I've been told I should not mix different guns on the same ship. Is this a problem? And if so, why?
Silas Sanyasi
[ Moderator ]
There are two schools of thought on this. A lot of players maintain the view that you should never, ever mix guns, no matter what. This tends to get drilled into the head of any new player by his more experienced (or so they think) corp mates and so the misconception spreads.
I completely agree that you should not mix artillery with autocannons, blasters with rails, pulses with beams etc. This is a bad idea because, at any given time, some of your guns will be in optimal and some will be way out of optimal. Another problem is tracking. Long range turrets track worse than close range ones do and if you're orbiting in close, none of your long range guns will hit anything. Both of these factors lead to reduced overall DPS. In PvP, especially in a 1v1 situation, this is a bad thing.
I will however claim that mixing different types of close range guns can work well. As an example different autocannon types don't differ a lot in optimal range on an unbonused ship. Sometimes you are left with a situation after fitting your lows and mids where you don't have enough grid/cpu to fit the largest type of gun but at the same time if you downgrade you are left with a lot of fitting room. In this situation you can maximize your ships DPS by mixing guns. Make sure, however, that your guns optimal and tracking are reasonably homogeneous and pick an orbiting range when engaging targets that ensures all your guns can put damage on the target effectively.
One drawback with this is that different gun types can not be stacked in the UI. This is not a huge issue, but it can be annoying.
Autocannons differ a fair bit in falloff range however. This has significant DPS implications that are badly modelled in EFT.
True. Usually you would aim to orbit as near optimal as possible, though. I usually don’t mix guns myself, I just know it can work well.
Actually orbiting versus approach versus keep-at-range is rather complicated. The basic rules: orbit if your tracking is better or equal, approach if your range is shorter but your tracking is worse, keep-at-range if your range is longer but tracking is worse. Of course, approach assumes you out-gank or out-tank the opponent otherwise you should run.
Presumably it would be feasible to change the ammo you were using, and thus the impact it has on op. range, as in rails, to bring two slightly different guns (when you’ve fitted them just to complete fit as CanHasGank describes) into a similar range. The only problem then being that you’re probably sacrificing HPs off one of them.
As in one longer range gun fitted with anti-matter, and a normally shorter range gun then fitted with something like uranium, which has less of an impact on op. range, for example.
