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Lola Scout
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Posted - 2006.07.08 07:54:00 -
[1]
Hi guys
Sorry if this has been covered elsewhere... i couldnt find it and would appreciate help:
The info for T2 Hybrid ammo has some stuff in it that i dont understand.
EG javelin: has a range bonus of 50%. But it sounds like it should have a negative bonus. Does it mean -50%? But in which case, Spike has a range bonus of -100%? doesnt a bonus of -100% mean zero range>
Also.. what is RoF bonus of 1%? Is it really just as simple as a 1% bonus? (if so... not much point is there?)
Similarly what does shield bonus of 14% mean, how does a tracking speed mod. of 0,75% really shake the world, and as for a maximum velocity bonus ???
Would really appreciate some help / on this
Thx Mike
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Laboratus
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Posted - 2006.07.08 08:16:00 -
[2]
the database info on the ammo is bad. The boni with - are actually + and vice versa.
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ParMizaN
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Posted - 2006.07.08 08:20:00 -
[3]
Those are range penalties. The shield "bonus" is also a penalty: it reduces your shield capacity by 14% per gun loaded with that ammo.
The Rof bonus does nothing (yet)
The tracking penalty makes it considerably harder to hit smaller targets close up.
The velocity penalty reduces your velocity per gun loaded with the ammo.
sig edited for lack of pink really PINK -eris |
Aramendel
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Posted - 2006.07.08 08:22:00 -
[4]
Edited by: Aramendel on 08/07/2006 08:24:23 Er..misplaced your glasses? /edit: ah, I see, you used the website database. Try looking it up ingame, it's correct there.
Javeling shows quite clearly a range bonus of "-50%" (aka range reduced by 50%) and Spike a range bonus of "100%" (without -, aka it doubles it's range).
None of these ammos have a ROF bonus if I am not mistaken.
-14% shield bonus. And -14% speed bonus. Which stack on each other with multiple guns, btw. If you have 5 guns using javelin M you'll have (100 * 0.86 * 0.86 * 0.86 * 0.86 * 0.86 -> ) 47% of your max speed and shields.
25% cap need bonus means you need 25 more energy per shot, aka 125% of a normal shot.
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Lola Scout
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Posted - 2006.07.08 09:44:00 -
[5]
Thanks guys. But are you serious? Fitting some ammo reduces shield strength and ship speed? That just seems like a crazy nerf ???!!!
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HippoKing
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Posted - 2006.07.08 09:46:00 -
[6]
it also vastly increases damage, whats your point?
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Lola Scout
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Posted - 2006.07.08 14:05:00 -
[7]
OK... so I run a Brutix with t1 med blasters. For blasters I have to close on my enemy... of course I use an AB in deadspace plus a webber to help.. then I open fire at 6000m.
If I am to use t2 blaster ammo I will take 4 times as long to close on my enemy and only half the shield to sustain me. This doesnt seem like a good plan to me ! So when is T2 ammo actually useful? Sniping, or for short range railguns duh?
Would really appreciate some advice on changing strategy / setup and how much of an advantage this gives...
Thx
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HippoKing
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Posted - 2006.07.08 14:08:00 -
[8]
You don't use t2 ammo in PvE.
Also, imagine you have a speed bork: maybe you load the speed borking ammo ONCE you are in range?
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Nebuli
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Posted - 2006.07.08 14:17:00 -
[9]
None of the blaster ammo reduces your shield anyway...
CEO - Art of War |
Lucus Ranger
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Posted - 2006.07.08 14:26:00 -
[10]
Null nor Void T2 Blaster Ammo gives speed penalty either...
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inSpirAcy
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Posted - 2006.07.08 14:30:00 -
[11]
Originally by: Lola Scout OK... so I run a Brutix with t1 med blasters. For blasters I have to close on my enemy... of course I use an AB in deadspace plus a webber to help.. then I open fire at 6000m.
Two problems there. Firstly blasters and PvE don't mix very well; there are just too many annoying rats that will orbit at 30km+ and take forever to close range on. Secondly, T2 ammo makes PvE become unprofitable quite quickly and many of the penalties don't contribute well to sustained fighting. T1 ammo all the way, really.
Originally by: Lola Scout If I am to use t2 blaster ammo I will take 4 times as long to close on my enemy and only half the shield to sustain me. This doesnt seem like a good plan to me ! So when is T2 ammo actually useful? Sniping, or for short range railguns duh?
Well, you don't shield tank a Brutix... And neither Void nor Null has a speed penalty.
T2 ammo really comes into its own in PvP. I carry no T1 ammo in my Brutix at all; Void for the majority of fights, gaining a damage edge over Antimatter while still being sustainable in the short-term with a capacitor booster, and Null for kiting targets when closing range is undesirable/impossible.
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Aion Amarra
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Posted - 2006.07.08 14:41:00 -
[12]
Originally by: inSpirAcy
Originally by: Lola Scout OK... so I run a Brutix with t1 med blasters. For blasters I have to close on my enemy... of course I use an AB in deadspace plus a webber to help.. then I open fire at 6000m.
Two problems there. Firstly blasters and PvE don't mix very well; there are just too many annoying rats that will orbit at 30km+ and take forever to close range on. Secondly, T2 ammo makes PvE become unprofitable quite quickly and many of the penalties don't contribute well to sustained fighting. T1 ammo all the way, really.
There's another problem, actually. T1 guns and T2 ammo doesn't mix, as well. You need T2 guns to put T2 ammo inside.
Lola: Also, T2 ammo is seperate for every weapon type. As in, there are no T2 Hybrid charges, but only T2 Blaster charges, and T2 Railgun charges, which do not mix.
Neither Null, nor Void, which are the T2 Blaster charges, nerf speed, nor shields.
Javelin nerfs speed ans shields, and Spike greatly nerfs tracking, but those two are the T2 Railgun ammos, hence you don't need to get that close even with Javelin. ________ Capitalization is the difference between "I helped my uncle Jack off his horse." and "I helped my uncle jack off his horse."
Help the horses, make proper use of that shift button. |
Lola Scout
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Posted - 2006.07.08 15:39:00 -
[13]
Aha... understand a lot more now, thx all
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