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skye orionis
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Posted - 2009.09.28 15:14:00 -
[1]
(and possibly the pirate versions too)
Gallente Hybrid ships are short range, high DPS blaster boats, while Caldari Hybrid ships tend to be long range Snipers, so why not add some racial flavour to the ammunition from the faction LP stores. So make the ammo reflect this - Make the Gallente Ammo do slightly more damage than the Caldari Navy version, but let that caldari Navy ammo give a range/falloff bonus.
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Saul Elsyn
INTERSTELLAR ENTERPRISE
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Posted - 2009.09.28 16:09:00 -
[2]
This is a pretty sensible idea... Though I do wonder what the Guristas Ammo would be. Maybe that could remain the same as it is currently, since they're a sort of combination of the Caldari-Gallente in how they operate.
So what this would mean mechanically would be...
Antimatter Charges (Small) Thermal Damage: 5 Kinetic Damage: 7 Optimal Multiplier: x0.5
Caldari Navy Antimatter Charges (Small) Thermal Damage: 5 (5.75 Originally) Kinetic Damage: 7 (8.05 Originally) Optimal Multiplier: x0.575 (x0.5 Originally)
Federation Navy Antimatter Charges (Small) Thermal Damage: 6.6125 (5.75 Originally) Kinetic Damage: 9.2575 (5.75 Originally) Optimal Multiplier: x0.425 (x0.5 Originally)
Basically I gave a 15% bonus or penalty to the stats to reflect the change.
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Duchess Starbuckington
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Posted - 2009.09.28 16:39:00 -
[3]
I really like this idea. Signed. Would make me seriously think about which ammo to use and would be a nice boost to Gallente mission runners.
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skye orionis
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Posted - 2009.09.28 18:26:00 -
[4]
Ideally I'd like to see more differentiation with other faction gear, but this is the most obvious, it's the only ammo type that has 2 different major factions producing it. With missiles you see Khanid LP stores selling the Caldari version, and With Lasers the Ammatar Mandate will sell you the Amarr Navy version, and for Projectiles, that's entirely the domain of the Minmatar.
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HeavyUnstable PowerWorm
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Posted - 2009.09.28 18:46:00 -
[5]
Nice idea, but first we need Republic Fleet missiles in Minmatar LP store.
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skye orionis
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Posted - 2009.09.28 19:21:00 -
[6]
Sure, then we can differentiate those from the Caldari versions by making their velocity higher (keeping with the minmatar speed theme) but with the caldari versions doing more damage. And while we're at it, make Khanid missiles, which have a smaller explosion radius because they're designed to shoot armour tankers rather than shield tankers.
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Khandahar Bob
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Posted - 2009.09.28 19:49:00 -
[7]
I'm all for this; more diversity is better.
But why not make the bonus on the Gallente ammunition all on the thermal component rather than mixed between the two?
Also, give me enough notice so I can shoot all of my Caldari ammunition before the change comes around...
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Saul Elsyn
INTERSTELLAR ENTERPRISE
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Posted - 2009.09.28 19:59:00 -
[8]
Good idea there on the adjustments to Gallente ammo, just a 15% bonus to Thermal Damage to go along the with 15% reduction in range.
I think I'll give back the Kinetic bonus to Caldari Ammo. Revised stats.
Antimatter Charges (Small) Thermal Damage: 5 Kinetic Damage: 7 Optimal Multiplier: x0.5
Caldari Navy Antimatter Charges (Small) Thermal Damage: 5 (5.75 Originally) Kinetic Damage: 8.05 Optimal Multiplier: x0.575 (x0.5 Originally)
Federation Navy Antimatter Charges (Small) Thermal Damage: 6.6125 (5.75 Originally) Kinetic Damage: 8.05 Optimal Multiplier: x0.425 (x0.5 Originally)
How's that?
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skye orionis
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Posted - 2009.09.28 20:11:00 -
[9]
It's got my vote, maybe we can roll this into the LP store comments thread?
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moneyiskmoney
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Posted - 2009.09.28 22:23:00 -
[10]
I asked for differentation a while ago all though I suggested altering the ken/therm balance, whatever change is made get my support.
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Pan Dora
Caldari Perkone
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Posted - 2009.09.28 23:29:00 -
[11]
Originally by: skye orionis Sure, then we can differentiate those from the Caldari versions by making their velocity higher (keeping with the minmatar speed theme) but with the caldari versions doing more damage. And while we're at it, make Khanid missiles, which have a smaller explosion radius because they're designed to shoot armour tankers rather than shield tankers.
I think you meissed a few things: 1) caldari ship are the one that have bonuses for missiles, quick ofter for missile velocity, not minmatar. 2.khanid ship are fact amnarr ships. 3khanid use unguided (short range) missiles, those dont get explosion radious reduced by skills and rigs.
Other than this messing with explosiong/velocity of fation missiles wold bring new motives to not use tech 2 missiles. Same with messing on range for faction ammo. Its an intersting ideia, but its more complex to implemnent than it looks at first glance.
_
I like to play this game because it make my in-game actions and archievments to mean something in-game. |
skye orionis
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Posted - 2009.09.28 23:56:00 -
[12]
I don't think you're going to get anything like Spike Ammo's combination of Range & DPS from the faction ammo changes we've suggested, so TII isn't going anywhere.
As for the Khanid stuff I just threw that out there as a suggestion because their LP stores have Caldari Navy Ammunition, which doesn't seem right. I've not had any experience with the setup of the khanid ships, other than the fact that they're armour tanked missile boats, so the explosion radius is just a suggestion.
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Eagle Hawkstrike
M.I.M.M.S
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Posted - 2009.09.29 00:33:00 -
[13]
This sounds like a good idea, i haven't seen much on the stats of faction ammo but if they do need this varying then yeah I'll support it. My position in the corp "Logistics Coordinator" just a fancy name for Janitor. |
Pan Dora
Caldari Perkone
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Posted - 2009.09.29 02:04:00 -
[14]
Originally by: skye orionis I don't think you're going to get anything like Spike Ammo's combination of Range & DPS from the faction ammo changes we've suggested, so TII isn't going anywhere.
Should we compare with javelin instead . Actualy that its the problem, a lot of tech 2 ammo are rubish in comparission with fation ammo. Without a relabalance in t2 ammo its dificult to think in tweaks to faction ammo.
However it wold be insterting to have some flavor on faction armor instead of the plain 'standard ammo with more damage' aproach.
Quote: As for the Khanid stuff I just threw that out there as a suggestion because their LP stores have Caldari Navy Ammunition, which doesn't seem right.
I disagree with the proposed bonuses, but not with the overall ideia. To be honest i have no ideia how wold be a fair diferennce for the diferent factions missiles. _
I like to play this game because it make my in-game actions and archievments to mean something in-game. |
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