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allmus
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Posted - 2004.12.02 10:08:00 -
[1]
this is a public announcment for all eve players who think that the projectile weapons are broken and unuseable(long range ones inparticual!)
please support this cause by attaining the rally in: pator(1.0) system on saturday 4th decemeber, just after downtime.
if you can't come because of security status, please create a new player and attain the event! this rally is aimed to show CCP that the need to fix projectiles are sort after by a large portion of the eve-online players, and that the "no comment" situation that they have adopted to this problem is unacceptable.
one way or another, we need an answer to the question! what is the ETA of the projectiles being fixed, when can we expect you to look into them, and most important, why haven't you answered the 10's of 100's of post's about it!
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |
allmus
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Posted - 2004.12.02 10:08:00 -
[2]
this is a public announcment for all eve players who think that the projectile weapons are broken and unuseable(long range ones inparticual!)
please support this cause by attaining the rally in: pator(1.0) system on saturday 4th decemeber, just after downtime.
if you can't come because of security status, please create a new player and attain the event! this rally is aimed to show CCP that the need to fix projectiles are sort after by a large portion of the eve-online players, and that the "no comment" situation that they have adopted to this problem is unacceptable.
one way or another, we need an answer to the question! what is the ETA of the projectiles being fixed, when can we expect you to look into them, and most important, why haven't you answered the 10's of 100's of post's about it!
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |
Del Narveux
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Posted - 2004.12.02 18:57:00 -
[3]
By 'fixed' you mean 'able to wtfpwn anything in sight in your big ship' I presume? _________________ [SAK] And Proud Of It! aka Cpt Bogus Is that my torped sig cloaking your base? |
Del Narveux
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Posted - 2004.12.02 18:57:00 -
[4]
By 'fixed' you mean 'able to wtfpwn anything in sight in your big ship' I presume? _________________ [SAK] And Proud Of It! aka Cpt Bogus Is that my torped sig cloaking your base? |
Lord Anubis
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Posted - 2004.12.02 18:59:00 -
[5]
lol no fixed as in useful again
doint comment unless u know
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |
Lord Anubis
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Posted - 2004.12.02 18:59:00 -
[6]
lol no fixed as in useful again
doint comment unless u know
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |
Tokka Konnair
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Posted - 2004.12.02 18:59:00 -
[7]
Edited by: Tokka Konnair on 02/12/2004 19:07:04
they're not unusable as people use them what's the actual main flaw? tracking? __________________________________________
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Tokka Konnair
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Posted - 2004.12.02 18:59:00 -
[8]
Edited by: Tokka Konnair on 02/12/2004 19:07:04
they're not unusable as people use them what's the actual main flaw? tracking? __________________________________________
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Deadzone
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Posted - 2004.12.02 19:06:00 -
[9]
The main flaw is dmg to range ratio. As it stand right now, a tachyon laser with radio crystal can out dmg and out range a 1400mm with nuclear ammo, by a BIG range. I myself have brought up this argument in the past several times as I pilot a Tempest. How in the hell does artillary( by the very DEFINITION of the word- LONG range area-of-effect) get out ranged and out dmg'd by a laser! Artillary does not lose dmg from range, and a projectile can travel as far as it wants, until acted upon by another force or it hits something. I understand, that the ships will have max ranges and all, but give me a F***ing break when a laser shoots farther and stronger than an artillary cannon!
Deadzone Vice-Admiral
Executive Commanding Officer Military Command Hadead Drive Yards |
Deadzone
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Posted - 2004.12.02 19:06:00 -
[10]
The main flaw is dmg to range ratio. As it stand right now, a tachyon laser with radio crystal can out dmg and out range a 1400mm with nuclear ammo, by a BIG range. I myself have brought up this argument in the past several times as I pilot a Tempest. How in the hell does artillary( by the very DEFINITION of the word- LONG range area-of-effect) get out ranged and out dmg'd by a laser! Artillary does not lose dmg from range, and a projectile can travel as far as it wants, until acted upon by another force or it hits something. I understand, that the ships will have max ranges and all, but give me a F***ing break when a laser shoots farther and stronger than an artillary cannon!
Deadzone Vice-Admiral
Executive Commanding Officer Military Command Hadead Drive Yards |
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Tokka Konnair
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Posted - 2004.12.02 19:08:00 -
[11]
that sounded like a reality comparison on the Eve forum? doesn't belong __________________________________________
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Tokka Konnair
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Posted - 2004.12.02 19:08:00 -
[12]
that sounded like a reality comparison on the Eve forum? doesn't belong __________________________________________
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Drang
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Posted - 2004.12.02 19:37:00 -
[13]
Actually, it goes deeper than that.
Light beam type weapons should diminish over time, the particles scatter over distance, just pure physics there. With lasers you have ammo-less powerful weapons and with the right ship and capacitor booster, one can virtually shoot forever with no ammo penalties or reloading time. Yeah, way overpowered. Laser weapons should be very close range only, with longer ranges sucking down cap power fast, as that would be comparable to real life.
Projectile weapons in space SHOULD be the best type actually. As pointed out when an object in a void has momentum, unless it hits something, it would have a nearly infinate range. But thats not to be actually. It should be like 'If we can lock target, we can hit it with projectiles' Mind you by comparison, projectiles are SLOW when compared to a beam of light. While they SHOULD be able to go incredible distances, the accuracy would suck the longer it flies as the target normally is not standing still. The only other issue I have with projectiles is the rate of fire. I can empty the clip of my Python in 5 seconds (15 rounds) or less, and on todays' Navy ships the phalynx system can spit out a whopping 3000 rounds a second (Used as missile defense rather than offense) But look at EVE, we have amazing starships with incredible technology far in the future of mankind but yet the Projectile weapons are no better than the early 1900's....
Here is some of my ideas for more realistic Projectiles in EVE:
1. Cut the Damage in HALF. (Read on before flaming please) 2. Quadruple the Firing rate, with high end units hitting as much as 10 times a second, but no lower than twice a second. 3. Increase the range by a factor of 10x, double the optimum range, but beyond that the accuracy has a steep fall off.
Think about it !
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Drang
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Posted - 2004.12.02 19:37:00 -
[14]
Actually, it goes deeper than that.
Light beam type weapons should diminish over time, the particles scatter over distance, just pure physics there. With lasers you have ammo-less powerful weapons and with the right ship and capacitor booster, one can virtually shoot forever with no ammo penalties or reloading time. Yeah, way overpowered. Laser weapons should be very close range only, with longer ranges sucking down cap power fast, as that would be comparable to real life.
Projectile weapons in space SHOULD be the best type actually. As pointed out when an object in a void has momentum, unless it hits something, it would have a nearly infinate range. But thats not to be actually. It should be like 'If we can lock target, we can hit it with projectiles' Mind you by comparison, projectiles are SLOW when compared to a beam of light. While they SHOULD be able to go incredible distances, the accuracy would suck the longer it flies as the target normally is not standing still. The only other issue I have with projectiles is the rate of fire. I can empty the clip of my Python in 5 seconds (15 rounds) or less, and on todays' Navy ships the phalynx system can spit out a whopping 3000 rounds a second (Used as missile defense rather than offense) But look at EVE, we have amazing starships with incredible technology far in the future of mankind but yet the Projectile weapons are no better than the early 1900's....
Here is some of my ideas for more realistic Projectiles in EVE:
1. Cut the Damage in HALF. (Read on before flaming please) 2. Quadruple the Firing rate, with high end units hitting as much as 10 times a second, but no lower than twice a second. 3. Increase the range by a factor of 10x, double the optimum range, but beyond that the accuracy has a steep fall off.
Think about it !
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Fester Addams
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Posted - 2004.12.02 19:40:00 -
[15]
Long range projectiles do need a tweak.
Especially the tracking is a problem but there are other issues.
I would also like to see some skill that priomarily benefits the proj weapons as the suposed biggest bonus of proj weapons is the fact that the guns drain very little if any cap when fired, there are however a multitude of ways a player can decrease the amount of cap needed for the laser and hybrid weapons not to mention that minmatar ships already compensate for this by having crappy cap recharge rate.
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Fester Addams
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Posted - 2004.12.02 19:40:00 -
[16]
Long range projectiles do need a tweak.
Especially the tracking is a problem but there are other issues.
I would also like to see some skill that priomarily benefits the proj weapons as the suposed biggest bonus of proj weapons is the fact that the guns drain very little if any cap when fired, there are however a multitude of ways a player can decrease the amount of cap needed for the laser and hybrid weapons not to mention that minmatar ships already compensate for this by having crappy cap recharge rate.
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Lord Anubis
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Posted - 2004.12.02 19:58:00 -
[17]
As it stands
They have
worse tracking worse DOT Worse Ammo Worse range
But they do use little cap
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |
Lord Anubis
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Posted - 2004.12.02 19:58:00 -
[18]
As it stands
They have
worse tracking worse DOT Worse Ammo Worse range
But they do use little cap
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |
Balsak
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Posted - 2004.12.02 20:14:00 -
[19]
CCP has even acknowledged this and said that it would be worked on but "NOT" before Exodus. It will be done after Exodus which was only last week, so give them some time (read: give them more than a couple of days, maybe a month or 2)
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Balsak
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Posted - 2004.12.02 20:14:00 -
[20]
CCP has even acknowledged this and said that it would be worked on but "NOT" before Exodus. It will be done after Exodus which was only last week, so give them some time (read: give them more than a couple of days, maybe a month or 2)
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Drang
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Posted - 2004.12.02 20:25:00 -
[21]
Originally by: Balsak CCP has even acknowledged this and said that it would be worked on but "NOT" before Exodus. It will be done after Exodus which was only last week, so give them some time (read: give them more than a couple of days, maybe a month or 2)
Why should I? Tweaking the projectiles to realistic means and bringing them up to par with other lines of weapons is a matter of 10 minutes changing variables in a database. This requires no coding nightmares, no high-dollar programmer to think about, jsut a flunkie to change a few values and presto, its all done.
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Drang
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Posted - 2004.12.02 20:25:00 -
[22]
Originally by: Balsak CCP has even acknowledged this and said that it would be worked on but "NOT" before Exodus. It will be done after Exodus which was only last week, so give them some time (read: give them more than a couple of days, maybe a month or 2)
Why should I? Tweaking the projectiles to realistic means and bringing them up to par with other lines of weapons is a matter of 10 minutes changing variables in a database. This requires no coding nightmares, no high-dollar programmer to think about, jsut a flunkie to change a few values and presto, its all done.
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Balsak
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Posted - 2004.12.02 20:34:00 -
[23]
Quote: Why should I? Tweaking the projectiles to realistic means and bringing them up to par with other lines of weapons is a matter of 10 minutes changing variables in a database. This requires no coding nightmares, no high-dollar programmer to think about, jsut a flunkie to change a few values and presto, its all done.
Why should you ? Well you don't really have to wait, you could just leave the game and come back when they are to you liking.
I didn't know you knew so much about Eves code that you yourself could fix the problem in just 10 minutes. Gee maybe you should be working for ccp or even better go make your own game.
You sound like one of those "Im the customer and I know everything" people.
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Balsak
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Posted - 2004.12.02 20:34:00 -
[24]
Quote: Why should I? Tweaking the projectiles to realistic means and bringing them up to par with other lines of weapons is a matter of 10 minutes changing variables in a database. This requires no coding nightmares, no high-dollar programmer to think about, jsut a flunkie to change a few values and presto, its all done.
Why should you ? Well you don't really have to wait, you could just leave the game and come back when they are to you liking.
I didn't know you knew so much about Eves code that you yourself could fix the problem in just 10 minutes. Gee maybe you should be working for ccp or even better go make your own game.
You sound like one of those "Im the customer and I know everything" people.
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Zen Later
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Posted - 2004.12.02 20:59:00 -
[25]
Do believe that it's been said before...
The problem with projectiles (and railguns afaik) is the tracking formula. It's too extreme.
Yes, 1400's could strike incredibly hard there was always that 'roll the dice' scenerio built into the game so you aren't consistantly landing crazy damage shots one after the other. There's also that untouchable frig thing that has to be factored in .
Fix them but also fix railguns at the same time...let's get back to the time of each race's weapons on each race's ships.
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Zen Later
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Posted - 2004.12.02 20:59:00 -
[26]
Do believe that it's been said before...
The problem with projectiles (and railguns afaik) is the tracking formula. It's too extreme.
Yes, 1400's could strike incredibly hard there was always that 'roll the dice' scenerio built into the game so you aren't consistantly landing crazy damage shots one after the other. There's also that untouchable frig thing that has to be factored in .
Fix them but also fix railguns at the same time...let's get back to the time of each race's weapons on each race's ships.
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EagleFour
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Posted - 2004.12.02 21:04:00 -
[27]
small correction on the phalanx, its 100 rounds a second 3000 a minute. you usually dont need 3000 rounds FYI. 80% effectiveness. JOBS - Got Moin?
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EagleFour
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Posted - 2004.12.02 21:04:00 -
[28]
small correction on the phalanx, its 100 rounds a second 3000 a minute. you usually dont need 3000 rounds FYI. 80% effectiveness. JOBS - Got Moin?
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Lord Anubis
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Posted - 2004.12.02 21:23:00 -
[29]
Originally by: Balsak
Quote: Why should I? Tweaking the projectiles to realistic means and bringing them up to par with other lines of weapons is a matter of 10 minutes changing variables in a database. This requires no coding nightmares, no high-dollar programmer to think about, jsut a flunkie to change a few values and presto, its all done.
Why should you ? Well you don't really have to wait, you could just leave the game and come back when they are to you liking.
I didn't know you knew so much about Eves code that you yourself could fix the problem in just 10 minutes. Gee maybe you should be working for ccp or even better go make your own game.
You sound like one of those "Im the customer and I know everything" people.
Not agree with him as he does come accross a bit arrogant but this has been a problem for 5 Months now and thats a hell of a long time
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |
Lord Anubis
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Posted - 2004.12.02 21:23:00 -
[30]
Originally by: Balsak
Quote: Why should I? Tweaking the projectiles to realistic means and bringing them up to par with other lines of weapons is a matter of 10 minutes changing variables in a database. This requires no coding nightmares, no high-dollar programmer to think about, jsut a flunkie to change a few values and presto, its all done.
Why should you ? Well you don't really have to wait, you could just leave the game and come back when they are to you liking.
I didn't know you knew so much about Eves code that you yourself could fix the problem in just 10 minutes. Gee maybe you should be working for ccp or even better go make your own game.
You sound like one of those "Im the customer and I know everything" people.
Not agree with him as he does come accross a bit arrogant but this has been a problem for 5 Months now and thats a hell of a long time
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |
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