
Pesets
The Hunt Club
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Posted - 2009.06.02 12:19:00 -
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Sorry for not reading the 30+ pages balancing thread; i apologize if this has already been suggested.
These suggestions apply mainly to small (frigate/destroyer class) ammo. I don't fly bigger ships as much, so i don't know how well these suggestions apply to them (though i suspect they do just as much).
Suggestion 1: make the "sideeffects" that affect the ship apply when ammo is being actually fired, not when it's just sitting there loaded. This might make ammo like Quake, Javelin (both rail javelins and rocket javelins), Precision missiles... I mean, i don't know, maybe for bigger ships speed isn't that critical, as they're already slow but have longer ranges, but for smaller ships speed is essential to even get within firing range.
Suggestion 2: make t2 ammo faster to reload. Maybe like, 5 seconds instead of 10. After all it is specialized ammo designed for specialized weapons. Right now there's rarely a point in changing ammo type during the battle, as you just lose too much firepower during those 10 seconds to compensate.
Suggestion 3: split Amarr T2 laser crystals. Like, instead of having one crystal that's good for 1000 shots, make maybe 10 crystals that last for 100 shots each (and modify the blueprints accordingly). Thing is, right now small T2 crystals cost about as much as small T2 lasers themselves. You'd hardly ever go into PvP carrying 1000 rounds for each gun, but in case of Amarr you have no choice, because ammo essentially comes in non-separable chunks of 1000 rounds. And a small ship has no hope of ever using a fifth of those shots, because you just won't live that long (and even if you somehow do, that's still way too many shots because there's just nothing to spend them on in one roam). So unless you're doing lvl2 missions in a Retribution, using small T2 crystals just costs more than it's worth.
Suggestion 4: do something about Quake S ammo. Seriously, having it even in just three guns nerfs the capacitor more than MWD, while nerfing your speed more than a webifier - and it has the shortest range of all artillery ammo (while still having 25% tracking penalty). What the hell are you supposed to engage with it, a POS? I know of no one who actually uses it for anything. Well, maybe hisec suicide gankers - but now that new characters aren't born with T2 guns, even that is problematic.
Suggestion 5: consider lessening the sideeffects for other types of T2 ammo. Or maybe make it so that you only get each penalty once, no matter how many guns you have the ammo in. Right now you just get way too much sideeffects for most T2 ammo to be practical for anything, even if we were to forget about faction ammo for a second.
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