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Tachyon: Tech II vs Faction

Author
Beast of Revelations
Hedion University
Amarr Empire
#1 - 2017-02-27 21:31:46 UTC  |  Edited by: Beast of Revelations
What is generally considered better? Faction has higher damage multiplier, but Tech II allows Tech II ammo.
Soel Reit
The Scope
Gallente Federation
#2 - 2017-02-27 21:40:31 UTC
versatily and price --> t2
Chainsaw Plankton
FaDoyToy
#3 - 2017-02-27 22:01:03 UTC
faction guns can also use faction ammo, t2 guns can use t2 ammo, although I never really used gleam or aurora

the main advantages are t2 does a bit more damage thanks to the large beam laser specialization skill, and faction use less cap

@ChainsawPlankto on twitter

Beast of Revelations
Hedion University
Amarr Empire
#4 - 2017-02-27 23:24:05 UTC
Chainsaw Plankton wrote:
faction guns can also use faction ammo, t2 guns can use t2 ammo...


Whoops, I meant that T2 guns can use T2 ammo (I said faction ammo - I'll edit my post if possible).

Quote:
although I never really used gleam or aurora


Why not?

Quote:
the main advantages are t2 does a bit more damage thanks to the large beam laser specialization skill, and faction use less cap


Large beam specialization doesn't affect faction guns? At any rate, I think I have my answer - thanks.
Arthur Aihaken
CODE.d
#5 - 2017-02-28 00:40:23 UTC
T2 guns actually have a higher damage modifier when fully trained. The only guns more powerful are some of the Officer variants.

I am currently away, traveling through time and will be returning last week.

Beast of Revelations
Hedion University
Amarr Empire
#6 - 2017-02-28 00:42:13 UTC
Arthur Aihaken wrote:
T2 guns actually have a higher damage modifier when fully trained. The only guns more powerful are some of the Officer variants.


Got it - thanks.
Arthur Aihaken
CODE.d
#7 - 2017-02-28 00:49:49 UTC
Beast of Revelations wrote:
Got it - thanks.

I should add that some Faction and Officer variants have more optimal range, too.

I am currently away, traveling through time and will be returning last week.

Takh Meir'noen
24th Imperial Recon
#8 - 2017-02-28 13:24:54 UTC
As for "why not" using Gleam or Aurora:

Gleam only does a teensy bit more damage than Faction Multifrequency, with a tracking boost. Tachyons have terrible tracking, which is upgraded to really bad tracking with Gleam. MWDing away or MJDing to a new firing position is pretty much always more effective than using Gleam. Normally I pop cruisers and down first, then anything that gets under my guns (< 25k for a frig usually, < 15k for a cruiser) my drones take care of--or if there's a true swarm of them I MWD or MJD. So Gleam doesn't do enough extra damage to make it more than a tracking boost, that's not that useful.

Aurora is simpler. It does the same damage as a T1 Standard crystal, at beyond Radio optimal. But a Faction Standard crystal does more damage, at over 100k optimal. With an MWD/MJD (which you should have one or both of with Tachyons) nothing is ever outside 100k. Hell in a Paladin with Bastion, optimal + falloff for multifrequency is ~86k. Aurora is great if your shooting stuff at 250k with sensor boosters. Not that useful otherwise.
Chainsaw Plankton
FaDoyToy
#9 - 2017-02-28 16:13:22 UTC
all the above, my main reasons are: Gleam has a huge range penalty and almost unnoticable dps gain over navy multi. Aurora has low dps and god awful tracking and can't hit anything

@ChainsawPlankto on twitter

elitatwo
Zansha Expansion
#10 - 2017-02-28 16:49:41 UTC
Chainsaw Plankton wrote:
all the above, my main reasons are: Gleam has a huge range penalty and almost unnoticable dps gain over navy multi. Aurora has low dps and god awful tracking and can't hit anything


Well Aurora does that same amount of damage that Standard crystals do, just at 50% more range, depending on the ship.

Arthur, Caldari Navy railguns get the range bonus and faction tachyons get a capacitor bonus. Can't tell what faction blasters or pulse lasers do, never tried them.

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