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blankseplocked Need advice on weapon choices.
 
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Saintlucifer
Posted - 2007.11.11 06:23:00 - [1]
 

Alright, so I'm wondering, in solo and fleet PvP, should I change from using missiles to using guns? If so, what type of gun should I be using?

Thorek Ironbrow
Caldari
CAPS Holding
Capital Storm
Posted - 2007.11.11 11:48:00 - [2]
 

Depends what ship you're in, how fast you're going, and what range you prefer/have to fight the enemy at.

Mr Overby
Posted - 2007.11.11 13:55:00 - [3]
 

Yeah, tell us what ship you fly.

Scel Eratus
Posted - 2007.11.11 18:59:00 - [4]
 

Smartbombs, 4rlz.

cal nereus
The Graduates
Morsus Mihi
Posted - 2007.11.11 22:41:00 - [5]
 

Gallente: Drones + Hybrid turrets (blasters for short range and railguns for long range)
Caldari: Missiles + Hybrid turrets (blasters for short range and railguns for long range)
Minmatar: Projectile Turrets (autocannons for short range and artillery for long range) + Missiles + Drones
Amarr: Lasers (beam for short range and pulse for long range)

In addition to the core weapon systems of the races, individual ships have specific advantages that hint at what weapons should be used. IE: if your ship has a hybrid turret bonus (and only a hybrid turret bonus) you will probably want to use hybrid turrets.

In fleet PvP, the most efficient and popular weapons are projectile turrets and hybrid turrets, although I've seen many drones, missiles and lasers in fleet PvP too. Tech-2 large turrets for long range (especially artillery and railguns) are especially coveted for allowing battleships to snipe at amazing ranges.

Exuscon
Amarr
Frontier Explorations Inc.
Black Core Alliance
Posted - 2007.11.12 05:05:00 - [6]
 

Originally by: cal nereus
Gallente: Drones + Hybrid turrets (blasters for short range and railguns for long range)
Caldari: Missiles + Hybrid turrets (blasters for short range and railguns for long range)
Minmatar: Projectile Turrets (autocannons for short range and artillery for long range) + Missiles + Drones
Amarr: Lasers (beam for short range and pulse for long range)

In addition to the core weapon systems of the races, individual ships have specific advantages that hint at what weapons should be used. IE: if your ship has a hybrid turret bonus (and only a hybrid turret bonus) you will probably want to use hybrid turrets.

In fleet PvP, the most efficient and popular weapons are projectile turrets and hybrid turrets, although I've seen many drones, missiles and lasers in fleet PvP too. Tech-2 large turrets for long range (especially artillery and railguns) are especially coveted for allowing battleships to snipe at amazing ranges.



Beam for short and pulse for long?

How long did you play Amarr? LMAO

Spartan Cloud
Minmatar
Posted - 2007.11.12 07:46:00 - [7]
 

Well, I've tried out Autocannons and Railguns and missiles, and I found I didn't like autocannons because of the lack of range. I liked railguns a lot, but then I kept running out of Cap... so I decided to try out missiles. Liked them a lot, but then I read up on them and saw how they have to be specifically set up for certain fights (plus I tested it for myself, and the huge damage reduction was pretty annoying).

Anyway... I figure I'll probably make a new character (as these two aren't very advanced at all, and they have sort of been developed according to whatever I felt like at the time) so are there any suggestions on what race I should go as to make a pirate with?

Kazumasa Ishikawa
Caldari
Perkone
Posted - 2007.11.13 09:37:00 - [8]
 

Instead of cross training away from missiles, i have chosen to persue the amarr t2 khanid ships for my solo pvp needs, so that i will have a lower training cost overall whilst still maintaining the true roots of my caldari origin and pve ship spec.

- for fleet pvp just fit a rokh with the best rails you can for your skill level, half decent t1 named will do.

Kazumasa Ishikawa
Caldari
Perkone
Posted - 2007.11.13 09:38:00 - [9]
 

For pirating id go 100% minmatar personally, acs may seem like their range sucks but once your in a cruiser/battlecruiser, their MASSIVE falloff gives you a far greater reach than a blaster boat whilst still maintaing respectable dps with your own choice of damage type and cap free fire.

Atius Tirawa
Minmatar
Sebiestor Tribe
Posted - 2007.11.13 13:20:00 - [10]
 

Originally by: Spartan Cloud
Well, I've tried out Autocannons and Railguns and missiles, and I found I didn't like autocannons because of the lack of range. I liked railguns a lot, but then I kept running out of Cap... so I decided to try out missiles. Liked them a lot, but then I read up on them and saw how they have to be specifically set up for certain fights (plus I tested it for myself, and the huge damage reduction was pretty annoying).

Anyway... I figure I'll probably make a new character (as these two aren't very advanced at all, and they have sort of been developed according to whatever I felt like at the time) so are there any suggestions on what race I should go as to make a pirate with?


If range is what you want, then its either Caldari who have the railgun speced shipss or Amarr who have beams which are fantastic long range wepons. Both are said to be poor at pvp - but this is simply not the case and I think we would all agree that you should train to fly what you want to flyy regardless (since this is not a solo game, its more about cooperation then having theubersolo ship).

Aim for ships like the Ferox/Vulture, Eagle, Rokh and such in the caldari line or all the Amarr ships with beams especially the Zelot, the beam crusaider (really one of the best interceptors) and of course the abaddon and such. . .

Anyway, good luck!!


 

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