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Thread Statistics | Show CCP posts - 0 post(s) |
Danashka
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Posted - 2010.12.15 22:58:00 -
[31]
Supported for greater blasting.
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firewalker220
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Posted - 2010.12.16 00:17:00 -
[32]
i <3 blasters
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2010.12.16 00:30:00 -
[33]
Nice idea. Might want to take a look into Moros blasters vs structures though...
Would need some serious tweaking for balance, but sounds nice. At the very least the idea of blasters as short range artillery - MASSIVE damage with low RoF.
Taxman IX: Risky Venture
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sYnc Vir
Wolfsbrigade
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Posted - 2010.12.16 02:21:00 -
[34]
Holy **** an actually blaster fix. The Mega pilots will be please. This sigs has been removed due to the gross **** it showed.
CCP |
Wu Jiaqiu
Dreddit Test Alliance Please Ignore
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Posted - 2010.12.16 02:45:00 -
[35]
Edited by: Wu Jiaqiu on 16/12/2010 02:45:24 WHY THIS....sounds pretty good. Buff gallente.
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Tub Chil
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Posted - 2010.12.16 10:59:00 -
[36]
Edited by: Tub Chil on 16/12/2010 10:59:24 That's hell lot of code to write but still worth trying damage decay formula needs some testing
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.12.16 11:23:00 -
[37]
Edited by: Hirana Yoshida on 16/12/2010 11:24:50 Very out-of-the box suggestion that might just work. Scaling is a bit off though as you would practically obsolete rails entirely if blaster have near infinite range (sig dependent). If you really want a shotgun function then damage should drop to near zero very fast, not only due to spread but loss of kinetic energy.
Some concerns: - What's to stop swarms of blaster frigates/cruisers from taking down entire BS gangs with no real danger to themselves? Going to be a kiting nightmare, imagine Blaster Vigilants/Megathrons doing full damage to capitals from sniper range (top-of-head calculation). - What does ammo do. It currently modifies damage/range, would you propose it became damage/tracking? - TD's would have one script obsoleted against these blaster (range), do you propose they modify gun sig res instead?
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MotherMoon
Huang Yinglong
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Posted - 2010.12.16 13:28:00 -
[38]
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 16/12/2010 11:24:50 Very out-of-the box suggestion that might just work. Scaling is a bit off though as you would practically obsolete rails entirely if blaster have near infinite range (sig dependent). If you really want a shotgun function then damage should drop to near zero very fast, not only due to spread but loss of kinetic energy.
Some concerns: - What's to stop swarms of blaster frigates/cruisers from taking down entire BS gangs with no real danger to themselves? Going to be a kiting nightmare, imagine Blaster Vigilants/Megathrons doing full damage to capitals from sniper range (top-of-head calculation). - What does ammo do. It currently modifies damage/range, would you propose it became damage/tracking? - TD's would have one script obsoleted against these blaster (range), do you propose they modify gun sig res instead?
you bring up some great points that I will definitely have to work into a more polished proposal/ccp balance team.
However I would like to clarify for the thread, that sig radius increase *or how fast the spread increases* is based on the optimal/falloff range of the weapon. If you target a blaster ship and decrease it's range, you increase it's rate of decay/how fast the shot spreads out, and thus decrease his dps directly.
the sig radius/damage is not just based on pure range, but range in comparison of the optimal and falloff range of the weapon.
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Abbadon Karis
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Posted - 2010.12.16 15:33:00 -
[39]
I agree with the idea of giving blasters a new and better role within the game. I really hope ccp will see these points of view and actually agree that they messed up by nerfing blasters to much. Cause after all they have so much more potential then what they turned out to be.
I do use blasters on a daily basis in Eve and have a strong opinion that they deserve much more then what they have ended up to be. Just a slightest increase in range or tracking still make a difference.
C'mon Ccp, you can do it..
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Salpun
Paramount Commerce
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Posted - 2010.12.16 16:06:00 -
[40]
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Saelie
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Posted - 2010.12.16 16:20:00 -
[41]
This is win.
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Ildryn
X Inc.
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Posted - 2010.12.16 17:40:00 -
[42]
All for it. This sounds so far to be a great idea. Lets see it in test now.
CCP make it happen!
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Mr Entity
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Posted - 2010.12.17 07:40:00 -
[43]
+1
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Kid Barrow
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Posted - 2010.12.17 09:08:00 -
[44]
Taranis gangs would eat just about everything. Which.
I'm not opposed to.
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Ryan Starwing
Gallente Cryptonym Sleepers Test Alliance Please Ignore
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Posted - 2010.12.17 12:00:00 -
[45]
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 16/12/2010 11:24:50 Very out-of-the box suggestion that might just work. Scaling is a bit off though as you would practically obsolete rails entirely if blaster have near infinite range (sig dependent). If you really want a shotgun function then damage should drop to near zero very fast, not only due to spread but loss of kinetic energy.
Some concerns: - What's to stop swarms of blaster frigates/cruisers from taking down entire BS gangs with no real danger to themselves? Going to be a kiting nightmare, imagine Blaster Vigilants/Megathrons doing full damage to capitals from sniper range (top-of-head calculation). - What does ammo do. It currently modifies damage/range, would you propose it became damage/tracking? - TD's would have one script obsoleted against these blaster (range), do you propose they modify gun sig res instead?
Ahac already handle bs with no real danger to themselves. Also for the range thing if it has an exponential decay the only way (I can think of off the top of my head) it would go to sniper ranges is if a leviathan has an mwd on and is target painted to hell. Also making td mess with blaster sig res is a good idea. Also blasters will do worse against smaller targets for when they get transversal to 0 they will lose a ton of damage to sig res like missles. I think this is worth trying out on sisi and tweaking it till it is right.
PS:Rail are already obsolite.
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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2010.12.17 15:29:00 -
[46]
Originally by: Ryan Starwing
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 16/12/2010 11:24:50 Very out-of-the box suggestion that might just work. Scaling is a bit off though as you would practically obsolete rails entirely if blaster have near infinite range (sig dependent). If you really want a shotgun function then damage should drop to near zero very fast, not only due to spread but loss of kinetic energy.
Some concerns: - What's to stop swarms of blaster frigates/cruisers from taking down entire BS gangs with no real danger to themselves? Going to be a kiting nightmare, imagine Blaster Vigilants/Megathrons doing full damage to capitals from sniper range (top-of-head calculation). - What does ammo do. It currently modifies damage/range, would you propose it became damage/tracking? - TD's would have one script obsoleted against these blaster (range), do you propose they modify gun sig res instead?
Ahac already handle bs with no real danger to themselves. Also for the range thing if it has an exponential decay the only way (I can think of off the top of my head) it would go to sniper ranges is if a leviathan has an mwd on and is target painted to hell. Also making td mess with blaster sig res is a good idea. Also blasters will do worse against smaller targets for when they get transversal to 0 they will lose a ton of damage to sig res like missles. I think this is worth trying out on sisi and tweaking it till it is right.
PS:Rail are already obsolite.
Rails could be saved by acknowledging the fluff behind them-
They are a two-stage weapons system and as such need something like the followingl
* A projectile-esque selectable damage, or triple dmg ammo This would make them useful as damage dealers because world+dog tanks thermal right now.
* A nice capacitor usage slidey bar so they're more tweakable I really liked this idea. The concept that you could empty your whole capacitor into one devastating volley with a low ROF (and possibly destroy the module - it needs some kind of counter to stop megathron and rokh sniping blobs becoming FOTM) or swing to low cap usage, low damage and get..some kind of bonus out of it that isn't limited by how fast the elves (or whatever) in your ship can reload the ammo. You still consume ammo, but it would give railguns a real flavor. I guess it would work like a more organic kind of overheat.
* A pronounced shield bleedthrough "piercing" effect. Yes I know the Caldari whine squad won't like the last point, but ultimately it would make sense for the Gallente faction to have a weapons system that is somewhat useful against shield tanked ships. The rail 'shell' stresses the shields and the plasma/energy/magic spell inside causes some armor damage. Nothing ridiculously OP, just enough to spook long range missile spammers into engaging at a closer range.
Pick 2/3.
The balancing act on them would be a nightmare (like it isn't already..) but those are the three best proposals I've really seen come out of any of these discussions.
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Arnold Predator
Special Situations
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Posted - 2010.12.18 03:31:00 -
[47]
Edited by: Arnold Predator on 18/12/2010 03:31:37 I like the idea of being able to inject a lot of cap into one shot to up the damage. It makes sense with the tech as the more power to put into a rail gun... the faster it shots things, thus giving more damage.
Balancing that to the other systems would be a pain though as blobs of rail gun boats would just go around and alpha one shot people to no end. Who needs cap when the other ships die after one shot.
Also +1 to the op for a damn good idea.
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mchief117
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Posted - 2010.12.18 07:10:00 -
[48]
I would add to this that all blasters should gain a more or less perfact chance to hit as its target is literaly 10 or less KM away. combine that with the damaged reduced the fater it goes and you would get a weapon system that has its own nitch but is not OP
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Marlona Sky
Caldari Provisions
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Posted - 2010.12.18 07:18:00 -
[49]
Edited by: Marlona Sky on 18/12/2010 07:19:02
Originally by: Kid Barrow Taranis gangs would eat just about everything. Which.
I'm not opposed to.
It would be nice to see other interceptors besides Draimel or GTFO like it is now.
I like it. Anything to bring hybrids back as an option. I long for my blaster deimos to be worth flying again...
Anyone else miss the Deimos?
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Cyn0 A17
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Posted - 2010.12.21 04:24:00 -
[50]
bump
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Shadow Lord77
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Posted - 2010.12.21 04:31:00 -
[51]
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.12.21 21:11:00 -
[52]
Originally by: Ryan Starwing [... it would go to sniper ranges is if a leviathan has an mwd on and is target painted to hell ....
I based that particular doom scenario on the example 5km/5km small blaster range in original post. Large blasters would probably be 15/15 or so and against a signature of thousands it would probably go beyond 100km before any significant damage reduction kicks in .. this is mind you with close range weapons, so "one size fits all" - alpha/omega weapons as they do not need to refit.
Originally by: mchief117 I would add to this that all blasters should gain a more or less perfact chance to hit as its target is literaly 10 or less KM away. combine that with the damaged reduced the fater it goes and you would get a weapon system that has its own nitch but is not OP
How does it not become OP? You are essentially talking about extreme damage missiles with infinite exp. vel/rad.
The range scaling would need to be so insanely dramatic to counter the power offered by no-tracking/high-damage .. so high in fact as to make the change worse than what is already available.
As said, it is a good/novel idea, but balancing it is going to be a rather complicated task, too complicated I fear.
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Reaver Glitterstim
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Posted - 2010.12.22 08:30:00 -
[53]
I agree blasters definitely need a fix. I still don't get how they can be as short range as an autocannon, have about the same damage, track slower, yet use capacitor and larger ammo.
Maybe this is it, I'm not sure. I half support this on the grounds that I haven't used blasters enough to tell.
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crimson fire
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Posted - 2010.12.22 12:00:00 -
[54]
Fix rails also please.
This sounds great, lets have a blast with blasters :D
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Infinity Ziona
Cloakers
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Posted - 2010.12.22 15:21:00 -
[55]
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Tranquil Hegemony
Calm Horizons Outfit
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Posted - 2010.12.22 15:36:00 -
[56]
Supported....blasters need something! (remove reload time?? )
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Edvar
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Posted - 2010.12.22 16:54:00 -
[57]
how about instead of boosting and changing gun mechanics, we fix the currently broken and OP Autocannons. :P
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Sir Drake
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Posted - 2010.12.22 17:03:00 -
[58]
Nice idea but wont get my support. TBH i would rather prefer a full redesign of the blaster ships, because i think the guns are fine (except for some minor fitting stuff) but the ships are the main problem in applying the damage.
Seeing and testing the Adrestia (Alliance Tournament HAC) one can only wonder what Gallente could do with their blaster-boats once they get a little love. --------------------------------------------------
They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. Terry Pratchett |
Red Raider
Caldari Evil Dead L.L.C. DEM0N HUNTERS
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Posted - 2010.12.22 18:10:00 -
[59]
Why don't we just ask CCP to make all the weapon systems function in a realistic manner instead of the arbitrary manner in which they currently work. It would make blasters work just like you want them to and fix railguns at the same time.
As it is now there is some unknown force that stops our weapons from functioning beyond a specific distance when the real world says anything we fire inside of our 250km limit would travel the full 250km's with little to no dissipation. It's ridiculous that a ship 225km's away still has the same signature radius it has at 20km's. For a missile that's perfectly fine but the further away a ship is the longer it should take to target and the harder it should be to hit.
Fix this and every weapon gets it niche. Rails are now the sniper weapon of choice(assuming the devs don't screw over rails and make lasers the most accurate weapon in the game which I wouldn't be surprised at all), blasters get a shotgun effect making the the short range alpha strike weapon of choice. Lasers of all types function better in the middle ranges than any other weapon system. Lasers having the least accuracy but highest DPS of all the long range systems and pulse lasers have the highest accuracy but lowest DPS of all the short range systems. Projectiles fit nicely in between the two having neither the accuracy of rails nor the DPS of lasers for artillery as it would keep its alpha strike role and AC's wouldn't have the pure damage potential of blasters or the accuracy of pulse lasers.
Create 6 distinct weapon systems instead of two that have really crappy version that the Gallante and Caldari tend to use.
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Reaver Glitterstim
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Posted - 2010.12.23 00:29:00 -
[60]
Edited by: Reaver Glitterstim on 23/12/2010 00:37:26 @OP: I've been thinking about this, and looking at blasters more. I have come to the conclusion that I am in full support of your idea. Also, it would be fine for blasters to have the fastest tracking because of their missile-like damage system. It would also make sense because they don't have to aim so much, but kinda fire in the general direction of the ship.
Originally by: Red Raider
I was thinking about this very same thing, and I think I have a solution. I posted a thread about it called "[Proposal] Make hit chance based partly on ship size". You might check it out and give some input of your own.
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