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Neferidian
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Posted - 2006.08.13 02:54:00 -
[1]
heya guys ive just finnished training up to amarr battleships with out REALLY flying amarr ships as i am a caldari pilot (gunner not missles)
im just wondering what frequency crystals do you guys find to effective. eg like iridium are great medium range hybrid ammo.
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korrey
Corinth Associates
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Posted - 2006.08.13 03:12:00 -
[2]
Depends on range. Theres actually only a handful we amarr pilots use, the rest are mainly useless. multifrequency is the best close range and is used by literally EVERYONE. Then xray or ultraviolet. Radio is the long range but its damage sucks so id say dont use it.
Infrared is an ok damage/range so keep like Multifrequency/Infrared/Ultraviolet in your cargo.
If you cant beat something, arrange to have it beaten. -Corinth Associates |

Commander Thrawn
Fluffy rabbit killer's inc
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Posted - 2006.08.13 03:26:00 -
[3]
Edited by: Commander Thrawn on 13/08/2006 03:27:39 Edited by: Commander Thrawn on 13/08/2006 03:26:38 i use multi/gamma/ultravoilet/microwave
tech2 when needed
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Neferidian
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Posted - 2006.08.13 04:01:00 -
[4]
sounds like what im doing except mulit, the range is just WAY to low. ill have to try it.
im using infra and gama atm
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O'Sirius
Amarr Synergy. Imperial Republic Of the North
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Posted - 2006.08.13 06:58:00 -
[5]
Radio/Standard/MultiFrequency are my standard sets for ratting in an Apoc.
Microwave/Standard/MultiFrequency and that close range TII beam ones for my beam Crusader.
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inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.08.13 10:41:00 -
[6]
On a pulse setup T2 lasers are very useful because they let you fit Scorch for decent ranged damage. A good deal of it is EM damage, unfortunately, but it's still a lot more damaging than Microwave.
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MuffinsRevenger
EmpiresMod
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Posted - 2006.08.13 10:46:00 -
[7]
Multifrequency and Microwave, close range and long range :)
Originally by: The Wizz117 jeez those guyz @ ccp talk like sweedish nobody will take u seriouse with that cind of accent.
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Mastin Dragonfly
Amarr
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Posted - 2006.08.13 11:08:00 -
[8]
Gamma, Standard, Microwave for my megapulses.
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Andreask14
Sensus Numinis Veritas Immortalis
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Posted - 2006.08.13 11:35:00 -
[9]
Ok, first, keep in mind that beam lasers and pulse lasers of the same class have the same damage modifier.
For example:
Mega Pulse Laser 1 has a DAm of 3 Mega Beam Laser 1 also has a dam of 3, but doubled range.
So, both both have do the same damage, why would one use the beam laser when it also has less tracking, more cap use and less refire rate ?
Its because of the crystals! If you dont talk about sniping of course.
And that is why i always have a full set of t1 crystals in my cargo whenever i have some beams fitted.
The 40km base range of the beams means that you can use multifrequs for 20km range and be able to hit the hardest at disruptor range.
Whereas with pulses you would need to use UV, standard to hit out to 20km, loosing a lot of your damage potential. This way the beams get their damage bonus through the crystals, and because of that i always keep a full set, to maximize my damage output in all situations.
That is why you can change crystals so fast anyway.
This also implies that a tracking enhancer can be of more benefit than a heatssink, because the additional range on your pulses allows you to switch to shorter range, more damaging ammo, then add the better tracking and you will get more damage then with fitting a heatsink.
Lastly, the less range crystals have, the more THERM dam they do, which is another argument for the pulses+trackingenhancer or beams+shortrange ammo way.
Just rememer that the optimal fighting abilities of amar come to bear when fighting between 20 and 40 km when using t1 ammo, so fit your guns accordingly. T2 ammo is exactly the same for all races anyway.
Against missile users i would advice employing dual beams with UV or std crystals for minimum energy consumption, then add a good active tank to repair between volleys and a few NOS to keep him at bay, your EM can then tear right through him.
When using t2 guns i just add a set of both t2 crystals to the t1 ones and i am all set again.
Its not like the t1 crystals are expensive, they never run out also, so it has proven quite beneficial to me to carry around a full set at all times. ________________________________________________
Just a quick reminder that "Local" and "Instas" will always be what they are. |

Hydrogen
Art of War
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Posted - 2006.08.13 11:46:00 -
[10]
Originally by: Andreask14 Ok, first, keep in mind that beam lasers and pulse lasers of the same class have the same damage modifier.
For example:
Mega Pulse Laser 1 has a DAm of 3 Mega Beam Laser 1 also has a dam of 3, but doubled range...
Looking at laser ROF may show ya some more differences ;)
AF Guide |

Andreask14
Sensus Numinis Veritas Immortalis
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Posted - 2006.08.13 11:51:00 -
[11]
Edited by: Andreask14 on 13/08/2006 11:54:28 Edited by: Andreask14 on 13/08/2006 11:51:49
Originally by: Hydrogen
Originally by: Andreask14 Ok, first, keep in mind that beam lasers and pulse lasers of the same class have the same damage modifier.
For example:
Mega Pulse Laser 1 has a DAm of 3 Mega Beam Laser 1 also has a dam of 3, but doubled range...
Looking at laser ROF may show ya some more differences ;)
I am not as stupid s you might think. The ROF doesnt change anything substantialy, it just provides the pulses with a little more damge over time, easily negated by the fact that you have to use radios, which are only a little EM to hit to 40km.
While you can use UV on beams for 40km range and get a whole lot more damage.
When you have t2 you can use aurora on pulses, giving you EXACTLY as much damage as UV t1 at 100% more, thus 40km, range. Their only drawback is the aweful tracking, but there the tracking enhancers shine again.
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Just a quick reminder that "Local" and "Instas" will always be what they are. |

Hydrogen
Art of War
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Posted - 2006.08.13 11:59:00 -
[12]
Originally by: Andreask14
Originally by: Hydrogen Looking at laser ROF may show ya some more differences ;)
I am not as stupid s you might think. The ROF doesnt change anything substantialy, it just provides the pulses with a little more damge over time, easily negated by the fact that you have to use radios, which are only a little EM to hit to 40km.
While you can use UV on beams for 40km range and get a whole lot more damage.
When you have t2 you can use aurora on pulses, giving you EXACTLY as much damage as UV t1 at 100% more, thus 40km, range. Their only drawback is the aweful tracking, but there the tracking enhancers shine again.
Ahhhh stoopid me and I always thought that ROF 9.00 to ROF 7.88 base is a huge difference. And tracking I fix with more tracking enhancers 
At least I learned soemthing Which game do you play, that there are infinite amounts of low and med slots and where ROF is of neglectable difference?
AF Guide |

Flaming sambuka
IDLE GUNS
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Posted - 2006.08.13 12:07:00 -
[13]
Originally by: Hydrogen Ahhhh stoopid me and I always thought that ROF 9.00 to ROF 7.88 base is a huge difference. And tracking I fix with more tracking enhancers 
At least I learned soemthing Which game do you play, that there are infinite amounts of low and med slots and where ROF is of neglectable difference?
OWNED HIM 
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Andreask14
Sensus Numinis Veritas Immortalis
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Posted - 2006.08.13 12:09:00 -
[14]
Edited by: Andreask14 on 13/08/2006 12:15:21 Edited by: Andreask14 on 13/08/2006 12:13:06 You guys are playing that game i again.
If my advice would be totally off i would be losing ships left and right, which i do not.
Tracking enhancer dont fix RoF, they fix TRACKING, which in turn allows you to deal more damage with AURORA crystals which have a 25% tracking penatly.
YOu know what HYDRO, last time i met you u were using missiles only on your amarr ships, so dont start talking about turrets.
You are not going to own me btw, its me myself and I here all the way.
btw: i will spell it out for you, the RoF malus is neglectable because you have the advantage of using more damaging crystals per volley, so you can use UV where you could have to use Radio, which makes a difference way bigger than this 15% RoF difference.
FYI: UV does 80% more raw damage than a radio. RoF harldy factors in there. Amarr is all about the right crystals for the range. ________________________________________________
Just a quick reminder that "Local" and "Instas" will always be what they are. |

Hydrogen
Art of War
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Posted - 2006.08.13 12:17:00 -
[15]
Originally by: Andreask14 Edited by: Andreask14 on 13/08/2006 12:13:06 You guys are playing that game i again.
If my advice would be totally off i would be losing ships left and right, which i do not.
Tracking enhancer dont fix RoF, they fix TRACKING, which in turn allows you to deal more damage with AURORA crystals which have a 25% tracking penatly.
YOu know what HYDRO, last time i met you u were using missiles only on your amarr ships, so dont start talking about turrets.
You are not going to own me btw, its me myself and I here all the way.
btw: i will spell it out for you, the RoF malus is neglectable because you have the advantage of using more damaging crystals per volley, so you can use UV where you could have to use Radio, which makes a difference way bigger than this 15% RoF difference.
I suggest you calm down and start to think. Because taking you serious with that stuff is impossible right now.
AF Guide |

Andreask14
Sensus Numinis Veritas Immortalis
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Posted - 2006.08.13 12:21:00 -
[16]
Edited by: Andreask14 on 13/08/2006 12:24:21
Its ok. I will stop now. You are right.
I hope the OP can still draw some conclusions from this thread. To not prevent this i ll extinguish the flames now. ________________________________________________
Just a quick reminder that "Local" and "Instas" will always be what they are. |

inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.08.13 13:24:00 -
[17]
Originally by: Andreask14 btw: i will spell it out for you, the RoF malus is neglectable because you have the advantage of using more damaging crystals per volley, so you can use UV where you could have to use Radio, which makes a difference way bigger than this 15% RoF difference
This is only on the assumption that you're fighting at considerable range. Most pulse setups are designed to be used at their MF/Conflag optimal (about 15km), with longer range crystals reserved for backup when maneouvering becomes difficult. Scorch L will still bring Mega Pulse II optimal up to 45km without tracking mods, with not inconsiderable damage.
If you plan to engage only at long range (30km+, Mega Beam II w/ Gleam optimal) then beams start to make sense, on larger ships. Smaller ships can benefit more from beams (medium sized mostly) but fitting becomes tricky with their heavy powergrid needs.
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