Well I see lots of dual pulse laser setups or even focused pulse laser but no gatling pulse laser. EVE has many factors that make you win or lose a fight. And why do people use the -50% range, higher damage? Becasue, with that and dictating the fight, they win. Extreme close range guns not used? Really, I think CODE. Or ship stats, some ships just can't fit the biggest "tier" gun in the list. Look at things like how cost effective something is (a officer point might be the best in stats, but it's not effective to use). There is way more then just stats on which gun is best. Hmz, first sign of an EFT warrior.just going by stats. Only Tech 2 missiles have altered ranges and damage amounts. Missiles are a different matter entirely. Other long range weapons also follow the same paradigm as Pulse Lasers when it comes to ammo (short range, mid-range, extreme long range). I personally load my laserboats with Multifrequency (short range), Standard (mid-range), and Radio/Scorch (long range/T2 long range). Most of the above still applies to them, but you can get away with using a wider verity of crystals (ammo) compared to other weaponry. Pulse Lasers are a little strange in that they behave more like long range weaponry. This ammo also also cuts tracking, but at longer ranges this becomes less of an issue. Tech 2 long range ammo: This ammo adds ~40% more range with the damage dealing ability of mid-range ammo. Against stationary, larger targets, or with a ship that has a tracking bonus. because the ship speeds will often overcome the ability for the guns to track the target (turret tracking in EVE is absolute, not relative). This is causes some problems when two ships of equal size brawl at very close range. It only does about ~10% more damage than faction short range ammo but cuts tracking by around 20%. Tech 2 short range ammo: this is a situational ammo. As a result, short range weapons tend to stick to the highest damage ammo available. That distance can be easily covered by a moving ship with a propulsion mod (like an Afterburner or Microwarpdrive). ![]() When using very short range weapons (Blasters and Autocannons) is doesn't really make sense to use ammo that is going to increase range by 100 to 500m while cutting into your damage by as much as half. I think I can clarify some things about ammo. If anything it appears like the fast firing guns with short range are obsoleted by the longer range versions with ammo that cuts their range in half. I'm trying to figure out what's the best guns for destroyers and I'm seeing a pattern of avoiding these lighter guns and ammo that doesn't grant extreme damage for half the range. So to sum up, how come extreme close range guns are so weak compared to the longer range guns in the same class, and why do people prefer to take -50% range for all that extra damage? Is it just plain better? I don't think I've seen many killmails where attackers had the faster firing, shorter range guns, or ammo that should work to have best hit rate for the gun's optimal and tracking. From looking at a side by side comparison, yes, these charges that are longer range because they dont nerf range do less damage, but they are more likely to hit for near their full damage continuously if gun tracking actually causes lower hit rates and lower damage when you do hit, when the enemy gets too close. Why does everyone go for the biggest damage or longest range and avoid the midrange ammo that works best with the gun's tracking? It seems like even though there's should be some sort of penalties for long range guns' tracking which bring down the damage your ammo can do, people still prefer stuff like antimatter or multifrequency as opposed to lead or standard crystals. I don't think I have seen anyone using gatling laser turrets or ac125 so far, and as far as I know DPS and volley damages are most important, so why do these smaller, faster firing guns exist in the game? Is it fair to say that it's a newbie trap, or that you're stuck with those guns if your fitting skills are poor? Why do turrets get better range and better damage at the same time? That seems like a winning combination especially with how prevalent MWDs, scrams, and webs are, which pretty much can keep someone at the right range.
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