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meowcat
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Posted - 2004.06.14 13:10:00 -
[1]
i'm looking at weapons for the Dominix i'm about to buy, and just wondered if someone could clear up some confusion about hybrid weapons:
(1) Blasters
Small Blasters are for frigates. There aren't any medium blasters. Large blasters are for cruisers. Are there extra-large blasters for BS's or do we use the same ones as cruisers?
(2) Railguns
250mm cruiser sized railguns use medium ammo Dual 250mm batteship railguns use large ammo, but have the same range etc as the cruiser ones. They don't fire twice. (they have half the RoF?)
~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

jeNK
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Posted - 2004.06.14 13:14:00 -
[2]
To your first question:
Yes, BS's use the same as Cruisers, no, there are no XL Blasters.
Second question: You have already answered :) They have 1/2 the RoF.
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Vexed
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Posted - 2004.06.14 13:15:00 -
[3]
Edited by: Vexed on 14/06/2004 13:16:13 The cruiser sized blasters are called Heavy Neutron Blaster etc.
The dual 250's use Large ammo which in turn does more damage than medium but in my opinion dual 250's are a very poor alternative.
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meowcat
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Posted - 2004.06.14 13:19:00 -
[4]
i will struggle to fit 425's on the Dom though as they use lots of grid.... maybe i can get 4 or 5?
i have eng 5 ~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

Rodj Blake
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Posted - 2004.06.14 13:20:00 -
[5]
Originally by: meowcat
Are there extra-large blasters for BS's or do we use the same ones as cruisers?
(
The battleship sized blasters are called:
Dual Heavy Ion Blaster Ion Blaster Cannon Neutron Blaster Cannon
Dolce et decorum est pro imperator mori |

Marcus Aurelius
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Posted - 2004.06.14 13:25:00 -
[6]
Blasters:
Light neutron/ ion...= frig Heavy neutron/ion... = cruiser Neutron/ion Cannon and Dual heavy ion= BS
Rails fro Dom:
You can probably fit 4 425's and retiain some tanking ability, certainly enough for missions.
You could also fit 6 dual 250's. Their range isnt anything to get happy about but the very low grid needed make room for two damage mods, which in turn will pump the damage and rof up anough to make this an option too.
Just try both out, you wont lose the dom when running lvl 3 missions as long as you make sure to have your drones with you and have it shieldtanked decently.
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GunnyP
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Posted - 2004.06.14 13:53:00 -
[7]
Edited by: GunnyP on 14/06/2004 13:55:46
Originally by: meowcat i will struggle to fit 425's on the Dom though as they use lots of grid.... maybe i can get 4 or 5?
i have eng 5
You are not supposed to be able to fit all turret slots with the best guns with out crippling it in other ways... its all a balance... you can tank very well, and have a lot less offensive firepower... or you can go for max offence and then be weak in defense. That is one of the things that make this game so interesting... there is NO perfect module load out for all situations.
If you are just stepping up into a Battleship I'd recommend you go for more defense... it would be a shame for you to loose your first battleship before you get a chance to enjoy it and learn how you want to use it. Along those lines, I'd go for a few 425's and then armor or shield tank... be sure to have at least one damage mod equipped they make a huge difference.
*Edit for spelling *
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Bohr
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Posted - 2004.06.14 14:46:00 -
[8]
Originally by: meowcat
(1) Blasters
Small Blasters are for frigates. There aren't any medium blasters. Large blasters are for cruisers. Are there extra-large blasters for BS's or do we use the same ones as cruisers?
Large blasters are referred to as mega blasters for some reason (hence megathron :P) and as said heavy are for cruisers.
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Rodge
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Posted - 2004.06.14 15:07:00 -
[9]
I wouldn't recommend the dual 250s. I got them when I got my Dom, but they're really not worth the effort.
On my Dom, for level 3 missions and low sec (0.1 - 0.4) rat hunting I set mine up with
High: 3x425mm (Iridium or Antimatter), 3x250mm 'Scouts' (Iron or Antimatter) Med: L Shield Booster, EM/Kinetic/Thermal Hardener, Named 100MN MWD Low: 4xCap Relay, 1xMag Stabiliser II, 2xTracking Enhancer II Drone Bay: Loads and Loads. Mainly Ogres, Praetors and Wasps.
Never have any problems with this setup. If I was going to somewhere that had a problem with player pirates, I'd probably sacrifice a cap relay and a tracking enhancer for a few warp core stabilisers as a Dom is never going to stand up to a couple of tier 2 BSs if the pilots know what they're doing.
The tracking enhancer II's are probably a bit of overkill. Currently training up my sharpshooter skill, that'll negate the need for these. Though I may still keep them and just use antimatter exclusively with nice range bonuses from the skill and enhancers.
[ 2005.04.17 00:34:30 ] Nagilam > u better leave Rodge, u will not gank any1 else 2nite......
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X'Alor
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Posted - 2004.06.14 17:05:00 -
[10]
I find that the best way to do a ship set up........well best way is the wrong term.
I find the most "dependabl" set ups start by fitting the mid and low slot mods that you want FIRST and leave the guns for last.
this definitely limits your offense a bit doing it this way but I find my ships are much more battle ready when doing it this way..............especially for PvP action.
for NPC action.....i find speed and offense to be a bit more key.
cruiser and or bs fitting makes hugh difference in set up therories as well.
try fitting those low and mid slots first and go with the offense last. makes for neat set ups.
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Dreez
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Posted - 2004.06.14 17:47:00 -
[11]
I know this is abit "of topic" but i cant help it. For those of you that really know what the concept Rail-Gun is about... you can stop reading here.
Lets first take a look at those Projectile weapons. These buggers uses an explosive charge to push a projectile into a high velocity towards its target. This explosive charge is mainly composed by gunpowder witch we all know is highly explosive... but it still has its limits, the projectile itself usually loses its speed and trajectory very fast - and its range is not always good.
Now to the Railguns witch today does not exist in the army (To my knowledge), these guns uses a kind of highly electromagnetic field to push a projectile into super high velocity, witch meens that it should not only have higher range then a regular projectile weapon, but also a much higher accurity and impactpower.
I know its a "movie world" but if you have ever seen the one with Arnold called: Eraser.. there you have the real concept of railguns - and did those look like weaker then your avarage hunting rifle .. i think not.
I also know that there are some rifles out there and fires their bullets so fast that you dont need to be accualy hit by them to die, and that is from mere guns. So try to imagine what kind of "power" a real Railgun would have since the velocity of its projectile is far beyond those that regular guns fires.
So.. now you might understand why im having problems with projectile weapons built on the old "gunpowder" princip doing more damage and having far greater range then these railguns we are using on our ships.
You can also use any search-engine and look for the word "Railgun" and see what it brings you. I promise it will not be just another mere "remington" that you will find.
To me, and alot of my friends, Railguns are a mix between energy & projectile since it uses one to fire the other. And REAL railguns should be sniperguns with high impact, requiring "TC¦s" to hit correctly - and still have a hard time getting good hits. But when they do "score" ... the damage should be rocking your world .
'Trying to argue logically with Evol is like trying to teach a pig to dance. It only makes you look foolish and really annoys the pig ' - Duke Droklar [OC]
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Icho
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Posted - 2004.06.14 21:17:00 -
[12]
Don't even get a Dom they are ugly. Only get one if u want to die.
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Max Hardcase
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Posted - 2004.06.14 22:48:00 -
[13]
The main advantage railguns have over highspeed "normal" guns are aiming benefits....once you get past a certain speed there is not much gain in penetrating power by increasing speeds even more. Modern APDSFS rounds are just into that speed range now...materials have a greater impact in this region. Hence the move to DU penetrators over tungsten. DU is denser than Tungsten which helps penetration, DU also has a self sharpening effect in highspeed impacts, tungsten rounds tend to shear apart.
Research into metals in a glassy state is said to be important here, quite alot of effort being pumped into this.
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Dreez
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Posted - 2004.06.15 14:51:00 -
[14]
OK ... no correction to my post about reailguns, so i guess that what i said was "true" to everyone who read. Then i would like an explanation from CCP/TomB why railguns have shorter range and less "power" then the regular projectile weapons.
What would have been good would have been to have your pilots make a choise between using Capacitator-requiring railguns that makes very good damage but hard to aim, or use "Gun powder driven projactile weapons" that did abit less damage but used not cap (as it is today).
Because today you get easely get a 900 wrecking with a 1400 at a range of 80km, try getting a wrecking of over 500 using Tungsten amo ..
'Trying to argue logically with Evol is like trying to teach a pig to dance. It only makes you look foolish and really annoys the pig ' - Duke Droklar [OC]
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