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Advanced Railgun ammo dilemma...

Author
Pandora Carrollon
Provi Rapid Response
#1 - 2016-06-06 19:38:42 UTC
I have used railguns for a while now and am quite enjoying the Railgun II and advanced ammunition, but there is just a bizzare range issue for the ammunition that makes me wonder if it's intentional or maybe pushing skills/modules to overcome it.

Spike ammo has awesome range but in a medium ship or larger, the turrets just can't hit diddly at about 20km or less without module support. So, maybe 'Javelin'?

Javelin ammo can hit at short intermediate but it's horrible odds and the damage is relatively weak until you get to 'long' short ranges (under 10k). Now at medium short (4K-10K), it hits like a ton of bricks, but at short short (<5k) you're better off with blasters so a rail fighter won't want to wander into that range.

So, tactically, there is a 'hole' in your offensive envelope at about 13km - 25km (larger if you count in the 5 second ammo swap time). Yeah, you can module/skill to help overcome this but you'll always be trying to find that perfect time to switch out ammunition types.

Anyone have a good solution (besides weapon platform changes) to this predicament? Do you think it's intentional on CCP's part to create this dead spot?

Maybe I'm just using the guns wrong.
Paranoid Loyd
#2 - 2016-06-06 19:59:30 UTC  |  Edited by: Paranoid Loyd
I rarely use Javelin, I carry faction anti-matter and if I need range switch to Spike.
The same hold true for Projectiles, short ranged faction, long ranged T2.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Hawke Frost
#3 - 2016-06-06 20:14:31 UTC
Pandora Carrollon wrote:
I have used railguns for a while now and am quite enjoying the Railgun II and advanced ammunition, but there is just a bizzare range issue for the ammunition that makes me wonder if it's intentional or maybe pushing skills/modules to overcome it.

Spike ammo has awesome range but in a medium ship or larger, the turrets just can't hit diddly at about 20km or less without module support. So, maybe 'Javelin'?

Javelin ammo can hit at short intermediate but it's horrible odds and the damage is relatively weak until you get to 'long' short ranges (under 10k). Now at medium short (4K-10K), it hits like a ton of bricks, but at short short (<5k) you're better off with blasters so a rail fighter won't want to wander into that range.

So, tactically, there is a 'hole' in your offensive envelope at about 13km - 25km (larger if you count in the 5 second ammo swap time). Yeah, you can module/skill to help overcome this but you'll always be trying to find that perfect time to switch out ammunition types.

Anyone have a good solution (besides weapon platform changes) to this predicament? Do you think it's intentional on CCP's part to create this dead spot?

Maybe I'm just using the guns wrong.


From your wording it seems as if you assume t2 ammo to be the standard and obvious choice to use once you have T2 weapons, it's not because T2 hybrid ammo is highly specialized. The "gap", as you put it, is filled by T1 ammo (be it normal of faction). Spike is VERY situational and Javelin is really only used in PVP, scram kiting railgun frigs for example.

Cristl
#4 - 2016-06-06 20:16:13 UTC
We are really due for a weapons and ammo balance pass by now.
Pandora Carrollon
Provi Rapid Response
#5 - 2016-06-06 21:22:26 UTC
Hmmm... maybe I was mesmerized by the range/damage of the Faction ammo but those middle range normal ammos are pretty weak as well.

So, I guess it would come down to doing some real world numbers tests for dps at certain ranges with the logical ammo types.

Personally I like the faction ammo because it is only TWO different forms of ammo in the cargo bay. My T1 fits looked like a buffet conga line of ammo crates... It was also more swapping, I found myself only carrying 3 ranges after a while and 10 seconds lost in a combat for down ranging the ammo was not good for the dps.

Since I'm primarily up against NPC's I guess I have the luxury of starting most fights at the ranges I want (this doesn't work on accelerated gate sites, so I have to do my first pass in hit and run format and draw off the aggro'd units and take them down. After that it's my terms for follow ups. So, I've never really had a major issue with this, even the 'gap' isn't hideous but I was hoping someone had a cool trick to deal with it.

I guess I could hit the AB and close while I switch to Javelin or just keep kiting out the range and stay on Spike. I really don't want to go back to the wait for change out/rainbow ammo cargo bay days... LOL!

Well, I appreciate the input, it's more to consider and maybe weave in some normal ammo.
Soel Reit
The Scope
Gallente Federation
#6 - 2016-06-06 21:27:00 UTC
well if you don't want to wait the recharge timer then go for lasers, instant recharge and you are ready to go Blink
Dirty Forum Alt
Forum Alts Anonymous
#7 - 2016-06-06 21:31:19 UTC
Cristl wrote:
We are really due for a weapons and ammo balance pass by now.

Don't even joke about that. They might take you seriously, and then we will be stuck with "A Gun I" and "A Gun II" with 2 types of ammo for each and it'll just fit on all races of ships - everything else will get rolled into it.


@ the OP - that is what Fed Navy Antimatter is for.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Pandora Carrollon
Provi Rapid Response
#8 - 2016-06-06 21:33:51 UTC
Dirty Forum Alt wrote:
@ the OP - that is what Fed Navy Antimatter is for.


Ah, haven't looked into that yet... now I will have to! This may be the solution... Thanks!
Pandora Carrollon
Provi Rapid Response
#9 - 2016-06-06 21:39:17 UTC
Soel Reit wrote:
well if you don't want to wait the recharge timer then go for lasers, instant recharge and you are ready to go Blink


It's not the recharge timer, it's the 5 second reload timer you get when you change ammo types.

All hybrid turrets have a lot of limitations. The reload timer, they only do Thermal/Kinetic, the range swapping, cargo holds full of the stuff, etc. They have some good advantages too. The larger ships can engage targets at warpable ranges.

I'm not calling for rebalancing here, just plumbing other players skill boxes to see what you guys do to deal with the rail issues. So far, some great answers.

Any rebalance would either need to be very minor or an entire re-do of the weapons systems. Right now I think Missles are about the best overall weapon in the game because of their ability to tailor their ammo against ship type. Hybrids are stuck with Thermal/Kinetic, which is fine for many NPC's but against players that know you have rails? Ouch.
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2016-06-06 21:42:13 UTC
I tend to use antimatter, uranium, and spike (instead of lead).

Javelin really requires a frigate / destroyer fit with a web, and has such a severe optimal penalty that you might as well as be using blasters.

I dislike that "javelin" is used inconsistently in T2 ammo naming.
Josef Djugashvilis
#11 - 2016-06-07 06:51:25 UTC
Cristl wrote:
We are really due for a weapons and ammo balance pass by now.


Dear god, do NOT give CCP ideas.

It took them the best part of two years to stop messing with drones, just think how long they would mess with ammo for!

This is not a signature.

sero Hita
Science and Trade Institute
Caldari State
#12 - 2016-06-07 08:05:35 UTC
Dirty Forum Alt wrote:



@ the OP - that is what Fed Navy Antimatter is for.


This. I think Navy antimatter/Uranium are the ammo types, I use the most with rails. Packs a nice punch at decent range with two damage types, and no crappy tracking penalty.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Gimme Sake
State War Academy
Caldari State
#13 - 2016-06-07 21:25:13 UTC  |  Edited by: Gimme Sake
Use Navy Antimatter, Navy Thorium for extended range. Eventually one or two tracking computers with optimal or tracking scripts. Spike is used on ships with a healthy optimal/falloff bonus, like Eagle, Railgu or scripted Rail Proteus, to snipe at targets at over 100km distances.

"Never not blob!" ~ Plato

Pix Severus
Empty You
#14 - 2016-06-07 21:42:52 UTC
Josef Djugashvilis wrote:
Dear god, do NOT give CCP ideas.


We're safe as long as no-one posts this to Reddit.

MTU Hunter: Latest Entry - June 12 2017 - Vocal Local 5

MTU Hunting 101: Comprehensive Guide

Sustrai Aditua
Intandofisa
#15 - 2016-06-07 22:44:17 UTC  |  Edited by: Sustrai Aditua
At this juncture, I thought I'd offer a good, easy to make, fudge recipe:

Ingredients
2 cups white sugar
1/2 cup cocoa
1 cup milk
4 tablespoons butter
1 teaspoon vanilla extract


Butter a large dinner plate. Set aside.

Combine sugar, cocoa and milk in a medium saucepan. Stir to blend, then bring to a boil, stirring constantly. Reduce heat and simmer. Do not stir again.

Place candy thermometer in pan and cook until temperature reaches 238 degrees F (114 degrees C). If you are not using a thermometer, then cook until a drop of this mixture in a cup of cold water forms a soft ball (soft ball stage.) Feel the ball with your fingers to make sure it is the right consistency. It should flatten when pressed between your fingers.

Remove from heat. Add butter or margarine and vanilla extract. Beat with a wooden spoon until the fudge loses its sheen. Do not under beat. (You may add a 1/4 cup of chopped pecans before you stir...if you're SMART! Cherries if you're a girl.)

Pour onto prepared dinner plate and let cool. Cut into how you like it.

If we get chased by zombies, I'm tripping you.

Hal Morsh
Doomheim
#16 - 2016-06-08 00:06:46 UTC
Just use faction normal ammo like people suggested. It's what I do and it works fine. Your guns get the skill bonus anyways.

T2 ammo just brings your situational readiness up a bit.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Professor Humbert
Project Fruit House
#17 - 2016-06-08 02:22:02 UTC
Spike has tracking speed penalty that's why.
Pandora Carrollon
Provi Rapid Response
#18 - 2016-06-08 14:48:09 UTC
Professor Humbert wrote:
Spike has tracking speed penalty that's why.


Yeah, and Javelin is a little short legged.

I think the Navy Antimatter is probably going to be the best solution, although I have been working on my close in tactics and if you can keep your ship at 6K-13K Javelin is devastating ammo.

Normally I try to stay at long range but I've always had problems with NPC battlecruisers which can match my range. So I changed over to killing the frigs/cruisers at long range then charging the BC's and hitting them with Javelin at intermediate short (6K-15K) and I was taking slightly more damage but blowing them up in about 1/3rd the time it took at long range so I took less damage over all.

So I'll say this much for that gap, it's forced me to try new things.
Galaxxis
The Regency
The Monarchy
#19 - 2016-06-08 14:58:13 UTC
Cristl wrote:
We are really due for a weapons and ammo balance pass by now.


Nope. Learn to use things properly.
Josef Djugashvilis
#20 - 2016-06-08 20:14:12 UTC
Pix Severus wrote:
Josef Djugashvilis wrote:
Dear god, do NOT give CCP ideas.


We're safe as long as no-one posts this to Reddit.


Sad, but true my dear fellow Sad

This is not a signature.

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