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Levin Cavil
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Posted - 2004.11.04 11:31:00 -
[31]
Edited by: Levin Cavil on 04/11/2004 11:38:59
Originally by: DeviLee You shouldn't be able mount 3 Beam Lasers on a Punisher without power cores as they are too good. 3 Pulses are TEH WIN and that Punisher can almost tackle interceptors... well almost.
Well I didn't include cap use per shot as I've never heard anyone runing out of cap due to weapons use and I've never had any problems with that. But it should use more cap anyway as it doesn't need ammo.
/me looks at number of hybrid bonuses on frigs /me looks at number of laser bonuses on frigs /me looks at cap use /me looks at range /me looks at damage types of ammo
How is a Punisher supposed to tackle an interceptor exactly? I mean its WAY slower and only has 2 mids... You can either outrun the warp scramble or warp away from the web, assuming the Punisher can get anywhere near the interceptor (which it can't). Try training up your hybrid skills and quit whining here. Instead of posting like an uninformed noob try backing up your opininon with fact, unfortunately for you that would mean not posting.
------------------------------
<Hammerhead> we can't do anything that requires programming
|

Levin Cavil
|
Posted - 2004.11.04 11:31:00 -
[32]
Edited by: Levin Cavil on 04/11/2004 11:38:59
Originally by: DeviLee You shouldn't be able mount 3 Beam Lasers on a Punisher without power cores as they are too good. 3 Pulses are TEH WIN and that Punisher can almost tackle interceptors... well almost.
Well I didn't include cap use per shot as I've never heard anyone runing out of cap due to weapons use and I've never had any problems with that. But it should use more cap anyway as it doesn't need ammo.
/me looks at number of hybrid bonuses on frigs /me looks at number of laser bonuses on frigs /me looks at cap use /me looks at range /me looks at damage types of ammo
How is a Punisher supposed to tackle an interceptor exactly? I mean its WAY slower and only has 2 mids... You can either outrun the warp scramble or warp away from the web, assuming the Punisher can get anywhere near the interceptor (which it can't). Try training up your hybrid skills and quit whining here. Instead of posting like an uninformed noob try backing up your opininon with fact, unfortunately for you that would mean not posting.
------------------------------
<Hammerhead> we can't do anything that requires programming
|

Rodj Blake
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Posted - 2004.11.04 11:41:00 -
[33]
Originally by: DeviLee Edited by: DeviLee on 04/11/2004 09:47:20 150mm Railgun II
Powergrid: 11MW Tracking: 0.07 ROF: 4.25 Damage: 3.3 Optimal: 14400
Medium Beam II
Powergrid: 18MW Tracking: 0.1 ROF: 4 Damage: 3.6 Optimal: 12000
Are you kidding me? Medium beam is better in every department except optimal range. Yeah yeah so what if it needs 7 more PG to mount, amarr can aford it and it takes less in CPU. The tracking alone is 30% better... WTF! Now don't go nerfing anything, make railgun better.
You forgot to mention the cap useage of the laser.
Dolce et decorum est pro imperator mori |

Rodj Blake
|
Posted - 2004.11.04 11:41:00 -
[34]
Originally by: DeviLee Edited by: DeviLee on 04/11/2004 09:47:20 150mm Railgun II
Powergrid: 11MW Tracking: 0.07 ROF: 4.25 Damage: 3.3 Optimal: 14400
Medium Beam II
Powergrid: 18MW Tracking: 0.1 ROF: 4 Damage: 3.6 Optimal: 12000
Are you kidding me? Medium beam is better in every department except optimal range. Yeah yeah so what if it needs 7 more PG to mount, amarr can aford it and it takes less in CPU. The tracking alone is 30% better... WTF! Now don't go nerfing anything, make railgun better.
You forgot to mention the cap useage of the laser.
Dolce et decorum est pro imperator mori |

DeviLee
|
Posted - 2004.11.04 11:46:00 -
[35]
Edited by: DeviLee on 04/11/2004 11:50:56
Originally by: Levin Cavil Edited by: Levin Cavil on 04/11/2004 11:38:59
Originally by: DeviLee You shouldn't be able mount 3 Beam Lasers on a Punisher without power cores as they are too good. 3 Pulses are TEH WIN and that Punisher can almost tackle interceptors... well almost.
Well I didn't include cap use per shot as I've never heard anyone runing out of cap due to weapons use and I've never had any problems with that. But it should use more cap anyway as it doesn't need ammo.
/me looks at number of hybrid bonuses on frigs /me looks at number of laser bonuses on frigs /me looks at cap use /me looks at range /me looks at damage types of ammo
How is a Punisher supposed to tackle an interceptor exactly? I mean its WAY slower and only has 2 mids... You can either outrun the warp scramble or warp away from the web, assuming the Punisher can get anywhere near the interceptor (which it can't). Try training up your hybrid skills and quit whining here. Instead of posting like an uninformed noob try backing up your opininon with fact, unfortunately for you that would mean not posting.
Did you see the word ALMOST? Any inty pilot should be able to kill a frig or he gets laughed at. The fact that a punisher with pulses killed an inty has happened a few times when he simply outdamaged him.
Originally by: Evona Moucrou
Originally by: DeviLee You shouldn't be able mount 3 Beam Lasers on a Punisher without power cores as they are too good. 3 Pulses are TEH WIN and that Punisher can almost tackle interceptors... well almost.
Well I didn't include cap use per shot as I've never heard anyone runing out of cap due to weapons use and I've never had any problems with that. But it should use more cap anyway as it doesn't need ammo.
Counter-Question then, on which ship would you want to mount Medium Beam Lasers, and in which quantity?
Medium beams can be mounted on a frig but your low slots are then severely gimped by powercores. But you are doing lots of damage, but mostly they will see action on destroyers in my oppinon, so I'd say they are destroyer weapons.
Originally by: Toran Mehtar Any reason why you chose to not post cap use for the guns aswell ?
And don't even think about mentioning how amarr ships get a bonus to cap use, because that is just one less bonus they get to range/ damage/ tracking.
lol, *only* 7 grid more.
Yes I didn't express myself right on that 7 PG more  but what I'm trying to state in this post is that lasers and blasters are most widely represented in pvp and that should change in my oppinon.
My words are my own and do not represent the views of my corp. |

DeviLee
|
Posted - 2004.11.04 11:46:00 -
[36]
Edited by: DeviLee on 04/11/2004 11:50:56
Originally by: Levin Cavil Edited by: Levin Cavil on 04/11/2004 11:38:59
Originally by: DeviLee You shouldn't be able mount 3 Beam Lasers on a Punisher without power cores as they are too good. 3 Pulses are TEH WIN and that Punisher can almost tackle interceptors... well almost.
Well I didn't include cap use per shot as I've never heard anyone runing out of cap due to weapons use and I've never had any problems with that. But it should use more cap anyway as it doesn't need ammo.
/me looks at number of hybrid bonuses on frigs /me looks at number of laser bonuses on frigs /me looks at cap use /me looks at range /me looks at damage types of ammo
How is a Punisher supposed to tackle an interceptor exactly? I mean its WAY slower and only has 2 mids... You can either outrun the warp scramble or warp away from the web, assuming the Punisher can get anywhere near the interceptor (which it can't). Try training up your hybrid skills and quit whining here. Instead of posting like an uninformed noob try backing up your opininon with fact, unfortunately for you that would mean not posting.
Did you see the word ALMOST? Any inty pilot should be able to kill a frig or he gets laughed at. The fact that a punisher with pulses killed an inty has happened a few times when he simply outdamaged him.
Originally by: Evona Moucrou
Originally by: DeviLee You shouldn't be able mount 3 Beam Lasers on a Punisher without power cores as they are too good. 3 Pulses are TEH WIN and that Punisher can almost tackle interceptors... well almost.
Well I didn't include cap use per shot as I've never heard anyone runing out of cap due to weapons use and I've never had any problems with that. But it should use more cap anyway as it doesn't need ammo.
Counter-Question then, on which ship would you want to mount Medium Beam Lasers, and in which quantity?
Medium beams can be mounted on a frig but your low slots are then severely gimped by powercores. But you are doing lots of damage, but mostly they will see action on destroyers in my oppinon, so I'd say they are destroyer weapons.
Originally by: Toran Mehtar Any reason why you chose to not post cap use for the guns aswell ?
And don't even think about mentioning how amarr ships get a bonus to cap use, because that is just one less bonus they get to range/ damage/ tracking.
lol, *only* 7 grid more.
Yes I didn't express myself right on that 7 PG more  but what I'm trying to state in this post is that lasers and blasters are most widely represented in pvp and that should change in my oppinon.
My words are my own and do not represent the views of my corp. |

Toran Mehtar
|
Posted - 2004.11.04 11:46:00 -
[37]
Any reason why you chose to not post cap use for the guns aswell ?
And don't even think about mentioning how amarr ships get a bonus to cap use, because that is just one less bonus they get to range/ damage/ tracking.
lol, *only* 7 grid more.
|

Toran Mehtar
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Posted - 2004.11.04 11:46:00 -
[38]
Any reason why you chose to not post cap use for the guns aswell ?
And don't even think about mentioning how amarr ships get a bonus to cap use, because that is just one less bonus they get to range/ damage/ tracking.
lol, *only* 7 grid more.
|

Nimrodel
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Posted - 2004.11.04 11:48:00 -
[39]
Edited by: Nimrodel on 04/11/2004 11:53:34
Med BEEEEEEEM LASSSSER 2 Base Price 183776 Activation Cost 7.22 Energy Powergrid Requirement 18 MW CPU Requirement 20 tf Rate of fire 4.00000 Optimal Range 12000 m targetModule 0 Damage Modifier 3.6 Accuracy Falloff 4000 m Trackingspeed / Accuracy 0.1
Bonus on Standard amarr frigates 10% less cap usage per level
150 Rail Gun 2 Base Price 19296 Activation Cost 3.78 Energy Powergrid Requirement 11 MW Capacity 0.4 m3 CPU Requirement 21 tf Rate of fire 4.25000 Optimal Range 14400 m Damage Modifier 3.3 Accuracy Falloff 6000 m Trackingspeed / Accuracy 0.07
Bonus on standard Gallante frigates 5% damage and 5% tracking Bonus on Caldari Frigates 10% Range
Caldari ships use missiles to boot, Gallante ships use drones, Medslots, Lowslots, Speed, Lock range, Cap size, Sheild size, Many more factors
I think this is right.... Please correct me if this is wrong anywhere.
NOW ARGUE!!
--------------------------------------------- Nimrodel Dark Force User Joint Espionage & Defence Industries --------------------------------------------- Your Medium YF-12a Smartbomb hits Rusty Cloud, doing 0.0 damage. |

Nimrodel
|
Posted - 2004.11.04 11:48:00 -
[40]
Edited by: Nimrodel on 04/11/2004 11:53:34
Med BEEEEEEEM LASSSSER 2 Base Price 183776 Activation Cost 7.22 Energy Powergrid Requirement 18 MW CPU Requirement 20 tf Rate of fire 4.00000 Optimal Range 12000 m targetModule 0 Damage Modifier 3.6 Accuracy Falloff 4000 m Trackingspeed / Accuracy 0.1
Bonus on Standard amarr frigates 10% less cap usage per level
150 Rail Gun 2 Base Price 19296 Activation Cost 3.78 Energy Powergrid Requirement 11 MW Capacity 0.4 m3 CPU Requirement 21 tf Rate of fire 4.25000 Optimal Range 14400 m Damage Modifier 3.3 Accuracy Falloff 6000 m Trackingspeed / Accuracy 0.07
Bonus on standard Gallante frigates 5% damage and 5% tracking Bonus on Caldari Frigates 10% Range
Caldari ships use missiles to boot, Gallante ships use drones, Medslots, Lowslots, Speed, Lock range, Cap size, Sheild size, Many more factors
I think this is right.... Please correct me if this is wrong anywhere.
NOW ARGUE!!
--------------------------------------------- Nimrodel Dark Force User Joint Espionage & Defence Industries --------------------------------------------- Your Medium YF-12a Smartbomb hits Rusty Cloud, doing 0.0 damage. |

Levin Cavil
|
Posted - 2004.11.04 11:52:00 -
[41]
Edited by: Levin Cavil on 04/11/2004 11:55:06
Originally by: DeviLee Did you see the word ALMOST? Any inty pilot should be able to kill a frig or he gets laughed at. The fact that a punisher with pulses killed an inty has happened a few times when he simply outdamaged him.
If you die to a punisher in an interceptor you are a noob.
------------------------------
<Hammerhead> we can't do anything that requires programming
|

Levin Cavil
|
Posted - 2004.11.04 11:52:00 -
[42]
Edited by: Levin Cavil on 04/11/2004 11:55:06
Originally by: DeviLee Did you see the word ALMOST? Any inty pilot should be able to kill a frig or he gets laughed at. The fact that a punisher with pulses killed an inty has happened a few times when he simply outdamaged him.
If you die to a punisher in an interceptor you are a noob.
------------------------------
<Hammerhead> we can't do anything that requires programming
|

DeviLee
|
Posted - 2004.11.04 12:02:00 -
[43]
That's what I said.
My words are my own and do not represent the views of my corp. |

DeviLee
|
Posted - 2004.11.04 12:02:00 -
[44]
That's what I said.
My words are my own and do not represent the views of my corp. |

Toran Mehtar
|
Posted - 2004.11.04 12:10:00 -
[45]
Originally by: DeviLee Did you see the word ALMOST? Any inty pilot should be able to kill a frig or he gets laughed at. The fact that a punisher with pulses killed an inty has happened a few times when he simply outdamaged him.
And frigs can kill battleships, so er... did you have a point ?
Originally by: DeviLee Yes I didn't express myself right on that 7 PG more  but what I'm trying to state in this post is that lasers and blasters are most widely represented in pvp and that should change in my oppinon.
Please say what you mean. What you are clearly trying to say is that interceptors mostly use blasters or lasers. Well of course they do. Interceptors are designed to intercept, i.e get in close and tackle. Why would a ship designed to get in close choose long range weapons ?
Now, if you can remove your blinkers for a minute and find somebody who knows how to use an assault ship, they will tell you that rails are the weapon of choice. Fit a harpy with rails correctly, and any inty within 60km is dead.
And you want to make rails better ?!
These guns have there uses, and because Eve is a (generally ) well designed, balanced game, some things are better in some situation than others. Please don't start posting nonsense just because you either can't, or are too lazy, to pick the right tool for the job.
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Toran Mehtar
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Posted - 2004.11.04 12:10:00 -
[46]
Originally by: DeviLee Did you see the word ALMOST? Any inty pilot should be able to kill a frig or he gets laughed at. The fact that a punisher with pulses killed an inty has happened a few times when he simply outdamaged him.
And frigs can kill battleships, so er... did you have a point ?
Originally by: DeviLee Yes I didn't express myself right on that 7 PG more  but what I'm trying to state in this post is that lasers and blasters are most widely represented in pvp and that should change in my oppinon.
Please say what you mean. What you are clearly trying to say is that interceptors mostly use blasters or lasers. Well of course they do. Interceptors are designed to intercept, i.e get in close and tackle. Why would a ship designed to get in close choose long range weapons ?
Now, if you can remove your blinkers for a minute and find somebody who knows how to use an assault ship, they will tell you that rails are the weapon of choice. Fit a harpy with rails correctly, and any inty within 60km is dead.
And you want to make rails better ?!
These guns have there uses, and because Eve is a (generally ) well designed, balanced game, some things are better in some situation than others. Please don't start posting nonsense just because you either can't, or are too lazy, to pick the right tool for the job.
|

The Slavetrader
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Posted - 2004.11.04 12:15:00 -
[47]
The original poster should probably unplug their keyboard
7 PG per Gun is a HUGE difference and you already just stated that with max range ammo the rail can fire at 21k and the laser 12k.
Seems the Rail is perfectly viable long range turret to me 
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The Slavetrader
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Posted - 2004.11.04 12:15:00 -
[48]
The original poster should probably unplug their keyboard
7 PG per Gun is a HUGE difference and you already just stated that with max range ammo the rail can fire at 21k and the laser 12k.
Seems the Rail is perfectly viable long range turret to me 
|

DeviLee
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Posted - 2004.11.04 12:17:00 -
[49]
Well said. Harpy is my assault ship of choice that's why I'm posting this. Seems I was to quick on the judgement when I had tech II lasers and hybrids in my hangar.
Point taken...
My words are my own and do not represent the views of my corp. |

DeviLee
|
Posted - 2004.11.04 12:17:00 -
[50]
Well said. Harpy is my assault ship of choice that's why I'm posting this. Seems I was to quick on the judgement when I had tech II lasers and hybrids in my hangar.
Point taken...
My words are my own and do not represent the views of my corp. |

X'Alor
|
Posted - 2004.11.04 15:03:00 -
[51]
Edited by: X'Alor on 04/11/2004 15:07:24
I think this is my favorite statement outta the whole waaaaa issues once a comparable gun "power wise" was used.
Originally by: DeviLee
Ok range is 6k less but jesus tracking is much much better and so is every other statistic and all that for just 1 PG more.
Now just think about that statement for just one second......i mean realy and truely think about that real real honestly hard if you can't see the error in your waaaaaaaaa. lemme point something out being you can't see it most likely.
6k less = needed to have better tracking it's only 8k base range......it has better tracking cuz of the range inbalance between the too making it balanced
railgun = longer range less tracking needed for it's "optimal"
pulse laser = shorter range closer combat = more tracking needed for it's optimal.
8k is almost half the distance of the 14k, I'm no mathmatician but i would assume transversial speeds would increase a great deal when cuttin orbits in half. i'm not sure but safe to assume cut it in half probably doubles the speed.
ball on a string, spin it 1 meter out from your hand, keep it spining about same speed and pull that string in 1/2 meter while spining........what happens to it. pretty obvious.
balnaced: plus the laser uses more power for the no ammo use
hate to break it to you but 14k optimal doesn't need to have as much tracking as something that has an 8k optimal.
cough
move one already
AND AAANNNNNND as soon as you put a gun on any one ship to "test it" ...... your inbalnced at test due to so many ships having gunnery bonuses alone not to mention everything else.
******************************* to test guns to see if they are balanced they have to be test target shot from a gun silo in space with no bonuses or skill added to the guns to see if their base damages are in same ballpark per class of weapon. *********************************
if they are, then all this "so called inbalance" would be coming from the "player base equipping" them in different ships that all have different bonuses for different guns with different tracking speeds with different fall off ranges with different optimal ranges with different power requirements with different power uses with different lvl of weapon skill with different lvls of controlled burst with different lvls of weapons upgades with different lvls of sharpshooter with different lvls of motion prediction with different lvls of tragectory analasis with different ammos that have different ranges and different bonuses.
so being all that other stuff is causing inbalance, lets just get rid of all this stuff that's causing inbalance then. we'll all have one gun per size that uses one ammo that has the same output for everyone and every ship per size class uses that weapon.........but we'll have to get rid of them pesky ship bonuses too though 
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X'Alor
|
Posted - 2004.11.04 15:03:00 -
[52]
Edited by: X'Alor on 04/11/2004 15:07:24
I think this is my favorite statement outta the whole waaaaa issues once a comparable gun "power wise" was used.
Originally by: DeviLee
Ok range is 6k less but jesus tracking is much much better and so is every other statistic and all that for just 1 PG more.
Now just think about that statement for just one second......i mean realy and truely think about that real real honestly hard if you can't see the error in your waaaaaaaaa. lemme point something out being you can't see it most likely.
6k less = needed to have better tracking it's only 8k base range......it has better tracking cuz of the range inbalance between the too making it balanced
railgun = longer range less tracking needed for it's "optimal"
pulse laser = shorter range closer combat = more tracking needed for it's optimal.
8k is almost half the distance of the 14k, I'm no mathmatician but i would assume transversial speeds would increase a great deal when cuttin orbits in half. i'm not sure but safe to assume cut it in half probably doubles the speed.
ball on a string, spin it 1 meter out from your hand, keep it spining about same speed and pull that string in 1/2 meter while spining........what happens to it. pretty obvious.
balnaced: plus the laser uses more power for the no ammo use
hate to break it to you but 14k optimal doesn't need to have as much tracking as something that has an 8k optimal.
cough
move one already
AND AAANNNNNND as soon as you put a gun on any one ship to "test it" ...... your inbalnced at test due to so many ships having gunnery bonuses alone not to mention everything else.
******************************* to test guns to see if they are balanced they have to be test target shot from a gun silo in space with no bonuses or skill added to the guns to see if their base damages are in same ballpark per class of weapon. *********************************
if they are, then all this "so called inbalance" would be coming from the "player base equipping" them in different ships that all have different bonuses for different guns with different tracking speeds with different fall off ranges with different optimal ranges with different power requirements with different power uses with different lvl of weapon skill with different lvls of controlled burst with different lvls of weapons upgades with different lvls of sharpshooter with different lvls of motion prediction with different lvls of tragectory analasis with different ammos that have different ranges and different bonuses.
so being all that other stuff is causing inbalance, lets just get rid of all this stuff that's causing inbalance then. we'll all have one gun per size that uses one ammo that has the same output for everyone and every ship per size class uses that weapon.........but we'll have to get rid of them pesky ship bonuses too though 
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Ithildin
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Posted - 2004.11.04 19:45:00 -
[53]
Edited by: Ithildin on 04/11/2004 19:52:31 Statistics after added standard bonuses, considered at level 5 Suggested ships: Assault Frigates. A typical AF is used to compare, in percentage, of the typical host ship.
Med Beam Laser 2 Retribution Base Price 183776 Activation Cost 7.22 Energy (0.9 per second) Powergrid Requirement 18 MW (25%) CPU Requirement 20 tf (16%) Rate of fire 4.00000 Optimal Range 12000 m Damage Modifier 3.6 Normalized damage per second: 0.9x Accuracy Falloff 4000 m Trackingspeed / Accuracy 0.1
Bonus on Standard amarr frigates 10% less cap usage per level Note: Amarr ships have a tendency to have capacitor or armour boosting secondary bonus!
150 Rail Gun 2 Enyo Base Price 19296 Activation Cost 3.78 Energy (0.88 per second) Powergrid Requirement 11 MW (17.6%) Capacity 0.4 m3 CPU Requirement 21 tf (14.5%) Rate of fire 4.25000 Optimal Range 14400 m Damage Modifier 3.3 (4.125) Normalized damage per second: 0.97 Accuracy Falloff 6000 m Trackingspeed / Accuracy 0.07 (0.0875)
Typical bonus: 5% Tracking and Damage
All skill effects common to both typical ships were eschewed, except for the compulsory Engineering and Electronics used in the CPU and PG comparison percentage.
Conclusion: It is not all what meets the eye. The Gallente ships live and die by their bonuses, while the Amarr ships have pretty good turrets to start with. After skill bonuses, the Railgun is, in fact, the better gun. Although it should be stressed that the Amarr turret does not use ammo, and pays nothing for that advantage (and most importantly, this includes reloading). All in all, the guns are equal, while the amarr ship has typically one misc. ship bonus to do with either armour or capacitor over. The Gallente ship makes up for that with a lower relative fitting requirement, and a (slightly larger) drone bay. The drones, however, cannot be properly calculated into the comparison, as they are pondersome of use and easily disposed of. Especially on these levels! (Drone bay: Enyo 50, Retribution 0 - in this comparison, one single light drone will make no difference worth noting nor the bother launching!)
EDIT: Forgot to name the bonuses on the railgun, and forgot to calculate tracking on the railgun. The comparative difference in tracking is 87.5%, railgun tracking compared to beam. --
If TC causes you discomfort that you feel is unwarranted or may be outside TC's current contract - contact me, please. |

Ithildin
|
Posted - 2004.11.04 19:45:00 -
[54]
Edited by: Ithildin on 04/11/2004 19:52:31 Statistics after added standard bonuses, considered at level 5 Suggested ships: Assault Frigates. A typical AF is used to compare, in percentage, of the typical host ship.
Med Beam Laser 2 Retribution Base Price 183776 Activation Cost 7.22 Energy (0.9 per second) Powergrid Requirement 18 MW (25%) CPU Requirement 20 tf (16%) Rate of fire 4.00000 Optimal Range 12000 m Damage Modifier 3.6 Normalized damage per second: 0.9x Accuracy Falloff 4000 m Trackingspeed / Accuracy 0.1
Bonus on Standard amarr frigates 10% less cap usage per level Note: Amarr ships have a tendency to have capacitor or armour boosting secondary bonus!
150 Rail Gun 2 Enyo Base Price 19296 Activation Cost 3.78 Energy (0.88 per second) Powergrid Requirement 11 MW (17.6%) Capacity 0.4 m3 CPU Requirement 21 tf (14.5%) Rate of fire 4.25000 Optimal Range 14400 m Damage Modifier 3.3 (4.125) Normalized damage per second: 0.97 Accuracy Falloff 6000 m Trackingspeed / Accuracy 0.07 (0.0875)
Typical bonus: 5% Tracking and Damage
All skill effects common to both typical ships were eschewed, except for the compulsory Engineering and Electronics used in the CPU and PG comparison percentage.
Conclusion: It is not all what meets the eye. The Gallente ships live and die by their bonuses, while the Amarr ships have pretty good turrets to start with. After skill bonuses, the Railgun is, in fact, the better gun. Although it should be stressed that the Amarr turret does not use ammo, and pays nothing for that advantage (and most importantly, this includes reloading). All in all, the guns are equal, while the amarr ship has typically one misc. ship bonus to do with either armour or capacitor over. The Gallente ship makes up for that with a lower relative fitting requirement, and a (slightly larger) drone bay. The drones, however, cannot be properly calculated into the comparison, as they are pondersome of use and easily disposed of. Especially on these levels! (Drone bay: Enyo 50, Retribution 0 - in this comparison, one single light drone will make no difference worth noting nor the bother launching!)
EDIT: Forgot to name the bonuses on the railgun, and forgot to calculate tracking on the railgun. The comparative difference in tracking is 87.5%, railgun tracking compared to beam. --
If TC causes you discomfort that you feel is unwarranted or may be outside TC's current contract - contact me, please. |

Weirda
|
Posted - 2004.11.04 20:01:00 -
[55]
Ithildin is right on. A lot of people look at stats out of context that seem unbalanced. For the most part, these stats become balanced IN context. By looking at the information he posted, it should be OBVIOUS that the DEVs take context into account when balancing weapons and modules.
Anyways, Ithildin, thank you for taking the time.  -- Thread Killer
<END TRANSMISSION> |

Weirda
|
Posted - 2004.11.04 20:01:00 -
[56]
Ithildin is right on. A lot of people look at stats out of context that seem unbalanced. For the most part, these stats become balanced IN context. By looking at the information he posted, it should be OBVIOUS that the DEVs take context into account when balancing weapons and modules.
Anyways, Ithildin, thank you for taking the time.  -- Thread Killer
<END TRANSMISSION> |

spiritfa11
|
Posted - 2004.11.04 20:17:00 -
[57]
Originally by: Kaeten CCP plz increase railgun strength. They r useless atm ingame.
rofl, i love this guy... useless.. lol ---------------------
I'd like to do your sig. You may contact me in-game |

spiritfa11
|
Posted - 2004.11.04 20:17:00 -
[58]
Originally by: Kaeten CCP plz increase railgun strength. They r useless atm ingame.
rofl, i love this guy... useless.. lol ---------------------
I'd like to do your sig. You may contact me in-game |

Bubba Fett
|
Posted - 2004.11.04 21:35:00 -
[59]
The main flaw with your comparison is the the 150 railgun2 takes 15mw of grid not 11. (how are you guys coming up with that number anyway? Did it just get changed?)
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Bubba Fett
|
Posted - 2004.11.04 21:35:00 -
[60]
The main flaw with your comparison is the the 150 railgun2 takes 15mw of grid not 11. (how are you guys coming up with that number anyway? Did it just get changed?)
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