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RedClaws
Amarr Dragon's Rage Intrepid Crossing
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Posted - 2008.01.21 13:37:00 -
[1]
Faction and officer turrets are pretty much never used compared to T2 turrets. Mostly because they can't use the T2 ammo.
Would it be imbalanced to let the faction or officer turrets use T2 ammo? I don't think so but it would certainly add another level of "pimp" to PvP ships and create another market branch for traders to work with.
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Gold Rogers
Solitude Empires United Freemen Alliance
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Posted - 2008.01.21 16:00:00 -
[2]
Aren't Tech II turrets and bays used more before they are a lot cheaper? Not because they can use Tech II ammo? 90% of all players I know use Tech II turrets and bays with faction ammo.
And I thought one of the advantages of training up Tech II was to use Tech II ammo? (Although in the current state not much of an advantage). ---------
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Law Enforcer
Deadly Addiction
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Posted - 2008.01.21 20:16:00 -
[3]
you don't see faction turrets often used because more times then not T2 turrets/bays are equal in performance or "very" close and much less expensive. you don't see officer turrets/bays used because they cost billions of isk and they're not "that" much better then t2. tbh: officer turrets/bays are the biggest waste of isk in the game atm.
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Gordon Red
SteelVipers YouWhat
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Posted - 2008.01.22 00:27:00 -
[4]
Only the T2 turrets getting the bonus from your turret specialization!
The T2 ammo isn't used that much, because they have far too much negative stats. Especially the hight damage versions like hail or conflagration (=> tracking) sucking.
If I fit conflag on my pulses I have to go VERY near and my tracking goes down painfully.(as closer I get, good tracking is even more important) That leads to T1-close range ammo, nearly as high damage as the T2, BUT with good tracking => resulting in better hits => more or equal damage as the conflags!
If I getting now faction multifrequenz ammo, I do even more damage (wit good tracking etc.)
If I use range weapons like beams etc. This getting far more important. Range weapons (bad tracking) + damage ammp (even worse tracking) => no damage T1 ammo is the logical choise and if I want to max my damage faction ammo is the next logical step.
Personally I would like to the some change in the T2 close range ammo... for range weapons I need tracking, if the enemy is close and would like to get tracking in exchange of a good amount of damage.
I can only make damage, if I hit the enemy in the first case. (big amounts of damage does nothing, if I don't hit at all)
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Andreya
Murder-Death-Kill
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Posted - 2008.01.23 04:05:00 -
[5]
i think faction turrets should be classed as t2 thatd give them the spec skill bonus, AND allow t2 ammo, making them a highly sought after item for people with loads of isk to blow :D _________________________________________________________ Only once you've lost everything, are you free to do anything.
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IHaveTenFingers
Caldari ADVANCED Combat and Engineering Axiom Empire
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Posted - 2008.01.23 05:24:00 -
[6]
Ok...
Faction turets generally have a higher damage mod than their best named t1 counterpart, although not quite as good as their t2 versions (after taking into account the specialization skill bonus), but there are many exceptions, so dont quote me on that. (i know you will.)
Heavy Pulse Laser II: 3.96x damage mod (With medium spec 5, 3.6x base) Amarr Navy Heavy Pulse laser: 3.75x damage mod (Medium spec does not modify this) Heavy Modulated Pulse Energy Beam I: 3.6x damage mod (medium spec does not modify this)
Note that the navy laser takes significantly less capacitor per cycle, and has the same rate of fire. Both have the same range and tracking. The tech II laser takes 9 more CPU to fit.
The fact that faction guns cannot use t2 ammo is not necessarily bad.
Close range t2 ammo sucks, plain and simple. They have miserable drawbacks.
Gleam and Conflagration < Navy Multifrequency Quake and Hail < Fleet EMP Javelin and Void < Navy Antimatter
However, long range ammo is a gift from Jesus Christ himself, since they can do things that faction ammo cannot do. Aurora, Tremor, and Spike are capable of hitting targets from rediculous ranges. Scorch and Null are capable of devastating small ships, and Barrage is simply the best ammunition in existence (i cant even use it and i love it.)
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If you want to look at launchers, Navy launchers urinate on tech II, even with maxed skills
Heavy Launhcers, for instance:
Tech II Heavy Missile Launcher base RoF = 10.80 (with level 5 heavy missile spec, 12.00 base) Caldari Navy Heavy Missile Launcher = 10.50 (heavy spec does not modify this) 'Arbalest Heavy Missile Launcer I = 12.00 (heavy spec does not modify this)
Note that the navy launchers take 15MW less to fit than t2, but have the same CPU requirements.
Mail me in-game if you would like my opinion on tech II missiles compared to navy missiles, as i cannot post it here because it will lead to a banhammer.
All in all, you have a valid point when it comes to long-range ammunition in faction guns. However, when that kind of ammunition is required, you are likely in a PVP situation where you dont want to be risking you shiny expensive faction lauchers / turrets. Also, officer modified turrets vastly overcompensate for the lack of increased damage from the specialization skill, as well as the inability to use the high damage ammo.
Mail me in-game if you want me to keep talking you ear off about this. -TF
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Gordon Red
SteelVipers YouWhat
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Posted - 2008.01.23 09:48:00 -
[7]
In short about the missiles: the close range version's drawbacks are as bad as they are for the turret ammunition. Javelin rules because for their range and the precision, if you want to hit unwebbed fast ships. (on the other hand cruise precision puzzles me...)
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