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The Rules of Autocannons
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Sarmaul
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Joined: 19 Jun 2006
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PostPosted: Wed Jun 21, 2006 1:40 pm    Post subject: The Rules of Autocannons Reply with quote

Feel free to add your own Smile.

#1 Pretend your optimal range doesn't exist

The only reasons why you should be taking autocannons into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.

#2 Always use your most damaging ammo

Besides Barrage (which gives a bonus so isn't really relevant), all projectile ammo range modifiers apply to your optimal range, not falloff. As we have tiny optimal ranges and huge falloffs, this means we can run about with EMP and not have to worry about losing the range as it stays virtually the same. Barrage does the same damage as EMP and gives a 50% range boost to falloff. It's wonderful, and you should use it.

#3 If your ship has a falloff bonus, it's designed to fit autocannons.

Because optimal range bonuses on autocannons are as useful as explosive damage bonuses for lasers.

#4 Barrage is your friend

It gives you a 50% boost to falloff and does oodles of explosive damage. The only thing it's a bit useless against are Invul-Field Shield tanks and T2 amarr ships, where EM or Thermal damage are far better.

#5 Hail can actually be useful

When fighting missile ships or stationary targets, load in some Hail ammo and you will tear them to shreds. Be warned that it does have a speed penalty, which is why you can't fly around with it loaded all the time. It's best used in conjunction with a passive shield tank or a dura-armour tank to offset the cap recharge penalty.

#6 Learn to love the low and middle-tier autocannons

125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm autocannons have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, mwds and cap boosters without gimping your setup. This is because they all have identical falloff ranges, so the only thing you gain from using the next tier above is 4-5% more damage and a slightly reduced ammo consumption.

#7 Fit Top-Tier autocannons when NPCing

The use a lot less ammo, which is very important when npcing with autocannons as they have the highest rate of fire out of all the guns.

#8 There are only 3-3.5 different ammos you ever need to carry

In order of priority:

--- T1 Guns ---

1) EMP for general use & shield tankers
2) Fusion for armour tankers
3) Phased plasma for Amarr T2 resists

--- T2 Guns ---

1) Barrage for general use
2) EMP for shield tankers
3) Phased Plasma for T2 Amarr resistances
3.5) Hail, if you're feeling lucky
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Last edited by Sarmaul on Thu Sep 13, 2007 2:05 pm; edited 2 times in total
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Marn Prestoc
Team Minmatar


Joined: 20 Jun 2006
Posts: 3766

PostPosted: Wed Jun 21, 2006 1:50 pm    Post subject: Re: The Rules of Autocannons Reply with quote

Very good but:

Sarmaul wrote:

#8 There are only 3.5 different ammos you ever need to carry

In order of priority:

1) Barrage for general use
2) EMP for shield tankers
3) Phased Plasma for T2 Amarr resistances
3.5) Hail, if you're feeling lucky


If noob and not got T2 AC skills replace the T2 ammo with Fusion for armour tankers.
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Sarmaul
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PostPosted: Wed Jun 21, 2006 1:54 pm    Post subject: Reply with quote

Good point, I'll update the list
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Xeaon



Joined: 20 Jun 2006
Posts: 66
Location: Cambridge, England

PostPosted: Wed Jun 21, 2006 2:18 pm    Post subject: Reply with quote

What are the negative effects of barrage? Or should I just fit it all the time?

I've liberated plenty of barrage S for my claw but I presumed it had some tracking nerfs or some crap..
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Draycar Hazaran



Joined: 19 Jun 2006
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PostPosted: Wed Jun 21, 2006 2:26 pm    Post subject: Reply with quote

No penalties.
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Tsual



Joined: 20 Jun 2006
Posts: 34

PostPosted: Wed Jun 21, 2006 2:33 pm    Post subject: Reply with quote

Well must be only the low skill ari thrasher that has to rely on 4*250 and 3*270 and thus mix ammo types - though I somehow adopted it as habit for my tripple ac rifter to mix ammo types for "broad damage band" philosophy and especially to always have one turret shooting.
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Kaylana Syi
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PostPosted: Wed Jun 21, 2006 8:39 pm    Post subject: Reply with quote

If in an autopest and you want to fight a blasterthron your only real option is HAIL. Barrage might work if you can beat him at the range game but I wouldn't count on that. Simply put... HAIL, as Sarmaul said, is nasty vs targets that won't move much.
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Calmdown
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PostPosted: Wed Jun 21, 2006 9:41 pm    Post subject: Reply with quote

All good stuffs.

I try not to talk about Hail in the hopes that theyll change the fooking speed penalty for something less gimping, but it *is* a useful ammo type for sure. For the reasons mentioned above, it can be pretty awesome, and I always carry some (along with Barrage, EMP and PP of course).
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Aeaus



Joined: 21 Jun 2006
Posts: 4914

PostPosted: Wed Jun 21, 2006 9:59 pm    Post subject: Reply with quote

Never really carried phased plasma, will start now though.

Very helpful guide Sarmaul, thanks =)
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Tiuwaz



Joined: 20 Jun 2006
Posts: 1043

PostPosted: Fri Jun 23, 2006 12:01 am    Post subject: Reply with quote

nicely put together

cant think of much more, perhaps this:

i know quite a few ppl who put a tracking comp on ac setups,which is imo completely useless :/
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Elaron



Joined: 19 Jun 2006
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PostPosted: Fri Jun 23, 2006 1:12 am    Post subject: Reply with quote

Phased plasma is an underestimated ammo type by many. I just wish PP M didn't take Zydrine to build - it's the ONLY T1 projectile ammo that does.
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Evil Thug
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PostPosted: Fri Jun 23, 2006 4:25 am    Post subject: Reply with quote

When fighiting gallente blaster ships - remember - There is "Dead end zone" for blaster ships, where you can still hit your opponent for full dmg, and he will hit you for 30 - 50% of his dmg potential.

For example blaster ranis with neutrons and little or no tank - will kill even 2 x plated claw on 1.500m. Adapt to it, and try to get with blasterranis on 5km (falloff is your friend) - you`ll win this easy.

Same with vagabond vs deimos, and acpest vs mega.
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Tsual



Joined: 20 Jun 2006
Posts: 34

PostPosted: Fri Jun 23, 2006 7:38 am    Post subject: Reply with quote

Elaron wrote:
Phased plasma is an underestimated ammo type by many. I just wish PP M didn't take Zydrine to build - it's the ONLY T1 projectile ammo that does.


Mine one portion of jaspet and five portions of veld, refine and you should be able to build 7 to 8 batches of PP M. Smile
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Kitty O'Shay
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Joined: 21 Jun 2006
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PostPosted: Fri Jun 23, 2006 10:06 am    Post subject: Reply with quote

Shield transporters give zyd.

Have a loot melting party every so often, you'd be surprised at the yeild, even with middling skills.
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Scots Crusader
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PostPosted: Fri Jun 23, 2006 10:12 am    Post subject: Reply with quote

I always fly with Barrage loaded and EMP in my hold, but remember your ammo will go like KY jelly at a Village People reunion concert, so always make sure you carry plenty. 8)
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