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Nightwulf
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Posted - 2004.08.24 18:09:00 -
[1]
Can we have an update on the Projectile issue?
Please before flaming or locking it ą This post isnĘt about discussing if Projectiles are or arenĘt nerfed. This post isnĘt about what we could do to fix Projectiles. This post is a simple question that can only answer by Devs or Forum mods.
I would like to remind you that this issue affects at least 30% of your players. I do not want to adapt or train another weapon skills for the simple reason that, as a player, I shouldnĘt have to. If Projectiles are meant to be useless or only used for the ones who want an xtra challenge, fine, then give us an option of retraining out of it.
As far as I know there has been NO communication from CCP on this topic, they do answer to us about minor bugs but not this one. This isnĘt a minor bug, just count the sheer numbers of post & thread on this topic! It seems there is a break down in communication somewhere about this question. All I read was that Comical Ali answer: All is fine, Projectiles arenĘt nerfed and are working as intended. ąare they???
Please CCP follow up on this matter and fill in the right answer:
 We are currently working on other more important issues and we considering Projectiles working as they should.
 We are currently working on Projectiles among other things.
Thank you very much!!!
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Nightwulf
|
Posted - 2004.08.24 18:09:00 -
[2]
Can we have an update on the Projectile issue?
Please before flaming or locking it ą This post isnĘt about discussing if Projectiles are or arenĘt nerfed. This post isnĘt about what we could do to fix Projectiles. This post is a simple question that can only answer by Devs or Forum mods.
I would like to remind you that this issue affects at least 30% of your players. I do not want to adapt or train another weapon skills for the simple reason that, as a player, I shouldnĘt have to. If Projectiles are meant to be useless or only used for the ones who want an xtra challenge, fine, then give us an option of retraining out of it.
As far as I know there has been NO communication from CCP on this topic, they do answer to us about minor bugs but not this one. This isnĘt a minor bug, just count the sheer numbers of post & thread on this topic! It seems there is a break down in communication somewhere about this question. All I read was that Comical Ali answer: All is fine, Projectiles arenĘt nerfed and are working as intended. ąare they???
Please CCP follow up on this matter and fill in the right answer:
 We are currently working on other more important issues and we considering Projectiles working as they should.
 We are currently working on Projectiles among other things.
Thank you very much!!!
|

Medi'Mek
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Posted - 2004.08.24 21:34:00 -
[3]
here's a fresh point of view on it.
I was training Hybrid weapons, and noticed the rat's drop a TON of projectile loot.
so i switched to projectile just for RAT hunts... free ammo.
that's may be why they have a lower dmg output. but then again, lasers don't require ammo and frequency crystals tend to drop a bunch as well.
hmmm not sure, just a nooob dropping his 2isk in.
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Medi'Mek
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Posted - 2004.08.24 21:34:00 -
[4]
here's a fresh point of view on it.
I was training Hybrid weapons, and noticed the rat's drop a TON of projectile loot.
so i switched to projectile just for RAT hunts... free ammo.
that's may be why they have a lower dmg output. but then again, lasers don't require ammo and frequency crystals tend to drop a bunch as well.
hmmm not sure, just a nooob dropping his 2isk in.
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Diana Merris
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Posted - 2004.08.25 00:42:00 -
[5]
I think we might as well give it a rest for now. There's not going to be any responce until after Shiva come out. They obviously have too much else to get done.
Hopefully though they will mirror Entropy now that Chaos is going to shiva. I was working on collecting data on gun performance but don't have the skil to continue on Entropy atm. I'm firing 1000 rounds at each range out to 40km in 5km increments. Megabeams, 425s and 1400s both on a nuetral platform (Apoc) and then on an Arma/Mega/Tempest.
If they update entropy I'll continue to collect the data so its ready once Shiva is out.
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Diana Merris
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Posted - 2004.08.25 00:42:00 -
[6]
I think we might as well give it a rest for now. There's not going to be any responce until after Shiva come out. They obviously have too much else to get done.
Hopefully though they will mirror Entropy now that Chaos is going to shiva. I was working on collecting data on gun performance but don't have the skil to continue on Entropy atm. I'm firing 1000 rounds at each range out to 40km in 5km increments. Megabeams, 425s and 1400s both on a nuetral platform (Apoc) and then on an Arma/Mega/Tempest.
If they update entropy I'll continue to collect the data so its ready once Shiva is out.
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Meatead
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Posted - 2004.08.25 11:28:00 -
[7]
signed.
CCP really need to employ someone specifically for testing ship balance. With a few properly conducted tests you would see that the minmater ships are lacking in firepower and in defense compared with other racial ships.
atm proj enjoys 1 single benefit - no cap useage, big deal - with controlled bursts, and ship bonuses the way they are atm this is almost a moot point.
the disadvantages for proj - least dot, worst tracking, smallest capacity.
something has to give 
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Meatead
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Posted - 2004.08.25 11:28:00 -
[8]
signed.
CCP really need to employ someone specifically for testing ship balance. With a few properly conducted tests you would see that the minmater ships are lacking in firepower and in defense compared with other racial ships.
atm proj enjoys 1 single benefit - no cap useage, big deal - with controlled bursts, and ship bonuses the way they are atm this is almost a moot point.
the disadvantages for proj - least dot, worst tracking, smallest capacity.
something has to give 
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Anjerrai Meloanis
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Posted - 2004.08.25 11:40:00 -
[9]
i fly a claw myself and im starting to wonder wether i should just bite the dust and move to the taranis, they do alot more damage and hit a damn sight more... :( when the assualt ships come out how is the wolf going to fair up against the others when its obviously supposed to use 250mm artillery and 280mm howitzers? you just cant hit another player frigate with those :'(
uh. |

Anjerrai Meloanis
|
Posted - 2004.08.25 11:40:00 -
[10]
i fly a claw myself and im starting to wonder wether i should just bite the dust and move to the taranis, they do alot more damage and hit a damn sight more... :( when the assualt ships come out how is the wolf going to fair up against the others when its obviously supposed to use 250mm artillery and 280mm howitzers? you just cant hit another player frigate with those :'(
uh. |

Sliinky
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Posted - 2004.08.25 12:56:00 -
[11]
Edited by: Sliinky on 25/08/2004 12:57:24 Signed. Have to confess that I gave up training Mim BS lvl 5 cos didnt see the point. Trained Amarr instead and now use lasers. Its a sad state of affairs. Please just fix it so that the godamn guns hit, is it too much to ask??!
Rant over
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Sliinky
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Posted - 2004.08.25 12:56:00 -
[12]
Edited by: Sliinky on 25/08/2004 12:57:24 Signed. Have to confess that I gave up training Mim BS lvl 5 cos didnt see the point. Trained Amarr instead and now use lasers. Its a sad state of affairs. Please just fix it so that the godamn guns hit, is it too much to ask??!
Rant over
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Perry
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Posted - 2004.08.25 15:45:00 -
[13]
Perhaps it is just damn difficult to balance the Projectils in the Damage per Cap field... They dont even use Cap, and Minmatar Ships have only marginal smaller capacitors.
Its just unfair if i have to pump 7x30 cap into my beams to do decent damage against shilds and crap damage against armor, while projectil users have to give like one cap unit for their shots which do every damage they wish at insane ranges.
Very difficult...
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Perry
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Posted - 2004.08.25 15:45:00 -
[14]
Perhaps it is just damn difficult to balance the Projectils in the Damage per Cap field... They dont even use Cap, and Minmatar Ships have only marginal smaller capacitors.
Its just unfair if i have to pump 7x30 cap into my beams to do decent damage against shilds and crap damage against armor, while projectil users have to give like one cap unit for their shots which do every damage they wish at insane ranges.
Very difficult...
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Joshua Calvert
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Posted - 2004.08.25 16:07:00 -
[15]
Quote: Can we have an update on the Projectile issue?
This post isnĘt about discussing if Projectiles are or arenĘt nerfed. This post isnĘt about what we could do to fix Projectiles.
Tell us what the issue is then. If the Devs don't know what you think IS wrong, how do you expect them to answer you?
Quote: This post is a simple question that can only answer by Devs or Forum mods.
So e-mail them?
Quote: I would like to remind you that this issue affects at least 30% of your players.
Where did you pull that statistic from?
I've never noticed any weaknesses to projectiles after being hit by Tempests lately so I guess the lack of response means Devs see no problem with projectiles.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
|
Posted - 2004.08.25 16:07:00 -
[16]
Quote: Can we have an update on the Projectile issue?
This post isnĘt about discussing if Projectiles are or arenĘt nerfed. This post isnĘt about what we could do to fix Projectiles.
Tell us what the issue is then. If the Devs don't know what you think IS wrong, how do you expect them to answer you?
Quote: This post is a simple question that can only answer by Devs or Forum mods.
So e-mail them?
Quote: I would like to remind you that this issue affects at least 30% of your players.
Where did you pull that statistic from?
I've never noticed any weaknesses to projectiles after being hit by Tempests lately so I guess the lack of response means Devs see no problem with projectiles.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Nightwulf
|
Posted - 2004.08.25 17:57:00 -
[17]
Originally by: Joshua Calvert
Quote: Can we have an update on the Projectile issue?
This post isnĘt about discussing if Projectiles are or arenĘt nerfed. This post isnĘt about what we could do to fix Projectiles.
Tell us what the issue is then. If the Devs don't know what you think IS wrong, how do you expect them to answer you?
Quote: This post is a simple question that can only answer by Devs or Forum mods.
So e-mail them?
Quote: I would like to remind you that this issue affects at least 30% of your players.
Where did you pull that statistic from?
I've never noticed any weaknesses to projectiles after being hit by Tempests lately so I guess the lack of response means Devs see no problem with projectiles.
(Quest#1) Joshua, I didn't want to start another thread on the topic of: "what is wrong with Proj and what could be done about it", I think Siddy, Prophet and G.Tork (spell?) have covered that very well. I am just concerned about the fact that Proj users have no clues of what's coming ahead. And since, at this point in EVE, we do not have choice of retraining skills, it seems pretty obvious that CCP should communicate their intentions on this subject so that players have a better info in order to make a better choice for skill training. (Quest#2) I doubt they would reply to this kind of email question, plus if we get an answer, it will be pubicly shared for the benefit of all. (Quest#3) 30% players trained in Proj-Minmatar pilots? You right, it is a wild guess but I don't think it is that far fetch, in fact I think it's actually a low figure.
I know EVE cannot be compared to other MMOG, but look at Dark Age Of Camelot (used to be a very active PvP game): if the Devs change weapon dmg, players often get their Respec points back (equivalent of skill points) so they can retrain in light of the recent changes.
I might like this in EVE  
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Nightwulf
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Posted - 2004.08.25 17:57:00 -
[18]
Originally by: Joshua Calvert
Quote: Can we have an update on the Projectile issue?
This post isnĘt about discussing if Projectiles are or arenĘt nerfed. This post isnĘt about what we could do to fix Projectiles.
Tell us what the issue is then. If the Devs don't know what you think IS wrong, how do you expect them to answer you?
Quote: This post is a simple question that can only answer by Devs or Forum mods.
So e-mail them?
Quote: I would like to remind you that this issue affects at least 30% of your players.
Where did you pull that statistic from?
I've never noticed any weaknesses to projectiles after being hit by Tempests lately so I guess the lack of response means Devs see no problem with projectiles.
(Quest#1) Joshua, I didn't want to start another thread on the topic of: "what is wrong with Proj and what could be done about it", I think Siddy, Prophet and G.Tork (spell?) have covered that very well. I am just concerned about the fact that Proj users have no clues of what's coming ahead. And since, at this point in EVE, we do not have choice of retraining skills, it seems pretty obvious that CCP should communicate their intentions on this subject so that players have a better info in order to make a better choice for skill training. (Quest#2) I doubt they would reply to this kind of email question, plus if we get an answer, it will be pubicly shared for the benefit of all. (Quest#3) 30% players trained in Proj-Minmatar pilots? You right, it is a wild guess but I don't think it is that far fetch, in fact I think it's actually a low figure.
I know EVE cannot be compared to other MMOG, but look at Dark Age Of Camelot (used to be a very active PvP game): if the Devs change weapon dmg, players often get their Respec points back (equivalent of skill points) so they can retrain in light of the recent changes.
I might like this in EVE  
|

Kaylona Tso
|
Posted - 2004.08.25 20:12:00 -
[19]
Signed!
Quote:
Perhaps it is just damn difficult to balance the Projectils in the Damage per Cap field... They dont even use Cap, and Minmatar Ships have only marginal smaller capacitors.
Its just unfair if i have to pump 7x30 cap into my beams to do decent damage against shilds and crap damage against armor, while projectil users have to give like one cap unit for their shots which do every damage they wish at insane ranges.
Very difficult...
What game are you playing again? 1400mm on my Tempest w 2 named tech 1 tracking computers and 4 tech 2 Damage Modifiers are hitting on average, WHEN THEY HIT, 150hp in my optimum. Level 4 BS and Level 4 Large Proj. I miss about 50% of the time. Don't even start to complain about cap use on a geddon or apoc... you don't have that right with your UBER cap and bonuses for lasers.
Originally by: Joshua Calvert
I've never noticed any weaknesses to projectiles after being hit by Tempests lately so I guess the lack of response means Devs see no problem with projectiles.
Do you know the guns and mods that he used? What range and at what expense? I could go stupidpest with 6 800mm, MWD and 4 tracking comps and 6 t2 Dmods and pwnabiach but thats not justifiable. Could also do 6 1400mm with 6 1400mm, 2 sensor boosters, 3 tracking comps and 1 rcu and 5 dmods but thats not cool either. Not when I can just put on some pulses or beams... or hell even 6 heavy modulated cruiser sized beams. Not to mention 6 heavy neutron cruiser sized blasters and 2 Siege launchers. or use some wicked beam setups I have.
-----
|

Kaylona Tso
|
Posted - 2004.08.25 20:12:00 -
[20]
Signed!
Quote:
Perhaps it is just damn difficult to balance the Projectils in the Damage per Cap field... They dont even use Cap, and Minmatar Ships have only marginal smaller capacitors.
Its just unfair if i have to pump 7x30 cap into my beams to do decent damage against shilds and crap damage against armor, while projectil users have to give like one cap unit for their shots which do every damage they wish at insane ranges.
Very difficult...
What game are you playing again? 1400mm on my Tempest w 2 named tech 1 tracking computers and 4 tech 2 Damage Modifiers are hitting on average, WHEN THEY HIT, 150hp in my optimum. Level 4 BS and Level 4 Large Proj. I miss about 50% of the time. Don't even start to complain about cap use on a geddon or apoc... you don't have that right with your UBER cap and bonuses for lasers.
Originally by: Joshua Calvert
I've never noticed any weaknesses to projectiles after being hit by Tempests lately so I guess the lack of response means Devs see no problem with projectiles.
Do you know the guns and mods that he used? What range and at what expense? I could go stupidpest with 6 800mm, MWD and 4 tracking comps and 6 t2 Dmods and pwnabiach but thats not justifiable. Could also do 6 1400mm with 6 1400mm, 2 sensor boosters, 3 tracking comps and 1 rcu and 5 dmods but thats not cool either. Not when I can just put on some pulses or beams... or hell even 6 heavy modulated cruiser sized beams. Not to mention 6 heavy neutron cruiser sized blasters and 2 Siege launchers. or use some wicked beam setups I have.
-----
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Jakal
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Posted - 2004.08.26 03:45:00 -
[21]
i think projectiles need to use more CPU ang get a tracking boost. and josh i know projectiles can still lay down the damage you just need to use 'Scout' versions and be smart in the way you use them.
signed.
-Adapt and Overcome.
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Jakal
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Posted - 2004.08.26 03:45:00 -
[22]
i think projectiles need to use more CPU ang get a tracking boost. and josh i know projectiles can still lay down the damage you just need to use 'Scout' versions and be smart in the way you use them.
signed.
-Adapt and Overcome.
|

Deadzone
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Posted - 2004.08.26 03:47:00 -
[23]
I'm a Caldari that is trained in Min BS and lrg proj 4. I too would like to know what is up. Though I can do so some mean dmg with my Temp and 5x 1400 
Signed! Vice-Admiral
Executive Commanding Officer Military Command Hadead Drive Yards |

Deadzone
|
Posted - 2004.08.26 03:47:00 -
[24]
I'm a Caldari that is trained in Min BS and lrg proj 4. I too would like to know what is up. Though I can do so some mean dmg with my Temp and 5x 1400 
Signed! Vice-Admiral
Executive Commanding Officer Military Command Hadead Drive Yards |

Cruz
|
Posted - 2004.08.26 04:41:00 -
[25]
Edited by: Cruz on 26/08/2004 04:48:22 Just wanted to post something from another thread of mine, on an Idea for Frigate/Cruiser/Battleship balance
hers some gun stats for you people
Lasers- Battleship sized------- Tachyon Beam = .34 Mega Pulse Laser = .38095 Mega Beam Laser = .33333 Dual Heavy Pulse = .32922
RailGuns/Blasters Battleship sized-------- 425mm Railgun = .28757 350mm Railgun = .27349 Dual 250mm Railgun = .25641 Electron Blaster = .3889 Ion Blaster = .41667 Nuetron Blaster = .44444
Projectiles Battleship Sized------ 1400mm = .21164 1200mm = .18301 800mm repeating = .31111
................. |

Cruz
|
Posted - 2004.08.26 04:41:00 -
[26]
Edited by: Cruz on 26/08/2004 04:48:22 Just wanted to post something from another thread of mine, on an Idea for Frigate/Cruiser/Battleship balance
hers some gun stats for you people
Lasers- Battleship sized------- Tachyon Beam = .34 Mega Pulse Laser = .38095 Mega Beam Laser = .33333 Dual Heavy Pulse = .32922
RailGuns/Blasters Battleship sized-------- 425mm Railgun = .28757 350mm Railgun = .27349 Dual 250mm Railgun = .25641 Electron Blaster = .3889 Ion Blaster = .41667 Nuetron Blaster = .44444
Projectiles Battleship Sized------ 1400mm = .21164 1200mm = .18301 800mm repeating = .31111
................. |

Cruz
|
Posted - 2004.08.26 04:46:00 -
[27]
Edited by: Cruz on 26/08/2004 05:12:03 Edited by: Cruz on 26/08/2004 04:57:58 now it might look horrible!! right? wrong...
when you factor in ship bonuses, tempest with 1400s and megathron with 425 and apoc with tachyonos all do nearly EXACTLY the same damage over time. So its pretty balanced if you ask me ;-) except for the horrid tracking of 1400s.
Also the close range guns, aka the 800mm autos and blasters, when factoring in ship bonuses, do a LOT more damage then megapulses over time.
P.S. those numbers are normalized damage modifiers.
another question, why does everyone complain about tanking a tempest? after looking at its stats, it has the same base cap as a geddon, with a slightly higher recharge... but thats because tempest doesnt use cap for weapons... If I can tank my geddon real well, why cant you tank your tempest's real well either??!!! tell me that...
BTW if anything for projectiles they should increase the optimal range to like 60km for 1400s, that would help them out a lot imo. ................. |

Cruz
|
Posted - 2004.08.26 04:46:00 -
[28]
Edited by: Cruz on 26/08/2004 05:12:03 Edited by: Cruz on 26/08/2004 04:57:58 now it might look horrible!! right? wrong...
when you factor in ship bonuses, tempest with 1400s and megathron with 425 and apoc with tachyonos all do nearly EXACTLY the same damage over time. So its pretty balanced if you ask me ;-) except for the horrid tracking of 1400s.
Also the close range guns, aka the 800mm autos and blasters, when factoring in ship bonuses, do a LOT more damage then megapulses over time.
P.S. those numbers are normalized damage modifiers.
another question, why does everyone complain about tanking a tempest? after looking at its stats, it has the same base cap as a geddon, with a slightly higher recharge... but thats because tempest doesnt use cap for weapons... If I can tank my geddon real well, why cant you tank your tempest's real well either??!!! tell me that...
BTW if anything for projectiles they should increase the optimal range to like 60km for 1400s, that would help them out a lot imo. ................. |

Zu Lu
|
Posted - 2004.08.26 10:27:00 -
[29]
Edited by: Zu Lu on 26/08/2004 10:33:25
Originally by: Cruz Edited by: Cruz on 26/08/2004 05:12:03 Edited by: Cruz on 26/08/2004 04:57:58 now it might look horrible!! right? wrong...
when you factor in ship bonuses, tempest with 1400s and megathron with 425 and apoc with tachyonos all do nearly EXACTLY the same damage over time. So its pretty balanced if you ask me ;-) except for the horrid tracking of 1400s.
Also the close range guns, aka the 800mm autos and blasters, when factoring in ship bonuses, do a LOT more damage then megapulses over time.
P.S. those numbers are normalized damage modifiers.
another question, why does everyone complain about tanking a tempest? after looking at its stats, it has the same base cap as a geddon, with a slightly higher recharge... but thats because tempest doesnt use cap for weapons... If I can tank my geddon real well, why cant you tank your tempest's real well either??!!! tell me that...
BTW if anything for projectiles they should increase the optimal range to like 60km for 1400s, that would help them out a lot imo.
Well for long range - Using 1400's with a shield tank you really need at least 2 damage mods to get the ROF down imo, that leaves you with 4 low slots for diags- not great really. Plus you lose a mid for a tracking comp which can be essential mostly and this leaves you with 4 mid slots and not great cpu to shield tank. Not that tempest was ever an uber shield tank but it would be nice if we could lose a diag or 2 for a couple of cpr's for a bit of extra cap and save a bit of cpu but the nerf of cpr relays means this is not relly viable. Armor tanking is just better than shield tanking atm in most situations.
Long range armor tank using 1400's just gimps your set up imo. Lack of grid and low slots really puts a dent in offensive capabilities on a ship which already is low damage as can't fit many guns or damage mods.
Plus you are comparing a tier 1 bs to a tier 2- funny though i know a few minmatar pilots that have swapped for an Arma 
Tempest close range is ok and can armor tank and use nosferatu to stand a chance but other ships are better at close range. I think the Tempest is a victim of it's versatility really as it is a bit of a jack of all trades, master of none.
Grim vandal did a good post comparing DOT of 3 large guns although used a tachyon in test when maybe should have been a mega beam -although there is not much difference in DOT of the two. This showed the 1400mm to be lacking and when when you do the math on turrets tracking is not considered and with 1400 it misses more and missess hurt more cos horrible ROF plus get less wrecking shots in comparison again due to ROF.
Edit: have never used mega pulses but i hear they performing pretty darn good at variuos ranges add to that the tanking ability of amarr ships....
BTW signed 
|

Zu Lu
|
Posted - 2004.08.26 10:27:00 -
[30]
Edited by: Zu Lu on 26/08/2004 10:33:25
Originally by: Cruz Edited by: Cruz on 26/08/2004 05:12:03 Edited by: Cruz on 26/08/2004 04:57:58 now it might look horrible!! right? wrong...
when you factor in ship bonuses, tempest with 1400s and megathron with 425 and apoc with tachyonos all do nearly EXACTLY the same damage over time. So its pretty balanced if you ask me ;-) except for the horrid tracking of 1400s.
Also the close range guns, aka the 800mm autos and blasters, when factoring in ship bonuses, do a LOT more damage then megapulses over time.
P.S. those numbers are normalized damage modifiers.
another question, why does everyone complain about tanking a tempest? after looking at its stats, it has the same base cap as a geddon, with a slightly higher recharge... but thats because tempest doesnt use cap for weapons... If I can tank my geddon real well, why cant you tank your tempest's real well either??!!! tell me that...
BTW if anything for projectiles they should increase the optimal range to like 60km for 1400s, that would help them out a lot imo.
Well for long range - Using 1400's with a shield tank you really need at least 2 damage mods to get the ROF down imo, that leaves you with 4 low slots for diags- not great really. Plus you lose a mid for a tracking comp which can be essential mostly and this leaves you with 4 mid slots and not great cpu to shield tank. Not that tempest was ever an uber shield tank but it would be nice if we could lose a diag or 2 for a couple of cpr's for a bit of extra cap and save a bit of cpu but the nerf of cpr relays means this is not relly viable. Armor tanking is just better than shield tanking atm in most situations.
Long range armor tank using 1400's just gimps your set up imo. Lack of grid and low slots really puts a dent in offensive capabilities on a ship which already is low damage as can't fit many guns or damage mods.
Plus you are comparing a tier 1 bs to a tier 2- funny though i know a few minmatar pilots that have swapped for an Arma 
Tempest close range is ok and can armor tank and use nosferatu to stand a chance but other ships are better at close range. I think the Tempest is a victim of it's versatility really as it is a bit of a jack of all trades, master of none.
Grim vandal did a good post comparing DOT of 3 large guns although used a tachyon in test when maybe should have been a mega beam -although there is not much difference in DOT of the two. This showed the 1400mm to be lacking and when when you do the math on turrets tracking is not considered and with 1400 it misses more and missess hurt more cos horrible ROF plus get less wrecking shots in comparison again due to ROF.
Edit: have never used mega pulses but i hear they performing pretty darn good at variuos ranges add to that the tanking ability of amarr ships....
BTW signed 
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