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Durzel
Caldari
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Posted - 2008.04.23 11:28:00 -
[1]
I'm currently a missiles-only guy and pretty much totally clueless when it comes to the differences between the various charges you place on lasers, specifically Tachyons.
I've got a basic understanding from looking at the attributes I think, seems like each crystal is a tradeoff between range, damage and in some cases capacitor use. My question I guess is which crystals do people typically use in L4 missions? Do people normally swap them out on a per-target basis or stick to one which is a middle ground between range & damage?
As things stand currently my laser based skills are pretty much non-existant but I'm working on them as we speak. I did notice from engaging some frigates at a random belt that I got one shot off but after that I just kept constantly missing - wasn't sure if that's range (they were orbiting at around 10km) or tracking related... as I said, total laser noob.
Would appreciate any advice anyone can give. :) |
Idxx
Amarr Interstellar eXodus R0ADKILL
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Posted - 2008.04.23 11:39:00 -
[2]
You'll need higher skills for 4's. I have something like 4.5 mil in gunnery and still have problems killing BS & dropping frigs in 4's, unless its a frig at distance before its been agro'ed. My suggestion, use large pulses instead of tachyons, use multifrequency if range allows, and bump up to a new crystal until you just fit the range. You'll want to carry around 3-4 crystal types atleast.
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Durzel
Caldari
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Posted - 2008.04.23 11:43:00 -
[3]
Thanks, I'm not intending to move to a laser boat yet - was just getting a feel for them by sticking one on my CNR. Looks pretty, even if it's not doing a whole lot at the moment
I'll carry on training up my Gunnery skills then... |
J'Mkarr Soban
Amarr Proxenetae Invicti
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Posted - 2008.04.23 11:46:00 -
[4]
Well, I use a Paladin, with Tachs + AN MF. That gives me 33 + 25 range, which is more than sufficient for anything in a level four. The bonus is that I can wait until they are in tractor range before popping them, saving me time, and I hit for stupid amounts of damage.
In the rare, rare case that I need more range, fitting UV gives me something like 78km combined, and I only use those where I need to, like in blockade for sniping. Between those two crystal sets, I don't need anything else.
I always used to run MF, UV, IR, Radio, from closest range to furthest range. The beauty of that is the optimal + falloff for the shorter one is the optimal for the next one up, so it's a natural progression. This was in shorter ranged ships, so if you are thinking of pulse, you'd need more.
Then of course there are T2 crystals, but generally stick to AN for missions - cheaper.
You don't need more skills to fly level 4s with lasers - I was more than happy doing level 4s in an Abaddon with only level 1 in Large Energy for a long time as my skills moved up for the Paladin. Yes you have to manage everything very close, but I didn't have to warp out more than maybe once, and that was usually a PICNIC situation.
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Durzel
Caldari
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Posted - 2008.04.23 11:58:00 -
[5]
Edited by: Durzel on 23/04/2008 12:01:21 Thanks, dumb question but by "33+25" I assume you mean the Tach range was reduced to 33km and then raised by Sharpshooting V by 25km to 58km? Does the range nerf work off the unmodified optimal then?
EDIT: Just realised from playing about in EFT that the +25 is falloff and 33 is optimal at Sharpshooting V |
Valenthra
Caldari School of Applied Knowledge
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Posted - 2008.04.23 12:02:00 -
[6]
Originally by: Durzel Thanks, dumb question but by "33+25" I assume you mean the Tach range was reduced to 33km and then raised by Sharpshooting V by 25km to 58km? Does the range nerf work off the unmodified optimal then?
33km = Optimal 25km = Fall-off.
When something is in fall-off you miss half of the time so Optimal = 33km = 100% chance too hit (if your tracking allows it) Optimal+falloff = 58km = 50% chance too hit (if your tracking allows it) Optimal+falloff+falloff = 83km = Nope.
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Crawler
Gallente Solar Wind
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Posted - 2008.04.24 11:11:00 -
[7]
when looking at crystals then you look at your capacitor VS the range and or power you need the best damage dealer T1 is multifrequency this gives you a penalty of 50% range
standart dont give you any penalty to range but only have limited power, it does however give a rathercap saving.
tachyon lasers II with multi can fire 55km in all and pop just about any frigate in one volley tachyon lasers II with standard can fire around 96km _____________________________________________ yawnnnnn |
Blutreiter
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2008.04.24 11:33:00 -
[8]
Laser lenses have a quite linear progression on the standard or faction ammo.
Closest range, highest damage. Highest range, weakest damage. (plus radio lenses, highest range don't do thermal damage)
About capusage, the more you deviate from "Standard" lenses, the more cap you need.
So with average damage/range, you get the least capuse.
For missions it is usually balanced by the highest possible damage lenses, after having a sustainable tank with your cap.
Use Multifrequency, check if you can tank with that. If not, use Gamma, XRay and so on until you hit the sweet spot.
For ranged enemies, just try to find the lenstype that gives you the highest NEEDED range. In most cases you're quite comfortable if you reach 70km optimal.
Rest depends on personal preferences. (rear-admirals sometimes fit 1 lenstype in each gun so they can shoot rainbows) Cogito ergo boom - I think i'll blow sh*t up
Originally by: CCP Explorer I know we have said this before, but this time we really mean itÖ
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