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Astil
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Posted - 2007.04.19 08:53:00 -
[1]
My apologies, as this subject may have been touched before. But: Please explain to me the purpose of Tech II missles if:
Tech I missiles: range = approx 66km Tech II missiles: range = approx 28km
It seems all attributes adding to Regular Heavy Missiles don't apply to Tech II Heavy missles.
I am simply searching for the reason behind Tech II Missiles considering their range is dramatically decreased, and the damage isn't much more than Tech I... ?
[The above tested on Tech I and Tech II for range at current stats].
I appreciate any info on this matter, -Eoskye
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James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.04.19 09:07:00 -
[2]
So, by your statement T2 missiles are: More damage Shorter Range
I'm not seeing the problem here?
You've probably only looked at fury missiles, there's also precision which are less damage, smaller explosion radius and better explosion velocity.
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Astil
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Posted - 2007.04.19 09:34:00 -
[3]
Edited by: Astil on 19/04/2007 09:30:42 My only concern is the 'drastic' reduction in range. For the Tech II missiles to be useful in combat, would require hit and run tactics at close range, making the ship prone to most ECM and damage.
In missions, Tech II seem to be counter-productive when facing X troops in a BS that would need to be fitted with so much speed enhancing equipment that the general strength of the ship would be reduced enough to make it not viable.
Generally, what I am asking is: what is the purpose of Tech II missles?
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Xerxes TheGreat
Caldari State War Academy
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Posted - 2007.04.19 09:58:00 -
[4]
T2 missiles have been nerfed to the point where they are only useful in certain situations, mostly you are better of with T1 missiles, but when you look at T2 gun ammo you see that it is clearly superior to T1 which i think is unfair. |

Darqion Zenix
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Posted - 2007.04.19 10:41:00 -
[5]
doesnt the T2 gun dmg ammo have a short range aswell ?
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VanNostrum
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Posted - 2007.04.19 10:47:00 -
[6]
Originally by: Darqion Zenix doesnt the T2 gun dmg ammo have a short range aswell ?
not just short range but also with speed, cap recharge AND tracking penalties missiles have it easy
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James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.04.19 12:44:00 -
[7]
T2 ammo isn't supposed to be a complete replacement for T1 ammo.
Mostly, for all weapon types, you'll use the 'standard list' and switch to T2 for appropriate situations.
Which is as it should be IMO, I mean if T2 launchers, in addition to being just plain better (due to the spec skill bonus) also meant you get 20% more damage in general from the ammo, that'd be broken (and ... well pretty much was until they nerfed T2 ammo)
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Dderidex
Caldari Federation Starfleet
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Posted - 2007.04.19 22:09:00 -
[8]
I honestly thought that tech two missiles were going to be allot better, but quite quickly ive found that its much better to use tech ones missiles in tech two launchers. ItĘs cheaper and has no penalty like the precision lights have, on velocity.
On my crow it works well, using tech one missiles, you can stay outside the warp disruptor, but still do decent damage, eg I get regularly 150 damage using Standard light fury missiles.
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James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.04.19 22:16:00 -
[9]
Originally by: Dderidex I honestly thought that tech two missiles were going to be allot better, but quite quickly ive found that its much better to use tech ones missiles in tech two launchers. It’s cheaper and has no penalty like the precision lights have, on velocity.
On my crow it works well, using tech one missiles, you can stay outside the warp disruptor, but still do decent damage, eg I get regularly 150 damage using Standard light fury missiles.
You will find there's some situations where T2 ammo is useful. *shrug* mostly you're right though. T2 launchers _are_ better, so making them _even better still_ via T2 ammo is a balance issue.
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Marquis Dean
Indigo Fade
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Posted - 2007.04.19 22:30:00 -
[10]
T2 Light and Heavy Missiles have their uses, Fury Lights and Precision Lights are a must have for the multitasking Hawk pilot, and I always carry all three varieties of Bloodclaw in my Crow. Fury Heavies are very good for passive shield tanked ships like the Drake and Nighthawk.
T2 Cruise and Torps are pretty useless though. I suppose Rage Torps could be used in mass anti-capital BS formations...
--- Indigo Fade is now selling jumpclones for superb prices, please see Marquis Dean's bio and/or evemail/convo him ingame.
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Nonym Ous
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Posted - 2007.04.20 01:43:00 -
[11]
T2 fury heavies give 16% extra damage, but nearly 50% penalty to range PLUS (with seven launchers) a more than 50% penalty to cap recharge, PLUS they are 40x as expensive. A 1.7M rat normally takes about 200 missiles to kill, which would cost about 300k, pretty much completely nullifying (and then some) any advantage you get from the extra damage, while still having to deal with all of those penalties.
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