| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Siddy
|
Posted - 2004.08.13 21:35:00 -
[1]
right now the thing goes this way: No cap usage = no damage and no trakking , and thats what projektiles are now
it whuld be cool if devs realized that no cap usage on MINMATAR ships isint catualy a bonus - it is a Must be feature to compensate low base cap
Grantted - No cap usage on wepons is bonus on amarrian ships, Cause amarrian ships were designed to compensate laser cap usage, and then there is the little thing caled controlled burst 
And as for armor tankking being flavor of the month - Projektiles loose theyr edge whit 3 damage type dealing ammo! Why? because almost every armor tank got 3 Hardeners resultting in 60% or more resistance in every damage type 
right now i find Typhoon being Minmatar Tire 2 Bs, even lacking the 5% damage bonus on projektiles, it can adapt using megapulse lasers! the 7th low slot means a lot in typhoon!
second things that make typhoon more desirable Bs are higer Base speed and low signature radius and WERY low mass and hig interia ( faster acceleration, warpping faster)
Also 5% optimal range bonus allow typhoon to use 1200mms more efektivly than Tempes due to increased optiaml/trakkingspeed relations.
-------------------------------------------
|

Siddy
|
Posted - 2004.08.13 21:35:00 -
[2]
right now the thing goes this way: No cap usage = no damage and no trakking , and thats what projektiles are now
it whuld be cool if devs realized that no cap usage on MINMATAR ships isint catualy a bonus - it is a Must be feature to compensate low base cap
Grantted - No cap usage on wepons is bonus on amarrian ships, Cause amarrian ships were designed to compensate laser cap usage, and then there is the little thing caled controlled burst 
And as for armor tankking being flavor of the month - Projektiles loose theyr edge whit 3 damage type dealing ammo! Why? because almost every armor tank got 3 Hardeners resultting in 60% or more resistance in every damage type 
right now i find Typhoon being Minmatar Tire 2 Bs, even lacking the 5% damage bonus on projektiles, it can adapt using megapulse lasers! the 7th low slot means a lot in typhoon!
second things that make typhoon more desirable Bs are higer Base speed and low signature radius and WERY low mass and hig interia ( faster acceleration, warpping faster)
Also 5% optimal range bonus allow typhoon to use 1200mms more efektivly than Tempes due to increased optiaml/trakkingspeed relations.
-------------------------------------------
|

Siddy
|
Posted - 2004.08.14 02:42:00 -
[3]
Originally by: Malfunctionv2 So what do you hunt with the Typhoon then, if you have overcome the lack of damage?
havent you heard that peoples startted to use Megapulseslasers and duals on some ocasions on theyr typhoon?
they work beter on them then projektiles... witch is consearning due the fackt that wepons that were designed for thous ships dont work  -------------------------------------------
|

Siddy
|
Posted - 2004.08.14 02:42:00 -
[4]
Originally by: Malfunctionv2 So what do you hunt with the Typhoon then, if you have overcome the lack of damage?
havent you heard that peoples startted to use Megapulseslasers and duals on some ocasions on theyr typhoon?
they work beter on them then projektiles... witch is consearning due the fackt that wepons that were designed for thous ships dont work  -------------------------------------------
|

Siddy
|
Posted - 2004.08.14 20:38:00 -
[5]
2004.08.14 20:20:45combatYour 1400mm Howitzer Artillery I places an excellent hit on Dwindle [FINFL], inflicting 436.1 damage. Your 1400mm Howitzer Artillery I places an excellent hit on Dwindle [FINFL], inflicting 436.1 damage.
i was in typhoon - shooting my m8t at 15km
he hadent any hardeners and was in scorp - i was shooting phased plasma ammo , so i imagine if he whuld have Heat tankked it whuld be somrthing like 250dmg
the damage looks nice .. but there is one BUT - i was using 7 Tech 2 Gyrostabilisers
so it takes whole 7 low slot to make 1400mm's do the same damage it was doing before the nerf  
and now i ask devs - despite of no cap usage and ability to shoot 3 kind of damage - is it realy how artillerys shuld work
( i still get beter damage wht 4 megapulses and 7 heatsinks tech 2 )  -------------------------------------------
|

Siddy
|
Posted - 2004.08.14 20:38:00 -
[6]
2004.08.14 20:20:45combatYour 1400mm Howitzer Artillery I places an excellent hit on Dwindle [FINFL], inflicting 436.1 damage. Your 1400mm Howitzer Artillery I places an excellent hit on Dwindle [FINFL], inflicting 436.1 damage.
i was in typhoon - shooting my m8t at 15km
he hadent any hardeners and was in scorp - i was shooting phased plasma ammo , so i imagine if he whuld have Heat tankked it whuld be somrthing like 250dmg
the damage looks nice .. but there is one BUT - i was using 7 Tech 2 Gyrostabilisers
so it takes whole 7 low slot to make 1400mm's do the same damage it was doing before the nerf  
and now i ask devs - despite of no cap usage and ability to shoot 3 kind of damage - is it realy how artillerys shuld work
( i still get beter damage wht 4 megapulses and 7 heatsinks tech 2 )  -------------------------------------------
|

Siddy
|
Posted - 2004.08.14 22:35:00 -
[7]
Originally by: Shim'naunta Edited by: Shim'naunta on 14/08/2004 21:33:46 I'm sorry i thourght that fact that minmater projectile turrets use the most power for fitting was what was supposed to be the nerf for the lack of cap usage, also i fail to see were the cap bonus's would alter the tracking as the other races have there cap size's and recharge times to compensate for this, not there tracking speeds. so thus i fail to see how added cap nerf to the ammo will do any good, i vote for siddys idea about the projectile ammo having a tracking bonus
yues - some time ago i wrout this tread abaut posibilities of making projektiles unique via theyr ammo
meaning LONG RANGE got trakking penalties but Damage and range Bonuses! - Trakking penalty prevents LONG RANGE ammos being used efektively in autocannons and leaving Blasters to be Closerange Kings
and for short range ammos: they shuld get Trakking and RoF bonuses but reduced damage - meaning they can be used wery well in autocannons and artillerys at not so long range - but for reduced damage - agen making 1400mms more usable at long range but still able to hit something
you can se the wole tread here -------------------------------------------
|

Siddy
|
Posted - 2004.08.14 22:35:00 -
[8]
Originally by: Shim'naunta Edited by: Shim'naunta on 14/08/2004 21:33:46 I'm sorry i thourght that fact that minmater projectile turrets use the most power for fitting was what was supposed to be the nerf for the lack of cap usage, also i fail to see were the cap bonus's would alter the tracking as the other races have there cap size's and recharge times to compensate for this, not there tracking speeds. so thus i fail to see how added cap nerf to the ammo will do any good, i vote for siddys idea about the projectile ammo having a tracking bonus
yues - some time ago i wrout this tread abaut posibilities of making projektiles unique via theyr ammo
meaning LONG RANGE got trakking penalties but Damage and range Bonuses! - Trakking penalty prevents LONG RANGE ammos being used efektively in autocannons and leaving Blasters to be Closerange Kings
and for short range ammos: they shuld get Trakking and RoF bonuses but reduced damage - meaning they can be used wery well in autocannons and artillerys at not so long range - but for reduced damage - agen making 1400mms more usable at long range but still able to hit something
you can se the wole tread here -------------------------------------------
|
| |
|