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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 [[Rifter]] with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as energy neutralisers/vampires, salvagers, tractor beams, remote repair modules and drone link augmentors. | 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 [[Rifter]] with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as energy neutralisers/vampires, 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. | |||
=== Bigger guns are not necessarily better === | === Bigger guns are not necessarily better === | ||