Ammo Situation

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amblin
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Ammo Situation

Post by amblin »

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Last edited by amblin on May 6th, 2014, 13:06, edited 1 time in total.
Lee
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Post by Lee »

I currently use loads of Lead Charge Ms but i'll be upgrading to something a bit more damaging like uranium or plutonium when i've trained my cap skills a bit more.
Hehulk
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Post by Hehulk »

Ask a stupid question: Why not just fit a cap power relay/cap recharger/cap booster and use antimatter?

Just looked at the maths, and 5 250mm railgun Is using the default stats listed on the guns drain about 7 cap a second using antimatter. That doesn't sound bad to me, and I fly minmatar ships!
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Post by bomberesque »

I'm also using hybrid ammo; Thorium and Antimatter atm

small missiles / rockets would also be good for frigs and cruisers

btw, the Brazilians have an ammo factory next door that Friz has arranged the use of (*free* I think). Still a very nice idea to have our own though.
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Post by Rydis »

Small and medium projectile.
Small EMP at the moment, but tis a bugger since it halves the range on my interceptors autocannons, so whatever really so lkong as it does EM damage (sanchas weakness).
Lee
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Post by Lee »

Hehulk wrote:Why not just fit a cap power relay/cap recharger/cap booster and use antimatter?
Because last time i bothered working out how long my cap lasts i was using a target painter and only had 2 cap rechargers and had to use lead to keep my tank going long enough. I didnt bother checking whether i could use better ammo with 3 rechargers but it looks like i can :)
Hehulk
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Post by Hehulk »

Rydis wrote:tis a bugger since it halves the range on my interceptors autocannons
Lets be honest. your never going to get those autocannons hitting at range. Just doesn't happen. Least EMP makes em hit hard.
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Post by friznit »

Heavy Missiles, Torps, Cruise Missiles (thinking future here). Mostly EM.

And yes, the Brazilians have an ammo machine next door with a lot of BPOs and quite a few mins that they're willing to let us use in return for us letting them rat in our system 8)

I will have a chat with Tocha or Mr Potato Head tonight and see what they've got.
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Post by Rydis »

Hehulk wrote:
Rydis wrote:tis a bugger since it halves the range on my interceptors autocannons
Lets be honest. your never going to get those autocannons hitting at range. Just doesn't happen. Least EMP makes em hit hard.
Theres range and range.
EMP rounds give an optimal of around 500m.
Not great in an inty for fairly obvious reasons.
Should probably put artillery on her and back off to 5K or whatever.
Use less ammo then too ;)
amblin
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Post by amblin »

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Last edited by amblin on May 6th, 2014, 13:05, edited 1 time in total.
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Post by friznit »

:above: Yes to both.
bomberesque
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Post by bomberesque »

Rydis; what do you feel are are teh obvious reasons for which 500m range is not good on an inty? I'm not making fun; I'm genuinely interested. My frig was set up for an opt of 500 (roughly following Dog Pant's Brawler) but I refitted to 900 opt due to minimum orbit distsnce on my ship (set it to orbit a can at 500, it orbits at 900 anyways. meh) and this has worked great for me ratting 0.4 in a T1 Frig.
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Post by Rydis »

An inty's best friend is speed.
A 500m orbit is not fast.
Ergo its shite :)

That and as you say a 500m orbit is never 500m and usually flexes out to 1km, so when your optimal is 500 (due to -50% range ammo) and your falloff is 400 (off the top of my head, I could well be incorrect there) you're a bit screwed for damage, as well as going slowly.

That said its usually fine though, I slaughter frigs by cunning use of a webber and guns. It seems that cruisers and up cant hit shit anyway. I just dont like going slowly in a ship thats built for speed.

in the near future I might swap my autocannons out for artillery thereby gaining some range and using less ammo. Have to see what sort of damage that deals though.
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Post by fabyak »

/me kicks back and rests his Amarrian legs on his laser cannons

Ammo? :lol: :ignore:
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