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Syn Diamond
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Posted - 2004.03.21 18:16:00 -
[1]
I have been eager to see Tech 2 weapons for a long time, any1 know when they will get arrive on Tranquility?
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Tyria Evenstar
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Posted - 2004.03.21 18:46:00 -
[2]
Not before they properly balance tech1 weapons, hopefully.
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Lurk
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Posted - 2004.03.21 18:49:00 -
[3]
Good luck training skills up, AFAIK you need large specialization, which requires medium specialization requiring small specialization. Those skills all have a fairly high rank.
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Ebedar
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Posted - 2004.03.21 18:58:00 -
[4]
Yeah, have a look at something like a small Tech 2 blaster (you can see the market info) - needs a new skill to use them and needs Small Hybrid to level 4. Should imagine the situation is comparable for other weapons/sizes.
My life in pictures: |
Krilos Nereth
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Posted - 2004.03.21 19:02:00 -
[5]
Hoping to see a Siege Launcher II bp, hopefully from my research agent :D
Seriously though, can't wait to see the large hybrid blasters.
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Mikelangelo
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Posted - 2004.03.21 19:09:00 -
[6]
Quote: Not before they properly balance tech1 weapons, hopefully.
Hopefully, tech 2 weapons will just be like the tech 2 damage mods, slightly better than the best named version. That will contribute to prices dropping.
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Xtro 2
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Posted - 2004.03.21 22:07:00 -
[7]
Edited by: Xtro 2 on 21/03/2004 22:08:44 if tech2 is stupidly overbalanced as tech1s are currently you will probably be able to pop a battleship in 1-2 volleys rather than 3+, just to make pvp even more boring and costly, battles should last, rather than be over in seconds. __________________________________________
Hell is nothing more than an office with fluorecent lights. |
Jakal
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Posted - 2004.03.22 03:05:00 -
[8]
if they add the bonus to resistance skills battles will take longer, but dont ever expect to take fire from 5-6 battleships for more then 1-2 volleys
-Adapt and Overcome.
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Meau
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Posted - 2004.03.22 13:29:00 -
[9]
Quote: Edited by: Xtro 2 on 21/03/2004 22:08:44 if tech2 is stupidly overbalanced as tech1s are currently you will probably be able to pop a battleship in 1-2 volleys rather than 3+, just to make pvp even more boring and costly, battles should last, rather than be over in seconds.
While tech 2 shield boosters are 50% better, tech II guns only do 20% more damage, do the maths.
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Gariuys
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Posted - 2004.03.22 14:01:00 -
[10]
Why exactly are you waiting for tech2 weapons, from the stats we have now ( what's on TQ ) they're complete and utter garbage. example: modal light neutron vs light neutron II 17 cpu 20 cpu 10 mw 11 mw 4.2 damage mod 4.2 damage mod 3.5 ROF 3.5 ROF 1800m optimal 1800m optimal 4500m fallof 4500m fallof 0.12 tracking 0.141617 tracking
So for 10% more grid and 18% more cpu you get.... wait for it.... 18% more tracking, but there's more the skill you need to use them gives..... more tracking.
IOWs don't get rid of those named guns cause well techII ain't gonna be replacing them, situation is even worse for long range weapons there you trade fitting for optimal range. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
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Lurk
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Posted - 2004.03.22 14:25:00 -
[11]
Quote: Why exactly are you waiting for tech2 weapons, from the stats we have now ( what's on TQ ) they're complete and utter garbage. example: modal light neutron vs light neutron II 17 cpu 20 cpu 10 mw 11 mw 4.2 damage mod 4.2 damage mod 3.5 ROF 3.5 ROF 1800m optimal 1800m optimal 4500m fallof 4500m fallof 0.12 tracking 0.141617 tracking
So for 10% more grid and 18% more cpu you get.... wait for it.... 18% more tracking, but there's more the skill you need to use them gives..... more tracking.
IOWs don't get rid of those named guns cause well techII ain't gonna be replacing them, situation is even worse for long range weapons there you trade fitting for optimal range.
Noone forces you to use them, but they are at least as good as the best rare tech1 item so i see no problem there. A modal light neutron already does more DoT than a large 425mm Railgun so i really appreciate they don't boost tech2 too much.
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Gariuys
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Posted - 2004.03.22 14:49:00 -
[12]
There will be tech2 large guns as well some day, so I really don't see the relevance of your comment, and for the record I don't mean they won't be used with their current stats, but when used on the ships we have now they're not enough of a improvement considering the increased fitting requirements and sick training they need. Elite ships can probably deal with the fitting but still all that research effort training and isk to get a slight increase in tracking or optimal range isn't something I'd consider high priority. I'd rather see the current weapons (including missiles ;)) get balanced out, and then start messing with what tech2 should or should not be.
Oh and for the record tech2 shield boosters have nothing over c5-ls in the way of shields boosted, they just have you trade cpu for cap. So maybe the way tech2 guns work atm isn't all that bad, as long as we get some tech2 ammo as well ;) ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
Lurk
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Posted - 2004.03.22 15:24:00 -
[13]
We don't need weapons that deal more damage, ships already die way too fast ...
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Ruffles
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Posted - 2004.03.22 18:46:00 -
[14]
Edited by: Ruffles on 22/03/2004 18:50:50 Almost all tech 2 stuff seems to have, or slightly exceed in some situations, the best named loots statistics for damage, rate of fire, etc.
Looking at some of the small turrets currently listed on the market you see that is mostly true for the damage and rate of fire, but the cpu and powergrid are different to the named loot. Usually requiring more.
Totally agree on the damage front. If they aren't careful...
Edit: Well, I disagree they are utter garbage, but they will at least be a market equivalent to named loot. More commen then named loot, and with higher requirements meaning sacrifices and still providing a market for named goods.
But for the first time EVER, manufacturers will be able to offer a product comparible. Named loot was always better then manufactured goods, cheaper (for free after you take the bounty, and ammo costs for the kill), and always was way better then player built equipment.
Sure the stats are somewhat different, but its a start.
Quote: While tech 2 shield boosters are 50% better, tech II guns only do 20% more damage, do the maths.
I am glad. Perhaps fights will last a little longer. Hard to believe 26 thousand years in the future they built ships that die this fast in a fight
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Mrissa Easeah
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Posted - 2004.03.22 20:25:00 -
[15]
I agree with making the combat take a bit longer to resolve, but hey, as to the century, its always been easier to destroy than to create, historically.
Other issues, for much further down the road, are the whole Black Market Contraband. Logically I'd think this would only apply to slaves, drugs, boosters, but a few posters on the forums seem to think it also applies to meta modules, at least until it gets tagged as 'legit' by a fixit agent.
If that does become the case, then the Tech II weaponry gets another point for being 100% legal in all space.
Even if Tech II = Best meta, the random work required to find a meta is mostly mitigated by the ability to make Tech II at need.
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Narim
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Posted - 2004.03.22 22:08:00 -
[16]
Quote: Why exactly are you waiting for tech2 weapons, from the stats we have now ( what''s on TQ ) they''re complete and utter garbage. example: modal light neutron vs light neutron II 17 cpu 20 cpu 10 mw 11 mw 4.2 damage mod 4.2 damage mod 3.5 ROF 3.5 ROF 1800m optimal 1800m optimal 4500m fallof 4500m fallof 0.12 tracking 0.141617 tracking
So for 10% more grid and 18% more cpu you get.... wait for it.... 18% more tracking, but there''s more the skill you need to use them gives..... more tracking.
IOWs don''t get rid of those named guns cause well techII ain''t gonna be replacing them, situation is even worse for long range weapons there you trade fitting for optimal range.
The tech 2 weapons havent been balanced yet |
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