Shipwright Archive
Thread: Oh sweet ordanance..!
As for other components, experimenting typically shows massive returns. The biggest difference is the variance. While 100 of your mass per point might not be big to some people, 0.005 refire per point is huge.
As to crafting ordanance, it all comes down to your customers. Some will want heavy hitting missles, others will want the fastest refire possible, for the quickest lock times. Typically, if you are mass producing, it is best to make equal numbers of both until you see which starts outselling the other, then adjust accordingly.
As to the others, check through the Shipwright FAQ for some really helpful links. Specifically, look for one about shipwright crafted components with stats. There's an amazing page that breaks it all down, as to how much increase per point you spend.
And for the ships with ordanance, nothing better then the Pilot FAQ, stuck at the top of the Pilot forums. Think it's the third post that has all the info about all the ships.
For high-end PvP missiles, resources with 750+ is needed.
Being a pilot and former shipwright I'd suggest exactly what Nearro recommends. A good mix of Damage mod missles and a good mix of Refire mod missles.
For Refire mod, make Image-Rec II's and Proton IV's, ultra high end resources to get refire under 5 sec, bare minimum. You can charge quite abit for these. I've seen Proton IV's near breaking into the 3 second refire barrier. 3 Proton IV's on a Oppressor is a scary thing.
For damage mod, make Proton III's, Proton IV's, Image-Rec II's and Spacebomb II's (for the space bombs, make sure to experiment up to 4 missles per pack instead of 3, then dump the rest of the points into max damage).
Just my two cents ![]()
-Maudee
I love concussion missles. I use them to solo vette missions because they take the shields down so quickly. I usually put one or two points into the quantity to bring it up to 12, then the rest goes into min damage to make sure each shot counts, then any left over goes into max damage. I don't mind sitting behind a vet for 8 seconds to get a lock because I take out everything around it first and sitting in its blind spot keeps me safe.
The servers are down or I would post my stats but I use close to the server best (bloodfin) for the resources.
What is your opinion on experimenting that way?
Message Edited by Kaitlin78 on 09-15-2005 12:54 PM
As a pilot, I look for two things on missiles: number of missiles per pack, and refire rate.
In my opinion, damage experimentation on missiles is a complete waste. Their only worthwhile asset is in precision guided attacks - a pinprick in just the right place, rather than a nuclear explosion that wipes everything out. Since missiles do far, far less damage than basic guns (even the holiest of holies, the MK2 space bomb), and one MK4 proton is enough to take out a single corvette component or PvP enemy, I want more shots for my buck, and a quicker lock time. Anyone who's using MK2 spacebombs for PvE targets is whizzing away hard-earned money.
In general, what most informed pilots will be looking for are Protons and Image Recs. Protons are more powerful and have more shots per pack, and the launchers are heavier. MK2 IRs are more accurate and less easily fooled by countermeasures. In some cases I'll use MK3 protons, depending on mass restrictions. All my ships have full ordnance loaded. PvE ships will have MK3 or MK4 Protons, PvP ships will generally use MK2 IRs.