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Hakera
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Posted - 2004.12.24 10:24:00 -
[271]
can this be stickied in the ships & modules section please, its still needed for ongoing testing & feedback, not consigned to to the Gen Discussion dustbin.
Dumbledore - Eve-I.com |

Hakera
|
Posted - 2004.12.24 10:24:00 -
[272]
can this be stickied in the ships & modules section please, its still needed for ongoing testing & feedback, not consigned to to the Gen Discussion dustbin.
Dumbledore - Eve-I.com |

fras
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Posted - 2004.12.24 12:11:00 -
[273]
I just wanted to ask a nub question.. (sorry if this has been brought up already only read first few pages).
strictly talking gun description the bonus' should go like this right?
dual 425: tracking <-- autocannon dual 650, 800 & 1200: damage and optimal <-- artillery 1400: damage <-- howitzer
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fras
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Posted - 2004.12.24 12:11:00 -
[274]
I just wanted to ask a nub question.. (sorry if this has been brought up already only read first few pages).
strictly talking gun description the bonus' should go like this right?
dual 425: tracking <-- autocannon dual 650, 800 & 1200: damage and optimal <-- artillery 1400: damage <-- howitzer
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Hakera
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Posted - 2004.12.24 12:22:00 -
[275]
Originally by: fras
dual 425: tracking <-- autocannon dual 650, 800 & 1200: damage and optimal <-- artillery 1400: damage <-- howitzer
not really,
the
duel 425, 650mm autocannons - tracking/damage 800mm - dmg/optimal - similar to what megapulse is. 1200mm - dear god what a poor weapon, needs everything 1400mm - damage, but would prefer a split of dmg/tracking
Dumbledore - Eve-I.com |

Hakera
|
Posted - 2004.12.24 12:22:00 -
[276]
Originally by: fras
dual 425: tracking <-- autocannon dual 650, 800 & 1200: damage and optimal <-- artillery 1400: damage <-- howitzer
not really,
the
duel 425, 650mm autocannons - tracking/damage 800mm - dmg/optimal - similar to what megapulse is. 1200mm - dear god what a poor weapon, needs everything 1400mm - damage, but would prefer a split of dmg/tracking
Dumbledore - Eve-I.com |

fras
|
Posted - 2004.12.24 13:02:00 -
[277]
thx for clearing that up. An additional suggestion for fixes would be doubling the amount of ammo each gun holds. The 800 in particular has dubious worth over a dual 650 in an extended fight - particularly considering the up-coming HP increases. The 10 second reload takes alot away from the 800's DOT in comparison.
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fras
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Posted - 2004.12.24 13:02:00 -
[278]
thx for clearing that up. An additional suggestion for fixes would be doubling the amount of ammo each gun holds. The 800 in particular has dubious worth over a dual 650 in an extended fight - particularly considering the up-coming HP increases. The 10 second reload takes alot away from the 800's DOT in comparison.
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Erloas
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Posted - 2004.12.24 13:06:00 -
[279]
increasing dmg on the artillery types, and increasing tracking spd on the lower types in effect gives you an increase in both tracking and dmg for both types IF you look at it in a full weapon line sense rather then a single gun sense.
I only use small guns right now but the same should hold true for larger guns
right now I mostly use 150mm autocannons, they have decent dmg, and tracking, I would like to use more 200mm instead, but they still miss for me a fair amount, if they increase tracking rate for autocannons I can move to the next size up in weapons and increase my dmg and have about the same tracking speed I had on the smaller gun before.
for artillery/howitzers, if they increase the dmg by 15% then I can switch out my howitzers for the 250mm artillery and get the same dmg as the old 280mms with the somewhat better tracking of the 250s.
if you can drop a dmg mod or tracking mod, depending on the weapon types, and still be just as effective as before the changes with those same mods, they you are a step ahead because you have just freed up another slot.
even if these changes don't make the absolute perfect weapon you wish you could have, you are still better of then before and in the end thats all that really matters.
IMO the advantages of a choice between all dmg types is a very big one for projectiles and one most ppl seem to just ignore in all comparisions I've seen between them and the other weapon types.
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Erloas
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Posted - 2004.12.24 13:06:00 -
[280]
increasing dmg on the artillery types, and increasing tracking spd on the lower types in effect gives you an increase in both tracking and dmg for both types IF you look at it in a full weapon line sense rather then a single gun sense.
I only use small guns right now but the same should hold true for larger guns
right now I mostly use 150mm autocannons, they have decent dmg, and tracking, I would like to use more 200mm instead, but they still miss for me a fair amount, if they increase tracking rate for autocannons I can move to the next size up in weapons and increase my dmg and have about the same tracking speed I had on the smaller gun before.
for artillery/howitzers, if they increase the dmg by 15% then I can switch out my howitzers for the 250mm artillery and get the same dmg as the old 280mms with the somewhat better tracking of the 250s.
if you can drop a dmg mod or tracking mod, depending on the weapon types, and still be just as effective as before the changes with those same mods, they you are a step ahead because you have just freed up another slot.
even if these changes don't make the absolute perfect weapon you wish you could have, you are still better of then before and in the end thats all that really matters.
IMO the advantages of a choice between all dmg types is a very big one for projectiles and one most ppl seem to just ignore in all comparisions I've seen between them and the other weapon types.
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Balgore
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Posted - 2004.12.24 18:20:00 -
[281]
this should be a sticky 
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Balgore
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Posted - 2004.12.24 18:20:00 -
[282]
this should be a sticky 
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slip66
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Posted - 2004.12.24 21:11:00 -
[283]
Originally by: Nafri were getting on a good way 
now nerf geddons damage and we can talk about balanced ships
agreed... I thought there was supposed to be a pentaly for stacking mods lol
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slip66
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Posted - 2004.12.24 21:11:00 -
[284]
Originally by: Nafri were getting on a good way 
now nerf geddons damage and we can talk about balanced ships
agreed... I thought there was supposed to be a pentaly for stacking mods lol
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Sevanna
|
Posted - 2004.12.27 16:51:00 -
[285]
good to see that there are some thoughts about changing the minmatar weapons... :: sorry that im not cheering, since this has been a issue thats been known for ....... well lets just keep it at this is long overdue.... :: Ive been usin minmatar ships mostly since beta, and seen them change through the time. And at later days the developers seem to have gotten this issues with the minmatar ships in general, the Battle cruiser, ? only Battlecruiser that has pennalty.. -25% ROF. LOL.. whats the issue of that..?!!
well anyhow.. a easy way of fixing the 1400mm for starters would be giving the Tempest (wich is the most common ship to use this type of gunn on.) longer basic targeting range. Since using 1 sensor booster,(at least) and 2 track comp II's is the only way to hitt anything..... and look at that.. only 1 med slot left.. (ps. If you want to hitt anythin.. i recomend this settup. yeh.. and have all the gunnery skills in top notch.... lvl 4 at least.)
*you need to be at the range to get the tracking down.. "sniping" sensorboosters fix that prob. *you need tracking .. and LOTS of it.. x2 Tracking Comp2 at least. "you can find this at your local arms dealer.... hopefully" *ROF , DOT, reloading issues.. im not even going into these matters before i see any seriousness about this issue...
I saw many good posts, and many bad ones, and im guessin not many will even read my post anyhow. since after the 3rd page, i just started scrolling really fast trough all of it...
(not getting any hopes upp on this. but dreams can be nice.)
:: rebell against opression ::
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Sevanna
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Posted - 2004.12.27 16:51:00 -
[286]
good to see that there are some thoughts about changing the minmatar weapons... :: sorry that im not cheering, since this has been a issue thats been known for ....... well lets just keep it at this is long overdue.... :: Ive been usin minmatar ships mostly since beta, and seen them change through the time. And at later days the developers seem to have gotten this issues with the minmatar ships in general, the Battle cruiser, ? only Battlecruiser that has pennalty.. -25% ROF. LOL.. whats the issue of that..?!!
well anyhow.. a easy way of fixing the 1400mm for starters would be giving the Tempest (wich is the most common ship to use this type of gunn on.) longer basic targeting range. Since using 1 sensor booster,(at least) and 2 track comp II's is the only way to hitt anything..... and look at that.. only 1 med slot left.. (ps. If you want to hitt anythin.. i recomend this settup. yeh.. and have all the gunnery skills in top notch.... lvl 4 at least.)
*you need to be at the range to get the tracking down.. "sniping" sensorboosters fix that prob. *you need tracking .. and LOTS of it.. x2 Tracking Comp2 at least. "you can find this at your local arms dealer.... hopefully" *ROF , DOT, reloading issues.. im not even going into these matters before i see any seriousness about this issue...
I saw many good posts, and many bad ones, and im guessin not many will even read my post anyhow. since after the 3rd page, i just started scrolling really fast trough all of it...
(not getting any hopes upp on this. but dreams can be nice.)
:: rebell against opression ::
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Sevanna
|
Posted - 2004.12.27 17:37:00 -
[287]
Edited by: Sevanna on 27/12/2004 17:41:11 LOL...! what did you do.. on the test server now, trying out this new ...."great" modifications... and a spawn i used to hammer in seconds, i actually had to resort to missles ... rofl!
a hint.. something is wrong... ROFL....
hmm.. what i can imidatly see... *more misses.. ps.. using 2 T2 trackin comps..... should i go for x4 T2 tracking comps???? (i doo have 5 med slots, so its do'able i guess.) *less dmg :shock:
(lol.. a frig is shooting me from out of my targeting range.....) #A chear for the ... erm.. somone....# "I'm proud of you laddys" :: rebell against opression ::
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Sevanna
|
Posted - 2004.12.27 17:37:00 -
[288]
Edited by: Sevanna on 27/12/2004 17:41:11 LOL...! what did you do.. on the test server now, trying out this new ...."great" modifications... and a spawn i used to hammer in seconds, i actually had to resort to missles ... rofl!
a hint.. something is wrong... ROFL....
hmm.. what i can imidatly see... *more misses.. ps.. using 2 T2 trackin comps..... should i go for x4 T2 tracking comps???? (i doo have 5 med slots, so its do'able i guess.) *less dmg :shock:
(lol.. a frig is shooting me from out of my targeting range.....) #A chear for the ... erm.. somone....# "I'm proud of you laddys" :: rebell against opression ::
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DREAMWORKS
|
Posted - 2004.12.27 21:25:00 -
[289]
K tested the artillery, and they still suck, miss TONS and TONS and the damage output doesnt weight up to the misses. __________________________
http://www.nin.com/visuals/thtf_hi.html |

DREAMWORKS
|
Posted - 2004.12.27 21:25:00 -
[290]
K tested the artillery, and they still suck, miss TONS and TONS and the damage output doesnt weight up to the misses. __________________________
http://www.nin.com/visuals/thtf_hi.html |

Drutort
|
Posted - 2004.12.27 21:32:00 -
[291]
Edited by: Drutort on 27/12/2004 21:38:40 no tracking boost to artilleries? thats sad means still have to strap on tracking comps for them to work decent
i guess were supposed to roll a dice and say OH HEY we got lucky wrecking shoot!! w00t lets see now how many times we will miss... i guess we can play a game while ROF goes on... oh wait no there closing in now... oh crap... look at those npcs there going 2km/s hmm didnt see any bs go that fast before i guess they have the ab and mwd strapped on... strange i thought at least they would have one or the other

compared to other gun types proj still suck lots... yes others use energy... but you know what? i rather have some form of a glancing hit instead of complete misses... I would rather have some changes to the guns and how they hit... then to be missing as that will screw your DOT really bad support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Drutort
|
Posted - 2004.12.27 21:32:00 -
[292]
Edited by: Drutort on 27/12/2004 21:38:40 no tracking boost to artilleries? thats sad means still have to strap on tracking comps for them to work decent
i guess were supposed to roll a dice and say OH HEY we got lucky wrecking shoot!! w00t lets see now how many times we will miss... i guess we can play a game while ROF goes on... oh wait no there closing in now... oh crap... look at those npcs there going 2km/s hmm didnt see any bs go that fast before i guess they have the ab and mwd strapped on... strange i thought at least they would have one or the other

compared to other gun types proj still suck lots... yes others use energy... but you know what? i rather have some form of a glancing hit instead of complete misses... I would rather have some changes to the guns and how they hit... then to be missing as that will screw your DOT really bad support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

DREAMWORKS
|
Posted - 2004.12.27 21:37:00 -
[293]
Wanted to test autocannons, but none for sale... same goes for ships, skillbooks etc etc. __________________________
http://www.nin.com/visuals/thtf_hi.html |

DREAMWORKS
|
Posted - 2004.12.27 21:37:00 -
[294]
Wanted to test autocannons, but none for sale... same goes for ships, skillbooks etc etc. __________________________
http://www.nin.com/visuals/thtf_hi.html |

Drutort
|
Posted - 2004.12.27 21:42:00 -
[295]
Also ccp hasnĘt made it possible to use normal ammo meaning the one that gives you like 60% range and be able to lock without any 2ndary items on your shipą
And if you consider proj fixed with X amount of tracking compsą then nerf other BS guns as well for them to have to use tracking comps to hit as good as they do nową
Seriously BS are nerfed in the locking rangeą as they should have about 3-4x that of other shipsą having to put sensor boosters is a joke just to use other ammoą because your falloff + optimal go beyond your locking rangeą oh YAYAY what is the point of having guns that can go beyond your locking range??? And guns that still miss horribly ??
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Drutort
|
Posted - 2004.12.27 21:42:00 -
[296]
Also ccp hasnĘt made it possible to use normal ammo meaning the one that gives you like 60% range and be able to lock without any 2ndary items on your shipą
And if you consider proj fixed with X amount of tracking compsą then nerf other BS guns as well for them to have to use tracking comps to hit as good as they do nową
Seriously BS are nerfed in the locking rangeą as they should have about 3-4x that of other shipsą having to put sensor boosters is a joke just to use other ammoą because your falloff + optimal go beyond your locking rangeą oh YAYAY what is the point of having guns that can go beyond your locking range??? And guns that still miss horribly ??
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Slaveabuser
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Posted - 2004.12.28 03:20:00 -
[297]
tachys more damage plz
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Slaveabuser
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Posted - 2004.12.28 03:20:00 -
[298]
tachys more damage plz
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j0sephine
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Posted - 2004.12.28 04:27:00 -
[299]
"And if you consider proj fixed with X amount of tracking compsą then nerf other BS guns as well for them to have to use tracking comps to hit as good as they do nową"
Tracking on long range projectiles = tracking on railguns.
You are hitting with the same accuracy (or lack thereof) when you use rails on anything but Gallente ship... no further nerfing needed. (and then they eat cap on top of it, and have fixed damage types; kinda makes you wonder what's supposed to be their good point)
Now, laser turrets, these might be another story...
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j0sephine
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Posted - 2004.12.28 04:27:00 -
[300]
"And if you consider proj fixed with X amount of tracking compsą then nerf other BS guns as well for them to have to use tracking comps to hit as good as they do nową"
Tracking on long range projectiles = tracking on railguns.
You are hitting with the same accuracy (or lack thereof) when you use rails on anything but Gallente ship... no further nerfing needed. (and then they eat cap on top of it, and have fixed damage types; kinda makes you wonder what's supposed to be their good point)
Now, laser turrets, these might be another story...
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