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Rengret Erekeck
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Posted - 2006.04.05 02:31:00 -
[1]
Beam lasers have same damage mod as pulse lasers, but have more range?
and only for more cap and grid?
hmm... every setup i do on an omen for good damage gets foiled by pulse lasers low range.. hmmm
4x Focused Medium Beam Laser, Xray M charges 1x Heavy Missile Launcher, appropriate damage type missile
2x Cap Recharger 1x Statis Webifier
1x Med armor rep 2x RCU 2x Open lowslot (Heat Sink?)
with 2 lowslots open, it leave 150 grid left and no range issues. and should do good damage also has enough CPU
what i dont get is i can never calculate much more than 45-50 damage from t1 cruiser guns, but i see hits of MUCH more. huh?
im guessing even my own hits will do more
as proof:
multifrequency M: 14 EM 10 Thermal
Heavy Pulse Laser: 3x damage mod x1.25 from medium laser skill=3.75 x1.2 from surgical strike=4.5 14x4.5=63 10x4.5=40 40+63=103
however, i see people making much more than that, ive watched them make much bigger hits from much farther than this laser.
where is the sense in damage?
(if not, then i conclude dmg/s to be a useless stat) ---------------------------- Manufacturer of the highest quality shuttles
(no Rengret youre not big enough to advertise yet) (but I want to!) (no...) (but... but...) |

Efbiai Ehgent
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Posted - 2006.04.05 02:32:00 -
[2]
Edited by: Efbiai Ehgent on 05/04/2006 02:32:48 aww man wrong character..
and also, if the setup is completley horrible, help me because the low grid seems to prevent all good weapons from going on it.
must.. have.. help...
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Eximius Josari
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Posted - 2006.04.05 02:34:00 -
[3]
Beam Lasers have less dps, but they do have more range yes.
Industrial Giants |

Efbiai Ehgent
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Posted - 2006.04.05 02:47:00 -
[4]
thing is the range/DPS ratio seems to be horrible and its better to have the range
or do i just know nothing about amarr ships?
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Kldraina
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Posted - 2006.04.05 04:53:00 -
[5]
I believe the biggest issue with using beam lasers is the loss in tracking compared to pulse lasers.
The reason hits often appear to be much greater than the amount you calculate, is because gun hits do somewhat randomized damage. The Damage you calculate is approximately the average amount you will deal, but each individual hit may do more or less. |

Adoran Wa'alle
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Posted - 2006.04.05 05:59:00 -
[6]
Originally by: Kldraina I believe the biggest issue with using beam lasers is the loss in tracking compared to pulse lasers.
The reason hits often appear to be much greater than the amount you calculate, is because gun hits do somewhat randomized damage. The Damage you calculate is approximately the average amount you will deal, but each individual hit may do more or less.
qfe
Also, the beams use more cap, which is the lifeblood of Amarr ships (I think they do, anyway -------------------------------------
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TerrorWOLF
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Posted - 2006.04.05 06:06:00 -
[7]
All so cruiser beams have problems hitting frigs at close range even if you web them where pulses have less of the problem. Only thing is if you use pulses you need a afterburner.
May Your Death Be Slow And Painful
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Phish1
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Posted - 2006.04.05 08:33:00 -
[8]
which is ok to do because you are armour tanking and yu have med-slots free
----------------- ---My 2 ISK--- ----------------- |

Shadowsword
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Posted - 2006.04.05 09:31:00 -
[9]
Pulses have a higher DPS than beam because they fire faster.
You also need to drop those 2 RCU, they're crippling your setup. Drop the heavy launcher, and with your spare grid you should be able to replace those 2 RCU by one PDS.
suggested setup:
4 heavy pulse 1 assault launcher or rocket launcher
AB web cap recharger
med armor repairer energised adaptative membrane cap power relay heat sink, or PDS/RCU, if you have trouble fitting that.
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