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Roman Calitri
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Posted - 2007.03.12 18:27:00 -
[1]
I just got my Myrm and after researching ship loadouts I see a lot of people go with a 250mm Prototype I Gauss Gun and avg price of 2.5 to 3 million isk
When you compare it to the 250mm 'Scout' I Accelerator Cannon around 50 to 150k after reviewing the attributes I don't see it. Damage mod 3.3 vs 3.0 p/u, 1 km in range and the tracking is the same.
Please explain why you would pay 2+ mill more for such small gains. is there a "to hit" modifier in the more expensive guns or is 3.0 to 3.3 that big of a deal damage wise.
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Pantshandshake
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Posted - 2007.03.12 18:39:00 -
[2]
Well, all else being equal, the person with the highest damage potential is probably going to be better.
Besides which, is way easier to buy a slightly better gun than it is to train up the skills needed, especially in the early parts of your Eve life.
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Shiva Shane
Gallente Darkness Inc.
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Posted - 2007.03.12 19:14:00 -
[3]
Well, the difference between 3.0 and 3.3 is 10%, which might not be a big deal 90% of the time but...
If you are in a fight and you and your opponent are both down to bare metal and your opponent fires his next round before you do, guess who's going to die. I think in that situation I would be more than happy to have paid to 2m isk difference for that extra 10%. And, since weapon prices are market driven, it seems many would agree.
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Veritas Falx
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Posted - 2007.03.12 19:24:00 -
[4]
Not to mention there are a ton of people out there who go eh because they might be buidling a ship that they might use for a long time and the extra isk is nothing.
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Humpalot
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Posted - 2007.03.12 19:41:00 -
[5]
Think of it this way. Six of the better guns versus the not quite so good gun on a Myrm = the equivalent of near 2/3 of an extra gun on the ship. As you add in damage mods to increase damage and ROF you get even more out of the better weapon.
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Cors
Gallente Shadow Of The Light R i s e
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Posted - 2007.03.12 19:42:00 -
[6]
One other point--percentage multipliers are, well, multiplied. That 10% bonus is multiplied by any ship bonus, and skill bonus, and any gunnery bonus. .3 can add up to a significant difference relatively quickly.
Fair Travels! Cors
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Kaylee Kaitlen
Gallente Phoenix Wing Alektorophobia
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Posted - 2007.03.12 20:27:00 -
[7]
FWIW, I went with the scouts instead of the prototypes, mainly because I use my guns for aggro control and let my drones do most of the work. If I was planning on using my guns for damage, then I would tend to agree with the previous posters. Note that this is for mission running (i.e., versus NPCs).
Damage is king, Speed kills, Style is everything Burn with passion, Kill with rage, Live with hope, Die with honor |

Letouk Mernel
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Posted - 2007.03.12 20:44:00 -
[8]
The increased price has to do with:
1. Rarity. Both the Prototype and the Gauss guns are drops from NPC's, and cannot be made by players via Industry, so someone actually has to go out there and grind on NPC's (or do missions) and hope for the 1% drop rate or whatever it is. Obviously it's more work to get the rarer Prototype, and the players who've spent this time value it at however many millions they're asking for it.
2. As it's been said, the case is often that a 10% bonus, once multiplied by all the skills, ship bonuses, ammunition modifiers, implants, rigs, etc., can become a 200% modifier (or something ridiculous) in EVE. If someone's set up their ship for alpha strikes from long range, their ship relies on taking you out in one salvo, so, they will pay the price for the best damage and best range possible.
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Vasiliyan
PAX Interstellar Services Freelancer Alliance
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Posted - 2007.03.12 22:08:00 -
[9]
It all depends on what you want to use it for and how deep your wallet is. It's not necessary to fit the best all the time, especially for PvE, although in that case it's easier to work out what the benefit from more expensive gear is.
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Kumu Honua
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Posted - 2007.03.13 00:52:00 -
[10]
Activation: Scout 9, Proto 8. Proto wins. Damage modifier: Scout 3.0, Proto 3.3. Proto wins. Optimal Range: Scout 26Km, Proto 28Km. Proto wins. CPU required: Scout 36, Proto 24. Proto wins.
So not only is the damage better...
The range is farther, the activation is smaller, and the fitting is easier.
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Mithrantir Ob'lontra
Gallente Ixion Defence Systems The Cyrene Initiative
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Posted - 2007.03.13 03:19:00 -
[11]
Originally by: Letouk Mernel The increased price has to do with:
1. Rarity. Both the Prototype and the Gauss guns are drops from NPC's, and cannot be made by players via Industry, so someone actually has to go out there and grind on NPC's (or do missions) and hope for the 1% drop rate or whatever it is. Obviously it's more work to get the rarer Prototype, and the players who've spent this time value it at however many millions they're asking for it.
2. As it's been said, the case is often that a 10% bonus, once multiplied by all the skills, ship bonuses, ammunition modifiers, implants, rigs, etc., can become a 200% modifier (or something ridiculous) in EVE. If someone's set up their ship for alpha strikes from long range, their ship relies on taking you out in one salvo, so, they will pay the price for the best damage and best range possible.
I believe you wanted to say that both the Prototype Gauss and the Scout guns are drops from NPC.
As for the OP, you must understand that if something is better than the other, it's usually more expensive. Prototypes are better than Scouts in some attributes and that is why they are more expensive. The prices are being formed by us players
------- Nobody can be exactly like me. Even I have trouble doing it. |

Esurnir
Amarr Bears Inc FREGE Alliance
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Posted - 2007.03.13 04:50:00 -
[12]
Offer and supply, the best of their class named gun are of limited offer because few npc supply them, and on a per unit quantity most of the time.
While the basic "Tech I" item you see on market can be mass manufactured (think 100 unit in one hour or less), but still have the most crappy stat. ----
Quote: Thou shall pew pew.
Book of Revelation 12, 51 |

Tulisin Dragonflame
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Posted - 2007.03.13 06:17:00 -
[13]
When building for PvP, it is okay to be cheap (as long as you're being totally cheap, no officer modules + all cheap stuff).
When building for PvE, especially highsec missions, there's no need to spare any expense, a highsec mission runner will not lose their ship unless there is a bug, they're AFK, or they're incredibly incredibly unlucky. Might as well load up on the best of everything, which means best named (prototype, for rails), if you can't load T2 (which is quiet a time investment, especially at the large level).
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