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Amarr knight
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Posted - 2005.05.17 08:35:00 -
[1]
I fly both amarr and minmatar ships. Have similer skills ( bs 4, large turret 4). Now i want to train for t2 guns.
With all the recent changes i am kind of confused. T2 Specialization is long term commitment so i want to make the right decision. Which one should i go for, laser or projectiles. Inputs are appriciated.
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Amarr Emperor
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Posted - 2005.05.17 08:43:00 -
[2]
Lasers
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mahhy
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Posted - 2005.05.17 08:53:00 -
[3]
Both 
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ByBy Baby
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Posted - 2005.05.17 08:57:00 -
[4]
There is no clear answer to that. The question is how you play and how you like to play the game.
Projectiles do nice volley damage but laser will do good damage over time and the logistic problem with projectiles over laser is quite obvious. So ask yourself. How do you like to play? Amar ship can take the beating and dish out really nice damage but Minmatar ships canÆt take the same amount of damage With uber skills projectiles can be a real pain in the butt for those in front of you. ItÆs more a gank ship. Fire 2-4 salvos, and if the target is not dead or almost, then get your ass out of there.
DonÆt know if this answer is helping you but itÆs more up to your play style.
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Jim Steele
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Posted - 2005.05.17 09:17:00 -
[5]
Originally by: mahhy Both 
Also putting projectiles on an apoc is an option since they use no cap meaning you can save more cap for tanking.
It also helps the problem of fighting Angel rats which have high EM and Therm resists.
I think megapulse II are quite awesome but not being able to use t2 proj i cant really comment on them, ive just used the t1 varient befor on my apoc
Death to the Galante |

Amarr knight
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Posted - 2005.05.17 09:47:00 -
[6]
I know both guns have it advantages and disadvantages.
I really like dot of lasers. Geddon's dot is one the best in the game. One thing weakens it (imo) is that its damage type which is limited to em/thermal. Not my favourite choice.
Projectiles on the other hand lets you change damage type. With a little less dot ofcourse.
I fight close range. Not "hugging your ship" close, like 10-20km.
I am not looking for gun that can pwn everything. Looking for something that is good for most senerios.
Ship types kind of matter in this decision....which ship can bring the best out of its guns with its ablitys and bonuses. Like Minmatars speed helps it to stay in guns optimal range.
Or maybe i am just thinking too much.
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Rod Blaine
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Posted - 2005.05.17 10:43:00 -
[7]
10-20 km = megapulse II ftw _______________________________________________
Yes yes, blogging is passÚ I know. Rod's Ramblingz on Eve-Online Solutions to your issues. |

Jim Steele
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Posted - 2005.05.17 10:45:00 -
[8]
Edited by: Jim Steele on 17/05/2005 10:48:03 In that case go lasers, amarr are much better up close as they have better tanking options and megapulse II's are brilliant. (15k optimal with MF)
Also projectiles have pretty poor tracking so wont hit much at close range, they are really meant to snipe. Also minni ships rely on missiles as much as proj so to get good youll need another 6 months to dedicate to the new missile skills when they are released.
Death to the Galante |

Lorth
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Posted - 2005.05.17 10:48:00 -
[9]
Depends to be honest. Personally, I would say if you do a lot of small group/solo play lasers would be your choice. Since pulse still hit nicely at 10-30km they are ushalyl a better choice then auto cannons, as they are more veristile.
If you like to do fleet opps, then projectiles are your gun. The one volly damage they can inflict is great in a fleet, where even fast fireing hybrids ushalyl only get a volly off.
As an aside, I'm about 90% sure that an apoc will out damage a tempest untill the tempest pilot has BS lv 5 assumeing all other shills are the same. Geddon, will also out damage a tempest, at any range, but its a real pain to fit for long range.
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THE SINISTAR
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Posted - 2005.05.17 10:52:00 -
[10]
Go with megapulse 2,besides,lasers are our weapon of choice.
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Sabine Borgia
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Posted - 2005.05.17 11:01:00 -
[11]
go with beams :-D im learning they also atm up to tech 2 all takes bit time but seems be worth as the small beams showed me alrdy
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Shirei
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Posted - 2005.05.17 11:14:00 -
[12]
There is no real right decision here in my opinion, both can be very useful.
Personally, I like projectiles more though because the Tempest is a more versatile ship than the Apoc. The Apoc has pretty much two viable set-ups (one with just heat sinks + guns and not too much interesting in mid slots and the other armortanked with crappy damage), whereas a Tempest has much more flexibility in its mid slots thanks to the additional mid slot and more CPU. 
If you want to fight mostly around gates, and will expect to be within 15-25k range most of the time, nothing beats Megapulse II though.
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Amarr knight
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Posted - 2005.05.17 11:23:00 -
[13]
One thing i hear a lot is that minnie guns are skill heavy. They dont work well unless u have a lot of skill.
Now I know that means more then just the bs skill.
So how does lasers perform when u have heavy skill. Does they still work better then projetiles or projetiles get some boost that lasers dont?
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KilROCK
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Posted - 2005.05.17 11:31:00 -
[14]
A good tempest pilot will have: - Surgical strike 5 - Rapid Fire 5 - Motion Prediction 5 - Large projectile 5 - Minmatar BS 5 - Large Artillery specialization 4-5
If you don't have these skills, you're not using the tempest 1 volley damage ability at it's best :)
1400mm t2's are a wonderful tool and against a untanked damage amarr ship, geddon or apoc, you'll shred their armor faster than you can say 'o m g'.
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Amarr knight
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Posted - 2005.05.17 11:45:00 -
[15]
Originally by: Shirei
Personally, I like projectiles more though because the Tempest is a more versatile ship than the Apoc. The Apoc has pretty much two viable set-ups (one with just heat sinks + guns and not too much interesting in mid slots and the other armortanked with crappy damage), whereas a Tempest has much more flexibility in its mid slots thanks to the additional mid slot and more CPU.
I know what you mean. Tempest is versatile...gunboat or missile boat, shield tank or armor tank, short or long range you can play around with tempest a lot. Apoc is very limited in that case.
But when it comes to be practical tempest will never tank like an Apoc (due to its monster cap bonus).
Then again Tempest with 1400s,damage mods with mild shield tank can let hell break lose, Apoc cant do that.
U can see my confusion.
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Jim Steele
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Posted - 2005.05.17 13:38:00 -
[16]
Originally by: Amarr knight Apoc cant do that.
Tachyon 2's, Tracking comps, sensor boosters and damage mods does the same trick with a faster ROF, less uber wreaking shots tho and i doubt you could tank much with your lowslots filled with heatsinks
Death to the Galante |

Hyey
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Posted - 2005.05.17 14:58:00 -
[17]
Originally by: KilROCK A good tempest pilot will have: - Surgical strike 5 - Rapid Fire 5 - Motion Prediction 5 - Large projectile 5 - Minmatar BS 5 - Large Artillery specialization 4-5
If you don't have these skills, you're not using the tempest 1 volley damage ability at it's best :)
1400mm t2's are a wonderful tool and against a untanked damage amarr ship, geddon or apoc, you'll shred their armor faster than you can say 'o m g'.
Funnily enough, alot of tempest pilots have that now. They needed all those at 5 and 4 JUST to compete with BS's before the proj got boosted. Now that they have all those skills and proj got boosted all of a sudden the tempest is one hell of a ship with skills.
Do not forget about autocannons, while in all a tech2 megapulse is best for med/short range, if you do go projectiles a 650mm 2 setup will shred alot of ships to dust. ~~ Hyey
I just payed 15 dollars this month just to be able to respond on the forums... stupid cancellation error.
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Sun Sliver
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Posted - 2005.05.17 19:10:00 -
[18]
Edited by: Sun Sliver on 17/05/2005 19:10:51
Originally by: Hyey
Originally by: KilROCK A good tempest pilot will have: - Surgical strike 5 - Rapid Fire 5 - Motion Prediction 5 - Large projectile 5 - Minmatar BS 5 - Large Artillery specialization 4-5
If you don't have these skills, you're not using the tempest 1 volley damage ability at it's best :)
1400mm t2's are a wonderful tool and against a untanked damage amarr ship, geddon or apoc, you'll shred their armor faster than you can say 'o m g'.
Funnily enough, alot of tempest pilots have that now. They needed all those at 5 and 4 JUST to compete with BS's before the proj got boosted. Now that they have all those skills and proj got boosted all of a sudden the tempest is one hell of a ship with skills.
Do not forget about autocannons, while in all a tech2 megapulse is best for med/short range, if you do go projectiles a 650mm 2 setup will shred alot of ships to dust.
deja vu, i swear ive seen this post like 5 times now in different threads. anyways totally second hyey's comments. all vet minnie's are gonna have good gunnery, and the part about autocannons...well if i have someone holdin the littler pests down, a slew of 650mm spike nails from my ACs is quite the fun game of pin the tail on the pod
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