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Galphii
Sileo In Pacis THE SPACE P0LICE
41
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Posted - 2012.04.26 08:12:00 -
[1] - Quote
Artillery are the benchmarks for good long-range weapons, to the point that they're the preferred weapon for nullsec BS fleets, and it's all 'cause of that awesome volley damage.
It's probably been said before, but I'll add my voice to this: change all long range weapons (rails, beams, and cruise, light and heavy missiles) to low ROF and high damage, so as to give these weapons a hefty punch. Rails should probably do a little more dps than arty (they use cap) and have a little less volley, and missiles should do the most volley damage to make up for their travel time factor.
That is all. |
kardjaval
Caldari Provisions Caldari State
4
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Posted - 2012.04.26 09:37:00 -
[2] - Quote
Galphii wrote:Artillery are the benchmarks for good long-range weapons, to the point that they're the preferred weapon for nullsec BS fleets, and it's all 'cause of that awesome volley damage. It's probably been said before, but I'll add my voice to this: change all long range weapons (rails, beams, and cruise, light and heavy missiles) to low ROF and high damage, so as to give these weapons a hefty punch. Rails should probably do a little more dps than arty (they use cap) and have a little less volley, and missiles should do the most volley damage to make up for their travel time factor. That is all.
hmm, i am actually surprised by the volley damage of arty, (i'm caldari, missile ftw) but if i am not mistaken, missile already do have the highest volley damage, to acocunt for both rate of fire, as well as flight time, anyways i like hybrid and projectiles not behaving the same way. |
Astroniomix
Red Federation RvB - RED Federation
63
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Posted - 2012.04.26 09:49:00 -
[3] - Quote
kardjaval wrote:Galphii wrote:Artillery are the benchmarks for good long-range weapons, to the point that they're the preferred weapon for nullsec BS fleets, and it's all 'cause of that awesome volley damage. It's probably been said before, but I'll add my voice to this: change all long range weapons (rails, beams, and cruise, light and heavy missiles) to low ROF and high damage, so as to give these weapons a hefty punch. Rails should probably do a little more dps than arty (they use cap) and have a little less volley, and missiles should do the most volley damage to make up for their travel time factor. That is all. hmm, i am actually surprised by the volley damage of arty, (i'm caldari, missile ftw) but if i am not mistaken, missile already do have the highest volley damage, to acocunt for both rate of fire, as well as flight time, anyways i like hybrid and projectiles not behaving the same way. Arty wins the raw damage category. Also it applies it's damage MUCH better than missiles will.
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Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
416
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Posted - 2012.04.26 10:07:00 -
[4] - Quote
Galphii wrote:Artillery are the benchmarks for good long-range weapons, to the point that they're the preferred weapon for nullsec BS fleets, and it's all 'cause of that awesome volley damage. It's probably been said before, but I'll add my voice to this: change all long range weapons (rails, beams, and cruise, light and heavy missiles) to low ROF and high damage, so as to give these weapons a hefty punch. Rails should probably do a little more dps than arty (they use cap) and have a little less volley, and missiles should do the most volley damage to make up for their travel time factor. That is all.
Why do you want to make everything the same? |
Galphii
Sileo In Pacis THE SPACE P0LICE
41
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Posted - 2012.04.26 10:40:00 -
[5] - Quote
Danika Princip wrote:Galphii wrote:Artillery are the benchmarks for good long-range weapons, to the point that they're the preferred weapon for nullsec BS fleets, and it's all 'cause of that awesome volley damage. It's probably been said before, but I'll add my voice to this: change all long range weapons (rails, beams, and cruise, light and heavy missiles) to low ROF and high damage, so as to give these weapons a hefty punch. Rails should probably do a little more dps than arty (they use cap) and have a little less volley, and missiles should do the most volley damage to make up for their travel time factor. That is all. Why do you want to make everything the same? Not the same, exactly. I mean, there will be variances in tracking, exact range, ability to vary damage types etc; why I think this change would be good for the game is that the aforementioned weapon systems are considered to be pretty useless atm. You'll see BS fleets of differing racial types all fitting artillery sometimes, just because the high volley damage blasts through remote repping fleets a lot better than gradual damage from rails or beams.
I also reckon that close range weapons should be about dps, and the long range weapons should be about volley damage, 'cause long range dps is always going to suck (as it should), so might as well give the longer range weapons something to make them worth using. It worked for artillery when they first brought in this change, and all races should get the same treatment. |
Aqriue
Center for Advanced Studies Gallente Federation
596
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Posted - 2012.04.26 11:49:00 -
[6] - Quote
Arilltery fight in falloff. Switch to T2 ammo, its half the damage in optimal with the same cycle time. Minmatar ships also align faster, so make a better scoot and shoot.
Tachyon and Rails fight in Optimal. They are always in Optimal. Their ships also have better tanks, able to take better punishment.
So recap: Artillery are mid range snipers in the 150-250km range while Rails and Laser have the ability to slug it out at 250km or beyond....thought the lock range is broken for that. Nothing needs to be fixed except Missiles for the Caldari boats and the split weapon's system on the Minmatar dread...then everything should be pretty decent with niche roles and not nich roles that are lack luster at best. |
Galphii
Sileo In Pacis THE SPACE P0LICE
41
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Posted - 2012.04.26 11:53:00 -
[7] - Quote
Aqriue wrote:Arilltery fight in falloff. Switch to T2 ammo, its half the damage in optimal with the same cycle time. Minmatar ships also align faster, so make a better scoot and shoot.
Tachyon and Rails fight in Optimal. They are always in Optimal. Their ships also have better tanks, able to take better punishment.
So recap: Artillery are mid range snipers in the 150-250km range while Rails and Laser have the ability to slug it out at 250km or beyond....thought the lock range is broken for that. Nothing needs to be fixed except Missiles for the Caldari boats and the split weapon's system on the Minmatar dread...then everything should be pretty decent with niche roles and not nich roles that are lack luster at best. Wrong, wrong and wrong. Next 'working as intended' troll please. |
Aqriue
Center for Advanced Studies Gallente Federation
596
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Posted - 2012.04.26 11:56:00 -
[8] - Quote
All though there is nothing wrong with having a new different weapon system using the same features.
Fast firing artillery with less damage using the same ammo -1000mm gun Slower firing railgun with more damage using more cap - 525mm gun Slower firing Mega Tachyon that can actually break a T1 crystal in 50 shots - Deathray (<--work in progress)
Basicly a weapon system that acts like another weapon system for specific purposes. I actually liked the artillery before it got buffed, now that long cycle time makes me cry and it feels like its not very effective . 8 Grouped 1400mm just to see what alpha I can get...doesn't seem very powerful |
Nalha Saldana
Eternity INC. Goonswarm Federation
228
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Posted - 2012.04.26 12:16:00 -
[9] - Quote
Damage mod on T2 large long range turrets: x12,807 - 1400mm x6,098 - 1200mm x5,4 - Tachyon Beams x3,63 - 425mm Railgun x3,6 - Mega Beam x2,64 - 350mm Railgun x2,4 - Dual Heavy Beam x1,98 - Dual 250mm Railgun
Long range guns obiously have less dps then short range guns which makes them rely on alpha to actually kill targets. Minmatar is so far ahead on this so its just silly, it should be balanced out a bit. |
Velicitia
Open Designs
879
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Posted - 2012.04.26 13:06:00 -
[10] - Quote
Thing with arties is, if you survive the volley (still in your "proper" tank), they're gonna be hard-pressed to actually apply enough DPS to you in order to break that tank ... |
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Nalha Saldana
Eternity INC. Goonswarm Federation
230
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Posted - 2012.04.26 13:16:00 -
[11] - Quote
Velicitia wrote:Thing with arties is, if you survive the volley (still in your "proper" tank), they're gonna be hard-pressed to actually apply enough DPS to you in order to break that tank ...
Bring friends, pop everything on one volley. This would need way too many with any other weapon system. |
Velicitia
Open Designs
879
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Posted - 2012.04.26 14:40:00 -
[12] - Quote
Nalha Saldana wrote:Velicitia wrote:Thing with arties is, if you survive the volley (still in your "proper" tank), they're gonna be hard-pressed to actually apply enough DPS to you in order to break that tank ... Bring friends, pop everything on one volley. This would need way too many with any other weapon system.
well, yeah ... but no matter what is done, I think people will always bring the "highest volley" ships out regardless of what that happens to be.
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Nalha Saldana
Eternity INC. Goonswarm Federation
230
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Posted - 2012.04.26 14:50:00 -
[13] - Quote
Velicitia wrote:Nalha Saldana wrote:Velicitia wrote:Thing with arties is, if you survive the volley (still in your "proper" tank), they're gonna be hard-pressed to actually apply enough DPS to you in order to break that tank ... Bring friends, pop everything on one volley. This would need way too many with any other weapon system. well, yeah ... but no matter what is done, I think people will always bring the "highest volley" ships out regardless of what that happens to be.
This is actually not true, any ship capable of doing enough alpha would be a viable candidate but atm only 1200mm and 1400mm are good enough. Tachyons could work but fitting them is horrible. |
Veronica Kerrigan
Hand Of Midas F0RCEFUL ENTRY
26
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Posted - 2012.04.26 16:43:00 -
[14] - Quote
Aqriue wrote:All though there is nothing wrong with having a new different weapon system using the same features. Fast firing artillery with less damage using the same ammo -1000mm gun Slower firing railgun with more damage using more cap - 525mm gun Slower firing Mega Tachyon that can actually break a T1 crystal in 50 shots - Deathray (<--work in progress) Basicly a weapon system that acts like another weapon system for specific purposes. I actually liked the artillery before it got buffed, now that long cycle time makes me cry and it feels like its not very effective . 8 Grouped 1400mm just to see what alpha I can get...doesn't seem very powerful
Because there is a ship in the game that could fit anything close to a rack of these "mega-tachyons"
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