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Upde
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Posted - 2007.08.31 17:23:00 -
[1]
I am just about to start learning gunnery skills and I was wondering If I am aiming to getinto a gallente BS should I be looking at Hydrids i.e rails or should I go for something differenet like energy turrets ?
I will of course be learning the other skills such as controlled bursts, motion prediction, weapon upgrades etc
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Doctor Fruitloop
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Posted - 2007.08.31 17:42:00 -
[2]
Railguns on a Megathron. Get all support skills to L4 minimum then rethink what is needed (do you want to use time training for a fleet sniper ship with T2 rails or something completely different?)
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Praesus Lecti
Gallente The Scope
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Posted - 2007.08.31 18:45:00 -
[3]
You want Hybrid weapons because the ship bonuses for all 3 Gallente BS is 5% damage increase to hybrid weapons per level. In just a few hours of training, you can get a quick 15% damage increase.
What you will want to look at after that is the secondary bonus. Drones hp/damage from the Domi, the turret tracking on the megafugly or the repair bonus on the hyperion.
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Wayward Hooligan
Sniggerdly Pandemic Legion
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Posted - 2007.08.31 20:45:00 -
[4]
Large Railgun Spec 4 Large Blaster Spec 4
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Mrski Okupator
Amarr Cry Me A River Inc.
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Posted - 2007.09.03 23:11:00 -
[5]
Honestly, all of them.
except energy/projectile turrets ofc.
Cry Me A River Inc. We Care. For a small donation. |

Deviana Sevidon
Gallente Cataclysm Enterprises Kraftwerk.
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Posted - 2007.09.04 06:46:00 -
[6]
- Hybrids are a good choice of weapons. The mixed Thermal/Kinetic-Damage type is usefull against armor, as well as shield tanks. Blaster reach awesome DPS, but have a very poor range, they are most of the time useless in PvE, but excellent in PvP if the Pilot has the skills and the *******, to engage at point blank range.
- Energy Weapons are able to reach very high DPS amounts, but suffer from extreme capacitor usage, and the fact that most of their damages is of the EM type. Energy Weapons are usable but only go for them if you really wish to specialise in Amarr ships.
- Projectiles are a very interesting weapon type. They are the only turrets that can cause damage of all four types, but their DPS is rather poor. On the plus side Autocannons have a nice falloff-range if you have good gunnery skills while artillery have the highest alpha strike of all long ranged weapons. So a single salvo of a few 1400mm Howitzer will really hurt your target, but this weapon will take quite long before it can fire again
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Rashmika Clavain
Gallente Revelation Space
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Posted - 2007.09.04 15:57:00 -
[7]
Okies, for a starter, I'd aim to have (notwithstanding the fact that of the listed skills are pre reqs anyway):
large hybrids 4 Sharpshooter 4 controlled bursts 4 surgical strike 4 trajectory analysis 4 gunnery 5 Motion prediction 4 Rapid firing 4 Advanced weapon upgrades 4
..and then if you're feeling really happy with gunnery, train up Large Railgun specialisation 4.
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