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ActiveX
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Posted - 2004.08.27 07:57:00 -
[151]
Only thing wrong with Projectiles is CCP keeps on going on about range, why would the fastest race with the shortest targetting ranges be the longest ranged weapons?
I would like to see weapon bonuses be universal. This race based turret thing is silly. At least as it is now. ____________ Sex / Rank 9 / SP: 1280 of 2304000 
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ActiveX
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Posted - 2004.08.27 07:57:00 -
[152]
Only thing wrong with Projectiles is CCP keeps on going on about range, why would the fastest race with the shortest targetting ranges be the longest ranged weapons?
I would like to see weapon bonuses be universal. This race based turret thing is silly. At least as it is now. ____________ Sex / Rank 9 / SP: 1280 of 2304000 
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Worlocke
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Posted - 2004.08.27 08:46:00 -
[153]
Edited by: Worlocke on 27/08/2004 08:48:57 Actually I think the race/ship specific bonuses make things unique.
Anyway, the TEMPEST IS NOT BROKEN, PROJECTILES ARE.
Vote and hope that they listen. Petition for Projectiles
"No beast so fierce knows but some touch of pity. But I know none and therefore am no beast." |

Worlocke
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Posted - 2004.08.27 08:46:00 -
[154]
Edited by: Worlocke on 27/08/2004 08:48:57 Actually I think the race/ship specific bonuses make things unique.
Anyway, the TEMPEST IS NOT BROKEN, PROJECTILES ARE.
Vote and hope that they listen. Petition for Projectiles
"No beast so fierce knows but some touch of pity. But I know none and therefore am no beast." |

Selim
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Posted - 2004.08.27 09:01:00 -
[155]
The projectiles problem is less that its hard to track, but more that all projectiles have the worst damage over time in game. I'm content with them needing some actual skill to hitting good, but they NEED to hit GOOD. Autocannons are fine with dot, they should do less than blasters I agree. But they need to have much better tracking so at least they have that advantage.
For artillery, the DOT needs to be raised so its equal to the other long range guns. Or even higher, as low ROF makes it difficult to get wrecking shots, and a miss hurts more on artillery than it does on other guns. Plus artillery need to reload constantly, plus projectile ammo is the weakest.
The problem isnt really with tracking folks - its the fact that the DOT of artillery is ****. Even on a tempest! On a tempest, artillery still doesnt equal the DOT of, say, a 425mm.
So, I think:
- Increase tracking of all autocannons to be the same of blasters - Increase damage of all artillery so that DOT is equal of railguns and beam lasers. Currently they are much weaker. - Make projectile ammo the same damage of the other race ammos. The fact that you can choose different damage types is MOOT, as almost all ships tank now, and they all tank against 3 types of damage. Plus, it doesnt really matter if you have an extra 4 thermal or whatnot, you're still doing some explosive or whatever, so it doesnt really make a difference. Missiles have the advantage of focusing all the damage on one type.
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Selim
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Posted - 2004.08.27 09:01:00 -
[156]
The projectiles problem is less that its hard to track, but more that all projectiles have the worst damage over time in game. I'm content with them needing some actual skill to hitting good, but they NEED to hit GOOD. Autocannons are fine with dot, they should do less than blasters I agree. But they need to have much better tracking so at least they have that advantage.
For artillery, the DOT needs to be raised so its equal to the other long range guns. Or even higher, as low ROF makes it difficult to get wrecking shots, and a miss hurts more on artillery than it does on other guns. Plus artillery need to reload constantly, plus projectile ammo is the weakest.
The problem isnt really with tracking folks - its the fact that the DOT of artillery is ****. Even on a tempest! On a tempest, artillery still doesnt equal the DOT of, say, a 425mm.
So, I think:
- Increase tracking of all autocannons to be the same of blasters - Increase damage of all artillery so that DOT is equal of railguns and beam lasers. Currently they are much weaker. - Make projectile ammo the same damage of the other race ammos. The fact that you can choose different damage types is MOOT, as almost all ships tank now, and they all tank against 3 types of damage. Plus, it doesnt really matter if you have an extra 4 thermal or whatnot, you're still doing some explosive or whatever, so it doesnt really make a difference. Missiles have the advantage of focusing all the damage on one type.
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SwitchBl4d3
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Posted - 2004.08.27 09:14:00 -
[157]
If the tempest and projectiles are crap plz explain why i can use MWD webber tank like a mofo, and hit for 160-210 per shot (untanked) with my 800's only missing when im dropping speed from my MWD. hits about 60-80 avrg tanked. 6 800's up your jackzee hurts.
and to echo what someone said fast ships with long range gun and short targetting rng ? "Teh lord of Nonni"
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SwitchBl4d3
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Posted - 2004.08.27 09:14:00 -
[158]
If the tempest and projectiles are crap plz explain why i can use MWD webber tank like a mofo, and hit for 160-210 per shot (untanked) with my 800's only missing when im dropping speed from my MWD. hits about 60-80 avrg tanked. 6 800's up your jackzee hurts.
and to echo what someone said fast ships with long range gun and short targetting rng ? "Teh lord of Nonni"
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Arleonenis
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Posted - 2004.08.27 09:18:00 -
[159]
I think that problem is not only projectile but tempest too
Minuses of tempest: -locking range it is not realy "long range" ship, locking range modules are "must have" on tempest if someone want to go long range setup -to small speed to be really important in battles, it dont change anything and tempest pays badly for it
Minuses of projectiles: - tracking speed is way to slow, to many missed shots - rate of fire and damage on target is much smaller than in other races guns - small ammo clip and long reload time, changing ammo in middle of fight to do "diffrent" damage is imposible, as you are sitting duck for 18-25 sec (changing ammo on all guns take more time than on only one, humans have their speed limtations)
BTW to those that think tech 2 will be beter: They have same tracking, damage of scout version and need more power than tech 1 version... and about tech 2 ammo forget it. If ccp launch 8 bpo of each ammo type and producer will need components to manufacture it you could suspect one tech 2 ammo will cost 100-200k so 6 guns and you just fired 600k-1.2m isk and only 3 shots actualy hited target if you was lucky amarr will need to buy only one set of crystals, rest races are screwed
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Arleonenis
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Posted - 2004.08.27 09:18:00 -
[160]
I think that problem is not only projectile but tempest too
Minuses of tempest: -locking range it is not realy "long range" ship, locking range modules are "must have" on tempest if someone want to go long range setup -to small speed to be really important in battles, it dont change anything and tempest pays badly for it
Minuses of projectiles: - tracking speed is way to slow, to many missed shots - rate of fire and damage on target is much smaller than in other races guns - small ammo clip and long reload time, changing ammo in middle of fight to do "diffrent" damage is imposible, as you are sitting duck for 18-25 sec (changing ammo on all guns take more time than on only one, humans have their speed limtations)
BTW to those that think tech 2 will be beter: They have same tracking, damage of scout version and need more power than tech 1 version... and about tech 2 ammo forget it. If ccp launch 8 bpo of each ammo type and producer will need components to manufacture it you could suspect one tech 2 ammo will cost 100-200k so 6 guns and you just fired 600k-1.2m isk and only 3 shots actualy hited target if you was lucky amarr will need to buy only one set of crystals, rest races are screwed
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BlackPlague
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Posted - 2004.08.27 11:03:00 -
[161]
No mention of anything regarding these problems in upcoming patch ... sigh.
My Siggie Scares Seleene... Boo! |

BlackPlague
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Posted - 2004.08.27 11:03:00 -
[162]
No mention of anything regarding these problems in upcoming patch ... sigh.
My Siggie Scares Seleene... Boo! |

GrandReaper
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Posted - 2004.08.27 11:08:00 -
[163]
SwitchBl4d3 you are saying that the projectiles work fin and the 800 hurt big time? Yes they do hurt big time, but if you compare with blasters and laser they do crapy damage over time. And thatÆs just it. Damage over time. I donÆt care if I do 1000 / 10 sec or 100 / 1 sec if I CAN hit with the same amount of shots. If I miss 3 of the 10 I still do 700 damage so if I miss with the 1000 one IÆm a gonner. So there is the big problem with projectiles. With the big ones you note it more than with small. There is not one Tempest pilot that doesnÆt have at least 1-2 damage modes on. And if CCP is serious with projectiles to be a long-range ship, why do minmatar ship have the worst locking range? We all need a booster to be a long range gunship. 1 mid slot less. So with 1 mid and 1-2 low slots less than other ships just to do same or near the same damage that the other guns do is silly. At range, you canÆt kill a BS. The ammo is to crapy The only thing is that I would like some answer. I can se itÆs not only me that have problem. I even tried 1200 scouts with 3 damage mods and still do less damage than an apoc with laser. (Apoc with 6 of standard laser)
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GrandReaper
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Posted - 2004.08.27 11:08:00 -
[164]
SwitchBl4d3 you are saying that the projectiles work fin and the 800 hurt big time? Yes they do hurt big time, but if you compare with blasters and laser they do crapy damage over time. And thatÆs just it. Damage over time. I donÆt care if I do 1000 / 10 sec or 100 / 1 sec if I CAN hit with the same amount of shots. If I miss 3 of the 10 I still do 700 damage so if I miss with the 1000 one IÆm a gonner. So there is the big problem with projectiles. With the big ones you note it more than with small. There is not one Tempest pilot that doesnÆt have at least 1-2 damage modes on. And if CCP is serious with projectiles to be a long-range ship, why do minmatar ship have the worst locking range? We all need a booster to be a long range gunship. 1 mid slot less. So with 1 mid and 1-2 low slots less than other ships just to do same or near the same damage that the other guns do is silly. At range, you canÆt kill a BS. The ammo is to crapy The only thing is that I would like some answer. I can se itÆs not only me that have problem. I even tried 1200 scouts with 3 damage mods and still do less damage than an apoc with laser. (Apoc with 6 of standard laser)
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SwitchBl4d3
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Posted - 2004.08.27 14:03:00 -
[165]
Firsty i dont use any damage mods i havent enough low slots.
secondly im not gonner stop using them or the tempest for that matter.
thirdly if it's that bad use some goddamn'd tracking mods on your mids theres enough of them i can free up at least 3 from EW mods alone "Teh lord of Nonni"
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SwitchBl4d3
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Posted - 2004.08.27 14:03:00 -
[166]
Firsty i dont use any damage mods i havent enough low slots.
secondly im not gonner stop using them or the tempest for that matter.
thirdly if it's that bad use some goddamn'd tracking mods on your mids theres enough of them i can free up at least 3 from EW mods alone "Teh lord of Nonni"
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DREAMWORKS
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Posted - 2004.08.27 19:31:00 -
[167]
Originally by: SwitchBl4d3 Firsty i dont use any damage mods i havent enough low slots.
secondly im not gonner stop using them or the tempest for that matter.
thirdly if it's that bad use some goddamn'd tracking mods on your mids theres enough of them i can free up at least 3 from EW mods alone
Why put tracking mods on when other people can use those slots for EW (another offense) or for increased defence.
I currently have a tempest setup where i have killed several battleships with, but when i get near a megathron with the exact same skills, same setup except the 650's/800's i have traded for ion's.. I get smoked by the megathron. And they dont need tracking mods.
Wanna know how much my tracking mod increases?
From 70 damage each shot, i goto 130 dmg each shot with 1 tracking mod. While a blaster thron can do 300-400 dmg average. Mega can tank better aswell. __________________________
http://www.nin.com/visuals/thtf_hi.html |

DREAMWORKS
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Posted - 2004.08.27 19:31:00 -
[168]
Originally by: SwitchBl4d3 Firsty i dont use any damage mods i havent enough low slots.
secondly im not gonner stop using them or the tempest for that matter.
thirdly if it's that bad use some goddamn'd tracking mods on your mids theres enough of them i can free up at least 3 from EW mods alone
Why put tracking mods on when other people can use those slots for EW (another offense) or for increased defence.
I currently have a tempest setup where i have killed several battleships with, but when i get near a megathron with the exact same skills, same setup except the 650's/800's i have traded for ion's.. I get smoked by the megathron. And they dont need tracking mods.
Wanna know how much my tracking mod increases?
From 70 damage each shot, i goto 130 dmg each shot with 1 tracking mod. While a blaster thron can do 300-400 dmg average. Mega can tank better aswell. __________________________
http://www.nin.com/visuals/thtf_hi.html |
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