Noob Weapons Q

Guy

Piper/Leonaedas
Hey folks,

Just started up a trial account and have a noob question: I've run a couple of missions and my guns no longer fire. From what I an see the starter gun needs no ammo, and the second one I picked up I've bought ammo for. Is there something I've missed? Have I disabled them somehow?
 

Artanix

Full Member
i don't play anymore, but what race are you? i'm pretty sure the civ guns do require ammo but i'm not 100%.

However, if you have done some missions, pick up the small xxxx whatever is best for your race.

i.e. Small Blaster, Small Autocannon, etc.

I'm a dirty caldari, so its simple for me, but hopefully somebody like chick would be able to correct me here if i'm wrong, but make sure you have the right type of ammo:

Blasters/Railguns - Hybrid charges
Autocannons/Artillery - Projectile charges

you probably need hybrid, as you seem like a gallente lover :p

http://www.eve-wiki.net/index.php?title=Ammunition

Don't forget to check damage/range modifiers on the ammo, as this can make your optimal range different.

http://eve.allakhazam.com/wiki/EVE_Guide_Weapons_101_-_Turrets

Also, named items wont be of much benefit to you at first either unless they're cheap. Uhm, I dunno how much you know ;) but when refering to "named" items, you have stuff like this:

Cruise Launcher I <- Tech 1 version - usually just requires a skill
Cruise Launcher II <- Tech 2 version - will require the cruise missile skill to lvl 5? (maybe 4) and then Cruise Missile specialization. Quite expensive at first :S

Named items: (all tech 1 at the moment)
Arbalest Cruise Launcher
XR2700 launcher
etc. (i can't remember the names anymore)

the named ones generally offer a basic 1.2-1.6 modifier over the normal (range, damage, etc.) but that becomes bigger with skill additions.

The game has a lovely learning wall (its definately not a curve), so give us a shout if you need anymore help :)

Sorry i started rambling.
 

Requiel

PVC Love God
Civilian guns don't need ammo, everything else does.

If you right click->Show Info on the guns, it will tell you what sort of ammo it needs under the attributes tab where it says 'Used With (Chargegroup)'.

You need the ammo type that matches the gun and the size so a small blaster uses small hybrid ammo.

Hybrids: Blasters and railguns
Projectiles: artillery and autocannon
Energy Weapons: beam lasers and pulse lasers.

Missiles:
Rocket launchers fire rockets
Standard launchers and assault launchers fire light missiles
Heavy launchers and heavy assault launchers fire heavy missiles

Note that you need to load the ammo into the guns as well. You can do this in the fitting window by dragging a stack of ammo over the gun or you can do this in space by right clicking the gun icon in the HUD and selecting the ammo type to load. By default your guns will reload themselves when they are empty as long as there is replacement ammo in the cargo hold but they won't load themselves initially.

Everything except lasers uses up ammo as it fires, the speed at which it goes through ammo depends on the rate of fire per weapon and the number of guns. Generally you'll want several thousand rounds in your cargo hold. Lasers use frequency crystals which aren't used up (Tech 2 and Faction crystals are used up however but you won't need to worry about those for a while). They will continue to fire indefinitely as long as a crystal is loaded in each gun.
 

Cullhaven

Hernes Son
Or be a Caldari Missile bitch - I found that keeps things nice and simple if you cant be arsed to worry about different ammo all the time.
 
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