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ZaLaS
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Posted - 2003.10.21 22:11:00 -
[1]
I have been wonderin for quite a while what way should i go, i fly a Rupture and i have lvl 5 in both med projectile and med lazer and i dunno which one would be better, not only for my cruiser but for the future (planning on getting a tempest )... Any ideas? Thanks |

Mazer
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Posted - 2003.10.21 22:13:00 -
[2]
In your case I'd stick with projectile
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Black Lung
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Posted - 2003.10.22 01:27:00 -
[3]
Usually it depends on what you want to do, do you want to do NPC or PVP?
From as far as I can tell, If you want an all-rounder, stick with the Tempest. Its good for both PVP and NPC, of course there are differences in which modules you use.
Apoc is also good if you like lasers. Heard that 2 tachs and 3 mega pulses makes a good combo. For crystals I am not all too sure about since I havent had experiance with them, though some people prefer equiping all of their lasers with mulitfrequency. The only thing is that the Apoc is more suited towards NPC rather than 1vs1 PVP. If you plan on doing any PVP, Apoc should be used in fleets.
Enjoy and good luck to you.
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ZaLaS
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Posted - 2003.10.22 04:20:00 -
[4]
Allright, another thing, what type of ammo would be better and why? What are the pro's and con's of each type...I'm still debating on whether to go lazer, hybrid or projectile...
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dalman
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Posted - 2003.10.22 05:56:00 -
[5]
If you are completely sure you'll be going for a tempest: Start training large projectiles.
M.I.A. since 2004-07-30 |

Joshua Calvert
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Posted - 2003.10.22 08:54:00 -
[6]
Tempest with a mixture of 1400mm's, 1200mm's, and missile launcher is awesome.
I want one but it would take me 3 weeks to train for it 
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Black Lung
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Posted - 2003.10.22 14:01:00 -
[7]
I can tell you right now Zalas, do not go with hybrid. Currently the large hybrids suck (I do decently good with my medium ones, though).
But b/w lasers and projectiles, its mostly up to you. Both do awesome damage and have good range. Lasers suck up cap (not as much if you have amarr bship to 4 and controlled bursts to 4) while proj hardly uses any. I believe tracking on lasers is better than projectiles, not at home atm so I dont know for sure.
But the thing to keep in mind is that lasers are the staple weapon for Amarrians while projectiles are mainly for Minmatar.
If you do go with the Tempest, stick with proj since the Tempest gives a nice bonus to proj damage (been hearing of people having a 9x damage mod with large proj).
As far as ammo goes with proj, emp, titanium sabot, phased plasma, and photon are good choices (for me anyway).
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Jasmyn
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Posted - 2003.10.22 17:00:00 -
[8]
antimatter ammo is the best for hybrids. EMP missiles and phased plasma Proj. are a good combo ( sine EMP doesnt do much to armour)
Someone once told me they loved me. |

Soren
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Posted - 2003.10.22 17:29:00 -
[9]
Why do you have lvl 5 of either of those skills.. What a waste =\ _________________________________________________________
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Paul Dubois
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Posted - 2003.10.23 12:09:00 -
[10]
Would definitely have been better to decide which one you were going for afore ou trained both to level 5 :-) As a Min and getting projectile bonuses on your Min Ships I'd stick with projectiles.
As the man said for the skill points of level 5 laser you could have trained up half a dozen other skills to level 4.
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Nelia Hawk
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Posted - 2003.10.23 18:11:00 -
[11]
as projs i would say you should use several ammo types...
i.e. 4 arys loaded with: 1x EMP (EM+EX) 1x sabot (mostly KI) 1x fusion (extrem EX) 1x plasma (good TH)
so nothing can resist your bullet mix for long
and dont forget the DRONES and MISSILES!!! you can have several DAMMAGE MIXES when you use different ammo in all AMMO & DRONES & MISSILES
the ability to have all types of dammage is one of the advantages of minmatar ships! ---------------------------------- some of my ideas: Very Long Balancing Suggestion !!! and My Ideas for EVE |

Gaal Dorian
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Posted - 2003.10.25 02:17:00 -
[12]
I've made a chart about ammunition types. There's a little bit german in it, but I think you will understand it anyway.
This one is about small ammunition, medium does 2 times and large does 4 times the damage. This is only the base damage and gets affected by damage multipliers and range modificators.
Crowley - www.EVE-I.com |

Blacklight
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Posted - 2003.10.25 18:18:00 -
[13]
Nice table Gaal.
Eve Blacklight Style
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Roba
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Posted - 2003.10.26 00:34:00 -
[14]
That table doesn't mean crap. Sorry to say that. But you need to show the ranges when used in each gun, plus the dmg and how tracking affects each. Ie, the Hybrids have nice opt but not falloff, while the proj are the exact reverse. Lasers will get you fantastic hits on sheilds but do crap against armor.
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Gaal Dorian
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Posted - 2003.10.26 04:45:00 -
[15]
This table wasn't meant to give an absolute comparison about each weapon system, but to show you the effects of different ammunition types.
The table you want won't most likely fit into this board. 
Crowley - www.EVE-I.com |

Mynobe Soletae
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Posted - 2003.10.26 06:19:00 -
[16]
There are two types of guns for each type: long range and short range. Usually, long range are called rails, beam lasers, and artillery, and short range are blasters, pulse lasers, and autocannons.
What you wanna do, first of all, is decide if you want to fight at long range or short range. Then use the appropriate type of gun. And then use ammo that emphasizes the gun's range (i.e. don't use long range ammo with a blaster, and generally don't use short range ammo with a railgun).
Between guns, there are some differences. Lasers only do thermal and emp damage. Hybrid charges only do thermal and kinetic. And projectile ammo does all types. Rails generally have extreme range; lasers are decent midrange actually.
I haven't played with a rupture, but from looking at the stats, I'd try either a 4 artillery + 2 short range anti-frigate (just in case) launchers, coupled with some inertial stabilizers, prolly cpu's, and maybe a nanofiber or two in the low slots, and then either MWD or a number of afterburners, and a shield booster, for med slots (you NEED to be able to keep your range if your guns are geared for long range, and that means speed).
Or, do 4 autocannons and 2 long range (heavy? cruise?) launchers, and do shield booster plus 2 hardeners, so you can just wade in and be able to take the damage.
If you put lasers on it, you'll probably have cap problems. I'm pretty sure you'll need to install reactor control units (to have enough power to install the lasers) and cap power relay units (so that your cap recharges fast enough to sustain your fire), and then you probably won't have room for heat sinks.
Which means you'll do less damage than with the projectiles, possibly.
But this is all theoretical, and I'll say it right now, I'm not a very good PVP'er, and I haven't tried to fly a rupture yet, and so my advice may not be that great.
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