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FistingNemo
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Posted - 2005.12.14 18:17:00 -
[1]
can someone give me a tip as to what hybrid ammo types, does what for range. I know AM is for close and I think iridium is for long but i have no idea about the others
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GC13
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Posted - 2005.12.14 18:34:00 -
[2]
The Item Database, people, the Item Database!
From longest range and lowest damage to shortest range and highest damage:
Iron Tungsten Iridium Lead Thorium Uranium Plutonium Antimatter
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Pinky Denmark
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Posted - 2005.12.14 19:41:00 -
[3]
As a new player I liked to use tungsten as my choice for price, range and damage (iron is suicide) together with iridum (when you can afford a little better ammo) for better damage aginst slightly lesser range. Had AntiMatter in storage when I was to smash buildings/structures...
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Vaux
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Posted - 2005.12.14 19:48:00 -
[4]
Originally by: GC13 The Item Database, people, the Item Database!
Yes, and it's not hard to find the information in-game either. Open the market, uncheck that "show only available" box at the bottom left, and then your market becomes an item-database. Show info on any item to look at the attributes.
---------- Vaux CEO, Red Frog Investments |

Bermag
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Posted - 2005.12.15 10:40:00 -
[5]
Originally by: GC13 The Item Database, people, the Item Database!
However, you need to understand that -60% range bonus is actually longer range, not shorter
I would recommend checking the "Hybrid Damage" calculator on www.Evegeek.com
Fill in the range (if you don't fill in optimal range you will not get any range data) of your current weapon and see the effect of raneg and damage for different ammo.
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Thercon Jair
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Posted - 2005.12.15 14:03:00 -
[6]
It might be also wise to look at the ammo's cap use bonus. Antimatter is a true cap eater, which is the downside of more damage (shorter range too).
Thorium (at least I think it is that) is nice because it does good damage at a not so bad range and it really does good to your cap 
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Haeloic
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Posted - 2005.12.15 15:23:00 -
[7]
I find Iridium to be a nice type...a decent range bonus and still good damage. Lead is also good. No range bonus or penalty, good cap bonus and good damage.
On a related note: I've notcied with medium sized hybrid turrets your falloff can be pretty steep. When loading antimatter charges into say, a dual 150mm railgun..is it really advisable to make my optimal range effectively 1km? (optimal range 7km..falloff 6km)
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GC13
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Posted - 2005.12.15 17:23:00 -
[8]
Originally by: Haeloic On a related note: I've notcied with medium sized hybrid turrets your falloff can be pretty steep. When loading antimatter charges into say, a dual 150mm railgun..is it really advisable to make my optimal range effectively 1km? (optimal range 7km..falloff 6km)
You're misunderstanding the way falloff range works. More falloff range is good, not bad. Check out the Tracking Guide.
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Haeloic
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Posted - 2005.12.15 18:18:00 -
[9]
If a dual 150mm Scout I Accelerator cannon has an optimal range of 13km and a falloff range of 6km, that means to me...and is reinforced in the guide...that I have 7km where I'll have the best chance to hit (between 6 and 13km).
Reducing your optimal range to say 7km due to ammo type...when you have a falloff of 6km will reduce that "sweetspot" to 1km. I know you can still hit beyond the optimal and inside (or in the case of blasters outside) the falloff...but I'm just talking about this nice area between optimal and falloff.
So my question remains the same as my last post...unless I misread the chart, which I don't think I did.
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Haeloic
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Posted - 2005.12.15 18:25:00 -
[10]
Gahh! I understand..I'm a fool.. ..I see how it works now.
Thanks.
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Pinky Denmark
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Posted - 2005.12.15 18:29:00 -
[11]
Haeloic is wrong... the guide explains with a little reading 
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Haeloic
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Posted - 2005.12.15 18:31:00 -
[12]
That's what I just said...
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GC13
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Posted - 2005.12.15 18:36:00 -
[13]
Originally by: Haeloic So to make sure I get this idea through my thick head...the same dual 150mm Scout has an optimal range of 13km...and a falloff of 6km...so I add the two and get 19km...which is the marker where you hit at 50%...and continuing downwards in chance the further away your target gets?
Well, basically. It's actually more complex than that when you figure in the gun's signature resolution and tracking speed, and the target's signature radis and transversal velocity. But yeah, that's basically how the range works.
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Haeloic
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Posted - 2005.12.15 18:39:00 -
[14]
Excellent. It's kind of stupid that I've read that guide 2 times previously and still had it wrong. I understand the signatures and tracking speeds as well as the transversal velocity...so now that I got this straight, that should help me make some sensible ammo decisions.
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Veauji
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Posted - 2005.12.15 18:57:00 -
[15]
Keep in mind that the falloff works both plus & minus the optimal, so either at 7km or 19km you would be at 50%. At 2x the falloff (1km or 25km out), you'd be at 0%. (If I understand correctly.)
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GC13
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Posted - 2005.12.15 19:02:00 -
[16]
Originally by: Veauji Keep in mind that the falloff works both plus & minus the optimal, so either at 7km or 19km you would be at 50%. At 2x the falloff (1km or 25km out), you'd be at 0%. (If I understand correctly.)
No, you don't understand correctly. Look at the pretty graph in the tracking guide (the one for JUST range). You are correct in assuming that accuracy degrades as you get closer, but that's tracking and transversal velocity, NOT falloff.
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Dark Shikari
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Posted - 2005.12.15 19:28:00 -
[17]
Originally by: Veauji Keep in mind that the falloff works both plus & minus the optimal, so either at 7km or 19km you would be at 50%. At 2x the falloff (1km or 25km out), you'd be at 0%. (If I understand correctly.)
No it doesn't work minus the optimal.
Read the tracking guide AGAIN! - Proud member of the [23].
The Tachikomas are DEAD! Click sig for video.
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