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Manifold
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Posted - 2006.02.01 07:13:00 -
[1]
I've only been playing 4 months or so....and i am looking into learning and using minmatar ships. So far i have decent skills in missiles, but i know nothing about projectile weapons. Lasers and hybrids i figured out.
So i present to you experts some questions about projectile weapons.
I am looking to use Tempest as a Alpha strike platforms. Volley fire in group warfare, is that possible with proj. weapons?
-Are they as damaging as some players stated? I hear the arty cannons do incredible damage.
-Are projectile weapons comparable in range and damage trade off?
-Are they the best Alpha strike weapons? I notice Lasers are very popular, why is that so compared to Proj.?
-Honestly i am a total noob when it comes to proj. weapons. I hardly hear about them. Any experience that you have and can share please do.
Thanks
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Sorlan Dresta
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Posted - 2006.02.01 07:16:00 -
[2]
Honestly Projectile weapons have some of the highest dmg per shot capabilities.. with a tech 2 large arty you get hits upwards of 1300 on perfects. and number 1 thing to love Projectiles use NO CAPACITOR at all. downside arty guns have horrible tracking speeds and horrible refire rates but like i said have the most devestating hit for hit damage in the game. and arty cannons have massive range like unbelievable range
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Drakhis
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Posted - 2006.02.01 07:17:00 -
[3]
and for some reason i have this problem of posting with my noob alt over this char god hates me i guess
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Bad'Boy
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Posted - 2006.02.01 07:25:00 -
[4]
Originally by: Drakhis and for some reason i have this problem of posting with my noob alt over this char god hates me i guess
go to forums setnings, select your main and mark "default character" 
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Manifold
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Posted - 2006.02.01 07:26:00 -
[5]
I realize that proj range is highly dependent on ammo...but it usually does explosive and kinetic, easily resisted. Would you be able to still do over 350 dmg at ranges 100km and up? or are they usually lower?
What i am trying to do is build an equivalent arty alpha striker compared to a cruise missile alpha striker. since cruise do about 350 dmg at 120k or more....Will proj even do that much? or do i have to be 40km to achieve that? I find that proj weapons are close to medium ranges...while missiles are extended ranges.
I'm not sure what to do
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Bad'Boy
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Posted - 2006.02.01 07:28:00 -
[6]
Originally by: Manifold I realize that proj range is highly dependent on ammo...but it usually does explosive and kinetic, easily resisted. Would you be able to still do over 350 dmg at ranges 100km and up? or are they usually lower?
What i am trying to do is build an equivalent arty alpha striker compared to a cruise missile alpha striker. since cruise do about 350 dmg at 120k or more....Will proj even do that much? or do i have to be 40km to achieve that? I find that proj weapons are close to medium ranges...while missiles are extended ranges.
I'm not sure what to do
well if its raven you talking about, then raven would outdamage tempest at any range
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What you gonna do when I come for yoU!?
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Serj Darek
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Posted - 2006.02.01 07:30:00 -
[7]
Originally by: Manifold -Are they as damaging as some players stated? I hear the arty cannons do incredible damage.
This is the best damage i have gotten with my Tempest after RMR patch.
2006.01.20 15:24:17<t><color=0xffff0000>combat<t><color=0xffbbb b00>Your 1400mm Howitzer Artillery II perfectly strikes Bortak [TRI O]<G>(Blackbird), wrecking for 1556.9 damage.
This was with sniper setup at 90km (a bit close but i got jumped :D )
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Sorlan Dresta
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Posted - 2006.02.01 07:35:00 -
[8]
arty even from 140km away can decimate on the damage and i mean for alot more than just 350dmg if your gunned out for that and have right damage mods then at 140km your still doing upwards of 600-700 a shot to larger targets
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Drakhis
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Posted - 2006.02.01 07:39:00 -
[9]
But it is a known fact that Minnie BS's are typically banned from any fleet engagment.. honestly.. IRON wont let them participate in fleet fights
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Manifold
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Posted - 2006.02.01 07:47:00 -
[10]
Thanks for the reply.
What ammo types do you use at 120km+?
Doing kinetic and explosive against shield doesnt look very promising...but with raven/cruise you can use EMP. Proj do not have that option.
anybody got good pvp fleet tempest sniper set ups?
i am kinda toying with a few ideas but nothing solid
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Eschwen
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Posted - 2006.02.01 07:53:00 -
[11]
Originally by: Manifold Doing kinetic and explosive against shield doesnt look very promising...but with raven/cruise you can use EMP. Proj do not have that option.
On the contrary, a proper projectile ammo loadout should be able to do all 4 damage types in a single volley. On my Tempest I alternate using EMP and Phased Plasma ammo (3 guns loaded with each) to achieve this. Doing damage that is difficult to resist is one of the strengths of projectile based weapons and shouldn't be overlooked.
As for PvP fleet setups, someone with more PvP experience is going to have to fill you in on that. I can't claim to be much of an expert in that arena.
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Testy Mctest
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Posted - 2006.02.01 08:10:00 -
[12]
Artillery are good in fleet battles, in everything else they're a bit meh.
They do a lot of quick damage, but their actual DPS - their damage over time - is awful, in fact, it's far far below the next large weapon. www.eve-search.com for projectile weapons for DPS comparisons.
If you want to alpha strike things on your own or even in small groups where the entire group isnt made up of Tempests, forget it.
If you want to play with a group set up for alpha striking, or in a fleet battle, the Tempest is still a viable battleship.
The Eve Guild Wars Project! |

Cilppiz
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Posted - 2006.02.01 08:21:00 -
[13]
Originally by: Drakhis But it is a known fact that Minnie BS's are typically banned from any fleet engagment.. honestly.. IRON wont let them participate in fleet fights
Err, Yeah right
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bundy bear
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Posted - 2006.02.01 08:37:00 -
[14]
Ive never used a tempest but i have heard them getting wreckings of up to 3k damage. I use a megathron and can get wreckings of up to 1350ish with 3 DMG mods. At ranges of 100-120km i can get wreckings of high 700's.
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Sun Ra
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Posted - 2006.02.01 08:52:00 -
[15]
Originally by: Manifold Thanks for the reply.
What ammo types do you use at 120km+?
Doing kinetic and explosive against shield doesnt look very promising...but with raven/cruise you can use EMP. Proj do not have that option.
anybody got good pvp fleet tempest sniper set ups?
i am kinda toying with a few ideas but nothing solid
Howt wrong with exp damage as most ships in eve armour tank, if u need some emp damage either get close enough to use emp(it can work up to 100km) or use photon which you can hit people at over 120km with the right skills/setup
6x14000 2's 3 sensor booster 2s, 2 tracking comp 2s 3 gyro 2s, 1/2 tracking enhancer, 1 rcu or pdu
Arcane Frankologies - 'plz stop guys it's xmas' |

eritreus
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Posted - 2006.02.01 09:11:00 -
[16]
Edited by: eritreus on 01/02/2006 09:12:20 I just had a look at it, generally tempests need carbonized lead to hit from over 150 km with trajectory analysis IV and sharpshooter IV.
But did I make a mistake or can you actually hit from 156km with Nulear L if you use 'scouts' or tech II ? for the tech II its not so important (Tremor L would only be 2 base damage per shot lower, and fires from much much further), but for those who havent gotten that trained, the ability to fire from over 150km for 20 exp, 8kin instead of 12 each is pretty cool.
geddon and a tempest, sitting at a gate one one volleys shields, second one one volleys armour.
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Testy Mctest
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Posted - 2006.02.01 09:21:00 -
[17]
Originally by: bundy bear Ive never used a tempest but i have heard them getting wreckings of up to 3k damage. I use a megathron and can get wreckings of up to 1350ish with 3 DMG mods. At ranges of 100-120km i can get wreckings of high 700's.
Let me please point out that wrecking hits are an irrelevency. Just because you CAN wreck for high numbers, makes no difference to the performance of a weapon. Please dont judge weapons by their wrecking hits. Its a very noobish thing to do.
Originally by: manifold I realize that proj range is highly dependent on ammo...but it usually does explosive and kinetic, easily resisted. Would you be able to still do over 350 dmg at ranges 100km and up? or are they usually lower?
Actually, Explosive is probably one of the better damage types around. And if you dont like explosive, you can run EMP for high damage all around to whatever you're hitting. Or run another ammo situation depending, some kind of sniper ammo, phased plasma to shoot at amaar tech 2 ships, whichever. Our versatility in ammo types isnt always great giving reload times and cargo capacity, but it's a little something that can help.
The Eve Guild Wars Project! |

gufflearner
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Posted - 2006.02.02 04:59:00 -
[18]
Edited by: gufflearner on 02/02/2006 05:01:18 I use up to 6 T2 1400s with quake. In a single volley i have done around 8000hps damage.
Needless to say i like projectiles.
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Crellion
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Posted - 2006.02.02 06:05:00 -
[19]
Originally by: Testy Mctest Artillery are good in fleet battles, in everything else they're a bit meh.
They do a lot of quick damage, but their actual DPS - their damage over time - is awful, in fact, it's far far below the next large weapon. www.eve-search.com for projectile weapons for DPS comparisons.
If you want to alpha strike things on your own or even in small groups where the entire group isnt made up of Tempests, forget it.
If you want to play with a group set up for alpha striking, or in a fleet battle, the Tempest is still a viable battleship.
Projectiles if anything need the nerf bat. The foollowing statements all come from those whining that prohjectiles are weak (from different threads / posts of course) 1) Projetiles have awfull DPS over time but as a trade off they have the best 1-2 volley damage by far so they are perfect for fleet battles. 2) projectiles have awfull DPS - at least we get to chose dmg types which is a big advantage. 2b) Projectiles do awfull DPS but explosive is the best damage in the game. 3) Projectiles do awfull DPS but tbh that when you tak into account reloads and so in practical terms not very important. 4) Projectiles do awfull DPS but they have the single (lol) trade off of using no cap so you can use all your cap to tank as a mofo. 5) Projectiles do awfull DPS but they can spare the low slots for 3-4 dmg mods while shield tanking (and they have cap to shield tank cause of -4- above) 6) Projectiles do awfull DPS its almost 1.5% less than Gallente taking into account similar set ups and ship bonuses. 7) Projectile do awfull DPS but they have good natural resist v ammar lasers. 8) projectiles have awfull DPS but as a trade off ships have a low sig radius and high speed so that caldari missles dont do full dmg to same ship class (phewww) 9) Projectiles have awfull DPS I hope the Devs do something about it.
All this from matari whiners but 1 at a time you have to read a lot of threads to gather this anthology.
I say: Projectiles are perhaps the best weapons in EVE all things considered but thank god as a trade off the matari mainly spend their time whining on the forums or they wouyld rule eve.
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Morgana Janan
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Posted - 2006.02.02 06:10:00 -
[20]
Also, it's just the fun of gigantic howitzers in space firing shells the size of a car at people. C'mon, that's gotta be worth something right there. I'm planning on training up Minmitar and projectile guns next after my current set.
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Manifold
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Posted - 2006.02.02 07:15:00 -
[21]
Thanks for the answer everybody.
After Caldari BS lvl 5 i think i'm going to focus on minmatar ships and weapon systems.
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B orange
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Posted - 2006.02.02 07:43:00 -
[22]
What they forgot to tell you...
You need at least 4-5m sp into gunnery (aim for >7m) and minnie bs at level 4 for a decent stand. Projectiles are indeed nice but only with high skills.
Better specialize further in missiles since i bet you still have a lot of skills to train. All fleets need a heavy tank & damage dealer aka Raven or a jamming platform aka Scorpion. |
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