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madaluap
Gallente Mercenary Forces
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Posted - 2006.09.19 21:54:00 -
[31]
Originally by: Dagam Actually factoring in rate of fire, beam lasers are 50% more cap/sec to fire than pulses. The impression I get with Amarr is you have to ultraspecialize. Train gunnery, engineering (the cap skills) and mechanics to extreme proportions. Get the laser specializations. Ignore engineering shield skills, missiles, and probably EWAR skills. Navigation is somewhat important as many Amarr setups use afterburners.
Ultraspecialise? 
I have maxed out cap, nearly maxed out gunnery and other skills...make no mistake all ships like 5/5 capskills  _________________________________________________
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Arushia
TEK Inc. R i s e
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Posted - 2006.09.20 02:14:00 -
[32]
Originally by: Nisi Daca I know this is a newbie question but my medium lasers damage is all over the place from 5 points + any suggestions on how to maximize its damage? Mind you my skills arnt that great (500k sp spread around)
With all guns, remember to hit targets with Stasis Webs to make tracking easier if you're having trouble gettign hits.
Too many pilots can't handle dealing with tracking issues when going from small to medium guns, and end up going Caldari so they don't have to think.
Are you using beams or pulses? I might be able to offer some help based on type.
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Weirda
Minmatar Queens of the Stone Age Chimaera Pact
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Posted - 2006.09.20 02:48:00 -
[33]
Originally by: Arushia
Too many pilots can't handle dealing with tracking issues when going from small to medium guns
yup
this is the first 'step' that new player usually have to start thinking about more then activating their guns and trying to stay alive. stick with it... web you targets... learn where the 'sweetspot' of the guns are against different size targets... etc. __ Weirda Join QOTSA Now Stealth Bomber Tweaks |

Gaius Kador
PIE Inc.
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Posted - 2006.09.20 09:33:00 -
[34]
Just fit a full rack of heatsinks.
I do, it works wonders ;) ----------------------------------------------
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