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Snow Banshee
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Posted - 2008.09.03 06:27:00 -
[1]
first off .. im gallente user and i have 0 skills on minnie ships or projectile weapons. So thins post is not intended to be a projectile whine.
that told, ive read a lot about the fact that the main problem of minnie ships is the lach of DPS. the problems also do not seem to reside stritly on the ships. the problem are the weapon. Some affirm that the lesser DPS are ballanced by the fact that they do not use caps, othrs affirm that the only way to survive in a fight is nano minnie ships, because in amy direct DPS/tank fight they loose.
The second one is a common statement , and its a general agree that projectile sucks.
now my idea: Why do not make projectile weapons easilly overloadable? I mean ... they do not use CAP (energy), so in theory they should have less problems to be overloaded. We could simply make projectiles in order to get half ( or even 1/4 ) damage from overheating .. so they should last twice ( or 4x ) from other weapons.
So a well skilled minnie pilot could match the DPS.
this idea also preserve diversity and even the eve background: Minnie are the race with lower tech so they have to overheat to match other weapons. So they have more experience on building things that are commonly overheated, hence the "overheating advantage"
I think its a good boost for minnie pilots, and could finally give some love to minnie pilots.
what do you think about this idea ?
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CCP Mitnal
C C P
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Posted - 2008.09.03 06:41:00 -
[2]
Moved to Features & Ideas.
Mitnal Community Representative CCP Games, EVE Online Email / Netfang |
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Butzewutze
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Posted - 2008.09.03 07:05:00 -
[3]
Edited by: Butzewutze on 03/09/2008 07:09:20
YES! Where can i buy that?
Edit: This could really be a solution to add "flair" to projectile-weapons and to the whole race. Why not make it so that minmatar are the only race that can overheat for a short time without getting damaged modules at all? So they could be fast for a short time, after a "possible nanonerf", but would need to get in and out of a fight to cooldown.
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Merin Ryskin
Peregrine Industries
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Posted - 2008.09.03 07:13:00 -
[4]
/signed
This would fit very nicely with the idea of Minmatar ships as "hit and run" specialists and restore some of what they lost when the HP boosts made alpha strike irrelevant. Minmatar ships would get to be really awesome, but only for a short time before they have to either kill the target or run away with burned-out guns.
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.09.03 10:38:00 -
[5]
Not bad idea but still does not solve howitzers issues. Low clip size ( that makes it have horrible DoT) and the alpha strike have being negated by tthe continuous buffs to HP (the first HP buff, the second then rigs (trimarks anyone) and the creation of mind-links that make huge gang bonuses to HP.
That unless CCP changes the Howitzers overheat from rof to damage increase and AC from damage to rof. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Rifter Drifter
Minmatar Greatly Reducing Inflation Every Fight
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Posted - 2008.09.03 10:45:00 -
[6]
i was ready to flame you, call you an idiot.. try to disgrace you from the offset..
HOWEVER. after reading your thread.. I must admit i'm impressed. this is a brilliant idea, it allows minnie users (like this alt of mine) to specialise in the "hit n run" style of play it would allow Minmatar users to atleast nearly attain the same realms of tank/gank as other races.. even if only for a moment.
Id also like to add to this idea if i may. perhaps with a rule that Minmatar can overheat anything much in the same style you propose with weapons (1/2 m,aybe 1/4 damage) BUT only one "type" of system may be overheated at once..
for example.. you overheat your guns... you can only overheat your guns.. you stop overheating them (perhaps have to wait for the heat meter to wind back down fully) and then you could overheat a speed mod or a tanking style mod etc..
probably that would be far too fiddly.
as a side note.. even with say 10-15% more dps on minnie weapons from overheating them.. a gank fit tempest would still do much less dps than any other race Gank fit BS (without overheat(!) )
i.e 700dps gank fit tempest overheats to what 800ish dps? bog standard gank mega 1k dps, 1k dps geddon, 1k dps ravens.. so while your idea would not bring about full balance.. it would put a smile on all fellow minnie users face.
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Stork DK
Minmatar Synthetic Frontiers
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Posted - 2008.09.03 11:42:00 -
[7]
Nice ideas you got there.
imo what you need to do is stop reading my sig ___________
Originally by: CCP Nozh I see you'r nano... And i TAKE IT!!
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Akiba Penrose
The Movement
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Posted - 2008.09.03 15:54:00 -
[8]
Not bad. This got my vote.
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H Lecter
Gallente The Black Rabbits The Gurlstas Associates
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Posted - 2008.09.03 16:31:00 -
[9]
I'm Gallente, but this is a brillant idea!
CCP listen to this man
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Sabrina Al'Kian
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Posted - 2008.09.03 16:50:00 -
[10]
Huh. I like the idea. It would also keep in line with Minmatar needing to be highly skilled to be effective.
Also, I don't think there should be any limitations to overheating other modules. That would sort of defeat the purpose. Why shouldn't you be able to overheat your MWD and guns at the same time? The only problem is that the former will get trashed long before the latter will. But is that such a bad thing? I agree that they shouldn't get the module damage reduction to anything except high slots (but they should get it for ALL high slot modules; at least then the strange un-Minmatarness of the Nidhoggur could be somewhat explained...), but all their other systems should still function normally. This is supposed to be a BOOST, not a TRADE.
Anyway, I support this topic.
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Sir Substance
Minmatar MagiTech Alliance Inc.
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Posted - 2008.09.03 21:21:00 -
[11]
Sir_Substance Approves. - PvPers always say "GB2WoW". the message is that EVE is hard, and people just need to deal with it. wasn't it funny how when nano's started making it hard for *them*, that all went out the window? |
Tac Ginaz
Aliastra
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Posted - 2008.09.03 21:41:00 -
[12]
I approve.
I'd also add an extended range for the minnie guns. Projectiles do not lose speed or acceleration in vacuum.. lasers lose energy to dissipation, blasters also have their energy dissipated (being particle weapons) and railguns would not be affected as its also a projectile (just accelerated differently).
That way, railguns maintain their better accuracy at long range but projectiles retain the longer range to shoot from albeit a lower accuracy level.
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Meina Lamia
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Posted - 2008.09.03 22:28:00 -
[13]
While I do like this fix to Minni guns, I don't think it should be the only fix. I don't like the idea that the only way to make Min guns effective is overload them.
Personally I have always thought of many guns maybe not the greatest when it comes to damage but it should be highly accurate and have great range. Because it alwasy seemed that they spit so much ammo out that you were just Bound to hit someone.
So while you may not being doing the pure damage everyone else is you are constantly hitting and doing it at range to.
I think together, combined the overheat, it would be a good system.
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Liola Irrard
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Posted - 2008.09.04 00:03:00 -
[14]
Edited by: Liola Irrard on 04/09/2008 00:03:12 Wait, so your idea is to make minnie require more skills to be effective?
FYI I'm all for buffing minnie.
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Snow Banshee
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Posted - 2008.09.04 05:58:00 -
[15]
Edited by: Snow Banshee on 04/09/2008 05:58:51 ODD! nobody called me "idiot" ( well.. Rifter Drifter was close :D) !!
In any case, i dont think this change should block minnie ships to overload also other modules. They simply will be damaged as usual with other races. For example, shield booster and armour reps can be overloaded exactly as any other race can do ( effectively they use the same module) its just the projectile weapons that will have built-in 4x "damage points" so they last simply longer.
@ liola : You dont need to train "MORE" skills. You need to train skills that already exist and to be honest Overloading is a must for any pvper. You should already have it. My proposed change will just make this skill even better for minnie and will give projectiles a role.
I dont claim this will solve all minnie problems, but at least will make projectiles shine if you are well skilled. You should also consider that this change its EXTREMELY EASY to realize: projectiles should simply have more damage points.
If more are needed to ballance minnie feel tree to give hints. At least tmy proposal its a good ( imho) start.
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Snow Banshee
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Posted - 2008.09.04 17:54:00 -
[16]
more feedback?
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Lilith Velkor
Minmatar Oyster Colors
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Posted - 2008.09.04 18:30:00 -
[17]
Edited by: Lilith Velkor on 04/09/2008 18:31:23 Hmm, this is a really interesting idea, also it is fitting in in the backstory, imagine minmatar ships being all lowtech, they'd be more capable of exceeding normal operation parameters than other races ships.
Edit: on the other hand, this is simply another damage boost, tho the time you can utilize it is limited.
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procurement specialist
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Posted - 2008.09.04 18:43:00 -
[18]
how would this be drastically different than upping the damage and lowering the clip size of projectiles? short term burst dps but constant reloading lowers actual dps. That seemed an easier fix for me than special coding projectiles to resist heat damage.
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