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SleepingBuddah
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Posted - 2007.07.11 20:16:00 -
[1]
There is something I don't understand with t2 small rails... Why use them?
Let's say we want orbit at 15km and have optimal something like that. Before I trained t2 I used 125mm Prototype I Gauss Gun with Thorium Charge S.
Now I can use 125mm Railgun II and what I see? Same stats as Gauss for t1 ammo, but uses more PG, more CPU, more cap.
OK, let's see what we have with t2 ammo... Javelin S Not enough optimal. And speed penalty. Not good.
Spike S... Whoa! Optimal is cool! But... wtf? I can't hit anything but containers! Tracking is reduced by 400%!!!! Absolutely useless on this distance.
And damage. Thorium: 5kin 4therm, Spike: 4kin, 4therm.
Looks like something is wrong here...
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Agent Li
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Posted - 2007.07.11 20:26:00 -
[2]
What are your gunnery skills?
I rather like 150mm T2 rails for a general purpose light gun.
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"Don't be afraid to take advantage of your enemy's weaknesses. Becasuse winning is everything after all." |
doctorstupid2
Dirty Deeds Corp. Axiom Empire
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Posted - 2007.07.11 20:27:00 -
[3]
The obvious answer is small railgun specialization. Train it past level 1.
Also t2 guns are usually cheaper than best named, while being more skill intensive to fit.
Steel Rat > if they only knew we make this **** up as we go |
Ruiryu
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Posted - 2007.07.11 20:31:00 -
[4]
Ahhh tech2 150 x 4 on a harpy 1 AB 1 Tracking computer 1 sensor booster II 1 eudetict cap recharger 2 Mag. Field Stabs II
2 hybrid optimal range rigs, tech2 long range ammo Decent skills and you will hit past 80km and have an almost instant lock. You tell me whats wrong with that?
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SleepingBuddah
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Posted - 2007.07.11 20:37:00 -
[5]
Originally by: Ruiryu Ahhh tech2 150 x 4 on a harpy 1 AB 1 Tracking computer 1 sensor booster II 1 eudetict cap recharger 2 Mag. Field Stabs II
2 hybrid optimal range rigs, tech2 long range ammo Decent skills and you will hit past 80km and have an almost instant lock. You tell me whats wrong with that?
Wrong thing is that I don't need 80km. I shoot at scrambler range or target just warps away. So, at mid distance t2 is not better than t1 because of huge penalties. I should stick to blasters and go close or shoot from afar with rails. No good option for mid-range.
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Mitsuko Anari
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Posted - 2007.07.11 20:45:00 -
[6]
If you don't need the range then use the ammo that gives you the right range...
T2 ammo is not meant to be the allpwn for every situation...
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SleepingBuddah
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Posted - 2007.07.11 20:49:00 -
[7]
Originally by: Mitsuko Anari If you don't need the range then use the ammo that gives you the right range...
T2 ammo is not meant to be the allpwn for every situation...
If I don't use t2 ammo then I don't need t2 gun, because there is t1 version with better stats.
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Ryysa
Caldari
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Posted - 2007.07.11 20:53:00 -
[8]
Originally by: SleepingBuddah
Originally by: Mitsuko Anari If you don't need the range then use the ammo that gives you the right range...
T2 ammo is not meant to be the allpwn for every situation...
If I don't use t2 ammo then I don't need t2 gun, because there is t1 version with better stats.
There is no T1 version of a T2 gun with better performance, only equal. And t2 guns will always have 2% per level increase from specialization skill over their t1 counterparts (8% at lvl4).
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NoNah
Marzipan Monkeys Distant Star Alliance
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Posted - 2007.07.11 20:56:00 -
[9]
Nothing forces you to use T2, there are however a number of good things about it.
1. Specialization - 10% extra damage is 10% extra damage. 2. Cost - They are produced thus they are normally cheaper than the t1 version, and the t1 version doesnt require as much skills which means people will buy them. 3. Production - These darligns can be produced in deep 0.0 where they would otherwise be impossible to obtain, except for making a 50 jump travel back to empire, risking a gatecamp at every jump, and then the way back.(not quite true, I know) 4. the OPTION to use t2 ammo.
The downside is.. well... fitting. Skills would be a downside, but as it adds to the damage, I kind of see it as a pro rather than a con. *snip* Your signature was not EVE related. Contact [email protected] if you want to know more. (Include a link to your signature) -Wachtmeister Post count: 586320
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Graisse
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Posted - 2007.07.11 21:06:00 -
[10]
Dude you're missing th fact that the specialization skill affects the turret, regardless if you're using T1 or T2 ammunition on it. So it's always better (except fitting needs).
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SleepingBuddah
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Posted - 2007.07.11 21:14:00 -
[11]
Originally by: Graisse Dude you're missing th fact that the specialization skill affects the turret, regardless if you're using T1 or T2 ammunition on it. So it's always better (except fitting needs).
That what I wanted to see. Somewhy I thought specialization affects only t2 ammo. 10% is worth fitting and cap issues. Thanks for clarification.
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Washell Olivaw
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Posted - 2007.07.11 21:44:00 -
[12]
Originally by: SleepingBuddah Let's say we want orbit at 15km and have optimal something like that. Before I trained t2 I used 125mm Prototype I Gauss Gun with Thorium Charge S.
Looks like something is wrong here...
If you're too close for rails and too far for blasters, you picked the wrong orbit distance? Maybe that's what wrong?
Quote: Everybody has a photographic memory, some people just don't have film.
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Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.07.11 21:54:00 -
[13]
Edited by: Christopher Dalran on 11/07/2007 21:54:46 t2 rails on frigates with spike ammo is great in gangs when you can have heavily tanked ships in close locking them down and high damage no tank ships outside lock range dealing lots of damage (dampers are very good here).
For solo use the big difference is the 2% damage increase, at lvl 5 spec that can made a noticable difference. Alot of times I find myself using t2 rails loaded with faction ammo (LP store is great for ammo).
Get AWU at a decent level and the increased fittings arent that big a deal. ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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