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Draydin
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Posted - 2007.08.28 21:50:00 -
[1]
Ive been doing some reaserch into mission fights as I find them fun, and they are a good source of ISK. I also found out that certian types of damage do better against certian oponents.
I.E. A certian type of npc has more explosive resistance then EM resistance, or vice versa.
So, I figured I would change my weapons to match my enemies weakness. I can see how this is possible if I used missles, as all I need to do is swap out ammo. But I am ammar, and I use laser turrets. Is there anyway to change the type of damage that ammar laser turrets do?
Also on a unrelated note: what type of ship, setup, or skill points do you think would be best before moving onto level 2 missions? I tried a few level 2 missions in my cruiser (its brand new), and some of the NPC ships gave me quite a few problems. The tiny ships spun around me too fast, and I couldnt seem to hit them at all. Whereas the bigger ships took barely any damage from my heavy turrets. I tried using tracking computers but they didnt really seem to help me hit the smaller targets.
If you have any questions my current ship setup is like this:
Ship: Maller
Hi slots: Heavy anode particle stream (medium beam lasers) x5
Mid slots: Tracking computer Small capacitor booster Capacitor Recharger
Low slots: Medium armor repairer Tracking Enhancer Capacitor power relay Power reactor controler x3
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PMolkenthin
Contraband Inc. Mercenary Coalition
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Posted - 2007.08.28 22:49:00 -
[2]
OK. Firstly I would say you're gonna need a webber. Next, lose the small cap booster. Whats with the 3x Power reactor controler? If you mean RCU's then you should fit some medium guns that use less grid. (Not sure which ones as I know FA about lasers) Now, I dont fly Amarr, nor do I do missions, but NPC setups are pretty standard so, working from the lows up, heres what I suggest:
Lows: Medium Armor Rep - 4x Armor Hardeners - 1x Cap Power Relay Meds: 10mn AB - Webber - Cap recharger Highs: 5x Focused Medium Pulse - Medium NOS
That should fit easily with T1/Named mods.
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Zephyr Mallory
Limberry Aegis GmbH
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Posted - 2007.08.29 03:40:00 -
[3]
Amarr pilots absolutely hate seeing two words under their target windows... "Dire Pith"
if you want to be able to change your damage type you have a couple of options.
- Inneffecient but moderately effective. learn to use other types of turrets, change out with a turret that does the appropriate damage type for your desires. You won't get ship bonuses but you'll be doing a less resisted type of damage hopefully.
- Costly and possibly skill intensive. Learn to use drones if you haven't already. Use an arbitrator cruiser instead of a maller. You can change the drones out easily between missions to suit your specific needs.
- Definitely costly and skill intensive. Learn to fly another race's ship along side the amarr, i.e. a gallente thorax or a minmatar rupture.
Each race performs best against its natural enemy. i.e. Sanshas/Blood Raiders for Amarr, Angels for Minmatar, and Serpentis for Gallente.
Drones and Missiles provide the most flexibility in damage type, followed by matari projectile turrets that can fire various ammo to do different damage types. Hybrids and Lasers are the least flexible and will always do kinetic/thermal and EM/thermal respectively, so no. You can't change the type of damage the lasers do. You can change the lasers out for other types of guns, or change your ship out entirely if you want, but noone forces you to do so either way.
Just some options for ya.
Help fight the Salvage Ninjas |

Matalino
Gallente Ki Tech Industries
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Posted - 2007.08.29 04:05:00 -
[4]
Originally by: Zephyr Mallory if you want to be able to change your damage type you have a couple of options.
Additionally, as of today, you now have the option with some T2 Amarrian ships of using missiles.
Originally by: CCP Prism X P.S. If you think you're reading some information through the lines here, you're wrong. I'm actually just bored.
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Sicil Fioet
Minmatar
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Posted - 2007.08.29 04:22:00 -
[5]
You couldn't hit them because you're using heavy beams. These are long range guns with poor tracking that do low damage. With beams you'd observe exactly what you have described here. Good defense against small ships that get close and orbit are drones and missiles since they always hit. As for sucky damage, your beams would do that since you don't have a lot of sp in gunnery probably, you aren't using T2 ones, and you probably don't have a heat sink to improve damage. These frigates have very small signature radius so even if you try to improve your tracking, medium guns just don't hit small ships much because of their signature resolution compared to sig radius on these ships (not to mention that you won't be able to improve your tracking enough).
To change damage types with Amarr you'd pretty much have to use ships that support drones and missiles. You can also train to use guns of other races. At least for Maller that has no damage bonus to lasers it would not make a big difference if you used projectile or hybrid turrets which of course are capable of doing other damage types than EM and thermal.
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Zephyr Mallory
Limberry Aegis GmbH
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Posted - 2007.08.29 04:35:00 -
[6]
Yes you can use T2 amarr ships with missiles. But the skills and funding required for those might be a little bit out of reach for many younger players.
Help fight the Salvage Ninjas |

Ithoriel
Amarr Royal Amarr Institute
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Posted - 2007.08.29 10:57:00 -
[7]
Edited by: Ithoriel on 29/08/2007 10:59:02 Firstly, general agreement with those who've already posted.
But also a few other ideas.
A target painter may be a useful alternative to a webber. I know people who swear by them. Personally I still use a webber 
True, Lasers only do EM or Thermic damage but the damage they do can be impressive! If you aren't already swap crystals as the range changes to get maximum effect. I carry a microwave and a multifrequency crystal for each laser. Microwave gives me decent range and I swap to multies for short range/ high damage ship killing.
Shields on Amarr ships are there to give you time to get the armour repairer going Ignore them.
"Tank not thy shields that thy days may be long in the ship thy god-emperor hath given thee" Pax Amarria 23, iv, 5
Energised resists take no capacitor and with the armor compensation skills give good resistances. Every level of Amarr Cruiser boosts the resists of the Maller by 5% too. It can be a very tough ship indeed. For pve resists tend to be more important than raw totals of armour points.
Final thought on tracking is fly towards or away from enemy ships to give the least problems with tracking. "Kiting" - flying away from the enemy firing behind you - is a useful tactic if you can keep things at a decent range.
Edited for spelling - WTB: Typing(14) Level 1
Growing old is mandatory, growing up is entirely optional |

Ess Erbe
State War Academy
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Posted - 2007.08.29 11:35:00 -
[8]
Definitely use pulse lasers and a stasis webifier, and/or afterburner to keep at optimal range.
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Captain Schmungles
Caldari Freelancing Corp Confederation of Independent Corporations
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Posted - 2007.08.29 21:13:00 -
[9]
Amarr ships are tough in missions, but here are some suggestions:
1. If you want to fly a Maller (very nice ship), you might consider using artillery en lieu of lasers. The maller does not get a bonus to lasers per se (i mean, it gets a cap reduction bonus, but not a damage bonus or a rate of fire bonus). Artillery don't use cap, and you can also vary your damage type to fit the mission.
2. This is more expensive, but you could sell your Maller and fly an Omen instead. The Omen doesn't get a resistance bonus, nor can it fit as many guns, but it does have a small drone bay. Drones come in handy with those pesky frigates.
3. Last, try to fit your Maller with more of a tank. Some Amarr ships are dps machines, others are tanks. The Maller isn't going to kill things as fast as some other Amarr ships, but that's not its strength. It's a mean tank, so consider fitting some hardeners in addition to your repper and either a heat sink or a tracking computer (if you're using lasers, if not fit the appropriate unit for your weapon: gyros for projectiles, mag stabs for hybrids).
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