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Minmatar Projectile Weapons

Author
DeMichael Crimson
Republic University
Minmatar Republic
#21 - 2015-02-21 20:44:04 UTC
Ambusher Ituin wrote:
A corp mate had similar problems. All were solved by switching to Republic Fleet EMP. It does more damage than T2 ammo against NPCs with low EM defenses and it's cheaper ( … or less expensive Smile)

Agree 100%

I don't understand why players fitting up top level weapons insist on using bottom level munitions. All they're doing is making it take longer to destroy the targets which in turn costs them more ISK in the long run.

I run with both T2 and Faction munitions in my Cargohold. Mainly I use Barrage on most medium and small hull ship class at first to help clear out incoming DPS. Then after getting into close orbit on main targets I shut down prop mod and apply Hail.

If that doesn't produce the required DPS then I reload with damage specific Faction munitions, especially if the target has high resists.


DMC
Nalia White
Tencus
#22 - 2015-02-22 23:29:40 UTC
i don't know about you guys but i just take the t1 non faction emp, fusion or plasma ammo for missioning... if you run missions you want to make money and the cost of faction ammo will make you less profit, even with 10% more damage...

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Hasikan Miallok
Republic University
Minmatar Republic
#23 - 2015-02-23 11:43:53 UTC
Nalia White wrote:
i don't know about you guys but i just take the t1 non faction emp, fusion or plasma ammo for missioning... if you run missions you want to make money and the cost of faction ammo will make you less profit, even with 10% more damage...


10% more damage = less incoming damage over time so safer and potentailly a smaller tank and even more DPS

More importantly it also = 10% faster completion for the combat. In level IVs once you are blitzing for LP 10% faster ship kills translates to a lot more ISK per hour. Getting an extra mission in per hour will more than compensate for the extra cost.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#24 - 2015-02-23 19:17:56 UTC
yes, in fact in almost all situations using faction ammo means more profit. Just in this particular situation where you are using a mach which fires extremely quickly and also the damage being overkill most of the time makes faction ammo questionable.
Chainsaw Plankton
FaDoyToy
#25 - 2015-02-23 20:49:52 UTC
faction ammo is +15% over t1. in most cases it is worth it, on a mach maybe a bit more questionable. now for some math. With 800mm acs, lv5 skills, and a t2 rof rig, the duration on guns is 2.963secs (I'm just rounding to 3), so 7 guns firing every 3 seconds is 2.33 rounds/second. Faction ammo is usually 1100-1200 isk/round, I used the upper bound. so sitting around shooting continuously for an hour would cost about 10 mil isk. Another assumption that when running missions you are firing about half the time, would say that faction ammo costs about 5mil per hour. So if that 15% dps increase makes you more than 5mil/hour difference in income it is worth it. Maybe add a bit of a bump for transportation and holding costs, but I'm not going there for the purposes of this post.

and if we switch to an arty mach with a ~15s rof, the cost drops to ~1mil hour with similar assumptions.

ACs have some of the lowest overkill potential, just don't group all the guns together. I usually go 1/2/2/2, or 2/2/3.

@ChainsawPlankto on twitter

ergherhdfgh
Imperial Academy
Amarr Empire
#26 - 2015-03-20 17:16:47 UTC
Glenda en Welle wrote:

Thanks so its just what I thought that t2 ammo is more expensive and better just not always better. I'll admit personally I feel like upgrading ammo should upgrade damage but I guess this is one of those situations where common sense goes out the window thanks

Not sure where you got that idea. The CCP devs have always said that they want hard decisions to have to be made in this game. Everything is supposed to have trade offs so that you need to make decisions and sacrifices.

This game is very deep and situations where thing A is always better than thing B are intentionally avoided.

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