sniper fits.
T2 crystals last shorter than faction crystals, but either do alot more dps, or more range, both with a tracking drawback. Ofcourse, they can only be fit on t2 weapons. Special notice deserves the Scorch crystal, wich give pulse weapons relatively long range, while still doing alot of dps (all EM though).
Hope you got enough info with this, gl :)
Crabs Collector.
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Lady Spank
Amarr Trillionaire High-Rollers Suicidal Bassoon Orkesta
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Posted - 2011.07.22 09:21:00 -
[3]
It's gone 10am and I havent been to bed yet but...
Limited damage types.
Hardly any falloff, you choose crystals with an optimal that matches the range you are working at/targets are.
Scorch is awesome TII Pulse ammo.
Cap intensive, a lot of Amarr ships have a cap use bonus rather than a tracking/damage one so you are often better off simply using Projectiles.
Crystals can be swapped out instantly (no 10s timer like projectile ammo)
Full rainbow broadside ♥
Turn your volume down if you are going to fit Mega Beams.
S C O R C H
~~~
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Lojak 2501
Ignus Astrum The Veyr Collective
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Posted - 2011.07.22 09:59:00 -
[4]
good info but is there a preferred use to them? better in PVE or PVP?
ive noticed that the dmg modifier on beams seems alot lower than on arties they beat autocannons for close range tho
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Makko Gray
Nexus Aerospace Corporation
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Posted - 2011.07.22 10:09:00 -
[5]
Originally by: Lojak 2501 good info but is there a preferred use to them? better in PVE or PVP?
ive noticed that the dmg modifier on beams seems alot lower than on arties they beat autocannons for close range tho
They can be good for both.
The restriction to only EM and Therm damage make them only suited to certain opponents in PvE missions but the whole infinite ammo thing with T1 crystals is a bonus when it comes to extended worms whole or null sec roaming and ratting.
For PvP the harbinger and zealot are laser ships you'll see often because they get some good bonuses to them.
You have to take into account more than damage modifiers as lasers have a greater optimal and shorter falloff, where as projectiles are the other way around - so lasers still apply more of their damage at a distance. You also have to consider how rate of fire and tracking will affect things.
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Deep Navigation
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Posted - 2011.07.22 16:44:00 -
[6]
Edited by: Deep Navigation on 22/07/2011 16:44:55 One of the key advantages that lasers have over other guns is, with only taking a sec or two to switch ammo they can LAY DOWN THE LAW very quickly. This is of particular advantage in fleet fights as when the FC calls a new primary, lasers are on target and will have a couple of volleys in while the others are still burning to a good shooting range. This is also handy for when you get caught with your pants down and need to switch to short range MultiFreaks while webbed and scrammed. Amarr ships are slow and generally unable to dictate range. To mitigate that fact they are the best at adapting to the range decided by their opponent.
And they look the coolest too!
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Zhilia Mann
Tide Way Out Productions
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Posted - 2011.07.23 02:42:00 -
[7]
Originally by: Lojak 2501 ive noticed that the dmg modifier on beams seems alot lower than on arties
Check rate of fire. Beams fire considerably more often than arties, which more than makes up for the damage mod difference.
Originally by: Lojak 2501 they beat autocannons for close range tho
Except that pulses don't track nearly as well as ACs, which can make a pretty big difference. As can the lack of selectable damage types.
All in all, they are very different weapons. To speak in vast generalities, lasers work in optimal and don't track well enough to get too close. ACs work in falloff, which in effect lets you trade higher range for lower damage more or less at a whim.
On the long range side, arties are the weapon of choice for high alpha damage. Beams are still quite respectable though and can push out more DPS (with better tracking as well).
Both weapon systems work just fine under current mechanics. Try them both out a bit. I find I prefer projectiles, but that's a personal choice.
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Lojak 2501
Ignus Astrum The Veyr Collective
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Posted - 2011.07.23 04:18:00 -
[8]
Originally by: Zhilia Mann
Originally by: Lojak 2501 ive noticed that the dmg modifier on beams seems alot lower than on arties
Check rate of fire. Beams fire considerably more often than arties, which more than makes up for the damage mod difference.
Originally by: Lojak 2501 they beat autocannons for close range tho
Except that pulses don't track nearly as well as ACs, which can make a pretty big difference. As can the lack of selectable damage types.
All in all, they are very different weapons. To speak in vast generalities, lasers work in optimal and don't track well enough to get too close. ACs work in falloff, which in effect lets you trade higher range for lower damage more or less at a whim.
On the long range side, arties are the weapon of choice for high alpha damage. Beams are still quite respectable though and can push out more DPS (with better tracking as well).
Both weapon systems work just fine under current mechanics. Try them both out a bit. I find I prefer projectiles, but that's a personal choice.
the variable dmg and no cap was the reason why i started usein mimna guns in the first place but after playin around with them for a day or so now i think im just gonna stick with mimna. lasers just dont seems to cut it
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Vice Admiral Spreadsheet
Caldari
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Posted - 2011.07.23 04:46:00 -
[9]
S C O R C H
It's inevitable that CCP will introduce a bug which makes all weapons loaded with Scorch crystals fire Scorch Bombs.
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Zombie Jeebus
Amarr Alt Holdings llc
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Posted - 2011.07.23 10:02:00 -
[10]
For pve lasers are good if you fight a lot of sansha/blood.. this is the only place they shine.
For pvp they have some uses. Zealot and herby have been mentioned and are great ships when used properly.
Yes Scorch is the king of the crystals.
Amarr ships function quiet well when fitted with projectile guns though
This is not the alt you are looking for. |
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Ultim8Evil
Ministry Of Eternal Disorder
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Posted - 2011.07.23 11:32:00 -
[11]
Originally by: Zombie Jeebus Amarr ships function quiet well when fitted with projectile guns though
QFT
1400mm Abaddon --------------------------------------------------------------------------------
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