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Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. | Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. | ||
Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that "don't mix guns" doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more DPS (as in, for example, a [[Stabber]] with four autocannons and two | Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that "don't mix guns" doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more DPS (as in, for example, a [[Stabber]] with four autocannons and two missile launchers). Remember, though, that there are other options worth considering for spare highslots, such as energy neutralisers/nosferatus, salvagers, tractor beams, remote repair modules and drone link augmentors. | ||
There are exceptions to this principle, such as in dreadnought ratting, but they are extremely narrow and limited exceptions unlikely to apply to new players. | There are exceptions to this principle, such as in dreadnought ratting, but they are extremely narrow and limited exceptions unlikely to apply to new players. | ||