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SpLuFF
Minmatar Republic Military School
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Posted - 2008.01.10 10:09:00 -
[1]
Hi all,
I am trying to fathom out the difference between the following 2 weapons and why you would go for 1 over the other.
220mm Scout AC Cannon 1 220mm Vulcan AC Cannon 2
They seem to have very similar stats.
Thanks
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Tzar'rim
Minmatar Reckless Corsairs
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Posted - 2008.01.10 10:24:00 -
[2]
Edited by: Tzar''rim on 10/01/2008 10:24:41 the 200mm;
- frigate class gun - less range - better tracking - less fitting requirements
220mm Vulcan;
- cruiser class weapon - more range - less tracking - higher fitting requirements
On top of that, the cruiser version uses medium size ammo, which does double the damage of small (frigate) size ammo. So you get more range, less tracking and more damage. Also note that the Rupture's bonuses ONLY work for medium (cruiser class) weapons.
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Micia
Minmatar Thrace Inc Ushra'Khan
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Posted - 2008.01.10 10:28:00 -
[3]
One of those weapons is Tech 1. The other is Tech 2.
The Tech 2 version (while similar) also allows you to use T2 ammunition in that gun.
There will be differences in skill requirements, and fitting issues, between the two.
T1 "named" modules (such as your Scout) are improved versions of basic T1 manufactured modules. You can check & compare this by ShowInfo on the item, and hitting the Variations tab.
T1 named items come randomly from NPC ships you might encounter.
T2 modules are generally player-made. _______ We are Ushra'Khan. We come for our people. |

SpLuFF
Minmatar Republic Military School
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Posted - 2008.01.10 10:35:00 -
[4]
Originally by: Tzar'rim Edited by: Tzar''rim on 10/01/2008 10:24:41 the 200mm;
- frigate class gun - less range - better tracking - less fitting requirements
220mm Vulcan;
- cruiser class weapon - more range - less tracking - higher fitting requirements
On top of that, the cruiser version uses medium size ammo, which does double the damage of small (frigate) size ammo. So you get more range, less tracking and more damage. Also note that the Rupture's bonuses ONLY work for medium (cruiser class) weapons.
they are both 220mm
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SpLuFF
Minmatar Republic Military School
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Posted - 2008.01.10 10:36:00 -
[5]
so basically its best to get the scout for the time being :)
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Lil'Red Ridin'Hood
Snake Assault
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Posted - 2008.01.10 10:37:00 -
[6]
Edited by: Lil''Red Ridin''Hood on 10/01/2008 10:38:42 Tzar, he's talking about the 220mm Scout AC.
In that fashion:
220mm Scout AC I: - less fitting requirements (-10 cap, -4 cpu per gun). - cannot fit T2 ammo.
220mm Vulcan AC II: - more fitting reqs (+10 cap, +4 cpu per gun). - can also fit T2 ammo.
I'm not too sure about the ammo damage differences, but that's up to you to see if it's worth the extra ISK to have the possibility to use T2 ammo.
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Tzar'rim
Minmatar Reckless Corsairs
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Posted - 2008.01.10 10:46:00 -
[7]
Edited by: Tzar''rim on 10/01/2008 10:46:14 Doh, I misread.
Most of the times the best named T1 has the same variables as the T2, apart from the fact that it's fitting requirements will be much lower, it's price (probably) will be higher and that it can't fit the T2 ammo.
Also T1 requires much less skills to actually use, thing is that you should be gunning for those skills anyway. To top it off T2 turrets make use of the extra T2 specialisation skill damage (2% per lvl afaik).
So yes, you could fit T1 best named and do similar damage to a T2 gun (when using the same ammo) if you don't take the extra skills into account.
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SpLuFF
Minmatar Republic Military School
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Posted - 2008.01.10 10:52:00 -
[8]
so my choice now is to wait and skill up to some lvl2 skills and get the t2 stuff....
buy the lvl1 standard
buy the lvl1 named...
Choices choices :S
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Gneeznow
Minmatar North Eastern Swat Pandemic Legion
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Posted - 2008.01.10 11:14:00 -
[9]
Barrage is a major difference, barrage is the main minmatar pvp t2 ammo, a t1 gun cant load it, also you have to remember that the skill that effects the t1 gun is medium projectiles, but the t2 gun is effected by medium projectile 5 AND whatever level of medium autocannon specialisation you have.
Train for t2 auto's when you can they are well worth it.
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Falka Lakadaka
Gallente BakaLakadaka Street
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Posted - 2008.01.10 11:17:00 -
[10]
Do a show info on one of the weapons, choose the variations tab and press the compare button. This is the fastest way to determine which item is "better". Choose the attributes you want to look at, but be sure to select the meta level. This is a general rule and doesn't tell the whole story, but generally the higher the meta level the better the item.
Tech 2 items are usually (if not always Meta Level 5). There's usually a progression from the standard item (meta level 1) up to Level 4, then a tech 2 item, then a meta level 6 tech 1 item (usually this has the same stats as the Tech 2, but lower power/cpu requirements or some other benefit over the tech 2), these are then followed by faction items starting at meta level 7 and above. Officer items are even higher again.
Like I said, this is a generalisation and you need to take into account fitting (CPU/Power), budget and requirements to determine what's best for any given situation.
Cheers Falka
________________________________________
Check out the Guides Sticky for answers to many questions |

Tzar'rim
Minmatar Reckless Corsairs
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Posted - 2008.01.10 11:18:00 -
[11]
Originally by: SpLuFF so my choice now is to wait and skill up to some lvl2 skills and get the t2 stuff....
buy the lvl1 standard
buy the lvl1 named...
Choices choices :S
For PVE it's not really neccesary normally, unless you do missions which would require more than a normal cruiser. For PVP it's STILL not neccesary but advisable. And as said the T2 autocannon ammo is just great.
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Gartel Reiman
Project F3
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Posted - 2008.01.10 13:59:00 -
[12]
Originally by: Lil'Red Ridin'Hood 220mm Scout AC I: - less fitting requirements (-10 cap, -4 cpu per gun). - cannot fit T2 ammo.
220mm Vulcan AC II: - more fitting reqs (+10 cap, +4 cpu per gun). - can also fit T2 ammo.
You also forgot to mention that the T2 weapons get an additional damage bonus of 2% per level from the specialisation skill (in this case, Medium Autocannon Specialisation). So if you can use the T2 gun, it will always do (at least slightly) more damage than the best-named version. An extra 8% damage at level 4 (or 10% damage if you're really dedicated) is not to be sniffed at - it's half the difference between these guns and the standard T1 gun again.
Quote: I'm not too sure about the ammo damage differences, but that's up to you to see if it's worth the extra ISK to have the possibility to use T2 ammo.
Very broadly speaking, the 'high-damage short-range' T2 ammos tend not to be worthwhile, since the faction short-range ammo does nearly the same amount of damage without any drawbacks. This faction ammo can also be loaded into any gun so is not a reason to go for T2. However, the long-range T2 ammo is great and really outshines the T1/faction alternatives. Generally it gives you almost as much range as the longest-range T1 ammo, with almost as much damage as the shortest-range T1 ammo. (For projectile weapons, replace range with falloff). This is definitely worth getting unless you know you can keep your targets within range of faction EMP/antimatter/multifrequency.
As for your mention of extra ISK, I presume that in the context you were referring to the T2 guns costing more than best named. Of course the market is dynamic, but in my experience the best named mods cost more than T2 (when they have T2 stats at least), and this has been the case with weapons as well. Of course, being Amarr I recognise that the laser market may be different to the autocannon market, but I would still expect the T2 to be the cheaper overall (as it requires more skills to use and takes more CPU/PG). As for the ammo costing more, that's definitely true, but in PvP it's generally worth paying a small fraction of your ship's cost again for a real increase in damage potential. For PvE, probably not so much.
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.01.10 16:00:00 -
[13]
Edited by: Matalino on 10/01/2008 15:59:46
Originally by: Lil'Red Ridin'Hood 220mm Scout AC I: - less fitting requirements (-10 PG, -4 cpu per gun). - cannot fit T2 ammo.
220mm Vulcan AC II: - more fitting reqs (+10 PG, +4 cpu per gun). - can also fit T2 ammo.
Fixed
AC's don't use any cap at all. The difference is in the PG usage.
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