
Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2009.07.15 19:37:00 -
[1]
A simple solution would to reduce Projectile weapons reload time to 0 and increase their capacity 100%
Then give depleted uranium a 25% bonus to falloff, swap the damage amount of emp with fusion, make t1 ammunition have the same damage as the other turret ammunitions.
Lastly give tracking computers, enhancers and links a falloff bonus.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2009.07.15 20:59:00 -
[2]
Originally by: Bibbleibble
Originally by: Nian Banks A simple solution would to reduce Projectile weapons reload time to 0 and increase their capacity 100%
Then give depleted uranium a 25% bonus to falloff, swap the damage amount of emp with fusion, make t1 ammunition have the same damage as the other turret ammunitions.
Lastly give tracking computers, enhancers and links a falloff bonus.
The first set of changes seem somewhat.... conflicting. If you have reduced reload times down to 0, then ammo capacity becomes meaningless.
The idea about ammo seems to fit nicely into my idea for 8 different types of ammo, 4 short and 4 long range ones.
Changing tracking computers/enhancers to give bonuses to falloff would cause a whole new world of problems in balancing ranges, and doesn't solve the problem of the Tempest seeming to lack a role that another ship can do better, or Minmatar being just generally bad at sniping.
The idea behind an increased projectile weapon capacity is to reduce the effects of lag and to also reduce lag, we all know in massive engagements, once your rounds are spent, you can be waiting forever before you can resume firing. This will alleviate that problem. The second issue is that for every reload of a gun, the server needs to work that bit more. As for reload time reducing to 0, this in itself gives a minor but deserved dps increase. Enough to show real world results but not so much to be considered unbalanced.
Splitting the ammunition for short and long is fine but it is not the reason I suggested this. Adding falloff to Depleted Uranium would give T1 fitted pilots an increase in falloff, a much coveted bonus that is all but missing in tech1 minmatar ships. Where as many ships have optimal range bonuses, it is not so for t1 and falloff. It also gives a good reason for Depleted Uranium to exist. As for the swapping of EMP with Fusion, as Explosive + Kinetic are the minmatar damage types, it should be right be that the most damaging ammunition for projectile weapons be Fusion. EMP is overused and can be considered unbalanced due to its damage types for reason of racial damage traits been a form of balance.
As for brining up the ammunition damage amounts to that of the other races. Well given that fighting in falloff+optimal is <40% of the max dps. Its hardly much to ask for. Our otimal for artilleries is only mid range, damage should compensate but it doesn't.
As for your perception that increasing falloff would cause a balance issue, *******s. The damage is far too low currently while fighting in fallof, Only those reading EFT would think that increasing falloff would be out of balance.
Tempests have a role, the role is fine. But if you wish to give it a role, one of its bonuses and replace it with a target painter bonus. ;)
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