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blankseplocked Autocannons: How to improve range?
 
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Anaxis Muntaine
Caldari
Blue Republic
Posted - 2010.07.22 01:02:00 - [1]
 

I just got my first ships that fit autocannons (I've primarily been Caldari/missiles) and it seems that the 200mm autocannons (specifically, the Light 'Scout'Autocannon I) can't get range much beyond 1-4km (in fact, my optimal with Republic Fleet Proton is only 2,112m). I've been messing with different faction ammo types and it seems the damage drops off with any increase in range (unless I am reading it wrong). Is there anything I can do to increase range to 10 km or even 20 km? My Gunnery skills are obviously lagging behind, so I know that's part of it. But, all things being equal, are there good modules to fit to improve range (preferably with good DPS)?

Felix Esperium
Lysergic Distortions Research and Development
Posted - 2010.07.22 01:19:00 - [2]
 

with ACs you will usually be fighting in falloff. tracking enhancers and computers help increase range as well as tracking so they are pretty cool. Some minny ships have falloff range bonuses as well.

Kia Tor
Posted - 2010.07.22 01:24:00 - [3]
 

Range rigs, T2 guns and Barrage ammo?

Sandeep
Posted - 2010.07.22 01:37:00 - [4]
 

Remember you are still dealing about 83% of your paper DPS when the target is at half falloff.

Culmen
Caldari
Culmenation
Posted - 2010.07.22 01:57:00 - [5]
 

Just to further clarify.

You cannot get your optimum range much higher then 4 or 5km.
Auto cannons are weapons are are designed to operate in falloff range.

Unlike railguns, autocannon fall off ranges are much greater then their optimal ranges.

Many autocannons wouldn't be able to track at their optimals anyway.

So consider your falloff range, your effective range.

Malachi256
Posted - 2010.07.22 04:04:00 - [6]
 

I like to think of the projectile weapons as having a little dps vs. risk slider. They are much less "hit or miss" than other turret weapons.

The closer I am to the target, the more damage I do, but (usually) the more damage I take. So depending on the risk, I can either ramp up my damage, or dial down my risk.


To answer the question, get tracking enhancers. Interestingly enough, tracking enhancers can often effectively increase your damage better than gyrostabilizers (even though the gyrostabilizers are the ones who directly enhance damage and fire rate) - the increase in optimum and falloff ranges make your guns hit more often and hit harder (less light / barely hits, more "well aimed," that sort of thing). Obviously it's situation dependent, though.

Opis
Dead Drop
Posted - 2010.07.22 04:05:00 - [7]
 

As said here, forget about optimal range with AC.
Look at fallof range.
As for rigs. same goes, dont use optimal range rigs use falloff rigs.
Tracking enhacers in the low slots.
And don't use the long range ammos, they really only benefit when sniping with artillery.

Beregga
Posted - 2010.07.22 04:17:00 - [8]
 

What are you flying? On a Rifter, I kick the afterburner, speed-tank at point-blank range, and take advantage of the 30% bonus to tracking on top of already superior tracking. On a Thrasher, it's a 40% bonus to tracking (at level 4) and a modest range increase. As already noted, autocannons are short-range and you generally fight in optimum + falloff. If you want a 10-20K engagement distance, you need to mount artillery.

Anaxis Muntaine
Caldari
Blue Republic
Posted - 2010.07.22 14:58:00 - [9]
 

Thanks a lot guys - i appreciate you taking the time to provide such great insight. I am fitting a Rifter right now with a tracking computer II, tracking enhancer II, and an overdrive II int he lows - and now that you've helped me understand falloff range, this whole thing makes much more sence. Cheers!


Celestine Santora
Posted - 2010.07.22 15:43:00 - [10]
 

Originally by: Anaxis Muntaine
Thanks a lot guys - i appreciate you taking the time to provide such great insight. I am fitting a Rifter right now with a tracking computer II, tracking enhancer II, and an overdrive II int he lows - and now that you've helped me understand falloff range, this whole thing makes much more sence. Cheers!




That's a really bad fit

Anaxis Muntaine
Caldari
Blue Republic
Posted - 2010.07.22 16:40:00 - [11]
 

Originally by: Celestine Santora
Originally by: Anaxis Muntaine
Thanks a lot guys - i appreciate you taking the time to provide such great insight. I am fitting a Rifter right now with a tracking computer II, tracking enhancer II, and an overdrive II int he lows - and now that you've helped me understand falloff range, this whole thing makes much more sence. Cheers!




That's a really bad fit


Suggestion, then?


LHA Tarawa
Posted - 2010.07.22 17:31:00 - [12]
 

Originally by: Anaxis Muntaine

Suggestion, then?




It is a bad fit becuase... If you want range, switch to arty from AC. Don't try to convert AC into arty using up all your low/mid slots.

What is a good fit?

That is 100% dependant on what you want to do.

PVE: arty, shield extender, shield boost, afb, damage control, gyros, shield resist rigs.

PVP: AC or Arty, MWD, 2 of 3 scram and/or disrupt and/or web, DC gyros and/or tracking enhancers.

The mids are pretty valuable, so using one for a tracking computer = poor fit.


 

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