![]() However in any fight you can’t stay on a single target for 2+ minutes it’s a better tanked 420m hull vedmak. In a solo fight if you can stay alive on a target for 3-4 minutes you will win. For the other 99% of content where you are switching targets or targets are dieing before 1 minute of shooting them constantly they are subpar.Ī ikitursa is a lot of fun, mainly because it’s beautiful and the psychology of a 300% bonus is huge. If it has a high amount of EHP that needs the be chewed on that’s what they are made for. I can’t speak to Blitz missions, but that falls under the same solo target vs solo target scenario. Which basically means they do the same damage to most everything. A Vedmak and a Ikitursa do the exact same amount of damage for the first 150% bonus (about 2 minutes). Trig T2 ships do not have any faster ramping of damage, they simply have a higher ceiling. Look if you want faster amping of damage use the Trig Assault ships, both have a bonus per lvl in the specific area, but you still need to land the hits. ![]() So too identical turrets using same ammo, but one has higher tracking and the other higher ROF, one will fire more often, and the other will hit better more often. Seem many forget how turrets in general work, they aren’t 100% hitters, but they can get above 100% damage with solid hits. Which in turn reduces damage when attacking moving targets. Most seem to focus on T2 ammo and high damage, that’s only good if both you and your target are still, as the T2 ammo have massive tracking drop, for the damage bonus. Select the right version of turret for your gameplay. Figure out the best tactics for their use, as they aren’t solely Cap or structure bashers. As noted above, i did lvl3 and currently lvl4 blitz missions solo in Trig ships, have no issues they do better than the old Amarr ships i used before.Īs i noted above you need to learn how to use them. Well i’ve been using these turrets from their release, never had any issues against PVE or PVP. Do 't focus solely on DPS, look at the other limitations. ![]() And learn their limitations and play within those. So don’t think of these as normal turrets. Ive made mistakes that i listed above, and had chat after one fight with a ganker that said they were surprised they won, and only because i stuffed up by changing targets, where the current target would have died due to the DPS amping, and that would have reduced their combine damage. Ive seen players change targets in middle of taking down a target, because they had another threat, or change from long range ammo to high DPS ammo on the same target, while the turret is almost to full powerup (much higher dps than DPS ammos start damage).Īs you can tell these turrets can be very deadly if use correctly. You should only change ammo if you change target, run out of ammo and no other time. REMEMBER AMMO CHANGE, LIKE TARGET CHANGE AND TURRET TARGET LOOSE, ALL RESET TURRET DPS TO BASE, Reason is the turret has already spun-up and doing higher damage than the others will do for a while. Now this is a HUGE thing, NEVER CHANGE AMMO ONCE TURRET STARTED! The reason is even if a target gets in nice and close, you DON’T change Meson for ether of the other two. They have no fall range, so forget you knowledge of turret ranges, think of them as missile launchers, if target on the edge of you optimal get them back to within 2/3 your optimal range, and try to maintain that or closer. The keg is knowing your ships limitations and what your bonuses are.ĭisintegrators have the best tracking of all turrets, so use that to your advantage. Yes cycle time is important in increasing DPS, but if you can get concrete hits on your target you can do massive damage without needing the huge DPS.Ī good Trig fit, with set of skills with well thought out plan of attack you can beat any ship of equal class and size in a one on one fight. One problem i see is players focusing on one area, DPS, this isn’t the issue, its maintaining turret lock on target and constant hits. ![]() So key thing is to have good levels in ROF, Optimal, Acc range and Tracking turret core skills, and modules that helps with these key areas. ![]() But if you change target or target leaves turret optimal range the turret resets. Key reason is cycle time of turret per fire, and with each cycle its damage increases. Trig Disintegrators requires you to see the threats beforehand. Unlike other turrets that allow you to change targets as you see the threat. You have your turret core skills to a good level.īasically Disintegrators are special, you need to pick you targets carefully. ![]()
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