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Thread Statistics | Show CCP posts - 7 post(s) |

Gavin Darklighter
THE FINAL STAND The Final Stand.
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Posted - 2009.09.24 00:21:00 -
[1]
Originally by: Harotak While you are playing with ammo changes though, I would also like to see all T2 short-range ammo have its tracking penalty removed. The T2 stuff still has cap use or recharge penalties, so its still a reasonable tradeoff for the slightly better damage compared to faction ammo.
Also, Hail has both a 50% falloff and 50% optimal penalty while Conflag only has a 50% optimal reduction and Void has 50% less falloff and 25% less optimal. I would prefer to see Hail get only -50% to falloff and keep full optimal, while Void gets -25% to both optimal and falloff. To keep Amarr pilots from feeling left out you could also change Conflag to be 66-75% Thermal damage to give them a bit more versatility.
If you fix Hail, then there won't be a need to reorder projectile ammo to make Fusion the high-damage type since Hail will fill the EXP role.
This is badly needed TBH. T2 short-range ammo has become useless after the addition of a tracking penalty, the introduction of faction ammunition, and the nerfing of webs. I think Harotak's idea would be welcomed by pilots of all races. The only people that lose out are the noob-corp high-sec mission farmers that see a drop in faction ammo demand
signature picture exceeds the size limit.~WeatherMan |

Gavin Darklighter
THE FINAL STAND The Final Stand.
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Posted - 2009.09.24 14:39:00 -
[2]
Originally by: Seriously Bored
Let us use the first law of thermodynamics to defeat your argument then. 
You can't get more energy out of a system than you put into it. Think of hybrid cars. They reclaim energy from their braking systems, but that energy was first created with gasoline. Your suggestion would be like driving a 100 miles in a Prius and ending up with more gas than you started.
Technicaly, the energy used to fire a projectile weapon comes from the propellent in the shell casing. Real-world guns and auto-cannons use the energy of the propellent to cycle the weapon and load another round. There is no reason you couldn't make a gun that generated electrical power as it was fired, it just wouldn't be of much use.
Still, I think making projectiles give cap when they are fired is a bad idea.
signature picture exceeds the size limit.~WeatherMan |

Gavin Darklighter
THE FINAL STAND The Final Stand.
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Posted - 2009.09.25 03:41:00 -
[3]
Alpha ia king in huge fleet fights because your guns cycle don't cycle at their own rate of fire, but at the speed of the node.
signature picture exceeds the size limit.~WeatherMan |

Gavin Darklighter
THE FINAL STAND The Final Stand.
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Posted - 2009.09.26 05:54:00 -
[4]
Another idea would be to make projectiles much more resistant to overheating.
signature picture exceeds the size limit.~WeatherMan |

Gavin Darklighter
Ministry of War
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Posted - 2009.09.29 16:01:00 -
[5]
Edited by: Gavin Darklighter on 29/09/2009 16:03:35 Fix Hail/Void/Conflag and then you don't need to make fusion the high damage ammo. It would give you Hail for huge EXP damage and EMP for exp/em mix (good for shooting gal/caldari T2). Sure EMP might not be ideal for shooting shields in most situations, but it is still a decent all-around ammo and projectiles don't need to be the best at both shooting armor and shield resist holes.
My T2 ammo proposal:
HAIL: -50% falloff, no optimal penalty. no tracking penalty VOID: -25% falloff and -25% optimal. no tracking penalty CONFLAG: -50% optimal no falloff penalty (just like it is right now) and 75% thermal / 25% EM damage. no tracking penalty RAGE: -50% flight time, T1 base explosion raidus/velocity
signature picture exceeds the size limit.~WeatherMan |

Gavin Darklighter
Ministry of War
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Posted - 2009.09.29 18:08:00 -
[6]
Edited by: Gavin Darklighter on 29/09/2009 18:11:13
Originally by: Gypsio III
Originally by: Gavin Darklighter My T2 ammo proposal:
HAIL: -50% falloff, no optimal penalty. no tracking penalty VOID: -25% falloff and -25% optimal. no tracking penalty CONFLAG: -50% optimal no falloff penalty (just like it is right now) and 75% thermal / 25% EM damage. no tracking penalty RAGE: -50% flight time, T1 base explosion raidus/velocity
This is T2 ammo that's intended to be used against the same targets as T1 ammo, but at closer range. I don't like that intended role. It would be too common - the T2 ammo would be the "default" choice too often.
The current intended role is "to be used against ships larger than yours" - hence the penalties to tracking, explosion velocity etc. I like that - it keeps ship DPS okay against its peers, but gives options against larger ships. The problem is in the implementation - Rage/Fury are fine (~11% more damage than faction), but Void barely offers any extra DPS over faction. Similarly Conflag, I believe. And this intended role has no requirement or justification for the addiction cap/sig penalties etc. - surely the tracking etc. penalties are enough?
The capaitor and sig radius penalties are enough to make most people use faction ammo instead. Close range T2 ammo as it is currently is of almost no use with the exception of Hail due to the lower damage of projectile T1 ammo (which is about to change) and rage missiles (which I intend to make shorter-ranged).
If the intended role of short-range T2 ammo is to use it on larger ships, then I would expect it to be best for orbiting the target at close range in order to avoid their damage.
signature picture exceeds the size limit.~WeatherMan |
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