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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.12.21 18:15:00 -
[1]
And too much pg/cpu need, and lower tier railguns doent have optimal advantage at all over lower tier beams/arties. -200mm railgun t2 21,6km opt +10km fo vs -focused medium beam t2 21km opt +6km fo the advantage is minimal and neglectible especially as beams have highter dps and tracking + 1 sec ammo change -650mm arty cannon t2 19,32km opt 17,5km falloff or -350mm railgun t2 43,2km opt +20km fo vs -dual heavy beam laser t2 42km opt +12km fo
hybrid guns+ships should be redesigned just like minmatar projectiles were
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.12.22 05:18:00 -
[2]
Originally by: Sumelar Damage type on hybrids is irrelevant, both races that use them have the ability to use specific damage types with drones or missiles.
Plus Kin/Therm is the best combo, since it works decently well on everything already.
So the eagle is fine because it can use missiles ,while fitting up rails? Or if i skill up for hybrid guns I get the missile/drone skills as a bonus?
Dmg type is not irrelevant at all.
Also it is not only the dmg type which makes hybrids weak and unwanted.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.12.23 09:24:00 -
[3]
Sure if only weapon stats are taken into account
from 425mm rails vs 1400mm arties Rails have... - More tracking(by7% more) - More DPS(by 8%) - Locked damage types - More range( no not realy only more optimal by 20% and less falloff by 46%) and if you add in that now tracking comps/amplis give twice the falloff as optimal this range advantage is even less or makes projectiles better at deep in falloff -more cpu needed
Artillery has: - No cap use - Variable damage types - More alpha(288% more alpha) - clips run out much slower( only have to reload once while rails have to reload twice) - use much less ammo - more pg needed - more falloff
But if we look at actual rail ships vs arti ships this becomes much more in favour of matar , the same applies against amarr beam ships too. And for medium/small guns the lone optimal advantage becomes neglectable ,while the disadvantages are still there.
So pls stop comparing weapons vs weapons it makes little sense. And bring actual ships with fittings. Btw even by looking this arties vs rails rails needs a boost. Fixed dmg types+ cap use+****ty alpha arent worth the 7% tracking 8% dps advantage
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.12.23 17:40:00 -
[4]
Originally by: Meeko Atari Would removing the 249k lock range be too much of an issue?
I do not see it helping anything but BS class weapons though
Yeah and it wouldnt make much difference even there. 1 ship with probes out can make a spot on top of the rokhs within seconds and warp the whole fleet there,then those rokhs would be massacared quickly unable to do anything at closer ranges.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.12.26 21:25:00 -
[5]
Nah ,railguns dont need to be good at medium range ,but be much better usable at its intended long range. Remove beams from long range and increase railguns dmg and lower their tracking. Railgun ships should be the best at long ranges like 80km+ for medium guns and 160km+ for large guns. And they should be so-so at med ranges and useless at close. Currently they are crap at every range ,even at extreme long range where caldari railships cant do enough dmg to worth the effort.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.12.29 13:01:00 -
[6]
Originally by: Baneken Actually I like the idea of lowering sig radius from hybrid this would allow greater damage potential for hybrids against smaller targets while still keeping the current balance with Bs vs Bs engagements. So in conclusion lower the sig radius of large and medium hybrids and give over all tracking boost for hybrids, after that evaluate the need for an actual dps boost.
Other thing to look at are the hybrid ammo in general because about everyone uses only one kind of ammo and that's antimatter, something should be done to make other ammo worth using.
With current hit formula for turrets , turret tracking/turret signature what matters , lowering the sign radius is the same as increasing their tracking, there is no reason to lower the sign radius while you can just increase the tracking.
What railguns/blasters should get is make their advantages stronger and/or make their disadvantages weaker. That means more optimal for railguns or change their long range ammos to do more dmg than same range beam/proj ammo,this way railguns would have an advantage at long range while being weak at close. For blasters, eighter give close range ammos a tracking bonus or increase their dmg.
Just drop the currently stupid ammo types and make a somehow similar change like projectiles got.
I would also double the rof and double the dmg multiplyer, this wouldnt make them alpha beast while reduce their too much cap need and reload time/ammo use, also would help the server with less calculation needed+ it would help players in laggy situations where you have to activate/deactivate guns after each shot.
Also hybrid gunships should be revisited because most of them have fitting problems , or using lower tier guns drops their advantage while still keeping the disadvantages.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.12.30 09:47:00 -
[7]
I think removing the 250km lock range cap is out of question due to ccp issue,imho they never will change this. So other things should be given to rail ships , also the 250km cap is only problem for the rokh while there are lots of other rail ships which need boost.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.01 18:43:00 -
[8]
Originally by: Liang Nuren
My Apoc and Zealot are having a very difficult time believing that optimal range bonuses are a waste. Also, optimal range bonuses are a damage bonus for two reasons: - You can hit where nobody else can (lets examine sniper HAC damage at 150km...) - You can use better ammo (nobody restricts you to using ****ty T2 ammo at 100km, like everyone else is using)
I mean, are hybrids the odd man out ATM? Yeah, to a point - but mostly in terms of blasters. Maybe the right answer is to increase the Caldari optimal range bonus? An eagle chunking Antimatter out to 75-80km would be fearsome indeed. But I guess the really interesting thing would be what happened to blasters in such a situation. :)
-Liang
Yes apoc/zealot with beams, which have a much higher dps than rails also nearly twice the tracking to start with ,and optimal bonus make them able to reach or even outrange arties /unbonused rails. Here optimal bonus negates one disadvantage the lower range , while for caldari it doesnt add anything as rails are already have the best optimal,while not much better than the rest.
-you can hit where nobody else can
and do meaningless dmg what nobody wants, also what are your fleet mates doing while you snipe enemy slooowly down , watching you from safe spot?? And what will the enemy do, wait too? You would be much better bringing a zealot/apoc and doing acceptable dmg at acceptable range.
-you can use better ammo
sorry to disapoint you but rails can't change ammo in 1 sec like beams can you have to use iridium or shorter ammo to be able to do spike dmg , with iridium ammo the eagle just outrange zealot(aurora) with some km-s , while having 2/3 of its dmg , it only gets a tracking advantage which is not much as zealot with an radio will have better dps and nearly twice the tracking, so i wouldnt say that using lower range ammo is realy an advantage for railguns, it is more likely a beam advantage as those can change ammo realy quickly , bring every ammo type as they require much less m3 in your cargo, and possibly you wont run out of crystals during an op /campaign
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.02 09:37:00 -
[9]
Originally by: 1600 RT im the only one that notice it always boils down to a comparison between X weapon and OP laser?
Yes. We could compare them to OP arties,but most eft warriors forget matar bonuses as those are not directly dps/tank/range in.So it is easier to compare them to beams.
so arties have : -capless -huge alpha -huge falloff -not restricted dmg types for t1 ammos
and the tempest outdmg megas up to 175km and the muninn outdmg deimos everytime
seems to me not balanced at all beams>=arties>>>>>>>>>>>>>>>>>>>>rails>>>>>>>>>>>>>>>>>>>LR missiles
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.02 20:11:00 -
[10]
Originally by: Jacob Stov Lasers are that good now for 1 1/2 year. One would think that is enough time for amarr cruiser + BB 5 and large pulse/beamspec 4. Now stop moaning and start them goddamn skills already.
How does that would help the balance and diversity? Pls stop posting until you write something usefull, thx. |
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.05 09:50:00 -
[11]
Just redesign the whole hybrid weapon system with their ships :P
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.05 10:31:00 -
[12]
Originally by: Ap0ll0n
Originally by: Arrador
As far as Hybrid platforms go, the caldari gun boats, Moa, Ferox, Rokh are in need of a PG increase. the Rokh can't even fit a rack full of 425mms without a fitting mod. The ferox with a rack full of 250mms has 69pg left. You can't even fit a rack of 200mms + MWD on a Moa. The range bonus on our ships isn't enough to keep us alive, and we .
Have you tried fitting 8 T2 Tachyons to a Apoc? MWD + 8 guns = 1 T2 and 1 T1 reactor control.
Rokh does not need a PG increase.
Have you seen the apoc's dps and optimal with those 8 tachy guns compared to the rokhs? Maybe rokh doesnt need pg increase but most hybrid ships do.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.05 10:57:00 -
[13]
Originally by: Tagami Wasp Let me see, you don't rig those snipApocs, right? Nor do you get 425 dps and 2841 alpha @ 188+32?
If they give the same dps to the Rokh, I'll concede that it doesn't need a buff.
However if you prefer, we can be destructive instead of constructive.Maybe we should be asking that they NERF Amarr?
Yeah remove optimal bonuses from amarr ships actually from every ship which is not caldari :)
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.05 11:18:00 -
[14]
Edited by: Naomi Knight on 05/01/2010 11:18:22
Originally by: Skippermonkey I dont understand why Caldari and Gallente share a weapon system when Mimmatar and Amarr get their own... why arent Blasters and Railguns seperate like Lasers and Artillery are?
Because that makes them unique oh and crappy...
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.05 11:47:00 -
[15]
Originally by: Dr Fighter gall primary weapon blaster, secondary drone, third rail cal primary misisles, secondary rails, third drones
rails suck because its no ones primary weapon.
No , most caldari ships use missiles as primary weapon. Nearly half of the caladi ships use railguns as their primary weapon. I wouldnt call railguns secondary weapons only less used compared the missiles, there are no caldari ships where railguns are secondary weapons maybe falcon and the raptor :P Same with gallente, they have many ships which uses drones as theri primary weapon.
It is a huge different compared to what your post says :)
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.07 08:57:00 -
[16]
Originally by: Waagaa Ktlehr The best way to boost railguns as a gallente pilot for fleet is to train caldari battleship 5.
Dont be stupid that wont help you with snipe hac/bc gangs also the rokh isnt better than the megathorn at all. learn amarr or minmatar bs to lvl5 + their weapons that would help
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.07 09:20:00 -
[17]
Originally by: Liang Nuren
Originally by: Naomi Knight
Originally by: Waagaa Ktlehr The best way to boost railguns as a gallente pilot for fleet is to train caldari battleship 5.
Dont be stupid that wont help you with snipe hac/bc gangs also the rokh isnt better than the megathorn at all. learn amarr or minmatar bs to lvl5 + their weapons that would help
Amarr BS 5 for fleet or gtfo. Alpha is nice, but it's most useful in small gangs and for breaking RR. For fleets...... not so much.
-Liang
Sniper tempest is fine its dmg at 190km still good , and as fleet battles are very laggy nowadays low rof makes them much better then megas or rokhs. Apoc=>tempest >>>> rokh/megathron
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.08 08:36:00 -
[18]
Oh and dont forget that Tracking Enhancers are Tracking Computers. Why TC needs activations/cap/more cpu if they give less?
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.08 10:30:00 -
[19]
Originally by: Malcanis
Originally by: Naomi Knight Oh and dont forget that Tracking Enhancers are Tracking Computers. Why TC needs activations/cap/more cpu if they give less?
My TCs give me more than TEs, maybe I'm doing it wrong.
Yeah , you put optimal range script into the TC then it will have the same optimal/falloff bonuses as TE but no tracking bonus. Thats why TC gives less than TE.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.08 19:29:00 -
[20]
Just fix my eagle ferox moa rokh vulture raptor and the crappy gall blaster ships.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.09 23:58:00 -
[21]
What about the poor eagle??? Make a comparison with eagle deimos zealot muninn pls.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.11 10:00:00 -
[22]
Edited by: Naomi Knight on 11/01/2010 10:00:31 lol hybrid sucks because i should use drones+missiles with them? So where should i put those missile launchers? No it doesnt make any sense.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.11 10:19:00 -
[23]
Edited by: Naomi Knight on 11/01/2010 10:20:12
Originally by: Dabljuh
Originally by: Naomi Knight Edited by: Naomi Knight on 11/01/2010 10:00:31 lol hybrid sucks because i should use drones+missiles with them? So where should i put those missile launchers? No it doesnt make any sense.
Not necessarily you. You're in a fleet, a caldari fleet or a gallente fleet. Someone in that fleet is supposed to have drones or missiles.
Then both missile ships/rail ships should be much better at their intended range than laser ships,like specialized ships vs multirole ships. Specialized ships always better at their task,but weaker in everything else than the multiroles. Also eve is not about racial fleets ,not even in FW where it should be imho. Oh and amarr uses both drone and missile ships too, how those fit into your idea at all?
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.12 08:01:00 -
[24]
Boost is not viable , a complet redesign should be done. Lower tier railguns loose too much optimal for too little easier fitting-> redesign needed. Most ammo dont worth bringing with you especially with blasters--> redesign needed. Blaster ships are the slowest ones, they cant get in close fast enough or their tank is a joke-->redesign needed. Caldari gunships fitted by blasters are the most useless ones in eve---> redesign needed. Resist bonus+ long range combat makes no sense--> redesign needed.
I could bring up some more :) Oh and tiers/ammos should be more diverse just like projectiles.
Still we dont need to come up with solutions as ccp will do that , we only need to point out the flaws ,what many ppl already done here, it is CCPs turn to do something now.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.12 08:18:00 -
[25]
Originally by: Liang Nuren
Originally by: Naomi Knight Still we dont need to come up with solutions as ccp will do that , we only need to point out the flaws ,what many ppl already done here, it is CCPs turn to do something now.
Aye, lets just hope they come up with something as cool as they did for projectiles. I think it turned out quite nicely - I as afraid they'd overbuff it something fierce for a while there.
-Liang
Yeah this is what Im hoping for too. Arties are a little bit op in laggy situations ,but that is not how eve should work so it is fine.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.12 16:40:00 -
[26]
Originally by: silvertree umholtz Rails are fine the way they are, no need to change anything
And thats why you mainly use railships and not matar ships only,right? oh wait...
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.14 15:01:00 -
[27]
Edited by: Naomi Knight on 14/01/2010 15:01:33
Originally by: Seishi Maru And we are trying to say that the AT YOUR OPTIMAL DOES NOT COVER THE WHOLE DAMM GAME!!! And when you fight faster ships you will NOT fight at your optimal therefore your statement of having better tracking AT YOUR OPTIMAL is MEANINGLESS!
You are trying to discuss relevance of FIRING AT YOUR OPTIMAL against a ship faster than you, a situation that DOES NOT EXIST in eve for more than few seconds, unless 1 of the players is really stupid.
WE understand VERY WELL the concept of relative tracking!! You are the one that doe snot understand concept of TACTICS!!!!
Get that in your mind!! You are approaching the game on a SINGLE scenario that doe snot represent the whole game and is not even the majority of situations!!
You are so wrong , as any capable pvper tries to fly at the enemy's optimal distance to give a fair fight.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.14 16:01:00 -
[28]
How is this related to rails?
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.20 16:27:00 -
[29]
Originally by: Tagami Wasp Just finished a roam in my Eagle. Rails do need more dps, not range. I don't know what Liang is taking lately, but asking for more range in rails is totally and irredeemably wrong.
Originally by: Tagami Wasp
Rails lack in dps within their engagement envelope (the extend of which is sufficient) Blasters lack in the extend of their engagement envelope (their dps is sufficient)
Well he think using lower optimal ammo is the sollution. I cant disagree, but that only wont fix the eagle, it needs more pg at least.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.20 17:05:00 -
[30]
Originally by: Ophelia Ursus
At the moment, an Eagle with 3 damage mods and 250mm rails tops out at 321 DPS with CN AM. If its pilot wants a 100 km optimal, he has to switch to CN Lead (216 DPS) or Thorium (243 DPS), depending on fit; with a bigger range bonus, he'd be able to use CN Uranium or Plutonium, or maybe even antimatter at that range instead, getting a significant damage increase. So a range bonus is a damage bonus in as much as it lets you use high damage ammo at longer ranges. It makes sense for the Caldari gunboats because it increases their ability to apply damage at range without making them good damage dealers at medium-close ranges - the Eagle's maximum DPS remains capped at 321, but its DPS at 100 km rises to 270+.
The problem is that eagle wont be able to fit those 3 dmg mods.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.20 17:34:00 -
[31]
Originally by: M Blanc
Originally by: Naomi Knight
The problem is that eagle wont be able to fit those 3 dmg mods.
Sure it can - from memory, this all fits and hits 100km with thorium
3x T2 magstab RCU II
y-t8 mwd LSE II 3x TC II with optimal script
5x250mm railgun II
ACR I Lock range rig I (ionic field projector?)
It is, however, beyond stupid that you need an RCU and an ACR to fit LSE/MWD/top tier guns when the Zealot can fit MWD/LSE/heavy beams with just a PDS.
edit: not to say that fit is without its problems - it's slow as f*** and has horrible scan res which you can't fix because derp derp derp, no sebo. And you can't swap the lock range rig for a locus, which would free up a mid to fit a sebo because again, lol Caldari grid.
See? RC t2 + ACR rig --> not realistically fittable. Same with the deimos with blasters.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.20 21:06:00 -
[32]
Originally by: raukosen
Originally by: Tagami Wasp I will furthermore ask that if you want to refute my statements, plz provide link to kills made with a sniperHAC, otherwise your opinion is just speculation, while mine is backed by data, acquired on the field. If you have never flown one it's OK, you can always pay me 250 mil to take you along in one of our provi-roams.
Vagabonds aren't sniperHACs
Where did he say vaga?
Well I would still choose 30% optimal over 15%dmg , it is fine if my eagle is the worst at close-short range, but it should be the best at long range 90km+.
It would be much more easier to fix it if you would start it with what role should the eagle do,and how much better it should be than the other sniper hacs ,and how bad it should be in its not intended role relatively. Then you would get the stats it should have ,then it is all about bonuses and base stats for the hull/rails.
Liangs +optimal is still the closest one to fix it. I would still go with a complet rail+ammo redesing + altering hybrid ships stats/slots :)
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.20 21:15:00 -
[33]
Originally by: Sig Sour Rails do need some love. Somehow.
If you take the Megathron sitting on a pos for example, it will be doing around 600 dps. If you were to straight up give rails more DPS, you would unbalance blasters.
Rails are kinda the caldari family as far as hybrids go. If you kinda think of them as a caldari weapon which has very reliable damage (visit missiles) you could give rails an outstanding tracking bonus on top of a minor DPS increase?
The Rokh is actually designed for another game, not Eve. The game the Rokh was designed for allowed people to target beyond 249k, and allowed warping to a destination at distances greater than 100km. Although the Rokh looks really cool in Eve, it is kinda an outsider that was allowed in.
The whole caldari race wasnt designed for eve :P
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.21 15:42:00 -
[34]
Originally by: Ogogov What's bugging me about the direction this discussion has taken is the assumption that Caldari platforms are primarily rail platforms.
They aren't - Caldari are shield tanking missile and EWAR platforms. The railboats are secondary to their major roles. This is the reason for the weird PG/CPU distribution - they have more CPU because that's their racial tendency.
Oh noooo.........
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.21 16:14:00 -
[35]
Originally by: Ogogov And yet you're completely ignoring all the Gallente ships that DO use hybrids as their primary systems. THAT is what I was getting at. But I suppose it's too much to hope for that you idiots would look beyond your own narrow focus on the game to see how it would affect everything.
According to your post for gallente blasters are secondary and rails cant be higher than tertiary.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.21 16:25:00 -
[36]
Originally by: Ogogov Because of course drones don't suffer from numerous problems inherent not only in the game code but also miserly distribution of bonus modules, expense, the fact they're destroyable etc. etc. etc.
It does seem that I've hit a raw nerve though - more tears, please :)
You should get much more finess before tring to troll in S&M forum. Now go!
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.22 12:18:00 -
[37]
Originally by: Dabljuh Edited by: Dabljuh on 22/01/2010 11:54:54 A 25% dps increase on rails makes them do the same dps as beam lasers, while out-ranging them. Still less tracking tho.
Furthermore, do not forget there is a clear correlation between range and damage between two turrets of the same class (hybrid/projectiles/energy weapons)
50% less range equals 15% more dps. Such is the case with beam lasers vs pulse lasers.
50%*50% = 1/4 the range equals 1.15¦ = ~32% more dps. such is the case with artillery vs autocannons.
50%*50%*50% = 1/8 the range equals 1.15¦ = 52% more dps. such is the case with rails vs blasters.
if you change the range or dps of one half of a turret type, you'll have to change the range or dps of the other as well.
Talking flavor (= not balance) and increasing alpha for rails at the same time (= balance) How about the different ammo types no longer do different amounts of damage, but instead shoot more quickly. Antimatter could have a -40% delay bonus to nearly double the DPS, whereas iron could have a 60% delay penalty to reduce the dps. The end result? Antimatter uses the most cap per second, iron the least. (a cap penalty on iron could be imaginable) Alpha would be the same through all ammo types. Meaning, you could get a reasonable alpha with iron. Not much changes for blasters who wouldn't be caught dead with iron. Adjust the base duration / multipliers accordingly and there you go.
"if you change the range or dps of one half of a turret type, you'll have to change the range or dps of the other as well." lol this is not true there is no reason to stick to these so called correlations ... werent you than guy with missile correlations and wanted to fix a problem where wasnt one? that was stupid so this is |
Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.22 17:35:00 -
[38]
Still CCP should redesign the whole hybrid lineup :) They should know that there is a problem with hybrid ships by now , also they should know what the problem is ,and they always write us that they dont interested in community made sollutions only to find the problems. They will figure it out how to solve them. Hopefully :P
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.24 11:24:00 -
[39]
Originally by: McCreary075 I think that small adjustments to hybrids will make them more competitive. A bit more range on rails (10%?) is probably enough, maybe a bit more to allow you to switch to a higher damage ammo type.
Blasters will be more competitive with a tracking boost of say 5%, with a 5% damage increase. The problem with blasters is getting your theoretical DPS onto your target in a meaningful quantity to offset all the damage you took closing range. Tracking will help you apply close-in as you try to stay under their guns, and the extra damage gives you a boost at all ranges. You'll have less damage differential to make up from closing, and then you will be able to apply more DPS as you hold a 'tight' orbit.
Though, you can probably accomplish similar goals by adjusting the ammo, like they did for projectiles. I would not mirror the projectile type bonuses.
Lol nice try making an useless hybrid bandage ,10% optimal for rails and 5%tracking/dmg for blasters wont make them competitive at all.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.01.27 09:43:00 -
[40]
Originally by: Ophelia Ursus I don't think a 10% grid increase is really sufficient; 15 - 20% would be more reasonable. Consider the generic core of a sniper HAC fitting: Y-T8 MWD, LSE II, and a full rack of highest tier racial long range guns. With a max-skilled character, fitting this lot on each of the racial sniping HACs consumes:
Zealot: 1511.25 of 1475 grid available (2.5% shortfall) Muninn: 1511.25 of 1450 grid available (4.2% shortfall) Deimos: 1337.5 of 1237.5 grid available (7.9% shortfall) Eagle: 1337.5 of 1093.75 grid available (22.3% shortfall)
The Eagle thus requires at least two fitting mods (RCU II: +15% grid; ACR: +10% grid) to remedy its deficiency, whereas all the others require only one. A 10% PG boost would still leave the Eagle with a 11% grid deficit, leaving it considerably worse off than the others and being the only HAC that requires an RCU II to fit.
Also, while I certainly wouldn't object to a blanket 10% grid boost for the other Caldari turret boats, I'm not sure they all need it. The Harpy and Rokh work OK as is; it's the Moa, Eagle, and Ferox (and maybe Vulture?) that have real problems when fitting rails.
Yep +20% pg would needed, oh and dont forget the Raptor out :) So far: - +15-20% pg for caldari rail boats, +5%pg for gallente (maybe) - change caldari optimal bonuses to 15% /lvl - give rails around 15% dps boost - and maybe some cap reduction for hybrid guns - decrease ammo size
So all in all a complet hybrid ships/weapons redesign would be needed :P
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