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Arazel Chainfire
USC Militia
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Posted - 2008.07.07 22:47:00 -
[1]
So i recently got a kronos, and i'm trying to decide whether or not faction ammo would be worth it. Previously, I've only used faction ammo when PvPing, but for those who have tried it, do you consider faction ammo to be worth it?
Also, my current kronos setup
Highs 4 425 2's 2 drone link augmentors 1 tractor beam
Mids 1 optical tracking computer 1 fleeting webber 2 cap recharger 2's
Lows 1 LAR 2 3 hardeners (for serps, 1 therm. 1 kin. and 1 eanm) 3 magstab 2's
Rigs 2 CCC
Drones 3 Warden 1's 5 Hammerhead 2's
-Arazel
Originally by: Tsanse Kinske
Mutual Incomprehension is one of the Four Horsemen of most internet arguments, I guess, along with Unfettered Hostility, Overwhelming Vagueness, and Lack of Evidence.
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Arana Tellen
Gallente Mercenary Forces
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Posted - 2008.07.07 22:54:00 -
[2]
Faction ammo is worth it on a high skilled rokh so yeah it is worth it on the kronos. ---------------------------------
Oh noes!
Originally by: CCP Greyscale *moderated - mother abuse - Mitnal*
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goodby4u
Logistic Technologies Incorporated
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Posted - 2008.07.07 23:05:00 -
[3]
Edited by: goodby4u on 07/07/2008 23:05:17 In missions? I only use t1 ammo, t2 and faction just isnt worth it.
Although it does depend on if your going to salvage.
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AKULA UrQuan
Caldari Druuge Crimson Corporation
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Posted - 2008.07.08 10:27:00 -
[4]
Only a true beancounter would not use faction ammo on a marauder.
With your social skills trained up and sticking to caldari/gallente agents feeding a Kronos with the stuff isn't going to be hard. If you are running minmatar/amarr agents then just hookup with someone wanting their faction ammo and do a strait even trade for what you need.
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Arana Tellen
Gallente Mercenary Forces
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Posted - 2008.07.08 10:32:00 -
[5]
Work out the cost of faction ammo in your mission, if its worth less than 10% of running the mission then its worth it since it makes you 10-15% faster. ---------------------------------
Oh noes!
Originally by: CCP Greyscale *moderated - mother abuse - Mitnal*
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Pottsey
Enheduanni Foundation
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Posted - 2008.07.08 11:53:00 -
[6]
Its worth it but always take 1000 ish units of normal cheap ammo to use on buildings. ____ Telltale sign of their presence is non-linear teleportation (www.eve-online.com/races/theodicy/Theodicy_All.pdf)
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RayBanJockey
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Posted - 2008.07.08 12:36:00 -
[7]
Well since you're using only half the amount of what you'd be using an 8 gun ship, then yes I'd say it's probably worth it.
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Arazel Chainfire
USC Militia
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Posted - 2008.07.08 14:00:00 -
[8]
Well, i tried it out, and I can't really say that I noticed an appreciable difference in how fast they died. Frigs still take 2 guns (and guns kill spider drones faster than drones do... especially when said spider drone only has 2m/s velocity ), cruisers still take a full volley and sometimes a bit more (f1, wait one sec, f2 etc. - with 5 sec. ROF you put out near constant dps and don't have to worry about overkill), BC's take two volleys, and battleships take longer.
I'll use up the faction ammo that I bought, but I think i'll switch back to regular after that.
-Arazel
Originally by: Tsanse Kinske
Mutual Incomprehension is one of the Four Horsemen of most internet arguments, I guess, along with Unfettered Hostility, Overwhelming Vagueness, and Lack of Evidence.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.08 14:11:00 -
[9]
Originally by: Pottsey Its worth it but always take 1000 ish units of normal cheap ammo to use on buildings.
multifrequency L ftw!!!
I would use faction antimatter and then whatever it is that will hit at about 60km, and maybe if you want the 100km ammo, as there are a few missions where stuff spawns out that far.
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Arazel Chainfire
USC Militia
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Posted - 2008.07.08 15:14:00 -
[10]
Originally by: Chainsaw Plankton
Originally by: Pottsey Its worth it but always take 1000 ish units of normal cheap ammo to use on buildings.
multifrequency L ftw!!!
I would use faction antimatter and then whatever it is that will hit at about 60km, and maybe if you want the 100km ammo, as there are a few missions where stuff spawns out that far.
Current ammo selection is antimatter (about 40km range) and uranium (about 60km range). After looking at the damage graphs in EFT it appears that antimatter is actually the best choice out to just short of 60km (even with falloff), and after that, plutonium till about 70, and uranium till about 80. I didn't really see a point in going with plutonium just for the extra 10km, as most targets will breeze through that area in slightly more time than it takes to reload, but the 20km range difference is enough to be useful (my current max locking range is 91km).
To try, i got both ammo types in faction variant. And to be honest... i still don't notice much of a difference in how fast things die at 70km with uranium than at 50km with antimatter. Maybe I'm just not paying enough attention...
-Arazel
Originally by: Tsanse Kinske
Mutual Incomprehension is one of the Four Horsemen of most internet arguments, I guess, along with Unfettered Hostility, Overwhelming Vagueness, and Lack of Evidence.
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Hayman Wakefield
Caldari Trans-Stellar Salvage Shipping and Securities
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Posted - 2008.07.08 15:32:00 -
[11]
I use CN AM up to 70km and CN lead for everything beyond I do have a T2 Tracking Comp in mid and swap between optimal and tracking as needed. Other than the drone augs our set ups are identical. I also carry some standard AM for structures to save money.
Originally by: Capt Harlock "I have a mouse with a green tail". It's tail may or may not be green. The car however is mating with a monkey".
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.08 15:50:00 -
[12]
Originally by: Arazel Chainfire
Originally by: Chainsaw Plankton
Originally by: Pottsey Its worth it but always take 1000 ish units of normal cheap ammo to use on buildings.
multifrequency L ftw!!!
I would use faction antimatter and then whatever it is that will hit at about 60km, and maybe if you want the 100km ammo, as there are a few missions where stuff spawns out that far.
Current ammo selection is antimatter (about 40km range) and uranium (about 60km range). After looking at the damage graphs in EFT it appears that antimatter is actually the best choice out to just short of 60km (even with falloff), and after that, plutonium till about 70, and uranium till about 80. I didn't really see a point in going with plutonium just for the extra 10km, as most targets will breeze through that area in slightly more time than it takes to reload, but the 20km range difference is enough to be useful (my current max locking range is 91km).
To try, i got both ammo types in faction variant. And to be honest... i still don't notice much of a difference in how fast things die at 70km with uranium than at 50km with antimatter. Maybe I'm just not paying enough attention...
-Arazel
that should be mostly correct, I didn't look at the exact figures. I was thinking 40ish km and less, and then 60km and greater. but if antimatter works out to 50ish KM then well damn, I don't think i would use anything else really 
aka I use scorch, good out to 50-60kmish, and most of the time I am too lazy to switch to amarr navy multi.
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