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vanBuskirk
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Posted - 2005.06.03 18:01:00 -
[1]
Edited by: vanBuskirk on 03/06/2005 18:14:44 OK, here goes. I've tried flying a Rifter with 280 howies, and a Rupture with 650's. I'm doing more damage per gun in the Rifter!
My skill in mediums is 3, in small 4. I'm using the same ammo (proton) in both, and my cruiser and frigate skills are at the same level. Firing at optimum in both setups.
Damage multiplier for the 280s is 9 or so, for the 650s it's about 6 at the moment.
So far I've been fighting frigate NPCs in this setup. The only thing I can think of is that maybe it's to do with tracking.
Anyone got any ideas? ---------------------------------------------- "Violence is the last resort of the incompetent". ---------------------------------------------- |

MutationZ
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Posted - 2005.06.03 18:05:00 -
[2]
Edited by: MutationZ on 03/06/2005 18:17:02 It's the ammo size.
Small proton ammo does 3EM and 4Kinetic damage. Multiply this by your damage mod.
Medium Proton does 6EM and 6Kin. Multiply this by the damage mod.
EDIT* Ignore me - I had a brain fart, prolly tracking
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Zyrla Bladestorm
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Posted - 2005.06.03 18:07:00 -
[3]
weak frig long range gun : 250 artillery stronger frig long range gun : 280 howitzer
weak cruiser long range gun : 650 artillery stronger cruiser long range gun : 720 howitzer
you would also be right to guess that tracking (and/or the guns scan res vs the targets signature radius) will reduce the damage a lot vs frigates : cruiser sized guns are designed to be used against at least cruisers. . ----- Apologys for any rambling that may have just occurred.
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HUGO DRAX
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Posted - 2005.06.03 18:13:00 -
[4]
add a painter I then, that should make it a better fit correct?
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Shamis Orzoz
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Posted - 2005.06.03 18:22:00 -
[5]
Medium Artillery requires good skills to use, unless you are shooting at target painted planets.
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vanBuskirk
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Posted - 2005.06.03 18:25:00 -
[6]
Originally by: Shamis Orzoz Medium Artillery requires good skills to use, unless you are shooting at target painted planets.
General gunnery skills (the ones that apply to all guns) are all at 4. So are all electronics.
Thanks for the very prompt replies, everyone! ---------------------------------------------- "Violence is the last resort of the incompetent". ---------------------------------------------- |

Richard Masterson
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Posted - 2005.06.03 19:00:00 -
[7]
Also pay attention to ROF. The 650 has a higher ROF, but weaker damage mod, than the 720. This would be the equivalent of fitting a 250 on your Rifter, you'd see the damage drop off greatly. One more thing: Your relevant skills that increase your damage will increase your modifier exponentially as base damage mod increases. FEX: A base damage mod of 5 and skills for 20% additional damage would give a damage mod of 6 (increase of 1). A base damage mod of 10 and skills for +20% would give a damage mod of 12 (increase of 2)
280: 5.75 x 1.20 (assuming a frig/cruiser level 4) x 1.20 (small proj 4) = 8.28 650: 4 x 1.20 x 1.15 (med proj 3) = 5.52 This ignores any other skills/implants you may have.
280 with proton = 8.28 x (3em + 4kin) = 57.96 650 with proton = 5.52 x (6em + 6kin) = 66.24
It's not a big difference, and considering the better tracking on the Rifter, you will score more "good" hits on targets. Keep in mind the ship bonuses, however, as the Rupture gives a ROF bonus as well, which will also increase your damage over time. Lastly, research what you are fighting and pick an ammunition that they are vulnerable to. A huge damage modifier does not mean much when the target has a 70% resistance to your damage type.
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Weirda
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Posted - 2005.06.03 19:47:00 -
[8]
To add to Masterson's comment, bear in mind that the Medium guns, while they don't necessarily offer up 2x the damage (you need to go short range for full damage comparison potential) - they offer much more range.  -- Thread Killer
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