These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

small hybrid charges for railguns

Author
Enochx Kaine
Doomheim
#1 - 2013-07-10 21:15:07 UTC
Is there any reason not to use Antimatter charges as a caldari pilot? I know what each charges does and I have been using Uranium charges because I fear the -50% range penalty that comes with Antimatter. -25% seems less detremental. But am I just being paranoid? What charges do people who use rail guns almost always use? Mainly for small for now, but I would like to know what most people use for medium and large as well.
Whitehound
#2 - 2013-07-10 21:23:06 UTC
If not Antimatter and not T2 then I always look at the charges with the higher Thermal damage amount, which are: Plutonium, Thorium, Iridium and Iron. Because Plutonium is too close to Antimatter and Iron very weak does my choice often fall onto Thorium and Iridium.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Taoist Dragon
x Never Regret x
#3 - 2013-07-10 21:33:59 UTC
When I fly my rail incursus I generally use antimatter as it gives me decent tracking at scram range optimal. If needed I cans wap to javlin if I need a bit extra tracking or spike to deal with kiting ships.

That is when I'm scram kiting but when I fit out a rail kiter I generally use Thorium of Uranium to gain the optimals I want. I don't worry so much about the kinetic/thermal proportions as the optimals are more important imo to apply the damage. What damage you may gain by using a higher thermic round you may lose in application by not being in optimal range.

That is the Way, the Tao.

Balance is everything.

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#4 - 2013-07-10 21:58:00 UTC
The range mod only affects optimal, which on blasters is close enough to zero that it doesn't matter (except in a few niche setups, which really only work with T2 ammo anyway). So with blasters there is no reason to use anything other than antimatter, unless you're having severe cap problems (and then you probably should look elsewhere besides ammo for the solution).

With rails you can use EFT and just check out where the crossover is for lead (0% range penalty) vs. antimatter. There will be a point, somewhere between 1/2 your lead-charge optimal and the full optimal from lead, where antimatter does more damage in falloff than lead would inside its optimal. Once you know what the crossover range is, just shoot lead when things are farther out, and switch to antimatter when they're at crossover or closer.

EvE is supposed to suck.  Wait . . . what was the question?

Enochx Kaine
Doomheim
#5 - 2013-07-10 22:14:56 UTC
so basically yall are saying I should have AT LEAST two types of charges in my cargo. And to just switch them as the situation changes. You know it sounds so simple when you read it and yet it wouldn't have occurred to me otherwise.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#6 - 2013-07-10 22:34:06 UTC
Enochx Kaine wrote:
so basically yall are saying I should have AT LEAST two types of charges in my cargo. And to just switch them as the situation changes. You know it sounds so simple when you read it and yet it wouldn't have occurred to me otherwise.


for small rails I would always carry antimatter and one other longer range type of ammo to hit out to around 25km
Taoist Dragon
x Never Regret x
#7 - 2013-07-10 23:45:50 UTC
Enochx Kaine wrote:
so basically yall are saying I should have AT LEAST two types of charges in my cargo. And to just switch them as the situation changes. You know it sounds so simple when you read it and yet it wouldn't have occurred to me otherwise.


Yup.

For me with small rails it's Navy AM, Spike, Javlin when in a brawling fit and add thorium/uranium (whatever I have in my hanger usually) to the list when in a kiting fit.

That is the Way, the Tao.

Balance is everything.

Liam Inkuras
Furnace
#8 - 2013-07-11 03:32:42 UTC
Iron is great to have when fighting dual TD condors, as you can still hit out to long point range with 2x range damp scripts applied to you

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Ireland VonVicious
Vicious Trading Company
#9 - 2013-07-11 04:05:01 UTC
Carry:

Antimatter
Lead
Iron


DPS
Cap
Range


Change out the dps and range when you get T2 guns.
If you so choose.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#10 - 2013-07-11 08:41:37 UTC
I carry CN Antimatter, DG uranium and DG iron

And jav/spike

DG uranium is quite nice to counter a single TD.

BYDI recruitment closed-ish

Marc Callan
Center for Advanced Studies
Gallente Federation
#11 - 2013-07-11 09:52:09 UTC
Always carry antimatter; if you're PVPing, carry two or three reloads' worth of faction AM. Also carry several faction loads of whatever type's optimal most closely matches your maximum tackle range. If you're using T2 rails, carry Javelins for when you're caught in a close-range brawl. Aside from that, load to taste.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#12 - 2013-07-11 11:00:53 UTC  |  Edited by: Sergeant Acht Scultz
+ or - what Whitehound said, my ammo for blasters is simple, T2 LR faction AM and a bit of T2 short range (imho FAM offers a larger envelope of engagement with less penalties for a small loss in dps)

Rails: FAM+Thorium+Iridium -unless you're snipping iridium is perfect for average fleet battle distances and has higher dmg at those distances without tracking drawback on top of higher thermal dmg (you'll see the difference even in fall of while spike would still be in optimal but less tracking = less dps)

I often also load some rounds of short T2 rail ammo, +25% tracking makes it really interesting at close range and adds a nice amount of dps, usually loaded for traveling in between gates.

removed inappropriate ASCII art signature - CCP Eterne