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I've seen a lot of rants about faction turrets...

Author
Omnathious Deninard
University of Caille
Gallente Federation
#21 - 2013-06-03 14:15:21 UTC
I for one have always seen the functionality of faction weapons is just fine.
The cost on the other hand is way out of balance and needs to be adjusted IMO they should cost 4~5 times what it takes to make T2

If you don't follow the rules, neither will I.

Dato Koppla
Spaghetti Militia
#22 - 2013-06-03 14:46:17 UTC
Yeah it can fit a niche sometimes but the cost is just so high for not too much benefit and significant drawbacks (no t2 ammo) that it's almost never warranted except for the uninformed or in some very specific cases like the Nightmare with factions Tachs as it helps free up slots that would be used for cap mods with T2 thus making it potentially better, also T2 beam ammo sucks, however it costs so much that I ran T2 Tachs with my Nightmare as I simply didn't want to spent that much.
mama guru
Yazatas.
#23 - 2013-06-03 16:37:39 UTC
Bleichrodt wrote:
Tsukino Stareine wrote:
Because people don't use void on blasters they use null or anti.


Lawl..go back to 2008What?



Aww.

Null or faction antimatter. If you don't know why you have no buisness flying a blaster frig. Keep some void in cargo for the AFK cruiser you might run into, but otherwise it's a waste.

EVE online is the fishermans friend of MMO's. If it's too hard you are too weak.

SilentStryder
#24 - 2013-06-04 01:04:20 UTC  |  Edited by: SilentStryder
mama guru wrote:
Bleichrodt wrote:
Tsukino Stareine wrote:
Because people don't use void on blasters they use null or anti.


Lawl..go back to 2008What?



Aww.

Null or faction antimatter. If you don't know why you have no buisness flying a blaster frig. Keep some void in cargo for the AFK cruiser you might run into, but otherwise it's a waste.



Yeah I thought Void would work better on Daigan, but I ended up doing better damage with Antimatter, I thought for sure Void would do better damage, Daigan being in a NPC Gnosis and me being in a Enyo but it wasn't to be...
Josilin du Guesclin
Aliastra
Gallente Federation
#25 - 2013-06-04 06:11:21 UTC  |  Edited by: Josilin du Guesclin
Felsusguy wrote:

Aside from that, I did the comparisons, and it is quite clear to me that with the same ammunition, faction turrets are superior to tech II turrets. Thus, I did a second comparison that held both in their most favorable lights.

Faction has easier fitting and better damage, but worse range, assuming identical ammo - when looking at blasters. Consider that blasters have terrible range, and thus inferior range is likely to wipe out the DPS advantage because of inability to apply the 'paper DPS'.

Amusingly, you selected the weapon system where faction weapons have the worst stats, comparatively - for most weapons the faction ones simply have better damage/RoF, better fittings, and no drawbacks in their stats. The big thing is that faction weapons are very expensive and can't use T2 ammo. For pulse lasers, in particular, this is a show-stopper.

Sergeant Acht Scultz wrote:
+ Op is forgetting the +2% dmg increase from T2 Guns specialization, T2 long and short range ammo that cover 90% of needs for pvp in range and performance requirements terms. (Faction AM being vital for rails as EMP/Hail is for autos/arty or scorch/Faction multi for lasers)


That's another thing - the damage bonus for using faction guns is 4-5%, so once you have your specialisation skill to III+ the T2s are simply superior.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#26 - 2013-06-04 06:16:33 UTC
Kasutra wrote:
To be fair, this does lead to faction guns sometimes being used in favor of T2, when the T2 ammo isn't good/required. I think the Nightmare (with faction tachs) is the only example I've seen in real space, but sure, it's an advantage.

Just not one that's relevant enough.

Important factor is that Nightmare only has 4 turret slots to fill, otherwise the cost of faction guns would make it pretty unreasonable, especially now that cap consumption of all tachs has been dropped by 20% and isn't that taxing anymore.
Ultim8Evil
Exit-Strategy
Unchained Alliance
#27 - 2013-06-04 07:58:09 UTC  |  Edited by: Ultim8Evil
Felsusguy wrote:
Sergeant Acht Scultz wrote:
Op is forgetting the +2% dmg increase from T2 Guns specialization

No, I'm not. Faction turrets have a larger damage modifier, so it almost evens out.


Once you have [insert weapon type] Specialisation at or greater than level 3, T2 turrets do more damage than Faction.

And who keeps a Weapon Specialisation skill at 1 or 2?

EDIT: Didn't see the post already explaining this Roll

Follow me on Twitter for literally no good reason @TheUltim8Evil

Leper ofBacon
HELP GRANDMA SMASH HER LEGS IN
#28 - 2013-06-04 08:04:47 UTC
The argument is completely null because it doesn't make any sense at all to buy faction guns for pvp due to the price. For PVE who cares.
Ultim8Evil
Exit-Strategy
Unchained Alliance
#29 - 2013-06-04 13:29:44 UTC
Leper ofBacon wrote:
The argument is completely null because it doesn't make any sense at all to buy faction guns for pvp due to the price. For PVE who cares.


An active-tanked PvP Nightmare would like a word with you about your (incorrect) statement.

Follow me on Twitter for literally no good reason @TheUltim8Evil

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