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Cosigan
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Posted - 2005.09.23 02:54:00 -
[1]
What are some examples of Damage Mods for Railguns? I'm putting together a shopping list. 
Just to confirm I understand correctly, activation cost is the energy taken each time a shot is fired?
Regarding the ammo, there's a HP damage for thermal and kinetic. What do the Base Shield and Base Armor numbers mean? I'm not sure how this works in light of different enemies having different resists.
Cheers! ---- cosigan.blogspot.com
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Golgrath
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Posted - 2005.09.23 05:14:00 -
[2]
Originally by: Cosigan What are some examples of Damage Mods for Railguns? I'm putting together a shopping list. 
Just to confirm I understand correctly, activation cost is the energy taken each time a shot is fired?
Regarding the ammo, there's a HP damage for thermal and kinetic. What do the Base Shield and Base Armor numbers mean? I'm not sure how this works in light of different enemies having different resists.
Cheers!
Magnetic field stabilizers are the dmg mods for hybrids (railguns/blasters)
Yes, activation cost is the capacitor energy taken each time a shot is fired.
Base shield and armor damage is what damage the ammo does to shield and armor with base resistances. Races have some differences in the base resistances, i guess the base shield/armor dmg is calculated against the average resistances. Multiply the base shield/armor damage by your damage multiplier and you have your average damage per shot.
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Ras Blumin
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Posted - 2005.09.23 05:19:00 -
[3]
Edited by: Ras Blumin on 23/09/2005 05:19:57
Originally by: Cosigan What are some examples of Damage Mods for Railguns? I'm putting together a shopping list. 
Mag Stabs, these work for blasters as well
Originally by: Cosigan Just to confirm I understand correctly, activation cost is the energy taken each time a shot is fired?
yes, or for each cycle if it's a mod (cycle time will be on the info), such as small armor repairer I
Originally by: Cosigan Regarding the ammo, there's a HP damage for thermal and kinetic. What do the Base Shield and Base Armor numbers mean? I'm not sure how this works in light of different enemies having different resists.
I guess base dmg is the damage against an unhardened target with "regular" resists (dunno what that would be since all races have different base resists on their ships). Dunno how to answer to the last part.
Originally by: Cosigan Cheers!
yw ^^
edit - lol
p - l - u - r |

Rex Martell
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Posted - 2005.09.23 08:15:00 -
[4]
Quote: What are some examples of Damage Mods for Railguns? I'm putting together a shopping list
Train up "Weapons Upgrades" and use Magnetic Stabalisers II they are very effective and "Weapons Upgrades" will help with Railgun CPU issues.
Quote: Just to confirm I understand correctly, activation cost is the energy taken each time a shot is fired?
Yes it is it is modified by the type of amunition you use and the "Controlled Burst" skill. That skill should be trained to Level 4 as quickly as possible. If you are having capacitor problems use a low activation cost ammo "iridium" is good.
Quote: What do the Base Shield and Base Armor numbers mean? I'm not sure how this works in light of different enemies having different resists.
The figure is the the result you will achieve with a standard hit against an Unhardened foe. Quality of shot and resistance will effect his figure.
"The object of war is not to die for your corp, but to make the other b@##@#d die for his" |

Grimpak
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Posted - 2005.09.23 09:33:00 -
[5]
Originally by: Rex Martell
Quote: Just to confirm I understand correctly, activation cost is the energy taken each time a shot is fired?
Yes it is it is modified by the type of amunition you use and the "Controlled Burst" skill. That skill should be trained to Level 4 as quickly as possible. If you are having capacitor problems use a low activation cost ammo "iridium" is good.
lead is better. -------------------
Celestial Horizon: we go zerg on you |

Cosigan
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Posted - 2005.09.23 16:07:00 -
[6]
Thanks everyone.
---- cosigan.blogspot.com
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