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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 />

107

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