| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Baun
|
Posted - 2004.07.24 15:15:00 -
[1]
Edited by: Baun on 24/07/2004 15:19:22 I have yet to see a viable argument for Ions over Neutrons.
Neutrons: Pro- 1. Damage 2. Range Con- 1. Fitting Reqs
Ions: Pro- 1. Fitting reqs 2. Slighty better RoF 3. Slightly better tracking Cons- 1. Range 2. Damage
Bassically I can't see the advantage one obtains through use of Ions. You do less damage DEFAULT. As such you HAVE to compensate with a damage mod. This nixes the low slot advantage you gained from better fitting requirements.
Now, however, you are left with a damage mod that is STILL lower than a neutron user who is using no damage mod increasing module and has the same skills. Unfortunately, you CANNOT use antimatter ammo because your optimal range is too low for live combat. As such your damage output is now so much lower that you cannot hope to possibly compensate simply by having better tracking. You will hit slightly more often than your opponent, but will do FAR less damage. This means that even if you have defensive mods on (further decreasing your damage output) you will still lose.
The small armor repairer idea isnt a bad one .... ill have to see whether my Taranises survive without the CPR.
The Enemy's Gate is Down
|

Baun
|
Posted - 2004.07.24 15:15:00 -
[2]
Edited by: Baun on 24/07/2004 15:19:22 I have yet to see a viable argument for Ions over Neutrons.
Neutrons: Pro- 1. Damage 2. Range Con- 1. Fitting Reqs
Ions: Pro- 1. Fitting reqs 2. Slighty better RoF 3. Slightly better tracking Cons- 1. Range 2. Damage
Bassically I can't see the advantage one obtains through use of Ions. You do less damage DEFAULT. As such you HAVE to compensate with a damage mod. This nixes the low slot advantage you gained from better fitting requirements.
Now, however, you are left with a damage mod that is STILL lower than a neutron user who is using no damage mod increasing module and has the same skills. Unfortunately, you CANNOT use antimatter ammo because your optimal range is too low for live combat. As such your damage output is now so much lower that you cannot hope to possibly compensate simply by having better tracking. You will hit slightly more often than your opponent, but will do FAR less damage. This means that even if you have defensive mods on (further decreasing your damage output) you will still lose.
The small armor repairer idea isnt a bad one .... ill have to see whether my Taranises survive without the CPR.
The Enemy's Gate is Down
|

Baun
|
Posted - 2004.07.25 00:12:00 -
[3]
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
The Enemy's Gate is Down
|

Baun
|
Posted - 2004.07.25 00:12:00 -
[4]
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
The Enemy's Gate is Down
|

Baun
|
Posted - 2004.07.25 03:01:00 -
[5]
Originally by: Pandora Panda
Originally by: Baun
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
Ions with antimatter will hit effectively out to 3k. Neutrons will hit out to 4k.
If you cant stay within 3k, you shouldnt be flying a blaster-based frigate.
Agreed but again, not AS effectively as neutrons even though they have better tracking. As such you are hitting less frequently for less damage. Cap should never be a limiting factor here, go with neutrons.
The Enemy's Gate is Down
|

Baun
|
Posted - 2004.07.25 03:01:00 -
[6]
Originally by: Pandora Panda
Originally by: Baun
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
Ions with antimatter will hit effectively out to 3k. Neutrons will hit out to 4k.
If you cant stay within 3k, you shouldnt be flying a blaster-based frigate.
Agreed but again, not AS effectively as neutrons even though they have better tracking. As such you are hitting less frequently for less damage. Cap should never be a limiting factor here, go with neutrons.
The Enemy's Gate is Down
|
| |
|