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SDragoon
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Posted - 2009.09.25 07:08:00 -
[1]
I've been wondering what's the deal with ship with mixed weapon systems? Is this what you do when you have a ship where you are not sure what bonus you should give it so instead you just give it a split weapon system with 5% to both?
I'm talking specifically about the Huginn and Lachesis in this case. It seems like a great way to throw away a bonus slot, as a single weapon system with a flat 5% would be basically the same thing. If you have 6 guns with a 5% bonus per level and compare it to 6 guns with a 5% per level to 3 and a 5% level to the other 3 you get the same thing, what gives?
If the mixed weapon system had some other advantage it'd make sense, but honestly it seems to cause more trouble then it's worth. Mixed ammo types, more racks to take care of, more ranges to worry about. Not to mention the fact that if you want to actually boost the damage with weapon upgrades you need two times the lows in order to get the same boost.
So seriously, you need to fix this mixed weapon system problem. You can do so by increasing the bonuses to 7.5% per level. While not as good as single gun with two 5% bonuses, it'll certainly be a step in the right direction. Another step might be weapon upgrade modules that boost multiple weapon systems, in line with the mixed weapon types. Of course the easiest fix would be to just give them a single weapon system and change the other bonus to 5% more agility or something.
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MacMasters
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Posted - 2009.09.25 07:29:00 -
[2]
i think its a mechanism to make ppl train more and therefore sub more. its all through the game in all different ways. also, they'll argue that it gives you ships with options and variety so you don't get bogged down in X fits into Y and you pwn ALL
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Mike Voidstar
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Posted - 2009.09.25 14:10:00 -
[3]
Mixed weapons can be useful, even if conventional wisdom says otherwise.
Turret weapon systems, with the notable exception of the Projectile Ammunitions, have fixed damage types, EM and Thermal for Lasers, Thermal and Kinetic for Hybrids. You can change the ratios with various ammunition types, but you are stuck with the turrets damage type otherwise.
Mixing turrets with a launcher or 2 can help by hitting the soft spot of the sheilds or armor with the correct damage type to supplement the damage you are doing.
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Crackpipe2000
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Posted - 2009.09.25 14:35:00 -
[4]
...So split bonus for "launcher or two" is as good as full bonus for the main weapon system? You're right, that certainly does not fit conventional wisdom. |

Mike Voidstar
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Posted - 2009.09.25 16:03:00 -
[5]
Depends.
If you are firing rails at a heavily sheild buffered target, but one who has decided to go with all extenders instead of closing that nasty 0 EM resist hole, then having some EM missles to add to that mix can be of significant use. The same would be true of attacking armor buffered targets with explosive missles.
Not super actual-game likely against pvp targets, but just for illustration purposes.
Conventional wisdom favors simply throwing so much damage of a given damage type as to make finding the soft spot in the defenses a non-issue.
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Chssmius
Federation of Freedom Fighters
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Posted - 2009.09.25 18:36:00 -
[6]
It is about finesse not brute force.
Conventional wisdom says, "Get a bigger hammer!" Example, a blaster boat, high DPS but if you pull and maintain range their DPS evaporates. Everyone with some experience knows this.
When fighting a triple threat platform like the Huginn, Typhoon, and to a lesser extent the Lachesis(it could use a little love, honestly) it is difficult to zero out their DPS. This is often overlooked by pilots on both sides of their guns and missiles.
I think the mixed platforms lend themselves toward more elegant specialist solutions. They are far from useless but a slight(very slight) buff to split weapon bonuses wouldn't be a terrible idea, if only to compensate for the resultant gimped nature of damage modules.
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Mike Voidstar
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Posted - 2009.09.26 14:05:00 -
[7]
What would be nice is if there were faction modules that took into account the split weapon design of some of the ships. Make a Mod that works for both weapon types the ships are designed for, so you are not as such a disadvantage when you go with the split weapon option.
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Tarron Sarek
Gallente Biotronics Inc. Majesta Empire
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Posted - 2009.09.26 14:36:00 -
[8]
Fortunately, the devs don't always think about efficiency, min-maxing and boring homogeneity when they design stuff.
Yes, a couple of ships could be a lot 'better' and efficient if you change some bonuses and stats. But the more you 'optimize' in this way, the more you pin them down to a single optimal fitting and way to use them. That ultimately kills variety and makes the game boring.
So, it's all about variety and small flaws which make things interesting. Also, it gives people something to ***** about, creating a certain amount of communication and/or entertainment.
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