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I find myself getting a headache everytime I consider a second weapon type to use.
some background: I am caldari and I mainly use missiles which I understand quite well now.
But I plan on flying a second race mainly for pvp because ive heard that at longe range encounters its not fun waiting 40 secs for ur torp/misile to hit(leaning more towards mimitar or ammar, havent realy considered gallante yet).
so I have 3 choices..
1. Hybrids Ive heard the dmg they do isnt to great exept blasters which have a limited range(am i wrong) ?
2. Projectile to be honest I dont know jack about them
3. Lasers I heard they got good dps but quite cap intensive
Could a Vet please enlighten me
Thanx in advance
Comments
1: You're wrong.
2: Tempest is the best sniper for burst damage, good for insta poping smaller ships.
3: Wouldn't say they have good DPS compared to other turrets until you get to T2 tachyons, and yes the cap use is a bitch until you get very good skills.
If I were you I'd select the race based on the weapons you ENJOY the most. If that isn't a concern I'd say continue with Caldari as a Raven+T2 torps is an excellent sniper in a fleet engagement. Also it's the any range sniper so no need to worry about optimal. TBH a Raven + damps + T2 torps is the best sniper in EVE, no cap worries, no range worries only gripe is the wait for the first salvo to hit. But For a solo gate sniper I'd reccomend the Tempest as it does the great burst damage and you can do all damage types.
"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"
CS Lewis
Thanks I was just worried cos so many ppl i know dis caldari and missile travel time and i wanted a second opinion. would it be a good idea to get scrammbler drones to prevent any people from warping away from torps.
and whats +damps+ .. excuse the noob question.
"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"
CS Lewis
goes
longest range
artillery
railguns
beam lasers
pulse lasers
autocannons
blasters
shortest range
there are some exceptions, but thats the average ranges.
long range is normally slower shooting and less damaging, close range is normally faster shooting and higher damage.
amarr ships are optimised for lasers (beam pulse)
minmatar ships are optimised for projectiles (artillers autocannon)
gallente/caldari are optimised for hybrids (blasters/railguns)
for long range weapons (beam, rail and arty) you are looking for range bonuses
for short range weapons (pulse, ac, blaster) you want tracking bonuses
That should give you a start.
Basically, your getting 2 races guns for the price of one.
Seconded
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Originally posted by Mandolin
Designers need to move away from the old D&D level-based model which was never designed for player vs player combat in the first place.
yeah I would branch into hybrids and go with using Caldari and Gallente ships.
Never used Gallante ships they any good? Only thing I know about them is they have the best drones and drone capacity.
dont answer I had free time at work and looked up a few galantee ships looks good
I started out in Eve (this was before all the new ships and such) flying a Moa (caldari cruiser) and Thorax (gallente cruiser) and moved from there to the Megathron (Gallente Battleship). Over time however I have boosted up both my gunnery and missile skills so I have the option of flying both gallente and caldari ships very well (though I haven't completely maxed out any ships yet for example I do not have a weapon specialization to lvl 5 yet like Cruise Missile Specialization is only at 4 atm).
Its a good trade off though. I am flexible and I can fly a lot of ships very well. (have access to most all t2 caldari/gallente ships along with t2 large hybrids and t2 heavy/cruise missiles)
This is not to say however not to sink lots of SP into one ship though. If you find a ship that you really enjoy by all means specialize in it.
For your second gun, I would recommend projectiles. The advantages of projectiles are (1) they use no cap and (2) they deal all varieties of damage (as compared with lasers and hybrids which each deal only two types of damage regardless of ammo type). They're worth training up Matari ships for, because several of the Matari ships are simply superb projectile platforms.
If I was going to do it all over againe,I would go Projectile/Tempest pro.
But As a secondary for caldari it might be best to just do hybrids so you can kick but in Hacs when you train for them,.and your set up to be good in Galente ships to.
Lasers are good,But only in ammar ships that reduce the NRG they use.
Hybrids are good to,But ONly seem to really shine in Eagles and Megathrons.
Projectile dont use NRG and have ammo types that deal 3 types of dmg,.Best pvp ammo and guns in my books.Minmatar ships are just ugly,they pack one hell of a punch tho.
Dont go Ammar,You will like it and Ammar is strong,but at the end of the day theres more ways to shutdown an Ammar ship.Minmatar BS's are the best to solo pvp in.They can be ready for more situations then the rest of the BS's.
Frigs/cruisers all have there ups and downs,hell fly em all.
As far as weapons systems go, I'll give you my take on each. I've used (and been shot at) by all of 'em. First, let me explain a few terms in regards to turrets:
DPS - stands for damage per second. This is your raw damage output over time.
Burst Damage - this describes individual hits and volleys; it is the amount of damage you get when firing only once with all of your weapons.
Tracking - how well the turrets track a moving target; the lower the tracking the less likely the chance of a hit.
Hybrids
Hybrids are actually some of the best weapons in the game atm. They come in two flavors: blasters and railguns.
Blasters are short-ranged turrets that fire relatively quickly and output massive damage per second; the higher-tier blasters also have nice burst damage. They pay for their high damage output (the highest of any weapons systems in the game) and excellent tracking with the shortest range of any weapons system, generally under 10km even for battleships. With tech II Void high-damage ammo, they inflict so much damage as to be completely untankable by normal PvP setups.
Railguns are medium-to-long ranged weapons with middle-of-the-line burst damage, good DPS (in comparison to other long range turrets), and good tracking. Railguns are currently the best sniping tool, IMO, as their range with tech II ammo is second to none, and, when fitted to the best rail ship (the megathron), they have excellent tracking.
On a final note about hybrid ammo, they are limited to two damage types: kinetic and thermal. Kinetic is the primary damage type, with thermal as the secondary. These damage types allow them to do decent damage vs. both shields and armor. Hybrid use ammunition.
Lasers
Lasers have an innate high DPS and good tracking; they also use the most capacitor per shot of any weapons system. Lasers generally have low burst damage for their class. They come in two flavors: pulses and beams.
Pulses are short- to medium-ranged weapons that track well and have a very high damage output. Blasters have a higher damage per second, but have far less range.
Beams are long-ranged weapons that track quite well for their class. Beams also have the highest damage per second of the long-ranged weapons.
Lasers are also limited to two damage types: EM and thermal. Because EM is their primary damage type, lasers do not fare best against armor (though their high damage per second makes up for this) but are god-like against shields. Lasers do not use conventional ammo. They use laser crystals to vary range and damage; the tech 1 versions of these crystals never run out, and can be switched out in 1 second per turret (in contrast to all other weapons in the game, which take 10 seconds to switch ammo types or reload). The tech 2 versions are only good for so many shots, but even they last for quite some time and take up far less hold space than tech 1.
Projectiles
Projectiles are currently the whipping boy of weapons systems, in my opinion (I'm an experienced tempest pilot). While good in some situations, their drawbacks tend to make them less effective than lasers and hybrids in many situations. All projectile weapons rely more on falloff than optimal for their range; this means that, in most situations, their already low damage per second is further lowered by fighting beyond their optimal and into their falloff.
Autocannons are short-ranged weapons systems that have more range than blasters, but less range than pulses. They inflict good DPS and have good tracking, but are eclipsed by blasters in every other regard and by pulses in terms of damage per second. They have the lowest burst damage of any weapons system type.
Artillery are long-ranged weapons with extremely high burst damage, very low damage per second, and horrible tracking. Their long falloff and limited optimal range means they get less of a range boost from tracking computers and tracking enhancers (which add to optimal range, not falloff), resulting in the shortest range of any long-ranged weapons system. These modules also increase tracking, but with by far the lowest base tracking of any weapons system, artillery get less of a boost from these modules than beams or railguns. All of this results in a ship that has a shorter range, little damage per second, and misses a lot. If you add in tech II ammo, which carries a tracking penalty, it results in being unable to hit moving frigates and cruisers, even at ranges beyond 150km. Even worse, artillery clip size is extremely small - where rails and beams can kill a tanked battleship without stopping to reload, artillery will have to reload one, two, or even three times, further decreasing its damage per second.
Projectiles are unique among turrets in that the different ammos inflict differing damage types. While this somewhat helps to make up for their drawbacks, it doesn't go far enough. Versus a tanked target with uniform resists, the ability to switch damage types means nil.
Anyway, that's my take on turrets. In your position, I would go for Gallente ships and hybrids, as those seem to be the current "I win" buttons in PvP. Failing that, Caldari are getting a rail-based battleship in September and already have some decent rail-based ships in the smaller classes, though by no means as uber as Gallente.
-Wrayeth
"Look, pa! I just contributed absolutely nothing to this thread!"
Awsome post
Thats exactly what I was looking for. 1 Last question do the drone bonuses that gallente have help alot? I dont use drones too much as caldari (well till now)