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Gunnery question's

Author
Mr Chili Palmer
State War Academy
Caldari State
#1 - 2013-11-18 14:24:02 UTC
Since i started playing this game i have used missiles and very little else, recently i have been moving away from them and getting into gunnery. i have just got trained into 425mm autocannon II's and i feel slightly dissapointed with them, testing them out in level 2 security missions in a hurricane, i find the range i need to be is variable some things i have hit from over 30km away other stuff i have had to be under 4km however ir seems that 18-20km is the best range for me at the moment.
what gunnery system would i be best off training towards next for pve mission running and basic pvp in syndicate?

cheers

"If at first you don't succeed, remove all evidence you ever tried"

"If your boss is getting you down, look at him through the prongs of a fork and imagine him in jail"

Nolen Cadmar
Caldari Provisions
Caldari State
#2 - 2013-11-18 14:50:11 UTC
For PVE, have you tried artillery? They'll have the range you need, but lower DPS. Otherwise, go back to missiles.

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Mr Chili Palmer
State War Academy
Caldari State
#3 - 2013-11-18 15:06:07 UTC
no i have not tried artillery yet, if i go back to missiles i am kind of limiting myself to ship's hence why i am now training gunnery skills so i can venture into other ships aswell as other weapon's

"If at first you don't succeed, remove all evidence you ever tried"

"If your boss is getting you down, look at him through the prongs of a fork and imagine him in jail"

Sexy Cakes
Have A Seat
#4 - 2013-11-18 15:37:18 UTC
PvE in Minmatar ships relies on falloff bonus'ed ships like the Machariel. There aren't a ton of great of ships in their lineup for PvE.

Syndicate is Serpentis rats so I'd suggest training a Gallente platform like the Ishtar or Vindicator. Tengu and Gila work as well.

Not today spaghetti.

Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2013-11-18 22:29:06 UTC
Mr Chili Palmer wrote:
no i have not tried artillery yet, if i go back to missiles i am kind of limiting myself to ship's hence why i am now training gunnery skills so i can venture into other ships aswell as other weapon's

I've used this (may have changed because of re-balancing):

[Hurricane, Level 3 Missions]
Energized Adaptive Nano Membrane II
Reactive Plating II
Magnetic Plating II
Gyrostabilizer II
Gyrostabilizer II
Medium Armor Repairer II

Cap Recharger II
Cap Recharger II
Tracking Computer II, Tracking Speed
10MN Afterburner II

650mm Medium 'Scout' Artillery I, Depleted Uranium M
650mm Medium 'Scout' Artillery I, Depleted Uranium M
650mm Medium 'Scout' Artillery I, Depleted Uranium M
650mm Medium 'Scout' Artillery I, Depleted Uranium M
650mm Medium 'Scout' Artillery I, Depleted Uranium M
650mm Medium 'Scout' Artillery I, Depleted Uranium M
'Arbalest' Assault Missile Launcher, Flameburst Light Missile
'Arbalest' Assault Missile Launcher, Flameburst Light Missile

Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I
Medium Projectile Collision Accelerator I


Hobgoblin II x6
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#6 - 2013-11-19 01:07:37 UTC
I find that the thing that catches allot of long term missile users up when switching to guns is that they have forgotten about transversal velocity. With missiles it doesn't matter as much, you just orbit at range and then press F1 etc. With turrets you have to shoot with the lowest transversal, sometime this means that you don't orbit but rather fly at various angles to what you are shooting to reduce the angular transversal velocity for you guns so that they hit more often.
RavenPaine
RaVeN Alliance
#7 - 2013-11-19 01:58:19 UTC
Level 2 missions have lots of small, fast ships. 425's are better suited for cruisers, BC's, and up.

I like 220's for small stuff. And drones. Read the stats/difference between the two sized guns. tracking and rate of fire make the 220's a better choice imo. More *applied* damage.
Zor'katar
Matari Recreation
#8 - 2013-11-19 13:27:16 UTC
Mr Chili Palmer wrote:
Since i started playing this game i have used missiles and very little else, recently i have been moving away from them and getting into gunnery. i have just got trained into 425mm autocannon II's and i feel slightly dissapointed with them, testing them out in level 2 security missions in a hurricane, i find the range i need to be is variable some things i have hit from over 30km away other stuff i have had to be under 4km however ir seems that 18-20km is the best range for me at the moment.
what gunnery system would i be best off training towards next for pve mission running and basic pvp in syndicate?

cheers

Going from missiles to autocannons will definitely be an adjustment range-wise. ACs do great damage up close, but for a lot of missions, artillery will serve you better. The caveat is that with their much lower tracking, once smaller ships get under your guns they can be a big problem. Be sure your drone skills are decent (at least 3s on the supports, and T2 light drones if possible), and they'll be your close-range protection.

Learn to switch between AC and Artillery based on the mission and projectiles will work just fine for you. I'd suggest getting friendly with Pyfa/EFT for figuring out the crossing point for a given ship/skillset. If you're aiming for L4s, at the top end there are range-bonused hulls (Vargur, Machariel) that can get away with sticking with ACs for missioning.

All that said, I think pulse lasers are pretty popular these days (though I don't have personal experience with them). If you're willing to switch systems again, maybe do a little research on those?
Batelle
Federal Navy Academy
#9 - 2013-11-19 16:06:03 UTC
ACs are good on falloff bonused ships.

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Marcus Walkuris
Aww yeahhh
#10 - 2013-11-19 18:19:50 UTC
Your question is a bit general I get no sense of preference pvp or pve.
In any case since I don't know what you deem more important I would say go with projectiles, it is more cap forgiving and needs the least gunnery support skills of all guns.
I made a post on this in the skill discussion section.
You won't need controlled bursts which is 2x multiplied, as well as being able to skip out on sharpshooter a 2x multiplier to 5 or 4.
Lasers and hybrids need a more balanced support make up, but are much more needy to begin with due to cap dependance which is big.
Projectiles gives the most bang for buck out of all weapon systems, just be mindful that the cruiser line is a bit busted for minmatar, BC and BS are nice though dont know about frigs but with the gunnery tiericide this matters not, just jump straight to whichever ship you need guns for.
But projectiles are an easy climb up.
Mr Chili Palmer
State War Academy
Caldari State
#11 - 2013-11-19 19:45:59 UTC
been at work all day, cheers for the replies and advice.

"If at first you don't succeed, remove all evidence you ever tried"

"If your boss is getting you down, look at him through the prongs of a fork and imagine him in jail"

Kayak Attack
State War Academy
Caldari State
#12 - 2013-11-20 02:53:29 UTC
I was like you (started caldari/missiles) and before i truly started flying amarr i trained all my gunnery support skills to 4 and the small ones to 5. seems like a lot, but i saved myself the pain in the ass i read about lots of people having...

I don't know much about minmatar guns, but i flew the naga back when fhubs were beast and now i use the paladin and i like it way more than the tengu..

good luck buddy,
tl:dr train support skills first!
Kirkwood Ross
Golden Profession
#13 - 2013-11-22 06:22:36 UTC
Lasers are the best.
Mr Chili Palmer
State War Academy
Caldari State
#14 - 2013-11-22 20:31:29 UTC
Kirkwood Ross wrote:
Lasers are the best.


well i am all ears if you would care to enlighten me :)

"If at first you don't succeed, remove all evidence you ever tried"

"If your boss is getting you down, look at him through the prongs of a fork and imagine him in jail"