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Daevha
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Posted - 2008.08.18 14:46:00 -
[1]
Hi everyone,
If we put module that have no sense together, I easily understand that the life will be short in space. But... I've a fitting in mind, it mixes guns and i don't really see why in that case "mix guns" is bad.
So, suppose for example my goal is to tank and drain cap. Ok I fit the modules in that way (on a raven) then I have my 6 launcher slot free... Ok I decide to put torps launcher, but only 5 of them can be actived due to the lack of powergrid. I decide to fit 4 torps launchers and 2 cruise launchers (that is what I meaned why "mixed guns"), so that I have more firepower with my mixed fitting than 5 torps launchers.
Can you explain me in that case, why I shouldn't mix guns? 
The only way to have 6 torps launchers is to remove one NOS mod, but that is not going in the same way that my initial goal.
Feel free tell me "you'are noob" (it is surely the case ) but try to tell me before why in the example before the mixed fitting is bad.
many thks.
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Alan Maher
You're Doing It Wrong
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Posted - 2008.08.18 14:49:00 -
[2]
Launchers aren't guns.
I R HAZ WON UR THREAD 
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Gneeznow
Minmatar North Eastern Swat Pandemic Legion
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Posted - 2008.08.18 14:50:00 -
[3]
it applies more to turrets, because if you have mixed long and close range turrets then what is your optimal? your long range turrets cannot track in your close range turrets optimal, and if your in your long range turrets optimal, your short range turrets cant hit that far - as an example.
With missiles I guess the same logic applies, your torps will be close range and your cruise will be close or long range so it does not matter that much I guess, whatever works for you, but mixing and matching with turrets causes all sorts of propblems.
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Verrain Ravenlark
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Posted - 2008.08.18 14:53:00 -
[4]
I don't know that context of the statement, but I think it's more not to mix weapon TYPES (For instance missile launchers and hybrids), because they have a different module that increases the damage.
I imagine anything else is mostly for convenience.
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Baron Primus
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Posted - 2008.08.18 14:55:00 -
[5]
Well, cuz you've got your guns at split ranges. And this applies to all weps except drones really. Cuz 2 guns can hit at ~50, while the full battery hits at ~14 km. So you can whittle them and chip with your two batteries or you can blast them with everything. My sig sucks. |

Daevha
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Posted - 2008.08.18 14:55:00 -
[6]
Ok, thank you for your answer. As I used missile I didn't though about turret, that makes sense now. I fight in close range. So if I have well understood my 4 torps + 2 cruises launchers don't make any problems. Thanks you guyz
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Fuhshizzle
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Posted - 2008.08.18 14:55:00 -
[7]
dont forget that putting weapons on a ship that doesn't have a bonus for it, gimps it, compared to someone who completely fitted it with the weapon system the ship has bonus's for.
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P'uck
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Posted - 2008.08.18 15:26:00 -
[8]
you can mix autocannons in a specific sizeclass without that much problems tho. ACs are so close together in performance that you can easily adapt them to your fitting needs. for instance you commonly see a 220/dual180 mix in different setups.
but you generally dont mix arties and acs... its mostly impractical and decreases performance, reasons have been stated already.
i STILL think there could be a setup out there, that breaks that rule, but i highly doubt it. if somebody has something, feel free to show off.
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goodby4u
Valor Inc.
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Posted - 2008.08.18 15:39:00 -
[9]
Its implied to guns because if you use say 3x autocannons and 3x artillery your only ever going to do the dps of 3 turrets which is nowhere near enough.
Missiles are different because tracking doesnt come into play(besides explo velocity etc)and for that reason this can come into play, but its not recommended.
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Derek Sigres
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Posted - 2008.08.18 15:54:00 -
[10]
Different gun types (or weapon types) yeilds flexability certainly but in return you have a compromised fitting. A few long ranged weapons (say HML's) and a few short ranged (say HAM's) mean that while you can engage a variety of targets at a variety of ranges you're going to be outgunned by a ship dedicated to either one.
Minmitar pulled off the neat dual weapon trick on the smaller ships because they were fast enough to ensure they could keep in the optimal range to fight a particular target. Without enough speed to guarntee the ability to dictate range your best bet is to maximize your potential in a specific range.
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Misina Arlath
Amarr
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Posted - 2008.08.18 16:28:00 -
[11]
I never really took the "dont mix the guns" thing too seriously.
Sure, it's good advice for a new player to ensure that he's at least having max dps at a specific range.
However, when you learn the game you can mix up various fittings to tailor them for your specific needs. If you have 8 turret slots available, but low drones skills (e.g. flying a Harbinger), then putting on 6 beams and 2 pulses or even downsizing two guns is fine it if lets you still have the DPS to take out your main targets, while the pulses can still knock out frigs/cruisers.
Sure, this will leave your total dps weaker, but why not mix the guns if it opens up L3 missions for you earlier, rather than spend another week or so doing L2's while getting drone skills?
Thats just one example though.
It's always preferrable to have all your guns operating at the same ranges, as pointed out, to keep your dps maximized at those ranges. However, as you learn the ropes of the game, you'll find out yourself if and when you should throw the gun types and sizes around.
Figuring out fittings for yourself rather than always relying on cookie-cutter setups from others is one of the proofs that you're starting to understand the game. -------------------------------------------------- "Every complex problem has a solution which is easy, neat and wrong!" |

Boz Well
Minmatar
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Posted - 2008.08.18 16:52:00 -
[12]
It's just common sense I'd think. If you are going to push for close range (like ratting with a MWD), torps can work fine. Otherwise, use cruise. If you mix them, then you either are using cruise in close range for less DPS, or you're out of range for your torps. If you going to do that, you should just go with all torps, rather than throwing a few cruise launchers on as well for kicks.
The only time I would ever mix types is if you simply can't fit all of one type, like for instance on a 1600mm harbi I usually end up with a mix of pulse lasers.
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People Eater
No Limit Productions Capital Storm
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Posted - 2008.08.18 17:50:00 -
[13]
You can either be great at one thing by specializing: - 6 seige launchers with awesome dps
Or you can suck at two different things - 4 seige launchers is ofcourse less dps at close range even with two more cruises - you can hit things further with cruises but you only have two of them (negligible dps)
We understand you are probably a newer player with skills that prevent you from fitting what you really need that will change later as you skill up. I don't know your fitting in the low/medium slots but there are remedies to fixing this. You can fit a power diagnostic system or two which increases powergrid output along with total shields, shield recharge, total cap, and cap recharge rate. They truly are amazing mods :)
If you still need more grid fit a reactor control unit. They give much more grid but don't have the cool side effects of more shield/cap.
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Baron Primus
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Posted - 2008.08.18 17:52:00 -
[14]
Edited by: Baron Primus on 18/08/2008 17:52:43
Originally by: People Eater You can either be great at one thing by specializing: - 6 seige launchers with awesome dps
Or you can suck at two different things - 4 seige launchers is ofcourse less dps at close range even with two more cruises - you can hit things further with cruises but you only have two of them (negligible dps)
We understand you are probably a newer player with skills that prevent you from fitting what you really need that will change later as you skill up. I don't know your fitting in the low/medium slots but there are remedies to fixing this. You can fit a power diagnostic system or two which increases powergrid output along with total shields, shield recharge, total cap, and cap recharge rate. They truly are amazing mods :)
If you still need more grid fit a reactor control unit. They give much more grid but don't have the cool side effects of more shield/cap.
Thanks that was exactly what I was trying to say, only more eloquent  My sig sucks. |
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