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Aerym
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Posted - 2006.04.26 17:43:00 -
[1]
Right now I just bought 2 light ion blasters, and I figured 1 for shield damage, and 1 for armor damage... what should I look at to see which would be the best ammo?
I have several choices, and the only thing I see is 'kinetic' and 'thermal'
so what am i supposed to look for?
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Aerym
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Posted - 2006.04.26 17:44:00 -
[2]
ok nvm, i see the base shield damage and base armor damage at the bottom :p
I guess that is what i'm supposed to look for lol
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Myiesha
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Posted - 2006.04.26 17:51:00 -
[3]
Base shield and armor are meaningless. You can ignore those
There are 3 things you want to look at.
1) The Damage values for the weapon, normaly it will do 2 types of damage but some will do 1 or 3.
2) The Range modifier of the ammo. Some ammo will reduce your optimum range by 60% others will raise it by the same.
3) Any special notes. Some ammo require less cap to use, others will reduce your speed.
Generaly there is not to much you can do to change the damage types unless your using missiles or projectiles. So your mainly looking at the value. Higher damage is better of course. :)
The range mod is what will actualy determin what ammo you normaly use. You want to use a Gun+Ammo type that fits your style. So for example if your snippng at long range you want a gun with high range and ammo with the same. Note: Not much point in having a range longer then you can lock. So if you can set it up with a long range gun and normal ammo that combines to meet your lock range.. Perfect. :) Remeber you want to be fighting between your optimum and optimum+falloff. You realy need to read the tracking guide on this website to fully understand range and tracking.
The extra info is just something to be aware of, normaly it wont affect your choices but it might. For example if your using a laser boat and always running out of cap, try using Standard Crystals which will reduce the cap usage by like 50% or something nice like that.
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Aerym
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Posted - 2006.04.26 18:01:00 -
[4]
damage values as in kinetic and thermal and such?
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Jobie Thickburger
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Posted - 2006.04.26 18:10:00 -
[5]
Originally by: Aerym damage values as in kinetic and thermal and such?
Right Thats what he means
If you want to find a good weapon in the Hybrid arsnal to take down sheilds, look for one that does heavy Thermal damage, and for armor, one that has high Kenetic damage, although both do quite well against armor.
Basically, theres 4 types of damage:
Kenetic- Strong against armor, Weak vs Sheilds Thermal- Best All-round damage Explosive- Strong Vs Armor, Weak vs Sheilds (check me there) EM- VERY strong Vs sheilds, Very weak vs Armor
To get some good anti-shield damage, look into training up drones. They are the only weapon in the Gallante arsenal that uses EM damage.
Another Idea is to train up Energy weapons. That way you will be able to use Lasers, which do Thermal/EM damage. They work well against Amaar baddies.
Another thing to look for, as mentioned above, is the Range Modifier. This will tell you how much farther/shorter the ammo will go.
For distance, Iron charges have the best range bonus, but do the least damage
For Damage, Antimatter, but they cut the weapons range in half.
There are also good charges that right strait down the middle, which comes in handy if you don't know what your going up against, With blasters, I like to use these.
New Mining Director- MGTTG |

Aerym
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Posted - 2006.04.29 01:16:00 -
[6]
good explanation jobie, thx!
what do I look for in a weapon? range and damage modifier?
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Kaladr
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Posted - 2006.04.29 01:38:00 -
[7]
- Range - Damage modifier - Rate of fire - Tracking
Rate of fire is seconds between shots. Tracking is radians/second. To understand tracking, go to the last section of the players guide (to the left <--). ---- EVE-Central.com | Obsidian Technologies - 0.0 Manufacturing, Defense and Logistics. We're hiring! Mail me |

Aerym
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Posted - 2006.04.29 02:00:00 -
[8]
ok I just got some antimatter charge... it does 7hp kinetic and 5hp thermal...
thats what I look at?
damn thats not much considering tristan I have has like 320 shield and 350 armor... not to mention it has certain resistance to thermal and kinetic attacks...
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Myiesha
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Posted - 2006.04.29 02:25:00 -
[9]
Dont forget your gun will have a damage modifier to it (1x to 7x+) and your skills will come into play. In addition your firing multiple guns at your target.. Dont worry you can kill things fast. :)
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Valeo Galaem
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Posted - 2006.04.29 05:00:00 -
[10]
The base shield damage properties in the info window are actually based on how much shield/armor damage they would do to you (uses your current resistances in the calculation). I forgot if it takes into account the damage multiplier for a particular weapon, or if it just uses the unmodified base damages of the ammo. _____________________________________________________________________ Thar be Pirates
You are not authorised to hack into CONCORD's mainframe Your Wallet has been emptied! |

Aerym
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Posted - 2006.04.29 05:39:00 -
[11]
ok I got iridium on 1 gun, and antimatter on the other... also a hologoblin drone... lets see how this setup works out :)
antimatter on both guns was nice, but I wouldnt mind the extra range....
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Ishtari
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Posted - 2006.04.29 07:57:00 -
[12]
Dont forget tracking that one is really important, but as drone user you have your drones to kill the fast orbiting interceptors.
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Kaladr
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Posted - 2006.04.29 09:34:00 -
[13]
Iridium and Plutonium are nice middle road ones. But the real power is in antimatter with blasters. Orbit as close as possible to bigger ships, their guns can't track you, but you can eat their ship for lunch . ---- EVE-Central.com | Obsidian Technologies - 0.0 Manufacturing, Defense and Logistics. We're hiring! Mail me |

Darrill Trout
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Posted - 2006.04.29 11:12:00 -
[14]
I wouldn't mix ranges on your ammo, it's far better to have your optimals all roughly the same. I find uranium charges give a good balance between power and range.
Antimatter is great and all but I just don't like how it cripples my railgun range, I only use it when I can't kill something with uranium.
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