Welcome, Guest. Please login or register.
July 23, 2025, 01:00:11 PM

Login with username, password and session length

Search:     Advanced search
we're back, baby
*
Home Help Search Login Register
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Eve Online  |  Topic: Tech 2 AC vs Tech 1 0 Members and 1 Guest are viewing this topic.
Pages: [1] Go Down Print
Author Topic: Tech 2 AC vs Tech 1  (Read 2718 times)
Venkman
Terracotta Army
Posts: 11536


on: April 05, 2006, 11:50:11 AM

150mm Light AC I
150mm Light AC II

I personally don't see a huge difference except for the base damage modifier being 17% greater on the Tech II. Considering I am 7 days from Small Projectile Turret V if I start now, I have two questions:
  • Is that 17% base modifier just that good? Should I be frothing? ;) Seriously, it seems like it could go either way for me.
  • If not, does the +2% to that modifier from each level of Small Autocannon Specialization I push it over the edge from Good to OMG in comparison to a similarly skill-modded AC I?
Hoax
Terracotta Army
Posts: 8110

l33t kiddie


Reply #1 on: April 05, 2006, 11:57:03 AM

It is the 2% that pushes it into OMG mode.  Still I would NEVER EVER equip techII stuff on a non techII frig/cruiser unless you are doing mission running in safe space.  Otherwise you are just asking to have money removed from the ole wallet.  Better to use named drops from rats for a little boost, which means you need to go hunt rats of the race of whatever type of ship you are flying.


A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation.
-William Gibson
Venkman
Terracotta Army
Posts: 11536


Reply #2 on: April 05, 2006, 01:44:41 PM

Ok, cool. I'll wait until the Cruiser for Tech IIs. No idea how long that'll be. I'm thinking Rupture.
Megrim
Terracotta Army
Posts: 2512

Whenever an opponent discards a card, Megrim deals 2 damage to that player.


Reply #3 on: April 05, 2006, 03:52:26 PM

I'm running level 3 mission in my Rupture atm, using a combination of 3 heavy launchers and 3 light T2 artillery. Don't know about the autocannons, but the arty does as much damage as T1 mediums.

One must bow to offer aid to a fallen man - The Tao of Shinsei.
SpaceDrake
Terracotta Army
Posts: 71


Reply #4 on: April 05, 2006, 05:11:15 PM

Also remember that only T2 guns can use the new T2 ammo, and that really pushes business into "omg" mode.
Raging Turtle
Terracotta Army
Posts: 1885


Reply #5 on: April 06, 2006, 02:30:27 AM

Oof, you shouldn't be specializing in small autocannon yet.  Skills like that generally only matter for high-end pvp. 
Mr. Crick
Terracotta Army
Posts: 3


Reply #6 on: April 08, 2006, 12:33:12 PM

T2 150mm AC's are cheap and VERY effective, especially when you load them up with Barrage S amo.

aka Maya Rkell (Eve)
aka Dawn Falcon (Elsewhere)
Venkman
Terracotta Army
Posts: 11536


Reply #7 on: April 08, 2006, 01:20:53 PM

Going to focus on the remainder of my support skills for now, then move into L2 missions once I learn Connections. I can access some L2 agents, but they're all Empire agents at least 40 jumps away  tongue

Small Projectile V is a 7 day train anyway.
Pages: [1] Go Up Print 
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Eve Online  |  Topic: Tech 2 AC vs Tech 1  
Jump to:  

Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC