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Thread Statistics | Show CCP posts - 2 post(s) |
place1
Amarr Orion Ore Industries
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Posted - 2009.05.30 06:41:00 -
[1]
It seams that blasters are fine for DPS and Tracking, that most of you say its out of balance because you have to move into position and it takes so long. Well then wouldn't it stand to reason that maybe instead of changing the weapon's them self's that the ships need a bit of a speed increase?
maybe a boost of the mega from base 105 to 115 this would then need to boost the speed of minmatar as well say boosting the tempest from base 120 to 140. Following this for the rest of the race ships as well. don't go so far as to totally reverse the speed nerf but readjust the speed nerf values.
Not a blaster pilot so don't know just making observations and suggestions off what I have read.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.30 09:52:00 -
[2]
Originally by: Leto Aramaus
No place, the issue is not speed, and giving a speed increase to gallente ships, would not at all bring them into their intended role in combat.
......... Needed space ..........
I still don't see how giving a small speed boost would not fix most of the problems. Increased speed means your in your op range faster less tank needed to get there. Also once you are there your going to be orbiting faster making other weapons feel how slow there tracking is. Blasters have the best tracking out of all the guns so if your orbit is affecting your ability to hit due to tracking it is having a even greater effect on all other weapon system.
Blasters also have the best DPS of all weapon system and once in your op range your putting energy weapons into there falloff so there reduced damage combined with there slow tracking and your new increased speed should give you the leg up.
Next seeing how fast Large blasters already track giving them a increase even more (not even considering the huge tacking the mega would have) would seam to me that there ability to hit cruiser would just be to good.
As for damage increase there already the heaviest hitters but a small increase maybe would work though the 70% that you suggested even if was only example seams just insanely huge, maybe another 10-15% would be ok.
Agene not a blaster pilot so I may be totally off just stating it how it appears to me.
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place1
Amarr Orion Ore Industries
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Posted - 2009.06.02 08:39:00 -
[3]
My thoughts on this are that the weapons are balanced with each other by them self's the problem has come from the speed nerf(nano nerf) and the web nerf.
As a solution that I think would be best is to revisit the values of the 2 nerf that caused the problems mostly the speed nerf.
As I see it the problem with blasters boats is not there damage or tracking but rather that it takes to long for them to get to there opt range. Adding 10-15m/s to Gal. Battle Ships (maybe more but testing would need to be done to find out the right amount) would reduce the time it take for them to get into there opt range and reduce the effectiveness of other weapons once they are into that range. As a side effect of adding speed to the Gal. Battle Ships, speed would need to be added to the Minmatar Battle Ships as well in the range of 20-25m/s (or greater if larger amounts were needed for the Gal ships).
As I see it damage of the weapons is as follows as range to target changes.
Starting at 30KM from target moving into 3km of the target damage is Lasers best Projectiles middle and Hybrids last. As you get close that changes so that once at 3KM the damages are Hybrids best Projectiles middle and Lasers last. The problem right now is that Gal. BS have to spend to much time getting into there range resulting in them being almost dead by the time they get there and there High damage can no longer save them especially on passive tanked fits.
A increase in speed means the ships don't spend as much time outside of there best damage and have a much better chance to do there job. As well the increase speed makes the slower tracking weapons Lazars and Projectiles less effective at hitting. This also has a effect on the Hybrid weapons but seeing as they have the best tracking it effects them less than the other weapons. (A small boost in Blaster tracking may still be in order in the lines of 10-12% but not before testing what the speed boost would do)
As for Projectile weapons I also think the increase in falloff would work nice for them they are suppose to fight in falloff anyway. As for the people trying to say falloff does nothing for Projectiles I say that is not correct.
Originally by: isdisco3 ... with barrage, 800's, and 3 gyro's, the optimal is 6 and the falloff is 30 with a max dps (from turrets) of 700. That means at:
6km - 700 21km - 525 dps 36km - 350 dps 51km - 175
Now, increasing the falloff on the mael (same setup, barrage, etc) by say 10% would give us a falloff of 33km, and numbers such as:
6km - 700 22.5km - 525 39km - 350 55km - 175
(only quoting isdisco3 for the numbers) What is being missed here is at the same ranges as the before falloff change the damage after the falloff change will increase excluding opt range witch is already doing 100% damage in theory. (misses due to tracking means no turret will do 100% damage) that is how falloff does help projectiles seeing as if you were trying to fight a ship at 21KM before falloff change and were doing 525 DPS why now would you move to 22.5KM to fight that ship? You wouldn't you would still be at 21KM and the DPS would be more than 525.(DPS Buff for Projectile weapons archived) (A larger than 10% falloff Buff might be needed but testing would determine that)
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place1
Amarr Orion Ore Industries
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Posted - 2009.06.05 06:59:00 -
[4]
After reading this entire troll/flame fest of a thread I have come to a few conclusions of my opinion
1. Solo pvp is not dead its just over shadowed by the abundant fleet pvp. Fix sov and this should be relieved a lot.
2. Mega is solo king abandon is fleet king and mini... well there just lacking and need some help.
3. For the comment on why mega's get primary in fleets, its not just because there in close its to prevent them from getting close because if they get in close they will rip your fleet apart.
4. Gal. BS may need a small speed boost to allow them to get into there range faster... give a boost to speed for mimitar BS as well so they keep the fastest ships also allowing them to better dictate the range of battles. (speed nerf bat may have come down to hard on BS size ship)
5. Don't compare solo (tacking superior) ships to fleet ships and expect them to stand up well. Though in the right situation were they can use there superior DPS to there advantage they will still win over the battle.(Blasters are tracking King's and need to use this to there advantage)
6. Lasers may need to loss some of there tracking that they gained back when they were the worst weapon system around.
7. Projectiles "NEED HELP" it may be as simple as a large falloff boost 25-30% and "AFTER" testing that a small damage increase of 5% added to there alpha. (make artillery alpha king's agene)
8. Do not try to balance ship's/weapons based on large fleet's as doing so would only make the ships useless in solo/small gang combat. (I don't want to see the day when a armor tanked abandon can passive shield tank any one ship with any weapon system)
9 The primary cause's of all this discussion was web nerf and speed nerf and they may need to be revised in some situations.
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