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Crucius Sanctus
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Posted - 2004.07.31 21:53:00 -
[1]
I don't totally understand all the differences between these turret types. I know that hybrids use more energy, and that they have better range, and projectiles use less energy and are more for close range.
On average, which turret type does more damage in a single shot, and which fires faster? I know ammo makes an impact, but I just want to know in general.
Thanks :)
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Crucius Sanctus
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Posted - 2004.07.31 21:53:00 -
[2]
I don't totally understand all the differences between these turret types. I know that hybrids use more energy, and that they have better range, and projectiles use less energy and are more for close range.
On average, which turret type does more damage in a single shot, and which fires faster? I know ammo makes an impact, but I just want to know in general.
Thanks :)
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StinkFinger
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Posted - 2004.07.31 22:09:00 -
[3]
Depends on the targets resistance to various damage types, its transverse speed, your skills, and what type of ammo/crystals you use. --
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StinkFinger
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Posted - 2004.07.31 22:09:00 -
[4]
Depends on the targets resistance to various damage types, its transverse speed, your skills, and what type of ammo/crystals you use. --
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Marcus Soban
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Posted - 2004.07.31 22:25:00 -
[5]
Edited by: Marcus Soban on 31/07/2004 22:28:03 One benefit of projectile turrets is that you can do any damage type with them. This gives you some versatility, as you can change ammo types to fit your damage needs. Energy weapons are limited to EM and thermal damage making them most effective against shields, but less effective against armor, and hybrid turrets only do thermal and kinetic damage which allows them to be pretty effective against both armor or shields but not extraordinary at either.
Many people at the moment will tell you that projectile turrets are really not that great because of recent changes. It kind of depends on who you ask.
At any rate, the choice is kind of made for you already since each race's ships are geared toward a specific type of weapon:
Amarr -> Energy Gallente -> Hybrid Caldari -> Missiles (with a sprinkling of hybrid too) Minmatar -> Projectile
There's nothing that prevents you from straying from that pattern, but your ship will be most effective in combat when using the weapons that it was designed for (in general, there are always exceptions to the rules).
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Marcus Soban
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Posted - 2004.07.31 22:25:00 -
[6]
Edited by: Marcus Soban on 31/07/2004 22:28:03 One benefit of projectile turrets is that you can do any damage type with them. This gives you some versatility, as you can change ammo types to fit your damage needs. Energy weapons are limited to EM and thermal damage making them most effective against shields, but less effective against armor, and hybrid turrets only do thermal and kinetic damage which allows them to be pretty effective against both armor or shields but not extraordinary at either.
Many people at the moment will tell you that projectile turrets are really not that great because of recent changes. It kind of depends on who you ask.
At any rate, the choice is kind of made for you already since each race's ships are geared toward a specific type of weapon:
Amarr -> Energy Gallente -> Hybrid Caldari -> Missiles (with a sprinkling of hybrid too) Minmatar -> Projectile
There's nothing that prevents you from straying from that pattern, but your ship will be most effective in combat when using the weapons that it was designed for (in general, there are always exceptions to the rules).
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Crucius Sanctus
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Posted - 2004.07.31 22:42:00 -
[7]
Is loading a new ammo type mid-fight a common tactic?
I noticed that the missles I looked at in game all did large damage on a single damage type, is this true for all missles?
Also, do the turret types have different firing speeds, or are they all the same on average?
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Crucius Sanctus
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Posted - 2004.07.31 22:42:00 -
[8]
Is loading a new ammo type mid-fight a common tactic?
I noticed that the missles I looked at in game all did large damage on a single damage type, is this true for all missles?
Also, do the turret types have different firing speeds, or are they all the same on average?
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Marcus Soban
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Posted - 2004.07.31 22:52:00 -
[9]
I'm not sure if it is common or not really... it takes 10 seconds to load new ammo and it requires some tedious clicking. I use hybrid turrets and I don't often have a reason to change ammo mid-combat, but then I've not really done much PvP.
Yes, all missiles do a bunch of one kind of damage type. Larger missiles do more damage. In general, missiles are nice because they almost always hit their targets (there are ways to avoid them that involve MWDs) and do a good deal of damage. The downside is that launchers are generally slow, and the missiles take time to reach their targets.
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Marcus Soban
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Posted - 2004.07.31 22:52:00 -
[10]
I'm not sure if it is common or not really... it takes 10 seconds to load new ammo and it requires some tedious clicking. I use hybrid turrets and I don't often have a reason to change ammo mid-combat, but then I've not really done much PvP.
Yes, all missiles do a bunch of one kind of damage type. Larger missiles do more damage. In general, missiles are nice because they almost always hit their targets (there are ways to avoid them that involve MWDs) and do a good deal of damage. The downside is that launchers are generally slow, and the missiles take time to reach their targets.
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Asharee Intrefer
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Posted - 2004.07.31 23:21:00 -
[11]
Yes, turret types have different rate of fire. This is also true with turrets within the same type: Short range projectiles have a high rate of fire but low damage modifier, while long range range artillery cannons are the slowest but also the ones capable of doing the most damage in a single shot.
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Asharee Intrefer
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Posted - 2004.07.31 23:21:00 -
[12]
Yes, turret types have different rate of fire. This is also true with turrets within the same type: Short range projectiles have a high rate of fire but low damage modifier, while long range range artillery cannons are the slowest but also the ones capable of doing the most damage in a single shot.
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Diana Merris
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Posted - 2004.08.02 14:22:00 -
[13]
Edited by: Diana Merris on 02/08/2004 14:24:21 Well, in answer to the original question, it depends on if they are short range or long range.
Autocannons (short range projectile) fire faster but do less damage per shot than blasters for about 1/3 less damage over time. Artillery (long range projectile) do almost twice the damage per shot compared to rails but fire less than half as fast giving about 1/3 less damage over time.
Also, long range projectiles have slightly better max range than rails due to fall-off even though rails have longer optimum range.
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Diana Merris
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Posted - 2004.08.02 14:22:00 -
[14]
Edited by: Diana Merris on 02/08/2004 14:24:21 Well, in answer to the original question, it depends on if they are short range or long range.
Autocannons (short range projectile) fire faster but do less damage per shot than blasters for about 1/3 less damage over time. Artillery (long range projectile) do almost twice the damage per shot compared to rails but fire less than half as fast giving about 1/3 less damage over time.
Also, long range projectiles have slightly better max range than rails due to fall-off even though rails have longer optimum range.
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Tar om
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Posted - 2004.08.02 14:57:00 -
[15]
As a projectile user, I find changing ammo to be beneficial if I can do it when the gun is about to reload (ie, stop the gun after it fires its last round then load new ammo). The RoF on a 1400 is slow, and the gun has to complete its full firing cycle before you can reload it so changing partway through the magazine really hurts your DoT - unless you are firing a short range ammo at a target 90km away in which case you'll be missing anyway. The trick is to keep reloading on your way to a battle depending on what people are telling you about the position of the targets so that you have a good chance of dropping out of warp with the right ammo ready to go. If you are moving through gates, keep short range ammo ready until you are likely to move out to combat range. -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |

Tar om
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Posted - 2004.08.02 14:57:00 -
[16]
As a projectile user, I find changing ammo to be beneficial if I can do it when the gun is about to reload (ie, stop the gun after it fires its last round then load new ammo). The RoF on a 1400 is slow, and the gun has to complete its full firing cycle before you can reload it so changing partway through the magazine really hurts your DoT - unless you are firing a short range ammo at a target 90km away in which case you'll be missing anyway. The trick is to keep reloading on your way to a battle depending on what people are telling you about the position of the targets so that you have a good chance of dropping out of warp with the right ammo ready to go. If you are moving through gates, keep short range ammo ready until you are likely to move out to combat range. -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |
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