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Humpalot
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Posted - 2007.03.23 03:57:00 -
[1]
I'll start by saying I am guessing I am missing something so easy on the "you're a newb" flames. I admit it when it comes to this and am trying to enlighten myself.
Faced with training Veldspar Hugging-V I decided it was high time I focused a bit more on the pew pew stuff. So, I looked to upping my gunnery so I can use T2 Medium Lasers.
Looking at the stats though I am wondering why I should bother? I am using Heavy Modulated Pulse Lasers (medium weapon...go figure on naming conventions...must be an Amarr epeen thing) on my Absolution now. Looking at the T2 Heavy (medium really) Pulse Lasers I am lost on the benefits.
The stats of the T2 Pulse and Modulated (named) pulse laser are near identical and indeed the named beats the T2 in a few places. Damage, ROF, range, falloff are all the same. However, the T2 costs 20% more energy to fire and has higher fitting reqs.
Ok...more to it than that I know. T2 grants me a damage bonus. If I have it trained to L4 I get 8% more pew pew. Not too bad but not a lot to write home about either I think.
T2 gun can use T2 ammo. Scorch looks cool. Xray crystal damage with good range. That is nice. Conflagration? Seems worthless...bit better than normal T1 multifrequency ammo. Thing is I can beat Conflagration with faction ammo easily so really wonder why I would bother. Scorch with the range cannot be beat by faction ammo on range but again can be beat in damage handily (not so naieve to ignore the range issue...that is a nice bonus).
Now I know people go for T2 guns when possible so I am guessing I am missing something important. Just wondering what that is...
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Gustav Kreed
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Posted - 2007.03.23 04:04:00 -
[2]
it doubles your e-peen size
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Marquis Dean
The Last Thing You'll Ever See
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Posted - 2007.03.23 04:06:00 -
[3]
All these little things add up into a significant damage increase (I assume, else people wouldn't use it). Plus best named T1 stuff often actually costs more than T2.
That 8% is alot on it's own, but the difference is more pronounced with other weapon systems. ---
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Washell Olivaw
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Posted - 2007.03.23 04:08:00 -
[4]
It's dmg from the ammo times the modifier on the gun times the skill from the weapon times surgical strike times modules times implants times rigs times t2 skill.
That 8% at the end may not seem like much, but it's a lot.
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Stamm
Amarr Three Holdings Rule of Three
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Posted - 2007.03.23 04:09:00 -
[5]
Originally by: Humpalot
T2 gun can use T2 ammo. Scorch looks cool. Xray crystal damage with good range. That is nice. Conflagration? Seems worthless...bit better than normal T1 multifrequency ammo. Thing is I can beat Conflagration with faction ammo easily so really wonder why I would bother. Scorch with the range cannot be beat by faction ammo on range but again can be beat in damage handily (not so naieve to ignore the range issue...that is a nice bonus).
Scorch is the daddy of ammo for Amarr. I don't use Conflag, as it's only rarely it's more useful than multifreq, if anything gets that close, I'll take a slight drop in damage for double tracking.
As for close range faction ammo? Try finding it, it's like rocking horse crap.
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Dahak2150
Chaos Monkeys
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Posted - 2007.03.23 04:28:00 -
[6]
You mentioned them yourself. The damage increase and T2 ammo. They are worth it.
And of course the T2 is often cheaper than best named. ----------------
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king jks
New Age Solutions New Age Solutions Amalgamated
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Posted - 2007.03.23 04:30:00 -
[7]
If you're in a freaking command ship you should already have med energy turrets 5, I would hope. So its really only an hour to med pulse laser spec 1. ------------------------
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Humpalot
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Posted - 2007.03.23 04:47:00 -
[8]
Edited by: Humpalot on 23/03/2007 04:45:04
Originally by: king jks If you're in a freaking command ship you should already have med energy turrets 5, I would hope. So its really only an hour to med pulse laser spec 1.
Oddly no. Med energy Turrets 5 was something I'd start training and then switch because something or other caught my attention. So now it is actually not too bad to train up as I nickle and dimed a good way in to Med Turret 5 and my other gunnery skills are solid if not uber (pretty much L4 across the board with a few L5 sprinkled in). That and I only had Small Pulse Laser Spec to 3 so 2 days to get that to 4.
Sort of by accident I found I was close to Command Ships so took the plunge but yeah...figured with that well past time I sorted the last of my gunnery out to make the best of it.
So no one attack me for a week or two till I get my guns up to spec ok?
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Humpalot
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Posted - 2007.03.23 05:05:00 -
[9]
Thanks to all for the replies and I am going T2 (obviously).
All I am missing here is a sense of just how big of a difference we are talking between best named and T2? Is this something (once I get) I'll go, "Holy crap!" when I shoot or will be more I am able to do a mission in 1 hour instead of 1 hour and 5 minutes?
I know there are lots of variables and can be vague...just a sense of it is all. Were you all thrilled with T2 when you first slapped them on?
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Cutie Chaser
Gallente
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Posted - 2007.03.23 07:53:00 -
[10]
Edited by: Cutie Chaser on 23/03/2007 07:51:51 T2 weapons are nice, and the ability to use the special ammos that go along with it is nice as well. All in all it does add a nice boost to yer DPS.
However, in alot of situations it isn't enough to make enough difference to justify the cost. If you are flying and get jumped by a blob, your T2 weapons are not going to save you. If you are flying an interceptor then T2 lazers are still only going to tickle the belly of a Battleship.
If you find yourself constantly fitting the best named weapons you can get your hands on to get better DPS, then you'd prolly enjoy the boost that T2 weapons give you. If you find yourself at half-mast thinking about another .5 on your weapons' damage mod, go for it!
On the other hand, if you are often running around in fleets with friends and you lose ships often, you'll prolly be happier in the long run to just stick with cheap stuff :P For the cost of a full rack of T2 weapons for my BC I can instead buy another Drake and a half, fully T1 and named geared.
Its a personal choice, but train for it anyways. Med lazers 5 will give ya a free 5% dmg boost regardless of the lazor you use.
EDIT: Just noticed yer last post. If you are the sorta person who keeps a track record of your personal best wrecking shot, you'll get a kick out of T2 gear. If you don't parse your logs, you wont likely SEE an improvement over the best named gear... but it is there. *** Thats a Templar, the amarr fighter. Its a combat drone used by carriers. |
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Kay Rissa
Rage of Angels Morsus Mihi
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Posted - 2007.03.23 08:03:00 -
[11]
with maxed skills and t2 Heavy pulses + conflagation crys. + damage implants + 2 HST2 i get 658 dps on my absolution with same setup with modulated pulses and multifr. crys i get 522 dps
thas i call a huge difference
Proud member of the Rage of Angels
ps: i dont like to kill innocent ppl, so if i killed u, u rnt innocent |

Hait
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Posted - 2007.03.23 11:19:00 -
[12]
Edited by: Hait on 23/03/2007 11:18:20 <deleted> |

smallgreenblur
Minmatar Wreckless Abandon
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Posted - 2007.03.23 11:26:00 -
[13]
Hail L adds about 250 dps for me. This is without factoring in specalisation bonuses and the t2 gun increase in damage mod.
sgb
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.03.23 11:29:00 -
[14]
Edited by: Lord WarATron on 23/03/2007 11:30:20
Originally by: Kay Rissa with maxed skills and t2 Heavy pulses + conflagation crys. + damage implants + 2 HST2 i get 658 dps on my absolution with same setup with modulated pulses and multifr. crys i get 522 dps
thas i call a huge difference
Theoretical DPS is not Reality. Add in tracking penenty for using a pile of them on your ship and who does more DPS in a real world scenrio now?.
For medium guns, Scorch is the way forward for pulse's, and Aurora's for the Beam Turrets. Multi's or even better, if you can get them, Amarr Navy Multi's are useful to have if you are using close range ammo. But I just cannot see the point of Gleams or Conflags unless it is on a battleship to be honest. --
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Gabriel Karade
Nulli-Secundus
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Posted - 2007.03.23 11:43:00 -
[15]
T2 weapons almost make T1 obsolete. They have the same damage, RoF and range as the best named T1, but then you gain:
a) up to 10% more damage through skills b) access to T2 ammunition.
Before T2 ammo and changes to the fitting requirements of weapons, the former was insignificant in a lot of cases and you'd quite often be better fitting the best named T1 guns (also use less cap) to avoid requiring a fitting module and thus stick an extra damage module in place instead. Nowadays though you can usually fit a full T2 outfit without resorting to fitting modules so it's a no-brainer...
The latter means at long range you will always be able to keep a T1 fitted ship at arms length where they cannot hit you, T2 fitted sniper Battleships are nigh on untouchable to T1 snipers unless they choose to be, or screw up. At close range e.g. T1 fitted Blasterthron vs. T2 fitted it means you can have up to a 28% advantage in damage output, but with the same or nearly identical tank...
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ArtemisEntreri
Art of War Cult of War
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Posted - 2007.03.23 11:44:00 -
[16]
Originally by: Lord WarATron Edited by: Lord WarATron on 23/03/2007 11:30:20
Originally by: Kay Rissa with maxed skills and t2 Heavy pulses + conflagation crys. + damage implants + 2 HST2 i get 658 dps on my absolution with same setup with modulated pulses and multifr. crys i get 522 dps
thas i call a huge difference
Theoretical DPS is not Reality. Add in tracking penenty for using a pile of them on your ship and who does more DPS in a real world scenrio now?.
For medium guns, Scorch is the way forward for pulse's, and Aurora's for the Beam Turrets. Multi's or even better, if you can get them, Amarr Navy Multi's are useful to have if you are using close range ammo. But I just cannot see the point of Gleams or Conflags unless it is on a battleship to be honest.
I use conflag to try to gank someone, we're talking about 15-20% (I don't the exact number) more dps, tracking usually isn't an issue at that range, they're gonna be webbed.
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Ecky X
The Aforementioned
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Posted - 2007.03.23 12:04:00 -
[17]
I don't use lasers, but with autocannons, T2 provides either:
1. 30% more damage, but with a tracking and cap recharge loss, or
2. Same damage(as EMP) but with double the optimal and 50% more falloff
Plus the 2-10% from skills.
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DarkElf
Caldari Veto.
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Posted - 2007.03.23 12:07:00 -
[18]
extra dmg per level of ur spec skill. slightly extra damage usually from the guns. and also t2 weapons are usually a lot cheaper than the best named guns.
DE
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AKULA UrQuan
Caldari STK Scientific INVICTUS.
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Posted - 2007.03.23 12:31:00 -
[19]
Wouldn't touch a T2 ship without being able to use the T2 gear that goes with it. Learned that the hard way with crows almost a year ago. 
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