THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
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Realspace Combat - Choosing Armament<br />
I will, in general, talk about ions and lasers as laser-esque weapons, and ammo/mortars as ammoesque<br />
weapons.<br />
Lasers/Ions: Lasers and ions should, in general, be considered the main weapon for group PvP.<br />
While ammo weapons sometimes do well in small combat situations, laser-esque weapons scale much<br />
better to group fights, because they are relatively easy to hit ships that aren't engaging you with. This<br />
allows you to cover your friends well, which is key to victory in a group engagement.<br />
If you have a good aim with ions, it is often a good choice to pick them over lasers. They have good<br />
efficiency (which allows ships like the Tempest to fire at close to full throttle), and great range. They<br />
much harder to hit flashfiring ships with, however, and they also cause your ship to be heavier,<br />
reducing your chasing abilities and making you more vulnerable to attack.<br />
Ammo/Mortars: In general, ammo does not have the versatility of lasers and ions. This is largely<br />
because ammo is not great at covering your friends with as it is relatively hard to hit off angle shots<br />
with it. That said, in smaller engagements its damage can throw the balance in its favour. In general, I<br />
would not consider mounting ammo on any ship other than the Dragon, as the weight penalty in<br />
addition to the difficulty of hitting ships not engaging you is fairly painful.<br />
Mortars (i.e vantage and peeler, all others are worthless as it stands) are excellent weapons. They are<br />
somewhat easier to aim with than ammo, and their low rate of fire gives them fearsome damage over<br />
short contact periods. Any ship that can carry them is a massive danger.<br />
I strongly recommend that you read the following section if you wish to understand why particular<br />
weapons are effective.<br />
Realspace Combat - Choosing Armament - Weapon<br />
Effectiveness<br />
This section details what factors control how a weapon behaves.<br />
Velocity: The faster a weapon is, the easier it is to hit with. Faster weapons are likely to improve in<br />
effectiveness as fight size goes up, as they are better for covering your friends.<br />
Range: Lifetime*Velocity. In general, longer range allows you to hit weapons at a higher range, but a<br />
more important case to be considered is effective range - the range at which you are likely to hit a<br />
significant proportion of your shots. Ions, despite having a shorter range than Novas, have a much<br />
higher effective range. Effective range is important in both duels and group fights, but increases in<br />
import in group fights - again for friend covering purposes - it's not hard to close the range in a duel<br />
situation.<br />
Damage Per Second (DPS): Fairly self explanatory - the damage a weapon does per second.<br />
Efficiency: Damage/Energy Used. Efficiency is not of import for a ship with lots of power. For<br />
underpowered ships, better efficiency gives a higher top speed at which your weapons give full<br />
damage. This gives better chase potential, and also leaves you less of a sitting duck when you're<br />
firing. You're more likely to be concerned with DPS than efficiency in a duel, but efficiency is important<br />
in group fights.<br />
Rate of Fire (ROF): Rate of fire is of great importance, for two reasons. Firstly, weapons with a low<br />
ROF are in general easier to aim for most pilots than fast ROF ones (you get time to aim between<br />
volleys), and secondly because a low ROF increases damage<br />
Z-7<br />
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