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EVE New Citizens Q&A

 
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missles or lasers

Author
Enoch Kaine
Doomheim
#1 - 2013-05-22 21:00:44 UTC
This might be a silly question...considereing I am still working on the career trainers....but If I prefer to fight with lasers, should I have created an Amarr as my race? And same thing if I prefer missles....should I have chosen Caldari?

ANd a separate question.....lol....I sold my Batham. I probably shouldn't have done that should I have.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#2 - 2013-05-22 21:09:05 UTC
Your race is mostly cosmetic.
It also affects your starting system and starting skills, but nothing that cannot be trained in less than a day.

Now, specific ships give bonuses to specific weapons and so, if you like lasers, you will want to fly Amarr ships.
Which means that you'll have to train the Amarr specific skills (e.g. Amarr Frigate, etc) as well as Laser specific skills.
Enoch Kaine
Doomheim
#3 - 2013-05-22 21:19:53 UTC
which weapons are best for a complete beginner to this game? Missles or lasers?
Elena Thiesant
The Scope
Gallente Federation
#4 - 2013-05-22 21:37:28 UTC
They're both fine, as are hybrids and projectiles. There's no 'best' weapon system.
If you prefer lasers, train for Amarr ships and laser turrets and use Amarr ships and laser turrets.

Later on you'll probably cross train into most weapon systems, at the start stick with one you enjoy.
Kahega Amielden
Rifterlings
#5 - 2013-05-22 21:40:03 UTC
Enoch Kaine wrote:
which weapons are best for a complete beginner to this game? Missles or lasers?


There is no "beginner" race. Read up on what the different races do, and train whichever one sounds cool.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#6 - 2013-05-22 22:08:43 UTC
missiles are easier for new players especially in starting pve since you don't have to worry about flying your ship as much as you do with the other weapon systems.
Enoch Kaine
Doomheim
#7 - 2013-05-22 22:24:09 UTC
I am just having trouble deciding which race to choose as my main. I am still on my trial, but I will be subbing this weekend....when I gets paid. I have also already decided to start over one more time because I want to go through the tutorial one more time.

How about answer me this question....this might help me decide.

When and how do you decide on ship progression? Like should you just upgrade to say a cruiser whenever you get enough money or something? I keep reading things about people sticking with nothing but frigates forever.....what are the pros and cons of upgrading to a larger ship? And when do you know the right time to do it?

This game confuses me...which makes me happy....I just need a little help getting started is all. I need a general gameplan for a career and all that. Should I ONLY stick with frigates or what?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#8 - 2013-05-22 22:32:48 UTC
it doesnt matter what race you start off as, the amount of skills you start off with in relation to weapons and ships can be trained in less than a day.
Elena Thiesant
The Scope
Gallente Federation
#9 - 2013-05-22 22:43:42 UTC  |  Edited by: Elena Thiesant
Enoch Kaine wrote:
When and how do you decide on ship progression? Like should you just upgrade to say a cruiser whenever you get enough money or something?


Depends what you're planning on doing with the ship. Ships are tools, nothing more. Just as you would keep a good selection of tools in a workshed, so you would keep a good set of ships handy (or the ISK to buy them)

Scouting for a fleet in lowsec, probably a cheap frigate or covert ops ship.
Massive fleet fight in nullsec, maybe a battleship
L3 missions in highsec, a battlecruiser or a T2 cruiser quite likely.
A lowsec roam with a small gang, maybe frigate or cruiser, depending with the others are doing.

You don't chose 1 ship in this game, you chose a ship specific to what you're currently doing.
Ireland VonVicious
Vicious Trading Company
#10 - 2013-05-22 23:01:48 UTC  |  Edited by: Ireland VonVicious
The largest concerns you are going to have with missiles v.s. lasers is the play style.

You need to ask yourself the following: Do you like shields or armor?
Missiles will allow for more shield options while lasers allow for more armor.

Do you have a certain ship you want to be in and what does it require?

Missiles are the best at constant damage across all damage types.
Lasers will allow you to focus against 2 types. EM damage being the main.
Lasers will also make it easier to cross train into other guns.
Which of these 2 styles do you prefer?

Do you want to put a lot of skill points into drones?
You may prefer missiles so you can use gurista ships that use missiles/drones/shields.
If you are only interested in medium, light drones amarr ships with lasers can be a much better choice. Laser/armor/scout drones.

What type of electronic warfare do you prefer?
Caldari/missile ships use ECM to jam other ships.
Amarr/laser ships are better at draining other peoples energy.

One nice aspect about what you prefer is some amarr ships use missiles.
So you can do the basics of both and test without much time lost.

What area of space do you want to fly in?
Do you want to fly missions in all areas? (( Missiles are better for this ))
Are you interested in incursions? (( Most fleets do not like missiles for this task ))

If you enjoy the idea of flying cloaked stealth bombers will require missiles.

The biggest thing is you do what you prefer based on what you want.
I hope this helps you choose wisely.
Major 'Revolver' Ocelot
Deep Core Mining Inc.
Caldari State
#11 - 2013-05-22 23:07:37 UTC
For new players lacking good capacitor skills, lasers tend to be a pain. Lasers require large amounts of your capacitor to fire, you will also be needing that cap to power your armour repair module/afterburner or microwarpdrive and initiating warp if you get in to trouble and need to escape.

That being said however, lasers have no travel time. As soon as your turret fires the enemy ship will be hit (or missed). Unlike the other turret systems & missiles, lasers only do EM/Thermal damage which means they aren't very versatile. Though they make up for this drawback with the ability to change their turrets optimal range/fall off by simply changing ammunition types. Oh there is no reload time either and the tech 1 crystals don't ever deplete unlike hybrid charges, projectile ammo and missiles.Once your skills are trained up, lasers are awesome.

Missiles are great because they can deal all damage types, they don't have an optimal or fall off range and they don't require any capacitor to fire. If a target is within the flight time of your missile and not outpacing it, the missile will always hit. Missiles however are the only weapon type that can be targeted and destroyed though this rarely happens for you to worry about it becoming a major issue.

They are both great weapon systems, personally I prefer Missiles having flown with lasers for years. Though it depends what you are after.

You should move in to a bigger ship when you have the skills to fly it effectively. Most ships come with a recommended certificates tab in their info window. Look at the ship you want to fly and get your skills to match what the certificates suggest, that's usually a good start.

The pro's of moving in to larger ships means you can tackle more difficult encounters that the smaller ships simply can't hack. Though as the ships increase in size, their speed and agility suffers. Some people prefer frigates due to their speed and zippyness. Some people prefer being the sluggish brute who can take a punch and dish it out at the same time. Of course there are ships in the middle but it's all about finding out what you enjoy and training for it.

It's late, so sorry if this made no sense. I'm really tired. Hope this helps! Lol
Major 'Revolver' Ocelot
Deep Core Mining Inc.
Caldari State
#12 - 2013-05-22 23:30:30 UTC
Also here are some skills that will be useful for any pilot who wants to experience combat. Depending on what weapon system you choose and whether you are going to shield tank or armour tank will determine what other skills will benefit you. But for now you can't go wrong with these. If you got all these to 4 or 5 (apart from multi tasking which can sit nicely at 3) you are off to a great start.

Combat Drone Operation
Drone Durability
Drone Interfacing
Drone Navigation
Drone Sharpshooting
Drones
Scout Drone Operation

Electronics
Long Range Targeting
Multitasking
Propulsion Jamming
Signature Analysis
Targeting

Energy Management
Energy Systems Operation
Engineering
Shield Management
Shield Operation

Weapon Upgrades
Advanced Weapon Upgrades

Hull Upgrades
Mechanics

Acceleration Control
Afterburner
Evasive Manoeuvring
Fuel Conservation
High Speed Manoeuvring
Navigation
Warp Drive Operation

Yuna Talie-Kuo
Laborantem Societatis
#13 - 2013-05-22 23:53:25 UTC
Lasers. Amarr.

Missiles. Caldari.

Simple as that.

As for your Bantam. Pft. Get yourself a Kestrel and go shoot something.

YTK

I don't always do shit. But when I do, it's usually worth doing.

Pitrolo Orti
Doomheim
#14 - 2013-05-23 05:59:36 UTC
Missiles suck....due to delayed dps...you will notice that for large fleets...people will be killing the stuff while your missiles travel. Projectiles are the jack of all trades. Lasers and hybrids are ok. Lasers require really good cap skills.

Price is what you pay. Value is what you get.

Mara Rinn
Cosmic Goo Convertor
#15 - 2013-05-23 06:05:28 UTC  |  Edited by: Mara Rinn
Yuna Talie-Kuo wrote:
Lasers. Amarr.

Missiles. Caldari.

Simple as that.

As for your Bantam. Pft. Get yourself a Kestrel and go shoot something.

YTK


With Odyssey just around the corner, there are heaps of missile options: many Amarr ships will become missile boats, and the Minmatar have a few missile-spewing options too. So you can have your missile systems and choose between shield, armour or speed tanking.

Also coming in Odyssey is a general rebalance of missiles: higher flight speeds, lower flight times. So you get the same/similar range, with less delay between pressing the button and the missile dealing damage to the target. This is good news for cruise missile spammers, no longer will it take a minute or so for your missiles to reach that target 200km away :)
Kreeia Dgore
24th Imperial Crusade
Amarr Empire
#16 - 2013-05-23 06:11:12 UTC  |  Edited by: Kreeia Dgore
Don't worry about the bantam. If you keep doing the career missions you will get some more ships for free, even a destroyer and a transport at the end.

As regards missiles or lasers, I had similar dilemma some time ago. I ended up with both trained at reasonable level to fly L4 security missions with them. The thing is missiles are much less costly in terms of training for new characters. Even the most basic Kestrel with basic missiles can without much trouble do any L1 security mission. Amarr frigates can do that, but capacitor issues give you something extra to keep an eye on, which can be more difficult to do for a beginner. Eventually you will end up with many weapon skills trained anyway, so right now I would recommend sticking with missiles until you get the idea of how to use lasers and then start using them if you still are interested in doing so.

If you need any more help just ask in-game, or visit some helping folks' channel like EVE university. Also don't worry, there is nothing you can do that would hurt you in the long run. If you aren't sure, you can always take your time and ask around.

Oh yeah, cruisers. I forgot about that. For cruisers you need different weapon skill (heavy missiles or medium energy turret respectively) as well as racial cruiser skill trained to at least 1. You can do that very fast. On the other hand, I don't recommend rushing. Take your time, if you stick with laser you should train at least some support skills like rapid firing, controlled bursts, motion prediction, sharpshooter at least to level 3. Also, some tanking skills wouldn't hurt. To find out which are usefull you can either check the recommended certificates list for the specific cruiser you will be into flying or visit www.eve-wiki.com or eve university pages for help. Plenty of information out there.

EDIT: List of gunnery skills for turrets (not missile launchers!) that may: http://wiki.eveuniversity.org/Skills:Gunnery
Untanas Volmyr
Perkone
Caldari State
#17 - 2013-05-23 20:12:01 UTC
Missile with lasers mounted on them. Opportunity for silly answers to silly questions \:D/

Murphy's Technology Law - If your not thoroughly confused. Then you were not thoroughly informed.

Enochx Kaine
Doomheim
#18 - 2013-05-23 21:48:29 UTC
If the next patch doesn't have sharks with freaking laser beams attached to their heads then I am out.
Mission Domino
Caldari Provisions
Caldari State
#19 - 2013-05-24 16:19:56 UTC
Train Caldari and Missiles. They're the best
SCAM CEO
Sebiestor Tribe
Minmatar Republic
#20 - 2013-05-24 23:48:28 UTC  |  Edited by: SCAM CEO
Enoch Kaine wrote:
I am just having trouble deciding which race to choose as my main. I am still on my trial, but I will be subbing this weekend....when I gets paid. I have also already decided to start over one more time because I want to go through the tutorial one more time.

How about answer me this question....this might help me decide.

When and how do you decide on ship progression? Like should you just upgrade to say a cruiser whenever you get enough money or something? I keep reading things about people sticking with nothing but frigates forever.....what are the pros and cons of upgrading to a larger ship? And when do you know the right time to do it?

This game confuses me...which makes me happy....I just need a little help getting started is all. I need a general gameplan for a career and all that. Should I ONLY stick with frigates or what?




Depends on what you want to do, but I would argue that Minmatar are the best as they take the most training to be fully competent unless anything dramatically changed in the last 3 years Minmatar = under dogs who are not really under dogs ;)

Our Mouths  And Our Hands Both Produce A Product. It Is Their 'Fruit'. Wise Words Bring Rewards Just As Hard Work Does.

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