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Pteranodon
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Posted - 2008.09.23 16:08:00 -
[1]
Edited by: Pteranodon on 23/09/2008 16:11:54 Trraining tec2 heavy missiles was the way to go-so I thought.
Then I discovered at my favorite long ranges with my Cerb I could not hit as far. I checked the specs and realised you don't get high damage for nothing-nearly half the range & more cap consumed as a double nerf.
The plus side is I don't need Arbalest now & I now must use really expensive faction missiles to get my range back, which is a sort of kick in the balls.
I have to say I'm somewhat disappointed with standard tec2 missiles-makes me wonder why I bothered training them other than the Arbalest benefit.
That will teach me to check the specs first
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Saint Lazarus
Spiorad ag fanaiocht
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Posted - 2008.09.23 16:14:00 -
[2]
Originally by: Pteranodon
Then I discovered at my favorite long ranges with my Cerb I could not hit as far. I checked the specs and realised you don't get high damage for nothing-nearly half the range & more cap consumed as a double nerf.
..whut? more cap consumed how? -----------------
My EvE Comic
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Wet Ferret
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Posted - 2008.09.23 16:15:00 -
[3]
Edited by: Wet Ferret on 23/09/2008 16:16:47 It's still worth it for the spec skill, and precisions are okay for NPCing. The high damage variants are indeed crap.
To the poster above: 7.5% cap recharge penalty per missile loaded.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started.
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CptEagle
Gallente Genius Inc.
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Posted - 2008.09.23 16:16:00 -
[4]
You didnt train so you could use T2 missiles. You trained so you could use Tech II missile launchers which have another 2% per level RoF bonus from Spec skill.
Also faction ammo is cheap.
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Furb Killer
Gallente The first genesis Veritas Immortalis
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Posted - 2008.09.23 16:18:00 -
[5]
Edited by: Furb Killer on 23/09/2008 16:18:54 And forum keeps eating posts...
I dont use missiles myself, but unless i really dont get it, cant you just load your normal missiles in your t2 launchers and get exactly the same range as with your arbalest launchers?
Your post suggests that t2 launchers got less range, but i suppose you mean that they got less range when using t2 missiles?
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Pteranodon
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Posted - 2008.09.23 16:18:00 -
[6]
Originally by: Saint Lazarus
Originally by: Pteranodon
Then I discovered at my favorite long ranges with my Cerb I could not hit as far. I checked the specs and realised you don't get high damage for nothing-nearly half the range & more cap consumed as a double nerf.
..whut? more cap consumed how?
I thought this was strange until I checked the missile spec. A small amount of the recharge rate of your ship is taken to offset the recoil of firing-so your cap charges more slowly-so ultimately less cap. I had to dump my bay loading accelerator & fit another CCC to keep the tank perma stable.
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Pteranodon
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Posted - 2008.09.23 16:20:00 -
[7]
Edited by: Pteranodon on 23/09/2008 16:21:08
Originally by: Furb Killer And forum keeps eating posts...
I dont use missiles myself, but unless i really dont get it, cant you just load your normal missiles in your t2 launchers and get exactly the same range as with your arbalest launchers?
Well I could but I trained the tec2 varaint for extra damage. If you follow to the logical conclusion I could have just kept the Arbalests & used faction missiles for very nearly the same damage. That is why tec2 sucks with normal tec2 missiles.
The missile has less range as its maximum unbonused flight time is 6 seconds vs 10 on the tec1
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Furb Killer
Gallente The first genesis Veritas Immortalis
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Posted - 2008.09.23 16:21:00 -
[8]
But you got spec skill bonus to your rof, so use normal missiles and you do more damage.
Also now you can decide to use shorter range missiles if you dont need your full range. Sounds fine to me.
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Pteranodon
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Posted - 2008.09.23 16:23:00 -
[9]
Originally by: Furb Killer But you got spec skill bonus to your rof, so use normal missiles and you do more damage.
Also now you can decide to use shorter range missiles if you dont need your full range. Sounds fine to me.
Well-I expected all of it-long range & high damage as the Cerb is a ranged missile sniper-but as I said perhaps I was expecting too much.
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Saint Lazarus
Spiorad ag fanaiocht
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Posted - 2008.09.23 16:25:00 -
[10]
Originally by: Pteranodon
Originally by: Saint Lazarus
Originally by: Pteranodon
Then I discovered at my favorite long ranges with my Cerb I could not hit as far. I checked the specs and realised you don't get high damage for nothing-nearly half the range & more cap consumed as a double nerf.
..whut? more cap consumed how?
I thought this was strange until I checked the missile spec. A small amount of the recharge rate of your ship is taken to offset the recoil of firing-so your cap charges more slowly-so ultimately less cap. I had to dump my bay loading accelerator & fit another CCC to keep the tank perma stable.
Ahh didnt know t2 missiles penalise cap *missiles noob*
But like others have said you get more damage off t2 launchers as the spec skill only effects those not best named.
Like that with other weapon platforms (course they have more useful t2 ammo, barrage ammo makes t1 projectiles pants in some cases), but then you have Javlin ammo, that fills a needed role at times too.
Dont just look at the numbers game think of situational value -----------------
My EvE Comic
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2008.09.23 16:33:00 -
[11]
Originally by: Pteranodon
Well-I expected all of it-long range & high damage as the Cerb is a ranged missile sniper-but as I said perhaps I was expecting too much.
No sniper setup does short-range weapon damage at sniper ranges. T2 Heavy Launchers let you do more damage at long range thanks to the Specialization Skill bonus and they let you do more HAM-like damage at shorter ranges. And if Precision Heavies ever get fixed, you'll be able to do more damage against fast-movers.
Really, you didn't waste any time training; T2 weapons are always good to have although not always as good as some people imagine. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Derek Sigres
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Posted - 2008.09.23 16:35:00 -
[12]
Tech 2 ammo is always hit or miss, and, more often that not anyway, it's a miss with missiles.
The precsion line is one good example - the precision light is the only missile based tool you have for effectively dealing with fast ships but even these missiles can be evaded (it's very rare but it can happen). In exchange you get less damage (understandable), and in the case of the precision heavy missile less range as well. Though they are not optimally suited for the task heavy or cruise missile using ships can force themselves into an anti-fast ship role, though not nearly as effectively as an Assault Missile armed ship.
The high damage missiles are a REAL dissapointment. They come with an associated cap penalty (about 1 half unit of cap lower regen per second just for having the things loaded into a launcher on a Drake). They are shorter ranged (about half the range) for only a tiny boost in damage above faction. Their explosion velocity and radius is also nerfed. The ONE use I've ever had for the thigns is using a Raven in a POS seige. I didn't have the skills for T2 torps yet, meaning that if I wanted to deal more, cost effective damage I had to use T2 cruise missiles, and even with good missile skills I was still uncomfortably close to the force field.
The short ranged missiles have a truly useful munition however in the form of the Javelins. These missiles greatly enhance the flexability of short ranged fits, allowing them the option to fight at guided missile ranges with only a slight reduction in guided missile DPS.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2008.09.23 16:44:00 -
[13]
All T2 ammo is intended for niche situations, rather than to be all-round better than T1 - that's the job of faction ammo. This is a nice relationship, as it makes ISK for the expensive faction ammo the limiting factor, rather than the SP/time required to train T2.
For close-range, high-damage ammo, that niche is hitting tackled targets of a class bigger than your weapon system. That's sufficiently niche that many people don't bother carrying that T2 ammo. On the other hand, more damage is more damage and T2 ammo tends to be cheaper than faction. You just need to know the exact situations where it's better to use T2 than faction. Typically, there's not many of them, so they're easy to remember.
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Haradgrim
Tyrell Corp INTERDICTION
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Posted - 2008.09.23 19:21:00 -
[14]
T2 launchers have a faster rate of fire and lower cost, both good reasons to use them. You should only really use faction heavy missiles for pvp anyhow --
Originally by: CCP Oveur ...every forum whine feels like a baby pony is getting killed
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Lyria Skydancer
Amarr Developmental Neogenics Amalgamated
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Posted - 2008.09.23 19:27:00 -
[15]
Javelins are nice though. In some cases precisions also. ----------------------------------------- [Video] Support Barrage |
DubanFP
Caldari Kylia Inc.
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Posted - 2008.09.23 20:41:00 -
[16]
Edited by: DubanFP on 23/09/2008 20:42:03
Originally by: CptEagle You didnt train so you could use T2 missiles. You trained so you could use Tech II missile launchers which have another 2% per level RoF bonus from Spec skill.
Also faction ammo is cheap.
T2 missiles are shit. T2 launchers can be useful however. They're cheaper and you get a good bonus from Missile Specialization. _______________
"Cheap" and "Lame" are words created by people who refuse to admit they have been completely outclassed |
Orion GUardian
Caldari
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Posted - 2008.09.23 20:58:00 -
[17]
It sounds like the OP did not understand that the only reason for T2 launchers innormalsituations is the +RoF with Spec skill while using the same ammunition asbefore ^^
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.09.23 22:12:00 -
[18]
Originally by: Pteranodon Well I could but I trained the tec2 varaint for extra damage. If you follow to the logical conclusion I could have just kept the Arbalests & used faction missiles for very nearly the same damage. That is why tec2 sucks with normal tec2 missiles.
T2 launchers have up to 11.11% better DPS than Arbalests (aprox +8.7% better at L4 spec skill) due to the RoF bonus. AND they're a lot cheaper (but a bit harder to fit). Nothing stops you from using faction missiles in T2 launchers
_
SHOPS || Mission rewards revamp || better nanofix
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Aleus Stygian
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Posted - 2008.09.23 22:25:00 -
[19]
I accidentally 93 Dread Guristas Paradise Cruise Missiles. What should I do...? Is this dangerous?
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Wet Ferret
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Posted - 2008.09.23 22:50:00 -
[20]
Originally by: Aleus Stygian I accidentally 93 Dread Guristas Paradise Cruise Missiles. What should I do...? Is this dangerous?
What, exactly, did you do with them? I imagine whatever it is could be very dangerous... bit I do have a wild imagination.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started.
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Orion GUardian
Caldari
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Posted - 2008.09.23 22:57:00 -
[21]
damn what I just thought she did would have killed her instantely ^^ enjoy your new clone
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Aleus Stygian
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Posted - 2008.09.23 22:59:00 -
[22]
Originally by: Wet Ferret What, exactly, did you do with them? I imagine whatever it is could be very dangerous... bit I do have a wild imagination.
I accidentally.
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Rellana
DAB G00DFELLAS
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Posted - 2008.09.24 09:21:00 -
[23]
Edited by: Rellana on 24/09/2008 09:22:40 I've found that only cald navy heavy missiles are worth using on my sniper cerb,as t2 missiles kill my range too much for my liking. They are not really that expensive if you know how to go about it, I spent a week running missions for a lv4 agent,then used the reprocessed rat loot to build scourge missiles,which I traded for the navy version.30k usually last me for quite a bit..
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o0TuNa0o
Idle Miners
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Posted - 2008.09.24 09:52:00 -
[24]
So much false info in here..
T2 precision missiles are great. They have no real disadvantage. They hit fast moving targets, but do lower dmg. This tradeoff is balanced.
T2 Fury missiles are only of use in passive tanked ships, where the cap penalty has no real affect. They are cheaper than faction missiles and do slightly more dmg than they're navy counterparts
That said, 90% of the time, faction navy missiles are alwayss better.
One of the best points of training for T2 weapon systems is the saving in loadout costs. Look at cruise launchers for instance. Arby vs T2 - 12m vs 1.5m. That combined with the rof bonus grants a huge benefit over T1
TuNa
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Wet Ferret
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Posted - 2008.09.24 10:20:00 -
[25]
Originally by: o0TuNa0o So much false info in here..
T2 precision missiles are great. They have no real disadvantage. They hit fast moving targets, but do lower dmg. This tradeoff is balanced.
They have lower damage, they lower your ship velocity for each one loaded, and (with the exception of lights) have about half the range.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started.
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.09.24 11:11:00 -
[26]
Join the club of "were dissapointed with t2 ammo" you win a lucky prize for being our millionth member, prize is: trivia! Almost all t2 ammo sucks. Some exceptions include spike, null, and generally longer range ammo's (none for missiles) Awesome EVE history
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Malcanis
RuffRyders Axiom Empire
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Posted - 2008.09.24 11:15:00 -
[27]
Originally by: BiggestT Join the club of "were dissapointed with t2 ammo" you win a lucky prize for being our millionth member, prize is: trivia! Almost all t2 ammo sucks. Some exceptions include spike, null, and generally longer range ammo's (none for missiles)
Javelin HAMs are useful and Jav torps are good for PvE if your skills are good. Precisions and Rage/Fury are pretty horrible though.
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