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Weapons and equipment question

ConstantineConstantine Member Posts: 36
As I'm waiting to get back home and actually buy the game, I'm doing some reading. One of the things that confuses me is the weapons in the game. I understand some of the differences, as in the different sizes and damage types, and capacitor usage and ammo, but I don't really grasp other differences.

So...what exactly do the different weapon types do well? I guess missles are their own little world, but what are the real advantages of hybrids vs. projectiles vs. lasers?

Comments

  • MorfeasMorfeas Member Posts: 4

    HI,

    i will describe it a bit for you image

    Projectile:

    they make the shortest dmg of the 3 weapons.

    and you must relod the ammo.

    but the dont need Capacitor.This is very good because you can use the cap energie for the shields or something else.

    Hybrid:

    this weapon have a very good balancing between Damage and cap usage.

    and here you must reload your ammo.

     

    And Crystals:

    this Weapon makes the biggest Damage, and need the most capacitor of the 3 classes.

    this weapon dont need to reload.you put only a crystal in and that is.image

     

  • afroburzingafroburzing Member Posts: 71

    ok dont listen to what he said. ::::12::

    3 main types and 2 secondary types

    Projectiles: Artilery and Autocannons. Artilery are high damage, slow firing weapons, Autocannons are faster firing but less damage. Use EMP in the autocannons for sure. Ammo varies in artilery depending on play style.

    Hybrids: Railguns and Blasters. Raiguns are medium damage, fast-medium firing speed, ammo vairies depending on use also. Blaster are again fast firing high damage weapons. use antimatter ammo in these

    Lasers: Beam Lasers and Pulse Lasers. Beam Lasers are long-range, moderate damageing weapons, pulses are closer range, more damageing weapons, these use the most cap of any gun in the game - but you dont have to reaload them.

    hope this helps a bit more

  • HomelanderHomelander Member UncommonPosts: 306

    The 3 types of guns in the game are fairly balanced as afroburzing was demonstrating.

    Projectile turrets are good from either very close range (autocannons) or very far range (artillery) and specialize in dealing armor damage since they can pump out explosive and kinetic damage. Weakness of course is that if you are using autocannons, you cannot reach a target that is faster than you or is very far away. Opposite problem with the artillery cannons, the tracking rate is so bad on them that they cannot hit anything up close.

    Hybrid turrets vary from most damaging to furthest range. Blasters do hands down the most damage in the game since they have a good rate of fire and a very high damage modifier. Combine that with good tracking and the use of high damage ammo and they will rip anything apart from close range. Again, this is where the problem lies, they are only good for short range and will be useless against targets sniping at you. On the flip side, hybrid also have the guns with the most range in the game. Railguns do less damage than any other gun type in the game however, they can do that damage from extremely long ranges. I've seen people in their Eagle HAC's sniping from 180km still doing some decent damage. Sure, you don't hit hard but when nothing else in the game can fire back, dosen't really matter. The beauty of hybrid guns is that they deal thermal and kinetic damage, which damages both shields and armor very efficiently.

    Laser turrets are what I call the in-between weapons. They do not do anything better that the other turret types but, they do everything pretty well. Pulse lasers which are short range guns, do less damage than autocannons and blasters but, they can hit much further than both of them. Beam lasers, although they do not fire as far as railguns, outdamage them and although they do not outdamage artillery cannons, they have much better tracking which allows them to hit people who are moving faster from closer range. Lasers of course specialize in taking out shielding but when it comes to armor, they rely on the fact that they do continuous damage and never have to reload.

    P.S. The weapon specializations should change with the new content patch coming out. They are planning on releasing Tech 2 weapon ammunition which can change the damage type your guns do. Amarr laser gunboats doing explosive damage, can't wait ::::40::

    Dakilla[666] ~ The Realm ~ Level 1000 enchanter (retired)
    Maranthoric ~ La 4ieme Prophetie ~ Level 160 (5x) HE/Feu (de retour)
    Leonthoric[DDC] ~ EVE online ~ <Fire The "Laser"> (retired)

  • ConstantineConstantine Member Posts: 36
    Thanks alot, everything is much clearer to me now :) So, certain race's ships get bonuses to certain weapons, like Amarr like lasers and Gallente like hybrids? And any race can learn to fly any ship with enough time and energy?

    I've also heard the terms armor and shield tanking. I guess armor tanking is beefing up your armor resistances as much as possible while ignoring shields, and shield tanking is the other way around? What are the advantages of these two styles, and are certain race's ships better for doing one type or another?
  • IFamiINIeIFamiINIe Member Posts: 13

    Yes, races get bonus to there racial classes.

    Minmatar - Projectile Bonus
    Gallente - Hybrid Bonus
    Caldari - Missile with some Hybrid Bonus
    Amarr - Laser Bonus

    That's for there racial ships of course. So yes, you can fly anything in the game. If you train for those skills. So if you pick race "Minmatar" you start out with "Mimatar Frigate" skills and "Small Projectile" skills. Thus you would need to learn "Gallente Frigate" and "Hybrid Gunnery" to use Gallente ships and Hybrid weaponry.

    There is both "Shield Tanking" and "Armor Tanking". It depends really on the ship you use. Ships have "High", "Medium" and "Low" slots where you fit modules on. Most mods depend on a certain slot. Like for example "Gunnery/Missile Launchers" are "High Only" slots. Shield mods are mostly "Medium" slots and Armor mods are mostly "Low" slots. So if you were in a ship with for example "4 Medium Slots and 7 Low Slots" it would be best to "Armor Tank it". If it's the other way around, you would prob want to "Shield Tank it".

    Mostly the best setups for shield tanking rely on "Hardners" that are medium slots. That boost your resistance to a certain damage type. So if you add in 4 of this for each damage type. Then add in a "Shield Repair" mod. It would be like shield tanking. Same goes for armor tanking. They have hardners for armor then adding a "Armor Repairer" mod to repair. There is many diffrent mods however that support tanking. Like armor plates that add more armor HP to a ship. Shield mods that increase shield repair HP higher. All sorts of goodies.

    Tanking wise, ships have certain bonuses to there ship to tank a certain way better than others. Mostly in game, tanking isn't that well liked in PvP. But for NPC hunting and ect, it's a must. There is mainly only one ship that supports good tanking and well does awsome damage. That's the Raven (Caldari) ship. That has the abilitie to shield tank and use missiles. Being most shield mods are medium slots and damage enhancement mods are low slot only. It gives it the edge to deal good damage and still tank. Where other ships have to armor tank and use no damage mods. Being there low slots are filled with armor tankage support. I think you get the picture. But tanking is getting a boost in the new patch. As of now, stacking damage mods (Gun ships) pretty much smack down any tanked ship.

    If you need a good idea on what to really spec in. I would go Amarr. Lasers are really awsome weaponry for almost any style of play. It's unlimited ammo, good tracking, and good Rate of Fires. Not to mention good ranges on both short/long range gunnery. Ship line wise with Amarr, they are the best armor tanks in the game, but on the flip side. They make one of the top gun ships also. Being they have so many low slots on there racial ships. So you can add elite damage mods to make awsome gun ships or snipe ships with nice Damage over Time agression.

    Hope I didn't give ya too much info, I like talking about eve heh.

  • ConstantineConstantine Member Posts: 36
    Thanks for the information, everyone. I understand this all MUCH better now.

    While I'm asking about weapons, how useful are drones? Are they simply small robotic fighters I can launch from my ship like an aircraft carrier?
  • DoutrandeDoutrande Member Posts: 39


    Originally posted by Constantine
    Thanks for the information, everyone. I understand this all MUCH better now.While I'm asking about weapons, how useful are drones? Are they simply small robotic fighters I can launch from my ship like an aircraft carrier?

    yes, pretty much. there are small, medium and large drones. drones cause one single type of damage out of the four possible ones, and there is one drone type per size per damage type. the amount of drones your ship can carry is determined by the drone bay size, the amount of drones you can simultaneously use is determined by skills and in some cases special ship bonuses.

    image

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