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Thread: Gunnery Skills

  1. Registered TeamPlayer Ranger10's Avatar
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    #1

    Gunnery Skills

    I've been speaking with several of you concerning your skill paths, and I thought I would make a post about the important ones you need if you are choosing a race which uses turrets instead of launcher hardpoints. I've included a SS of my own gunnery skills so I don't have to type them all out.


  2. Registered TeamPlayer Ranger10's Avatar
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    #2

    Re: Gunnery Skills

    Ugh... I hit Submit instead of Preview before I could properly resize the image and add the additional commentary. I'll fix it soon enough.

  3. Registered TeamPlayer Ranger10's Avatar
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    #3

    Re: Gunnery Skills

    http://img188.imageshack.us/img188/4636/70998754.jpg

    Meh... screw it, I'll just link it.

    Anyway...

    Please ignore the Projectile, and Hybrid skills. Unless you are Minmatar or Gallente repsepctively, you'll want to concentrate on lasers for Amarr. This is of course your choice, since you can theoretically learn any weaponry skill you want. But if you want the weapon bonuses associated with the "typical" ship bonuses, then stick with the racial pairing (i.e. Amarr - Lasers, Gallente - Hybrids, Minmatar - Projectiles, Caldari - Missiles)

    Make sure you get all the support skills. These skills separate the rock stars from the groupies. Advanced Weapon Upgrades and Weapon Upgrades are two of the most important skills since they reduce the amount of grid/CPU your weapons need. You guys are always asking how to get more grid on your ships, well this is how.

    Once you get that, train your support skills (Trajectory Analysis, Sharpshooting... etc). These skills are invaluable.

    Finally, I would not suggest training the specialization skills to V. They only provide a 2% bones to weapon damage, but take several days if not weeks to get the last 2%. In my opinion, it's not worth it. Maybe once you have every other valuable skill in the game trained to V, then you can go back. But for now, just train them to IV. That's all you need for the next level up.

    Hope this helps.

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    #4

    Re: Gunnery Skills

    Nice gunnery skills Ranger, I've only got a little less than half of that.

  5. Registered TeamPlayer Ranger10's Avatar
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    #5

    Re: Gunnery Skills

    I'm getting better. Got a ways to go though.

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    #6

    Re: Gunnery Skills

    I've not quite decided between amarr or minmatar, so I haven't locked down how far I want to go with both types of gunnery. Probably going to do both with medium specializations as I can fly T2 cruisers of both races.

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    #7

    Re: Gunnery Skills

    Hmmm...after I round out the generic gunnery and hybrid skills, I'm not sure what to go for. Amarr wouldn't be bad to go for since I already have my armor tanking skills pretty fleshed out, but Minmatar and Caldari ships are both tempting. That's not for some time though. First, it's getting into the T2 cruiser size stuff for Gallente, then races.
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
    Sweet home Alabama you are an idiot.

  8. Registered TeamPlayer Ranger10's Avatar
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    #8

    Re: Gunnery Skills

    Depends on what your goals are to be honest. I wouldn't cross train into another race or weapon type until you are a cap pilot. Cap pilots are worth their weight in gold and are highly prized among 0.0 corps. Some corps even provide capitals to pilot who can fly them if/when you join.

    But for sure, get yourself flying a HAC with max skills, then train up to a Capital. Onyx will then be in a position to negotiate with 0.0 corps once you guys have several cap pilots.

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    #9

    Re: Gunnery Skills

    Rock on Ranger, My plan was missing a few of those. So I got it rocking now.

    Next plan after that for me, will be the armor and hull upgrades.

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