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CCP Hammer
|
Posted - 2004.12.21 15:43:00 -
[1]
Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
We're jammin', jammin', we're jammin', jammin'....
|

CCP Hammer
|
Posted - 2004.12.21 15:43:00 -
[2]
Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
We're jammin', jammin', we're jammin', jammin'....
|

Hast
|
Posted - 2004.12.21 15:46:00 -
[3]
\o/
cant say more than Awesome
this brings a tear to my minnie wannabe eye
|

Hast
|
Posted - 2004.12.21 15:46:00 -
[4]
\o/
cant say more than Awesome
this brings a tear to my minnie wannabe eye
|

TIO 101
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Posted - 2004.12.21 15:46:00 -
[5]
Edited by: TIO 101 on 21/12/2004 15:46:23 :o
h4xb4n
|

TIO 101
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Posted - 2004.12.21 15:46:00 -
[6]
Edited by: TIO 101 on 21/12/2004 15:46:23 :o
h4xb4n
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Jack Ryan
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Posted - 2004.12.21 15:47:00 -
[7]
It's Hammer time!
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Jack Ryan
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Posted - 2004.12.21 15:47:00 -
[8]
It's Hammer time!
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TekRa
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Posted - 2004.12.21 15:47:00 -
[9]
Edited by: TekRa on 21/12/2004 15:50:07 w00t!
it's like xmas has come early. just. 
> With the lights out it's less dangerous. |

TekRa
|
Posted - 2004.12.21 15:47:00 -
[10]
Edited by: TekRa on 21/12/2004 15:50:07 w00t!
it's like xmas has come early. just. 
> With the lights out it's less dangerous. |

Chode Rizoum
|
Posted - 2004.12.21 15:48:00 -
[11]
hnmmmm
Centuria > whoot? Centuria > you stalking me? :) -- Nafri > then I a bird pooed on my head AND ON MY MEAL -- http://www.subroc.net/teddybears/
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Chode Rizoum
|
Posted - 2004.12.21 15:48:00 -
[12]
hnmmmm
Centuria > whoot? Centuria > you stalking me? :) -- Nafri > then I a bird pooed on my head AND ON MY MEAL -- http://www.subroc.net/teddybears/
|

RollinDutchMasters
|
Posted - 2004.12.21 15:49:00 -
[13]
Damn. Does this mean that I cant look at tempests as loot cans trying to get out anymore?
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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RollinDutchMasters
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Posted - 2004.12.21 15:49:00 -
[14]
Damn. Does this mean that I cant look at tempests as loot cans trying to get out anymore?
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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LoxyRider
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Posted - 2004.12.21 15:50:00 -
[15]
Cant touch this? ----- Eris Discordia; I think the proper term is <3
|

LoxyRider
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Posted - 2004.12.21 15:50:00 -
[16]
Cant touch this? ----- Eris Discordia; I think the proper term is <3
|

Discorporation
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Posted - 2004.12.21 15:51:00 -
[17]
Mon, why you be messin' wit da gonz? Dem minnie bways no fight dere mastars in da Empire, not good, right?
[Heterocephalus glaber]
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Discorporation
|
Posted - 2004.12.21 15:51:00 -
[18]
Mon, why you be messin' wit da gonz? Dem minnie bways no fight dere mastars in da Empire, not good, right?
[Heterocephalus glaber]
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Khaldorn Murino
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Posted - 2004.12.21 15:54:00 -
[19]
Nice one Hammer.
Quick question, did you increase tracking on just autocannons or artilery and howitzers as well? Cos I could be wrong but i seem to remember artillery not being able to hit below optimal at all? so wouldnt it be better to increase falloff?
If im talking ***ness here, please ignore me. And i would love to go test my jaguar out on this, but christmas festivities are keeping me away for a couple of days :) -
"Whenever I hear any one arguing for slavery I feel a strong impulse to see it tried on him personally." - Unknown Warrior
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Khaldorn Murino
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Posted - 2004.12.21 15:54:00 -
[20]
Nice one Hammer.
Quick question, did you increase tracking on just autocannons or artilery and howitzers as well? Cos I could be wrong but i seem to remember artillery not being able to hit below optimal at all? so wouldnt it be better to increase falloff?
If im talking ***ness here, please ignore me. And i would love to go test my jaguar out on this, but christmas festivities are keeping me away for a couple of days :) -
"Whenever I hear any one arguing for slavery I feel a strong impulse to see it tried on him personally." - Unknown Warrior
|

GFLTorque
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Posted - 2004.12.21 15:57:00 -
[21]
Hammer 4 the win!
/emote pinches himself to make sure its not just a dream...
Originally by: CCP Hammer Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
We're jammin', jammin', we're jammin', jammin'....
4 out of 3 people have trouble with fractions
|

GFLTorque
|
Posted - 2004.12.21 15:57:00 -
[22]
Hammer 4 the win!
/emote pinches himself to make sure its not just a dream...
Originally by: CCP Hammer Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
We're jammin', jammin', we're jammin', jammin'....
4 out of 3 people have trouble with fractions
|

Lameth
|
Posted - 2004.12.21 16:01:00 -
[23]
One step closer to that elusive thing called balance. After the Missile changes "less damage on small stuff", who believe we will all be satisfied?
Gotta be a pain in te ass to be a dev, but the reward makes up for it I suppose. Getting payed to build the garden if eden for thousands of enthousiasts (nerds) "reallife.dll not found"
http://www.killboard.net/signature/<Lameth>.jpg |

Lameth
|
Posted - 2004.12.21 16:01:00 -
[24]
One step closer to that elusive thing called balance. After the Missile changes "less damage on small stuff", who believe we will all be satisfied?
Gotta be a pain in te ass to be a dev, but the reward makes up for it I suppose. Getting payed to build the garden if eden for thousands of enthousiasts (nerds) "reallife.dll not found"
http://www.killboard.net/signature/<Lameth>.jpg |

Siddy
|
Posted - 2004.12.21 16:05:00 -
[25]
Originally by: CCP Hammer Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
its odd how minmatars look like dirty jamaikans
i was lisening that song so way before you came up with it - i rock
and you rock  -------------------------------------------
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Siddy
|
Posted - 2004.12.21 16:05:00 -
[26]
Originally by: CCP Hammer Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
its odd how minmatars look like dirty jamaikans
i was lisening that song so way before you came up with it - i rock
and you rock  -------------------------------------------
|

jukriamrr
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Posted - 2004.12.21 16:06:00 -
[27]
Originally by: CCP Hammer Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
We're jammin', jammin', we're jammin', jammin'....

/me sends the whole Bob Marley CD collection to CCP's offices... 
|

jukriamrr
|
Posted - 2004.12.21 16:06:00 -
[28]
Originally by: CCP Hammer Ooh, yeah! All right! We're jammin': I wanna jam it wid you. We're jammin', jammin', And I hope you like jammin', too
By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
We're jammin', jammin', we're jammin', jammin'....

/me sends the whole Bob Marley CD collection to CCP's offices... 
|

Sun Ra
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Posted - 2004.12.21 16:08:00 -
[29]
LOL
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Sun Ra
|
Posted - 2004.12.21 16:08:00 -
[30]
LOL
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Khaldorn Murino
|
Posted - 2004.12.21 16:12:00 -
[31]
How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion. -
"Whenever I hear any one arguing for slavery I feel a strong impulse to see it tried on him personally." - Unknown Warrior
|

Khaldorn Murino
|
Posted - 2004.12.21 16:12:00 -
[32]
How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion. -
"Whenever I hear any one arguing for slavery I feel a strong impulse to see it tried on him personally." - Unknown Warrior
|

Siddy
|
Posted - 2004.12.21 16:12:00 -
[33]
now im going to ask - HOW hard was it to introduce thees changes... err 3 MONTHs earlier?
-------------------------------------------
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Siddy
|
Posted - 2004.12.21 16:12:00 -
[34]
now im going to ask - HOW hard was it to introduce thees changes... err 3 MONTHs earlier?
-------------------------------------------
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JoKane
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Posted - 2004.12.21 16:16:00 -
[35]
I want what he¦s smoking.
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JoKane
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Posted - 2004.12.21 16:16:00 -
[36]
I want what he¦s smoking.
|

Finix Jaeger
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Posted - 2004.12.21 16:21:00 -
[37]
It's good to have a Minmatar Dev playing with Minmatar guns
If this happens I might leave the Ammatar way of life and go back to the Matari one.
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Finix Jaeger
|
Posted - 2004.12.21 16:21:00 -
[38]
It's good to have a Minmatar Dev playing with Minmatar guns
If this happens I might leave the Ammatar way of life and go back to the Matari one.
|

KompleX
|
Posted - 2004.12.21 16:26:00 -
[39]
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
Slow down there! I say tracking to both parts. I can hit frigates with 220MM now, and I like it.
|

KompleX
|
Posted - 2004.12.21 16:26:00 -
[40]
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
Slow down there! I say tracking to both parts. I can hit frigates with 220MM now, and I like it.
|

Ultrabug
|
Posted - 2004.12.21 16:31:00 -
[41]
Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? 
EDIT : added ammo changing time ! Lasers should have less RoF to balance the reloading time of other turrets....... |

Ultrabug
|
Posted - 2004.12.21 16:31:00 -
[42]
Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? 
EDIT : added ammo changing time ! Lasers should have less RoF to balance the reloading time of other turrets....... |

Eris Discordia
|
Posted - 2004.12.21 16:33:00 -
[43]
Can we fix the blinking lights too? They can get way too hypnotic when your enjoying the good grass 
Turn your lights down low, and close the window curtain
Yeah man
I ♥ my pink dreadnought of pwnage Mail [email protected] if you have any questions. |

Eris Discordia
|
Posted - 2004.12.21 16:33:00 -
[44]
Can we fix the blinking lights too? They can get way too hypnotic when your enjoying the good grass 
Turn your lights down low, and close the window curtain
Yeah man
I ♥ my pink dreadnought of pwnage Mail [email protected] if you have any questions. |

pardux
|
Posted - 2004.12.21 16:34:00 -
[45]
\o/    Fluffy carebear (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

pardux
|
Posted - 2004.12.21 16:34:00 -
[46]
\o/    Fluffy carebear (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

Grimpak
|
Posted - 2004.12.21 16:39:00 -
[47]
o yeah jammin! Wub the changes -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
|

Grimpak
|
Posted - 2004.12.21 16:39:00 -
[48]
o yeah jammin! Wub the changes -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
|

Eris Discordia
|
Posted - 2004.12.21 16:43:00 -
[49]
Please reply constructively
I ♥ my pink dreadnought of pwnage Mail [email protected] if you have any questions. |

Eris Discordia
|
Posted - 2004.12.21 16:43:00 -
[50]
Please reply constructively
I ♥ my pink dreadnought of pwnage Mail [email protected] if you have any questions. |

Dred 'Morte
|
Posted - 2004.12.21 16:44:00 -
[51]
it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys... now 4x 280mm techII on a wolf with maximized skills = 1 frig boom in one volley
|

Dred 'Morte
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Posted - 2004.12.21 16:44:00 -
[52]
it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys... now 4x 280mm techII on a wolf with maximized skills = 1 frig boom in one volley
|

Nafri
|
Posted - 2004.12.21 16:44:00 -
[53]
were getting on a good way 
now nerf geddons damage and we can talk about balanced ships Wanna fly with me?
|

Nafri
|
Posted - 2004.12.21 16:44:00 -
[54]
were getting on a good way 
now nerf geddons damage and we can talk about balanced ships Wanna fly with me?
|

jukriamrr
|
Posted - 2004.12.21 16:47:00 -
[55]
Originally by: Dred 'Morte it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys
yes, maybe that would be a VERY nice solution. 
|

jukriamrr
|
Posted - 2004.12.21 16:47:00 -
[56]
Originally by: Dred 'Morte it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys
yes, maybe that would be a VERY nice solution. 
|

DarkMatters
|
Posted - 2004.12.21 16:49:00 -
[57]
Edited by: DarkMatters on 21/12/2004 16:50:50 Edited by: DarkMatters on 21/12/2004 16:50:09 Edited by: DarkMatters on 21/12/2004 16:49:26
Originally by: Ultrabug Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? Rolling Eyes
lasers went from rubbish ( all amarr ships fitting hybrids) to good with a single 5% per ship lvl decrease in cap use. this was because other turrets types simply out damaged lasers for the use of less cap leaving no point in fitting them.
the changes suggested are between 15%-20% of diffrent attributes, would it not be better to fully test these increase before nerfing lasers?
|

DarkMatters
|
Posted - 2004.12.21 16:49:00 -
[58]
Edited by: DarkMatters on 21/12/2004 16:50:50 Edited by: DarkMatters on 21/12/2004 16:50:09 Edited by: DarkMatters on 21/12/2004 16:49:26
Originally by: Ultrabug Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? Rolling Eyes
lasers went from rubbish ( all amarr ships fitting hybrids) to good with a single 5% per ship lvl decrease in cap use. this was because other turrets types simply out damaged lasers for the use of less cap leaving no point in fitting them.
the changes suggested are between 15%-20% of diffrent attributes, would it not be better to fully test these increase before nerfing lasers?
|

Hakera
|
Posted - 2004.12.21 16:49:00 -
[59]
nah the original change is good, autocannons miss a hell of a lot.
Dumbledore - Eve-I.com |

Hakera
|
Posted - 2004.12.21 16:49:00 -
[60]
nah the original change is good, autocannons miss a hell of a lot.
Dumbledore - Eve-I.com |

Altaireus
|
Posted - 2004.12.21 16:55:00 -
[61]
Edited by: Altaireus on 21/12/2004 16:55:56 650mm II and 720mm II have worse tracking stats on sisi than on tranquility 
|

Altaireus
|
Posted - 2004.12.21 16:55:00 -
[62]
Edited by: Altaireus on 21/12/2004 16:55:56 650mm II and 720mm II have worse tracking stats on sisi than on tranquility 
|

Grimpak
|
Posted - 2004.12.21 16:56:00 -
[63]
Originally by: jukriamrr
Originally by: Dred 'Morte it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys
yes, maybe that would be a VERY nice solution. 
...how about 20% more tracking + 5% more RoF to AC's coupled with a 100% increase on ammo clip, and 15% more damage and 7.5% more tracking to artys?
AC's nowadays chew too much ammo, making reloading very comon with them. An increase on the ammout of ammo that they can load would be very nice.
-------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
|

Grimpak
|
Posted - 2004.12.21 16:56:00 -
[64]
Originally by: jukriamrr
Originally by: Dred 'Morte it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys
yes, maybe that would be a VERY nice solution. 
...how about 20% more tracking + 5% more RoF to AC's coupled with a 100% increase on ammo clip, and 15% more damage and 7.5% more tracking to artys?
AC's nowadays chew too much ammo, making reloading very comon with them. An increase on the ammout of ammo that they can load would be very nice.
-------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
|

Hakera
|
Posted - 2004.12.21 16:58:00 -
[65]
Edited by: Hakera on 21/12/2004 17:04:32
Originally by: Grimpak
Originally by: jukriamrr
Originally by: Dred 'Morte it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys
yes, maybe that would be a VERY nice solution. 
...how about 20% more tracking + 5% more RoF to AC's coupled with a 100% increase on ammo clip, and 15% more damage and 7.5% more tracking to artys?
AC's nowadays chew too much ammo, making reloading very comon with them. An increase on the ammout of ammo that they can load would be very nice.
that needs to be part & parcel of the HP increase, ships cant simple carry enough ammo to kill other ships so all ammo volumes must decrease my half (that includes cap charges)
a 50% magazine increase would be cool across the board.
Dumbledore - Eve-I.com |

Hakera
|
Posted - 2004.12.21 16:58:00 -
[66]
Edited by: Hakera on 21/12/2004 17:04:32
Originally by: Grimpak
Originally by: jukriamrr
Originally by: Dred 'Morte it would have been better if you had given 15% more dmg to autocannons and 20% more tracking to artillerys
yes, maybe that would be a VERY nice solution. 
...how about 20% more tracking + 5% more RoF to AC's coupled with a 100% increase on ammo clip, and 15% more damage and 7.5% more tracking to artys?
AC's nowadays chew too much ammo, making reloading very comon with them. An increase on the ammout of ammo that they can load would be very nice.
that needs to be part & parcel of the HP increase, ships cant simple carry enough ammo to kill other ships so all ammo volumes must decrease my half (that includes cap charges)
a 50% magazine increase would be cool across the board.
Dumbledore - Eve-I.com |

jukriamrr
|
Posted - 2004.12.21 16:58:00 -
[67]
Originally by: Grimpak
...how about 20% more tracking + 5% more RoF to AC's coupled with a 100% increase on ammo clip, and 15% more damage and 7.5% more tracking to artys?
AC's nowadays chew too much ammo, making reloading very comon with them. An increase on the ammout of ammo that they can load would be very nice.
Anything so that I can pilot my tempest again, man, anything ... 
|

jukriamrr
|
Posted - 2004.12.21 16:58:00 -
[68]
Originally by: Grimpak
...how about 20% more tracking + 5% more RoF to AC's coupled with a 100% increase on ammo clip, and 15% more damage and 7.5% more tracking to artys?
AC's nowadays chew too much ammo, making reloading very comon with them. An increase on the ammout of ammo that they can load would be very nice.
Anything so that I can pilot my tempest again, man, anything ... 
|

JoCool
|
Posted - 2004.12.21 17:00:00 -
[69]
Edited by: JoCool on 21/12/2004 17:04:53 N1 JackHammer
About the people complaining about the howitzer tracking - hitting stuff is no problem at all with them, and was not before, without tracking mods. The damage increase makes it a much more potent weapon in good hands
|

JoCool
|
Posted - 2004.12.21 17:00:00 -
[70]
Edited by: JoCool on 21/12/2004 17:04:53 N1 JackHammer
About the people complaining about the howitzer tracking - hitting stuff is no problem at all with them, and was not before, without tracking mods. The damage increase makes it a much more potent weapon in good hands
|

Nafri
|
Posted - 2004.12.21 17:13:00 -
[71]
Originally by: DarkMatters Edited by: DarkMatters on 21/12/2004 16:50:50 Edited by: DarkMatters on 21/12/2004 16:50:09 Edited by: DarkMatters on 21/12/2004 16:49:26
Originally by: Ultrabug Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? Rolling Eyes
lasers went from rubbish ( all amarr ships fitting hybrids) to good with a single 5% per ship lvl decrease in cap use. this was because other turrets types simply out damaged lasers for the use of less cap leaving no point in fitting them.
the changes suggested are between 15%-20% of diffrent attributes, would it not be better to fully test these increase before nerfing lasers?
you forget the tracking changes
and i think chrystales got beafed upped Wanna fly with me?
|

Nafri
|
Posted - 2004.12.21 17:13:00 -
[72]
Originally by: DarkMatters Edited by: DarkMatters on 21/12/2004 16:50:50 Edited by: DarkMatters on 21/12/2004 16:50:09 Edited by: DarkMatters on 21/12/2004 16:49:26
Originally by: Ultrabug Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? Rolling Eyes
lasers went from rubbish ( all amarr ships fitting hybrids) to good with a single 5% per ship lvl decrease in cap use. this was because other turrets types simply out damaged lasers for the use of less cap leaving no point in fitting them.
the changes suggested are between 15%-20% of diffrent attributes, would it not be better to fully test these increase before nerfing lasers?
you forget the tracking changes
and i think chrystales got beafed upped Wanna fly with me?
|

Hygelac
|
Posted - 2004.12.21 17:14:00 -
[73]
I can't wait to get home and test shooting things! Fantastic stuff.
|

Hygelac
|
Posted - 2004.12.21 17:14:00 -
[74]
I can't wait to get home and test shooting things! Fantastic stuff.
|

Hast
|
Posted - 2004.12.21 17:22:00 -
[75]
Originally by: Nafri
you forget the tracking changes
and i think chrystales got beafed upped
yes, crystals got upped in dmg if I can remember correctly
|

Hast
|
Posted - 2004.12.21 17:22:00 -
[76]
Originally by: Nafri
you forget the tracking changes
and i think chrystales got beafed upped
yes, crystals got upped in dmg if I can remember correctly
|

Arthur Guinness
|
Posted - 2004.12.21 17:28:00 -
[77]
Autocannons could do with more ammo.... seeing as blaster got lower rof but more ammo capacity. |

Arthur Guinness
|
Posted - 2004.12.21 17:28:00 -
[78]
Autocannons could do with more ammo.... seeing as blaster got lower rof but more ammo capacity. |

DarkMatters
|
Posted - 2004.12.21 17:32:00 -
[79]
checks patch notes....
1548 patch
i stand corrected
|

DarkMatters
|
Posted - 2004.12.21 17:32:00 -
[80]
checks patch notes....
1548 patch
i stand corrected
|

Ultrabug
|
Posted - 2004.12.21 17:36:00 -
[81]
Originally by: DarkMatters Edited by: DarkMatters on 21/12/2004 16:50:50 Edited by: DarkMatters on 21/12/2004 16:50:09 Edited by: DarkMatters on 21/12/2004 16:49:26
Originally by: Ultrabug Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? Rolling Eyes
lasers went from rubbish ( all amarr ships fitting hybrids) to good with a single 5% per ship lvl decrease in cap use. this was because other turrets types simply out damaged lasers for the use of less cap leaving no point in fitting them.
the changes suggested are between 15%-20% of diffrent attributes, would it not be better to fully test these increase before nerfing lasers?
And what about Amarr ship the only ships getting 10% bonuses ?... Crystals has been changed btw proj don't statistically no longer have the best dmg output at optimal !
|

Ultrabug
|
Posted - 2004.12.21 17:36:00 -
[82]
Originally by: DarkMatters Edited by: DarkMatters on 21/12/2004 16:50:50 Edited by: DarkMatters on 21/12/2004 16:50:09 Edited by: DarkMatters on 21/12/2004 16:49:26
Originally by: Ultrabug Edited by: Ultrabug on 21/12/2004 16:33:36 Edited by: Ultrabug on 21/12/2004 16:32:18
Originally by: Khaldorn Murino How about, testing these stats. Then switching it and giving autocannons the damage increase and the big guns the tracking increase. Because, and it may be only me here, i think that would be more beneficial.
As the issue with the projectiles was that they cant hit a barn door. But any positive nerf is something eh? Just a suggestion.
I agree, 1400 suffer more of the tracking and RoF than damage imo ! Inverted stats would make more sense to me but wouldn't be enough.
Lasers get all the benefits : tracking + RoF + NO AMMO CHANGING TIME. How can you imagine such little changes will balance that ? Why doing more damage if you can't get a hit ??? Rolling Eyes
lasers went from rubbish ( all amarr ships fitting hybrids) to good with a single 5% per ship lvl decrease in cap use. this was because other turrets types simply out damaged lasers for the use of less cap leaving no point in fitting them.
the changes suggested are between 15%-20% of diffrent attributes, would it not be better to fully test these increase before nerfing lasers?
And what about Amarr ship the only ships getting 10% bonuses ?... Crystals has been changed btw proj don't statistically no longer have the best dmg output at optimal !
|

Sochin
|
Posted - 2004.12.21 17:38:00 -
[83]
Originally by: Eris Discordia Please reply constructively
Rofl, you post this one post AFTER talking about how hypnotic flashing UI lights look when stoned?
Nemo me impune lacessit
|

Sochin
|
Posted - 2004.12.21 17:38:00 -
[84]
Originally by: Eris Discordia Please reply constructively
Rofl, you post this one post AFTER talking about how hypnotic flashing UI lights look when stoned?
Nemo me impune lacessit
|

Thorne Semperti
|
Posted - 2004.12.21 17:50:00 -
[85]
My initial response to this was is looks like it should be other way round, with ac's getting the damage and arty's the tracking. But, at least it is a start, and for that I definately cannot whinge :P
|

Thorne Semperti
|
Posted - 2004.12.21 17:50:00 -
[86]
My initial response to this was is looks like it should be other way round, with ac's getting the damage and arty's the tracking. But, at least it is a start, and for that I definately cannot whinge :P
|

dabster
|
Posted - 2004.12.21 17:53:00 -
[87]
wtb tempest on sisi again \_ _/ ___________________________ Chicks dig Brutor's |

dabster
|
Posted - 2004.12.21 17:53:00 -
[88]
wtb tempest on sisi again \_ _/ ___________________________ Chicks dig Brutor's |

Helplessandlost
|
Posted - 2004.12.21 18:07:00 -
[89]
Originally by: Sochin
Originally by: Eris Discordia Please reply constructively
Rofl, you post this one post AFTER talking about how hypnotic flashing UI lights look when stoned?
Sounds constructive too me
Check us out
|

Helplessandlost
|
Posted - 2004.12.21 18:07:00 -
[90]
Originally by: Sochin
Originally by: Eris Discordia Please reply constructively
Rofl, you post this one post AFTER talking about how hypnotic flashing UI lights look when stoned?
Sounds constructive too me
Check us out
|

Lord Anubis
|
Posted - 2004.12.21 18:09:00 -
[91]
Ok first off thxs you very much you have made my xmas.
I wont talk about any other gun than 1400 as this is what ive been using for god knows how long.
They need a tracking increass more than anything elses as at the mo i got 1 tracking comp (tech2) and 2 of the low slot versions, and i still cant hit a ship going any other way than towards or from me.
Second odamage wise ok the change is good but i dont think it dosnt go far enouigh maybe 20%? dont know would like to see a dot craft on this first i quuess
Thrid optiumal range extra 15% this is nice but maybe its a little to much (but thats because i have to have 3 tracking things on) so with the tracking on them being inhances theopt range should be ok.
Forth. Ammo damage plz put our ammo on par with the rest of the other races as we seem to have the least damaging as any other race.
Fith RoF or ammo capicty please increass one but not both as having to reload after 10-13 shots giving a 20sec stop time in firing muct lower the dot to below see level
But thank you SO SO SO SO SO SO Much for finally attemping to fix projectiles 
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Lord Anubis
|
Posted - 2004.12.21 18:09:00 -
[92]
Ok first off thxs you very much you have made my xmas.
I wont talk about any other gun than 1400 as this is what ive been using for god knows how long.
They need a tracking increass more than anything elses as at the mo i got 1 tracking comp (tech2) and 2 of the low slot versions, and i still cant hit a ship going any other way than towards or from me.
Second odamage wise ok the change is good but i dont think it dosnt go far enouigh maybe 20%? dont know would like to see a dot craft on this first i quuess
Thrid optiumal range extra 15% this is nice but maybe its a little to much (but thats because i have to have 3 tracking things on) so with the tracking on them being inhances theopt range should be ok.
Forth. Ammo damage plz put our ammo on par with the rest of the other races as we seem to have the least damaging as any other race.
Fith RoF or ammo capicty please increass one but not both as having to reload after 10-13 shots giving a 20sec stop time in firing muct lower the dot to below see level
But thank you SO SO SO SO SO SO Much for finally attemping to fix projectiles 
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

GFLTorque
|
Posted - 2004.12.21 18:20:00 -
[93]
Not to crash the party,
But before ppl whine over auto should be dmg, howitzer tracking etc.. etc.. etc.. 
OMG at least log into SISI and actually try it.
It appears we are past discussion of "if" proj needs adjusting and actually into the testing stage for adjustments. Theory while good reading, has already been passed on to actual testing. If we can get replies of actual info it'd probably be more helpful.
4 out of 3 people have trouble with fractions
|

GFLTorque
|
Posted - 2004.12.21 18:20:00 -
[94]
Not to crash the party,
But before ppl whine over auto should be dmg, howitzer tracking etc.. etc.. etc.. 
OMG at least log into SISI and actually try it.
It appears we are past discussion of "if" proj needs adjusting and actually into the testing stage for adjustments. Theory while good reading, has already been passed on to actual testing. If we can get replies of actual info it'd probably be more helpful.
4 out of 3 people have trouble with fractions
|

Gian Bal
|
Posted - 2004.12.21 18:20:00 -
[95]
Edited by: Gian Bal on 21/12/2004 18:21:45 to all thoose that don't see the light: theese cahnges rock in their way, and it is far more than i expected. i tested proj. few times with a dev creating a new char for it ( he had an irregulary in his char information, so i recognized him, still no idea who it was). the problem they have to to 1400mm is that they will be to strong with more tracking , as u can boost a tempest with a scorp and then even able to hit intys (i was in claw and he hitted me). i talke a bit with him, and theese 15% on 1400mm we have now is far better than most of u may see on the first look. eve gives all its boni in percent. that means, 50% bonus with skills/mods/etc. on a dmgmultiplier on 5 is FAR more than on 2,5, of course. with current changes, 1400mm does WAYS more dmg with matari ship boni then before. but they do it only on big targets , as supposed, the point why howitzers won't get an increase in tracking is just to not make them able to sniper everything out (like my claw or crow) when boosted by medslotmonsters... x(the dev that tested it with me) told me that they can't increase the dmg due to that percent thing i talked of 3 rows earlier. so 15% is far more than could be nice to enemies of a tempest gang. x, whoever u are, i love ya, man 
|

Gian Bal
|
Posted - 2004.12.21 18:20:00 -
[96]
Edited by: Gian Bal on 21/12/2004 18:21:45 to all thoose that don't see the light: theese cahnges rock in their way, and it is far more than i expected. i tested proj. few times with a dev creating a new char for it ( he had an irregulary in his char information, so i recognized him, still no idea who it was). the problem they have to to 1400mm is that they will be to strong with more tracking , as u can boost a tempest with a scorp and then even able to hit intys (i was in claw and he hitted me). i talke a bit with him, and theese 15% on 1400mm we have now is far better than most of u may see on the first look. eve gives all its boni in percent. that means, 50% bonus with skills/mods/etc. on a dmgmultiplier on 5 is FAR more than on 2,5, of course. with current changes, 1400mm does WAYS more dmg with matari ship boni then before. but they do it only on big targets , as supposed, the point why howitzers won't get an increase in tracking is just to not make them able to sniper everything out (like my claw or crow) when boosted by medslotmonsters... x(the dev that tested it with me) told me that they can't increase the dmg due to that percent thing i talked of 3 rows earlier. so 15% is far more than could be nice to enemies of a tempest gang. x, whoever u are, i love ya, man 
|

Seto Mazzarotto
|
Posted - 2004.12.21 18:35:00 -
[97]
This is exactly -- EXACTLY what I thought projectiles needed! 
Devs, you're either psychic or I've recently developed the ability to imprint my ideas in other people's minds. Time to test the latter theory...
(give seto free year give seto free year give seto free year give seto free year...) 
----------- Fighting for the ideals of freespace, posthuman ethics, and rock & roll. |

Seto Mazzarotto
|
Posted - 2004.12.21 18:35:00 -
[98]
This is exactly -- EXACTLY what I thought projectiles needed! 
Devs, you're either psychic or I've recently developed the ability to imprint my ideas in other people's minds. Time to test the latter theory...
(give seto free year give seto free year give seto free year give seto free year...) 
----------- Fighting for the ideals of freespace, posthuman ethics, and rock & roll. |

Nafri
|
Posted - 2004.12.21 19:10:00 -
[99]
Edited by: Nafri on 21/12/2004 19:12:20
Originally by: Gian Bal Edited by: Gian Bal on 21/12/2004 18:21:45 to all thoose that don't see the light: theese cahnges rock in their way, and it is far more than i expected. i tested proj. few times with a dev creating a new char for it ( he had an irregulary in his char information, so i recognized him, still no idea who it was). the problem they have to to 1400mm is that they will be to strong with more tracking , as u can boost a tempest with a scorp and then even able to hit intys (i was in claw and he hitted me). i talke a bit with him, and theese 15% on 1400mm we have now is far better than most of u may see on the first look. eve gives all its boni in percent. that means, 50% bonus with skills/mods/etc. on a dmgmultiplier on 5 is FAR more than on 2,5, of course. with current changes, 1400mm does WAYS more dmg with matari ship boni then before. but they do it only on big targets , as supposed, the point why howitzers won't get an increase in tracking is just to not make them able to sniper everything out (like my claw or crow) when boosted by medslotmonsters... x(the dev that tested it with me) told me that they can't increase the dmg due to that percent thing i talked of 3 rows earlier. so 15% is far more than could be nice to enemies of a tempest gang. x, whoever u are, i love ya, man 
yeah but still leaves the thing
laser can do it, thy can snipe your ceptor out and wtf pwn your cruiser at nearly all ranges
but as you stated, lasers are thx to their exellent tracking ³ber
but yeah those 15% more damage are still a good beginning Wanna fly with me?
|

Nafri
|
Posted - 2004.12.21 19:10:00 -
[100]
Edited by: Nafri on 21/12/2004 19:12:20
Originally by: Gian Bal Edited by: Gian Bal on 21/12/2004 18:21:45 to all thoose that don't see the light: theese cahnges rock in their way, and it is far more than i expected. i tested proj. few times with a dev creating a new char for it ( he had an irregulary in his char information, so i recognized him, still no idea who it was). the problem they have to to 1400mm is that they will be to strong with more tracking , as u can boost a tempest with a scorp and then even able to hit intys (i was in claw and he hitted me). i talke a bit with him, and theese 15% on 1400mm we have now is far better than most of u may see on the first look. eve gives all its boni in percent. that means, 50% bonus with skills/mods/etc. on a dmgmultiplier on 5 is FAR more than on 2,5, of course. with current changes, 1400mm does WAYS more dmg with matari ship boni then before. but they do it only on big targets , as supposed, the point why howitzers won't get an increase in tracking is just to not make them able to sniper everything out (like my claw or crow) when boosted by medslotmonsters... x(the dev that tested it with me) told me that they can't increase the dmg due to that percent thing i talked of 3 rows earlier. so 15% is far more than could be nice to enemies of a tempest gang. x, whoever u are, i love ya, man 
yeah but still leaves the thing
laser can do it, thy can snipe your ceptor out and wtf pwn your cruiser at nearly all ranges
but as you stated, lasers are thx to their exellent tracking ³ber
but yeah those 15% more damage are still a good beginning Wanna fly with me?
|

Maya Rkell
|
Posted - 2004.12.21 19:19:00 -
[101]
Eh.
My small autocannon gripes are entirely damage-related :/
I HIT fine. Damage is low.
"As far as I can tell, It doesn't matter who you are, If you can believe there's something worth fighting for " - Garbage, "Parade" |

Maya Rkell
|
Posted - 2004.12.21 19:19:00 -
[102]
Eh.
My small autocannon gripes are entirely damage-related :/
I HIT fine. Damage is low.
"As far as I can tell, It doesn't matter who you are, If you can believe there's something worth fighting for " - Garbage, "Parade" |

Percivs
|
Posted - 2004.12.21 20:06:00 -
[103]
Originally by: Sochin
Originally by: Eris Discordia Please reply constructively
Rofl, you post this one post AFTER talking about how hypnotic flashing UI lights look when stoned?
ISD is nothing if not consistant. 
I look forward to checking out these projectile changes on SISI after work. --- "All of us who are concerned for peace and triumph of reason and justice must be keenly aware how small an influence reason and honest good will exert upon events in the political field" - A.E. |

Percivs
|
Posted - 2004.12.21 20:06:00 -
[104]
Originally by: Sochin
Originally by: Eris Discordia Please reply constructively
Rofl, you post this one post AFTER talking about how hypnotic flashing UI lights look when stoned?
ISD is nothing if not consistant. 
I look forward to checking out these projectile changes on SISI after work. --- "All of us who are concerned for peace and triumph of reason and justice must be keenly aware how small an influence reason and honest good will exert upon events in the political field" - A.E. |

Wanoah
|
Posted - 2004.12.21 20:12:00 -
[105]
I decided to remind myself why I don't use medium autocannons the other night. Fitted a Stabber with 4 x 220's and went to see if I could kill a couple of frigate rats. I tried orbiting at just outside optimal range, and a tried just using 'keep at' range and flying away from/to the rats in a straight line. The only shots that hit were on my initial approach. Even with a rat webbed, and me just moving slowly away from it, I couldn't hit the thing. Overall, 3.4% of my shots hit the target. I wasn't using any tracking mods - but at that sort of miss-rate, just how much could they have improved things? I have most of the gunnery skills at level 3 or 4, so nothing spectacular there, but even if I trained everything to level 5, just how much would it improve the hit ratio?
Now, I expect medium guns to struggle a bit to hit small targets, but missing 96% of the time is a little extreme in my opinion. The concept is good and I fully agree with it, but the execution of it seems to be a bit lacking. Any small improvement to projectile turret tracking is most welcome indeed. To be honest, I would be happy if even 10% of the shots fired actually hit their target as a starting point. I'll have to try the same experiment on Sisi when I get home from work...
|

Wanoah
|
Posted - 2004.12.21 20:12:00 -
[106]
I decided to remind myself why I don't use medium autocannons the other night. Fitted a Stabber with 4 x 220's and went to see if I could kill a couple of frigate rats. I tried orbiting at just outside optimal range, and a tried just using 'keep at' range and flying away from/to the rats in a straight line. The only shots that hit were on my initial approach. Even with a rat webbed, and me just moving slowly away from it, I couldn't hit the thing. Overall, 3.4% of my shots hit the target. I wasn't using any tracking mods - but at that sort of miss-rate, just how much could they have improved things? I have most of the gunnery skills at level 3 or 4, so nothing spectacular there, but even if I trained everything to level 5, just how much would it improve the hit ratio?
Now, I expect medium guns to struggle a bit to hit small targets, but missing 96% of the time is a little extreme in my opinion. The concept is good and I fully agree with it, but the execution of it seems to be a bit lacking. Any small improvement to projectile turret tracking is most welcome indeed. To be honest, I would be happy if even 10% of the shots fired actually hit their target as a starting point. I'll have to try the same experiment on Sisi when I get home from work...
|

WelshFox
|
Posted - 2004.12.21 20:26:00 -
[107]
Someone who complains of tracking on arty actually tried shooting at a nice long distance, rather than ~30km? So many havn't and seem to find it works wonders. Get low rads and/or transverse and suddenly you start hitting rather well...
|

WelshFox
|
Posted - 2004.12.21 20:26:00 -
[108]
Someone who complains of tracking on arty actually tried shooting at a nice long distance, rather than ~30km? So many havn't and seem to find it works wonders. Get low rads and/or transverse and suddenly you start hitting rather well...
|

Shamis Orzoz
|
Posted - 2004.12.21 21:06:00 -
[109]
I suddenly feel a lot better about last night's tempest purchase.
|

Shamis Orzoz
|
Posted - 2004.12.21 21:06:00 -
[110]
I suddenly feel a lot better about last night's tempest purchase.
|

Joshua Calvert
|
Posted - 2004.12.21 21:26:00 -
[111]
So when will we see hybrids actually using less cap than lasers?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
|
Posted - 2004.12.21 21:26:00 -
[112]
So when will we see hybrids actually using less cap than lasers?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Deadzone
|
Posted - 2004.12.21 21:34:00 -
[113]
This is a good start indeed but I have to say that the stats need to be changed in different areas.
Max falloff range, IMO needs to be increased by at least 15%. Artillary is a LONG RANGE weapon. Make it useful for LONG RANGE.
Tracking. Hell, EVERYONE in this post and every artillary post since day one has been talking about tracking. Behaps increas the tracking by half the difference of the large beam and large proj. Beams can hit just about anything, but projectiles can miss just about everything! This is the MAJOR thing that needs addressed.
Optimal. This is a start. Though I think I would rather have the max falloff and tracking than opt range. Opt does nothing for the gun when it can't hit anything but something the size of a station or moon 
Anyways, my thoughts. Seems to be in the majority with others. CCP please take heed.
Vice-Admiral
Executive Commanding Officer Military Command Hadead Drive Yards |

Deadzone
|
Posted - 2004.12.21 21:34:00 -
[114]
This is a good start indeed but I have to say that the stats need to be changed in different areas.
Max falloff range, IMO needs to be increased by at least 15%. Artillary is a LONG RANGE weapon. Make it useful for LONG RANGE.
Tracking. Hell, EVERYONE in this post and every artillary post since day one has been talking about tracking. Behaps increas the tracking by half the difference of the large beam and large proj. Beams can hit just about anything, but projectiles can miss just about everything! This is the MAJOR thing that needs addressed.
Optimal. This is a start. Though I think I would rather have the max falloff and tracking than opt range. Opt does nothing for the gun when it can't hit anything but something the size of a station or moon 
Anyways, my thoughts. Seems to be in the majority with others. CCP please take heed.
Vice-Admiral
Executive Commanding Officer Military Command Hadead Drive Yards |

Celt Eireson
|
Posted - 2004.12.21 21:55:00 -
[115]
Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
|

Celt Eireson
|
Posted - 2004.12.21 21:55:00 -
[116]
Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
|

Heero Yuy
|
Posted - 2004.12.21 23:33:00 -
[117]
artilleries 15% more damage and optimal range:
15% of nothing is not a lot: Don't you need to be able to hit the target first?
|

Heero Yuy
|
Posted - 2004.12.21 23:33:00 -
[118]
artilleries 15% more damage and optimal range:
15% of nothing is not a lot: Don't you need to be able to hit the target first?
|

Komisches
|
Posted - 2004.12.22 01:15:00 -
[119]
Originally by: Hakera nah the original change is good, autocannons miss a hell of a lot.
Originally by: Hakera a 50% magazine increase would be cool across the board.
You wouldn't need more ammo, if the guns hit more often. I think i've been hitting maybe 50% of the time, or a little more with my 200mm ACs on my destroyer. Damage is not bad.
Arties is maybe 75% at long range, in a line. In between 0-40% when orbiting, or being orbited.
---
|

Komisches
|
Posted - 2004.12.22 01:15:00 -
[120]
Originally by: Hakera nah the original change is good, autocannons miss a hell of a lot.
Originally by: Hakera a 50% magazine increase would be cool across the board.
You wouldn't need more ammo, if the guns hit more often. I think i've been hitting maybe 50% of the time, or a little more with my 200mm ACs on my destroyer. Damage is not bad.
Arties is maybe 75% at long range, in a line. In between 0-40% when orbiting, or being orbited.
---
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Razaelle
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Posted - 2004.12.22 01:26:00 -
[121]
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
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Razaelle
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Posted - 2004.12.22 01:26:00 -
[122]
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
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Nafri
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Posted - 2004.12.22 01:37:00 -
[123]
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
megapulses work from 5 to 60km  Wanna fly with me?
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Nafri
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Posted - 2004.12.22 01:37:00 -
[124]
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
megapulses work from 5 to 60km  Wanna fly with me?
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Nafri
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Posted - 2004.12.22 01:46:00 -
[125]
Edited by: Nafri on 22/12/2004 02:19:35
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
ohh and i forgot, atm megabeams on armas do 40% damage then any other long range gun
Wanna fly with me?
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Nafri
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Posted - 2004.12.22 01:46:00 -
[126]
Edited by: Nafri on 22/12/2004 02:19:35
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
ohh and i forgot, atm megabeams on armas do 40% damage then any other long range gun
Wanna fly with me?
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Razaelle
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Posted - 2004.12.22 01:47:00 -
[127]
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
megapulses work from 5 to 60km 
Granted, megapulses are somewhat overpowered atm. But IMO this doesn't invalidate that arties and pulses are not sharing the same roles and thus should not be compared.
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Razaelle
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Posted - 2004.12.22 01:47:00 -
[128]
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
megapulses work from 5 to 60km 
Granted, megapulses are somewhat overpowered atm. But IMO this doesn't invalidate that arties and pulses are not sharing the same roles and thus should not be compared.
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Anteract
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Posted - 2004.12.22 01:50:00 -
[129]
This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us.
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Anteract
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Posted - 2004.12.22 01:50:00 -
[130]
This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us.
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Razaelle
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Posted - 2004.12.22 01:53:00 -
[131]
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
ohh and i forgot, atm megapules on armas do 40% damage then any other long range gun
I don't agree with this one... If you use megapulse for long range, you use low-damage crystals. You then get less damage than real long-range guns. I rather prefer using rails for this job.
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Razaelle
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Posted - 2004.12.22 01:53:00 -
[132]
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
ohh and i forgot, atm megapules on armas do 40% damage then any other long range gun
I don't agree with this one... If you use megapulse for long range, you use low-damage crystals. You then get less damage than real long-range guns. I rather prefer using rails for this job.
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Razaelle
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Posted - 2004.12.22 01:57:00 -
[133]
Originally by: Anteract This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us.
At optimal range ? 
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Razaelle
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Posted - 2004.12.22 01:57:00 -
[134]
Originally by: Anteract This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us.
At optimal range ? 
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Nafri
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Posted - 2004.12.22 02:19:00 -
[135]
Originally by: Razaelle
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
ohh and i forgot, atm megapules on armas do 40% damage then any other long range gun
I don't agree with this one... If you use megapulse for long range, you use low-damage crystals. You then get less damage than real long-range guns. I rather prefer using rails for this job.
ups wanted to say megabeams 
no megapules do something about 200% more damage on their optimal range  Wanna fly with me?
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Nafri
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Posted - 2004.12.22 02:19:00 -
[136]
Originally by: Razaelle
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
ohh and i forgot, atm megapules on armas do 40% damage then any other long range gun
I don't agree with this one... If you use megapulse for long range, you use low-damage crystals. You then get less damage than real long-range guns. I rather prefer using rails for this job.
ups wanted to say megabeams 
no megapules do something about 200% more damage on their optimal range  Wanna fly with me?
|

Nafri
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Posted - 2004.12.22 02:20:00 -
[137]
Originally by: Razaelle
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
megapulses work from 5 to 60km 
Granted, megapulses are somewhat overpowered atm. But IMO this doesn't invalidate that arties and pulses are not sharing the same roles and thus should not be compared.
thy need to get compared, when megapules do more damage then 1400er on the 1400er optimal range something is wrong Wanna fly with me?
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Nafri
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Posted - 2004.12.22 02:20:00 -
[138]
Originally by: Razaelle
Originally by: Nafri
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
And for lasers, you should not compare pulses with arties... pulses are the equivalent of autocannons, megabeams and tachs are the equivalent of arties. Have you tried to hit anything with tachs at short range recently ?
megapulses work from 5 to 60km 
Granted, megapulses are somewhat overpowered atm. But IMO this doesn't invalidate that arties and pulses are not sharing the same roles and thus should not be compared.
thy need to get compared, when megapules do more damage then 1400er on the 1400er optimal range something is wrong Wanna fly with me?
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j0sephine
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Posted - 2004.12.22 02:36:00 -
[139]
"This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us."
Ohh, that looks like half of my log when i put the large blasters on the scorpion \o/
(optimal, non-optimal, station, indy, moving, sitting still.. no matter the combination, hits jack sh.t. Been like this since forever...)
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j0sephine
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Posted - 2004.12.22 02:36:00 -
[140]
"This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us."
Ohh, that looks like half of my log when i put the large blasters on the scorpion \o/
(optimal, non-optimal, station, indy, moving, sitting still.. no matter the combination, hits jack sh.t. Been like this since forever...)
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Elenia Kheynes
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Posted - 2004.12.22 02:43:00 -
[141]
The projectile "unnerf" is a good thing. However it seems that atm armageddons are still "a bit" overpowered. It would be nice to reballance this in order to have a greater variety of battleships in battles. (yes I'm thinking about the new CA fleet which switched from dual mwd ravens to arma ^^)
Each ship should have its advantages, no ship should be superior to all the others in pvp. But we're on the good way atm I think.
Dear friendly customer... Can I have your money ?
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Elenia Kheynes
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Posted - 2004.12.22 02:43:00 -
[142]
The projectile "unnerf" is a good thing. However it seems that atm armageddons are still "a bit" overpowered. It would be nice to reballance this in order to have a greater variety of battleships in battles. (yes I'm thinking about the new CA fleet which switched from dual mwd ravens to arma ^^)
Each ship should have its advantages, no ship should be superior to all the others in pvp. But we're on the good way atm I think.
Dear friendly customer... Can I have your money ?
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Hobbsalong
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Posted - 2004.12.22 04:46:00 -
[143]
I still believe that howies need some tracking love..
They deal enough dmg when they hit.
KEYWORD = when
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Hobbsalong
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Posted - 2004.12.22 04:46:00 -
[144]
I still believe that howies need some tracking love..
They deal enough dmg when they hit.
KEYWORD = when
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ElCoCo
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Posted - 2004.12.22 09:13:00 -
[145]
Don't you think howitzers should have a higher chance of doing a wrecking hit, given the nature of the gun and their bad bad ROF?
Oh and what josh said about hybrids using more cap than lazerzzzzzzzzzzz
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ElCoCo
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Posted - 2004.12.22 09:13:00 -
[146]
Don't you think howitzers should have a higher chance of doing a wrecking hit, given the nature of the gun and their bad bad ROF?
Oh and what josh said about hybrids using more cap than lazerzzzzzzzzzzz
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Helmut 314
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Posted - 2004.12.22 10:36:00 -
[147]
Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
___________________________________
Trying is the first step of failure - Homer J Simpson |

Helmut 314
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Posted - 2004.12.22 10:36:00 -
[148]
Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
___________________________________
Trying is the first step of failure - Homer J Simpson |

Arthur Guinness
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Posted - 2004.12.22 11:03:00 -
[149]
Originally by: Helmut 314 Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
Because laser are a tad overpowered now?
Originally by: Helmut 314
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
You can only effectively use lasers on amarr ships, because of the cap. And lasers do outdmg hybrids in almost all pvp situations.
What you do forget is that a) cap reduction bonus changed from 5% to 10%! causing lasers to use less cap on amarr ships than hybrids do. b) that laser dmg got uped c) that laser have the best tracking (more and better hits = hihger dot)
So i do think the way for balance will be to get lasers a bit down, while upping projs dmg trough ship boni and tweaking hybrids a bit.
As for the current proj fix. Seems to work ok for a bit of pvp, the tempest is reduced to a long range shield tank atm tough (HP changes). For npcing the tempest with artys is not really viable, as npcs do not have a sig radius penalty for the mwd. and i kinda feel as if an apoc with tachs still out dmgs a tempest with 1400, under 100km. Artys need slightly better tracking, and the minnnie ship dmg boni should be upped to 7.5%. |

Arthur Guinness
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Posted - 2004.12.22 11:03:00 -
[150]
Originally by: Helmut 314 Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
Because laser are a tad overpowered now?
Originally by: Helmut 314
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
You can only effectively use lasers on amarr ships, because of the cap. And lasers do outdmg hybrids in almost all pvp situations.
What you do forget is that a) cap reduction bonus changed from 5% to 10%! causing lasers to use less cap on amarr ships than hybrids do. b) that laser dmg got uped c) that laser have the best tracking (more and better hits = hihger dot)
So i do think the way for balance will be to get lasers a bit down, while upping projs dmg trough ship boni and tweaking hybrids a bit.
As for the current proj fix. Seems to work ok for a bit of pvp, the tempest is reduced to a long range shield tank atm tough (HP changes). For npcing the tempest with artys is not really viable, as npcs do not have a sig radius penalty for the mwd. and i kinda feel as if an apoc with tachs still out dmgs a tempest with 1400, under 100km. Artys need slightly better tracking, and the minnnie ship dmg boni should be upped to 7.5%. |

MaiLina KaTar
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Posted - 2004.12.22 11:26:00 -
[151]
Originally by: "siddy" now im going to ask - HOW hard was it to introduce thees changes... err 3 MONTHs earlier?
dem wuzz jammin' y'kno
Mai's Idealog |

MaiLina KaTar
|
Posted - 2004.12.22 11:26:00 -
[152]
Originally by: "siddy" now im going to ask - HOW hard was it to introduce thees changes... err 3 MONTHs earlier?
dem wuzz jammin' y'kno
Mai's Idealog |

Hardin
|
Posted - 2004.12.22 12:03:00 -
[153]
Originally by: Arthur Guinness
Originally by: Helmut 314 Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
Because laser are a tad overpowered now?
Originally by: Helmut 314
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
You can only effectively use lasers on amarr ships, because of the cap. And lasers do outdmg hybrids in almost all pvp situations.
What you do forget is that a) cap reduction bonus changed from 5% to 10%! causing lasers to use less cap on amarr ships than hybrids do. b) that laser dmg got uped c) that laser have the best tracking (more and better hits = hihger dot)
So i do think the way for balance will be to get lasers a bit down, while upping projs dmg trough ship boni and tweaking hybrids a bit.
Erm...how do lasers outdamage in PvP situations?
Lasers only do two damage types and every half intelligent pilot in the game makes sure they are hardened for that damage when going into PvP.
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
BTW CCP good work on boosting projectiles. It was demoralising having to blow up lovely Amarrian ships flown by Minmatar terrorists. Maybe now they will get back into their rustbuckets 
|

Hardin
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Posted - 2004.12.22 12:03:00 -
[154]
Originally by: Arthur Guinness
Originally by: Helmut 314 Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
Because laser are a tad overpowered now?
Originally by: Helmut 314
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
You can only effectively use lasers on amarr ships, because of the cap. And lasers do outdmg hybrids in almost all pvp situations.
What you do forget is that a) cap reduction bonus changed from 5% to 10%! causing lasers to use less cap on amarr ships than hybrids do. b) that laser dmg got uped c) that laser have the best tracking (more and better hits = hihger dot)
So i do think the way for balance will be to get lasers a bit down, while upping projs dmg trough ship boni and tweaking hybrids a bit.
Erm...how do lasers outdamage in PvP situations?
Lasers only do two damage types and every half intelligent pilot in the game makes sure they are hardened for that damage when going into PvP.
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
BTW CCP good work on boosting projectiles. It was demoralising having to blow up lovely Amarrian ships flown by Minmatar terrorists. Maybe now they will get back into their rustbuckets 
|

Hakera
|
Posted - 2004.12.22 12:09:00 -
[155]
Originally by: Hardin
Erm...how do lasers outdamage in PvP situations?
because they have a higher DoT - just compare the base crystal damage against projectiles.
Quote:
Lasers only do two damage types and every half intelligent pilot in the game makes sure they are hardened for that damage when going into PvP.
lasers use no ammo, with the HP increase, ammo will become an important factor in who wins as well as the reload time, as 20 sec to reload every 140 secs decreases your DoT by 20-30%.
Quote:
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
are there not two launcher slots on your apoc?
Quote:
BTW CCP good work on boosting projectiles. It was demoralising having to blow up lovely Amarrian ships flown by Minmatar terrorists. Maybe now they will get back into their rustbuckets 
not quite - with no tracking on the artilleries, we still wont hit for **** but something is better than nothing at all.
Dumbledore - Eve-I.com |

Hakera
|
Posted - 2004.12.22 12:09:00 -
[156]
Originally by: Hardin
Erm...how do lasers outdamage in PvP situations?
because they have a higher DoT - just compare the base crystal damage against projectiles.
Quote:
Lasers only do two damage types and every half intelligent pilot in the game makes sure they are hardened for that damage when going into PvP.
lasers use no ammo, with the HP increase, ammo will become an important factor in who wins as well as the reload time, as 20 sec to reload every 140 secs decreases your DoT by 20-30%.
Quote:
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
are there not two launcher slots on your apoc?
Quote:
BTW CCP good work on boosting projectiles. It was demoralising having to blow up lovely Amarrian ships flown by Minmatar terrorists. Maybe now they will get back into their rustbuckets 
not quite - with no tracking on the artilleries, we still wont hit for **** but something is better than nothing at all.
Dumbledore - Eve-I.com |

Discorporation
|
Posted - 2004.12.22 12:15:00 -
[157]
Originally by: Hakera
because they have a higher DoT - just compare the base crystal damage against projectiles.
True
Originally by: Hakera
lasers use no ammo, with the HP increase, ammo will become an important factor in who wins as well as the reload time, as 20 sec to reload every 140 secs decreases your DoT by 20-30%.
TomB has stated in his original Blog that ammo sizes and possible magazine sizes will be adjusted to compensate for battles lasting longer.
Not a good argument 
Originally by: Hakera
not quite - with no tracking on the artilleries, we still wont hit for **** but something is better than nothing at all.
Increased Damage mod is actually a better option then tracking. The DoT will increase, making those hits you do get count even more. The Artilery and Howitzer tracking will stay like it is, since adding more tracking will make them vastly superior to all other guns (which was why the 1400mms got nerfed in the first place).
[Heterocephalus glaber]
|

Discorporation
|
Posted - 2004.12.22 12:15:00 -
[158]
Originally by: Hakera
because they have a higher DoT - just compare the base crystal damage against projectiles.
True
Originally by: Hakera
lasers use no ammo, with the HP increase, ammo will become an important factor in who wins as well as the reload time, as 20 sec to reload every 140 secs decreases your DoT by 20-30%.
TomB has stated in his original Blog that ammo sizes and possible magazine sizes will be adjusted to compensate for battles lasting longer.
Not a good argument 
Originally by: Hakera
not quite - with no tracking on the artilleries, we still wont hit for **** but something is better than nothing at all.
Increased Damage mod is actually a better option then tracking. The DoT will increase, making those hits you do get count even more. The Artilery and Howitzer tracking will stay like it is, since adding more tracking will make them vastly superior to all other guns (which was why the 1400mms got nerfed in the first place).
[Heterocephalus glaber]
|

Arthur Guinness
|
Posted - 2004.12.22 12:17:00 -
[159]
It does have todo a lot with the fittings too. An armor tanked apoc pulse apoc will out range and out dmg and out cap a 800mm tempest. A shield tanked apoc with 7 tachs (yes you got the cap for shield tanking an apoc, it works nicely) will out dmg, out cap a shield tanked tempest with 6x 1400mm's.
I do know RP wise, minnie are not supposed to tank, they're supposed to jump in, kill and run. They simply lack the damage for that tough, maybe a higher dmg bonus or a 7th turret slots would solve that for the tempest. |

Arthur Guinness
|
Posted - 2004.12.22 12:17:00 -
[160]
It does have todo a lot with the fittings too. An armor tanked apoc pulse apoc will out range and out dmg and out cap a 800mm tempest. A shield tanked apoc with 7 tachs (yes you got the cap for shield tanking an apoc, it works nicely) will out dmg, out cap a shield tanked tempest with 6x 1400mm's.
I do know RP wise, minnie are not supposed to tank, they're supposed to jump in, kill and run. They simply lack the damage for that tough, maybe a higher dmg bonus or a 7th turret slots would solve that for the tempest. |

Arthur Guinness
|
Posted - 2004.12.22 12:18:00 -
[161]
Originally by: Discorporation
Originally by: Hakera
not quite - with no tracking on the artilleries, we still wont hit for **** but something is better than nothing at all.
Increased Damage mod is actually a better option then tracking. The DoT will increase, making those hits you do get count even more. The Artilery and Howitzer tracking will stay like it is, since adding more tracking will make them vastly superior to all other guns (which was why the 1400mms got nerfed in the first place).
Which is why laser need a tracking nerf ;) |

Arthur Guinness
|
Posted - 2004.12.22 12:18:00 -
[162]
Originally by: Discorporation
Originally by: Hakera
not quite - with no tracking on the artilleries, we still wont hit for **** but something is better than nothing at all.
Increased Damage mod is actually a better option then tracking. The DoT will increase, making those hits you do get count even more. The Artilery and Howitzer tracking will stay like it is, since adding more tracking will make them vastly superior to all other guns (which was why the 1400mms got nerfed in the first place).
Which is why laser need a tracking nerf ;) |

Hakera
|
Posted - 2004.12.22 12:20:00 -
[163]
Originally by: Discorporation
TomB has stated in his original Blog that ammo sizes and possible magazine sizes will be adjusted to compensate for battles lasting longer.
Not a good argument 
nevertheless, reload does decrease DoT, now if it stays the same and we must reload, every 140 seconds or 280 seconds, its still a big factor in DoT consideration, not to mention the fact it takes 20 sec if we must switch ammo due to a hardned target. Add to that the few seconds it takes to pull up the reload menu.
Quote:
Increased Damage mod is actually a better option then tracking. The DoT will increase, making those hits you do get count even more. The Artilery and Howitzer tracking will stay like it is, since adding more tracking will make them vastly superior to all other guns (which was why the 1400mms got nerfed in the first place).
all well & true, but we still must hit in order to cause damage.
Dumbledore - Eve-I.com |

Hakera
|
Posted - 2004.12.22 12:20:00 -
[164]
Originally by: Discorporation
TomB has stated in his original Blog that ammo sizes and possible magazine sizes will be adjusted to compensate for battles lasting longer.
Not a good argument 
nevertheless, reload does decrease DoT, now if it stays the same and we must reload, every 140 seconds or 280 seconds, its still a big factor in DoT consideration, not to mention the fact it takes 20 sec if we must switch ammo due to a hardned target. Add to that the few seconds it takes to pull up the reload menu.
Quote:
Increased Damage mod is actually a better option then tracking. The DoT will increase, making those hits you do get count even more. The Artilery and Howitzer tracking will stay like it is, since adding more tracking will make them vastly superior to all other guns (which was why the 1400mms got nerfed in the first place).
all well & true, but we still must hit in order to cause damage.
Dumbledore - Eve-I.com |

Discorporation
|
Posted - 2004.12.22 12:26:00 -
[165]
Edited by: Discorporation on 22/12/2004 12:29:37
Originally by: Arthur Guinness
Which is why laser need a tracking nerf ;)
Only the Mega Pulse laser. The rest are perfectly fine.
[Heterocephalus glaber]
|

Discorporation
|
Posted - 2004.12.22 12:26:00 -
[166]
Edited by: Discorporation on 22/12/2004 12:29:37
Originally by: Arthur Guinness
Which is why laser need a tracking nerf ;)
Only the Mega Pulse laser. The rest are perfectly fine.
[Heterocephalus glaber]
|

Discorporation
|
Posted - 2004.12.22 12:29:00 -
[167]
Originally by: Hakera
nevertheless, reload does decrease DoT, now if it stays the same and we must reload, every 140 seconds or 280 seconds, its still a big factor in DoT consideration, not to mention the fact it takes 20 sec if we must switch ammo due to a hardned target. Add to that the few seconds it takes to pull up the reload menu.
That's why thy're looking at decreasing ammo volumes 
Originally by: Hakera
all well & true, but we still must hit in order to cause damage.
15% more damage = one less Gyro. Fit a T II Tracking mod and vila, Roflpwns.
Or, alternatively, use 800mms on a closerange tempest and shoot the poo out of anything.
[Heterocephalus glaber]
|

Discorporation
|
Posted - 2004.12.22 12:29:00 -
[168]
Originally by: Hakera
nevertheless, reload does decrease DoT, now if it stays the same and we must reload, every 140 seconds or 280 seconds, its still a big factor in DoT consideration, not to mention the fact it takes 20 sec if we must switch ammo due to a hardned target. Add to that the few seconds it takes to pull up the reload menu.
That's why thy're looking at decreasing ammo volumes 
Originally by: Hakera
all well & true, but we still must hit in order to cause damage.
15% more damage = one less Gyro. Fit a T II Tracking mod and vila, Roflpwns.
Or, alternatively, use 800mms on a closerange tempest and shoot the poo out of anything.
[Heterocephalus glaber]
|

Nafri
|
Posted - 2004.12.22 12:34:00 -
[169]
Originally by: Hardin
Originally by: Arthur Guinness
Originally by: Helmut 314 Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
Because laser are a tad overpowered now?
Originally by: Helmut 314
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
You can only effectively use lasers on amarr ships, because of the cap. And lasers do outdmg hybrids in almost all pvp situations.
What you do forget is that a) cap reduction bonus changed from 5% to 10%! causing lasers to use less cap on amarr ships than hybrids do. b) that laser dmg got uped c) that laser have the best tracking (more and better hits = hihger dot)
So i do think the way for balance will be to get lasers a bit down, while upping projs dmg trough ship boni and tweaking hybrids a bit.
Erm...how do lasers outdamage in PvP situations?
Lasers only do two damage types and every half intelligent pilot in the game makes sure they are hardened for that damage when going into PvP.
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
BTW CCP good work on boosting projectiles. It was demoralising having to blow up lovely Amarrian ships flown by Minmatar terrorists. Maybe now they will get back into their rustbuckets 
same goes for Hybrid guns, which have worser Tracking and worser ROF, Hybrids take Cap to fire and thy are extremly hard to fit 
megabeams have 0.25 better Damage mod, and fire 0.56 seconds faster
and you can fit 7 of them on a amarr ship while still tanking it 
megabeams on geddons do 40% more damage then 425er on megathron, which is a tier2 BS
and only 7% less then siege launchers with cruise missles
so its clearly shown that amarr ships outdamage nearly everything else on the battlefield Wanna fly with me?
|

Nafri
|
Posted - 2004.12.22 12:34:00 -
[170]
Originally by: Hardin
Originally by: Arthur Guinness
Originally by: Helmut 314 Why start yapping about lasers and hybrids ? Im very happy that CCP are trying to fix the broken brother among the weapon types. I hope they succeed.
Because laser are a tad overpowered now?
Originally by: Helmut 314
And apropos the hybrids, it cant be that bad, since you dont see many Megathrons fitting lasers because the hybrids do too little damage, do you ? Thats what it was like before the laser change, people fitted hybrids on their Apocs because lasers did too little damage....
You can only effectively use lasers on amarr ships, because of the cap. And lasers do outdmg hybrids in almost all pvp situations.
What you do forget is that a) cap reduction bonus changed from 5% to 10%! causing lasers to use less cap on amarr ships than hybrids do. b) that laser dmg got uped c) that laser have the best tracking (more and better hits = hihger dot)
So i do think the way for balance will be to get lasers a bit down, while upping projs dmg trough ship boni and tweaking hybrids a bit.
Erm...how do lasers outdamage in PvP situations?
Lasers only do two damage types and every half intelligent pilot in the game makes sure they are hardened for that damage when going into PvP.
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
BTW CCP good work on boosting projectiles. It was demoralising having to blow up lovely Amarrian ships flown by Minmatar terrorists. Maybe now they will get back into their rustbuckets 
same goes for Hybrid guns, which have worser Tracking and worser ROF, Hybrids take Cap to fire and thy are extremly hard to fit 
megabeams have 0.25 better Damage mod, and fire 0.56 seconds faster
and you can fit 7 of them on a amarr ship while still tanking it 
megabeams on geddons do 40% more damage then 425er on megathron, which is a tier2 BS
and only 7% less then siege launchers with cruise missles
so its clearly shown that amarr ships outdamage nearly everything else on the battlefield Wanna fly with me?
|

Nafri
|
Posted - 2004.12.22 12:35:00 -
[171]
Edited by: Nafri on 22/12/2004 12:36:04
Originally by: Discorporation Edited by: Discorporation on 22/12/2004 12:29:37
Originally by: Arthur Guinness
Which is why laser need a tracking nerf ;)
Only the Mega Pulse laser. The rest are perfectly fine.
no, look at my post
1400er AND 425er are both underpowered atm, compared to megabeams
ohh and only the range of megapulses is fubared, not the damage  Wanna fly with me?
|

Nafri
|
Posted - 2004.12.22 12:35:00 -
[172]
Edited by: Nafri on 22/12/2004 12:36:04
Originally by: Discorporation Edited by: Discorporation on 22/12/2004 12:29:37
Originally by: Arthur Guinness
Which is why laser need a tracking nerf ;)
Only the Mega Pulse laser. The rest are perfectly fine.
no, look at my post
1400er AND 425er are both underpowered atm, compared to megabeams
ohh and only the range of megapulses is fubared, not the damage  Wanna fly with me?
|

Discorporation
|
Posted - 2004.12.22 13:00:00 -
[173]
Originally by: Nafri
no, look at my post
1400er AND 425er are both underpowered atm, compared to megabeams
ohh and only the range of megapulses is fubared, not the damage 
I didn't see your post 
[Heterocephalus glaber]
|

Discorporation
|
Posted - 2004.12.22 13:00:00 -
[174]
Originally by: Nafri
no, look at my post
1400er AND 425er are both underpowered atm, compared to megabeams
ohh and only the range of megapulses is fubared, not the damage 
I didn't see your post 
[Heterocephalus glaber]
|

Riggwelter
|
Posted - 2004.12.22 13:00:00 -
[175]
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
However optimal range also has impacts on damage output so we may actually be able to hit things at optimal range and do decent damage to them rather than hitting them above optimal and doing rubbish damage. They who shout the loudest normally have the least to say. |

Riggwelter
|
Posted - 2004.12.22 13:00:00 -
[176]
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
However optimal range also has impacts on damage output so we may actually be able to hit things at optimal range and do decent damage to them rather than hitting them above optimal and doing rubbish damage. They who shout the loudest normally have the least to say. |

Zhuge Liang
|
Posted - 2004.12.22 13:13:00 -
[177]
Originally by: Jack Ryan It's Hammer time!
I just splurted tea all over my screen. 
ZhuuĄ gheyĄleeĄyan (Kongming) |

Zhuge Liang
|
Posted - 2004.12.22 13:13:00 -
[178]
Originally by: Jack Ryan It's Hammer time!
I just splurted tea all over my screen. 
ZhuuĄ gheyĄleeĄyan (Kongming) |

Celt Eireson
|
Posted - 2004.12.22 13:20:00 -
[179]
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
Well aware that upping the distance will reduce the amount of tracking you need, but at a fixed distance changing the optimal won't affect misses due to tracking i.e. if your ship is missing a lot due to tracking when firing at a range of 60km upping the optimal from say 40km to 50km won't reduce misses due to tracking if your ship stays at that range, hmmmm if that makes sense.
|

Celt Eireson
|
Posted - 2004.12.22 13:20:00 -
[180]
Originally by: Razaelle
Originally by: Celt Eireson Hmmmmm unless I'm completely mistaken optimal range has no relationship whatsoever to tracking - increasing optimal will both extend range and increase average damage slightly for a given range, for a given set of skills and setup changing optimal will have no effect on missing due to tracking. The distance at which tracking becomes an issue is set based on skills and the gun tracking alone.
False. The farthest the ennemy, the less tracking you need. You get a 15% bonus on optimal, so you can attack from 15% farthest and then hit more easely than before.
Well aware that upping the distance will reduce the amount of tracking you need, but at a fixed distance changing the optimal won't affect misses due to tracking i.e. if your ship is missing a lot due to tracking when firing at a range of 60km upping the optimal from say 40km to 50km won't reduce misses due to tracking if your ship stays at that range, hmmmm if that makes sense.
|

Arthur Guinness
|
Posted - 2004.12.22 13:25:00 -
[181]
Edited by: Arthur Guinness on 22/12/2004 13:26:55
Originally by: Discorporation Edited by: Discorporation on 22/12/2004 12:29:37
Originally by: Arthur Guinness
Which is why laser need a tracking nerf ;)
Only the Mega Pulse laser. The rest are perfectly fine.
Not really, mega beams and even tachs are doing ok at less than 10km... they shouldn't. 1400mm Artys have problems at less than 20km.
It all needs to be tweaked. I am not asking for halfing laser tracking, but all weapons of the same class (same dmg/range) should have about the same tracking. 425mm rail -> 0.009625rad/sec with 48km optimal + 24km falloff mega beam -> 0.0153125rad/sec with 40km optimal + 16km falloff 1400mm arty -> 0.009rad/sec with 40km optimal+ 35km falloff Tachyon -> 0.0139205 with 44km optimal + 20km falloff see the problem? 1400mm arty got slightly better falloff, but just a bit more than half the tracking speed. 1400mm's need 0.01. keep in mind the 425mm on megathron will have about 0.012rad/sec tracking with better optimal range, a tad less falloff tough.
Imo these numbers of tracking vs range clearly show that either lasers track to good, or the other guns to bad. |

Arthur Guinness
|
Posted - 2004.12.22 13:25:00 -
[182]
Edited by: Arthur Guinness on 22/12/2004 13:26:55
Originally by: Discorporation Edited by: Discorporation on 22/12/2004 12:29:37
Originally by: Arthur Guinness
Which is why laser need a tracking nerf ;)
Only the Mega Pulse laser. The rest are perfectly fine.
Not really, mega beams and even tachs are doing ok at less than 10km... they shouldn't. 1400mm Artys have problems at less than 20km.
It all needs to be tweaked. I am not asking for halfing laser tracking, but all weapons of the same class (same dmg/range) should have about the same tracking. 425mm rail -> 0.009625rad/sec with 48km optimal + 24km falloff mega beam -> 0.0153125rad/sec with 40km optimal + 16km falloff 1400mm arty -> 0.009rad/sec with 40km optimal+ 35km falloff Tachyon -> 0.0139205 with 44km optimal + 20km falloff see the problem? 1400mm arty got slightly better falloff, but just a bit more than half the tracking speed. 1400mm's need 0.01. keep in mind the 425mm on megathron will have about 0.012rad/sec tracking with better optimal range, a tad less falloff tough.
Imo these numbers of tracking vs range clearly show that either lasers track to good, or the other guns to bad. |

Grim Vandal
|
Posted - 2004.12.22 13:26:00 -
[183]
Originally by: Celt Eireson Well aware that upping the distance will reduce the amount of tracking you need, but at a fixed distance changing the optimal won't affect misses due to tracking i.e. if your ship is missing a lot due to tracking when firing at a range of 60km upping the optimal from say 40km to 50km won't reduce misses due to tracking if your ship stays at that range, hmmmm if that makes sense.
wrong... 
Greetings Grim |

Grim Vandal
|
Posted - 2004.12.22 13:26:00 -
[184]
Originally by: Celt Eireson Well aware that upping the distance will reduce the amount of tracking you need, but at a fixed distance changing the optimal won't affect misses due to tracking i.e. if your ship is missing a lot due to tracking when firing at a range of 60km upping the optimal from say 40km to 50km won't reduce misses due to tracking if your ship stays at that range, hmmmm if that makes sense.
wrong... 
Greetings Grim |

Discorporation
|
Posted - 2004.12.22 13:30:00 -
[185]
Originally by: Zhuge Liang
I just splurted tea all over my screen. 
Stop looking at **** then ;/
[Heterocephalus glaber]
|

Discorporation
|
Posted - 2004.12.22 13:30:00 -
[186]
Originally by: Zhuge Liang
I just splurted tea all over my screen. 
Stop looking at **** then ;/
[Heterocephalus glaber]
|

Kay Rissa
|
Posted - 2004.12.22 14:05:00 -
[187]
Stop wining about nerfing lazers
Amar ships do not have damage bonuses like Mega and Tempest + 25% Megapulse is a short range weapon - with radio at 60km it does like 100-150 dmg per shot only (without resists). They have the highest fitting requirements - they were nerfed for a very long long long time. Now they finally turned in to something that found it's way in to actual gameplay. They are unnerfing Projects, Rails are probably next. What the hell is wrong with you people let us ask for further improvements not cutting down what we were fighting for to be improved previously.
|

Kay Rissa
|
Posted - 2004.12.22 14:05:00 -
[188]
Stop wining about nerfing lazers
Amar ships do not have damage bonuses like Mega and Tempest + 25% Megapulse is a short range weapon - with radio at 60km it does like 100-150 dmg per shot only (without resists). They have the highest fitting requirements - they were nerfed for a very long long long time. Now they finally turned in to something that found it's way in to actual gameplay. They are unnerfing Projects, Rails are probably next. What the hell is wrong with you people let us ask for further improvements not cutting down what we were fighting for to be improved previously.
|

Arthur Guinness
|
Posted - 2004.12.22 14:13:00 -
[189]
Originally by: Kay Rissa Stop wining about nerfing lazers
We ask for tweaks not for a nerf. Maybe this time ccp will manage todo this.
Originally by: Kay Rissa
Amar ships do not have damage bonuses like Mega and Tempest + 25% Megapulse is a short range weapon - with radio at 60km it does like 100-150 dmg per shot only (without resists). They have the highest fitting requirements - they were nerfed for a very long long long time. Now they finally turned in to something that found it's way in to actual gameplay. They are unnerfing Projects, Rails are probably next. What the hell is wrong with you people let us ask for further improvements not cutting down what we were fighting for to be improved previously.
Mega pulse are over powered, compared to their ships, compared to their fittings. They will need _ONE_ stat reduced, most likely range.
What should happen now, is that _ALL_ guns and their ships are being looked at. There wont be a "fix for projectiles" that would be useless. There'll be need for adjustments to several modules, maybe even ships. And this will have to be done by Hammerhead together with Tomb, taking the ship hp changes into account. |

Arthur Guinness
|
Posted - 2004.12.22 14:13:00 -
[190]
Originally by: Kay Rissa Stop wining about nerfing lazers
We ask for tweaks not for a nerf. Maybe this time ccp will manage todo this.
Originally by: Kay Rissa
Amar ships do not have damage bonuses like Mega and Tempest + 25% Megapulse is a short range weapon - with radio at 60km it does like 100-150 dmg per shot only (without resists). They have the highest fitting requirements - they were nerfed for a very long long long time. Now they finally turned in to something that found it's way in to actual gameplay. They are unnerfing Projects, Rails are probably next. What the hell is wrong with you people let us ask for further improvements not cutting down what we were fighting for to be improved previously.
Mega pulse are over powered, compared to their ships, compared to their fittings. They will need _ONE_ stat reduced, most likely range.
What should happen now, is that _ALL_ guns and their ships are being looked at. There wont be a "fix for projectiles" that would be useless. There'll be need for adjustments to several modules, maybe even ships. And this will have to be done by Hammerhead together with Tomb, taking the ship hp changes into account. |

Kay Rissa
|
Posted - 2004.12.22 14:46:00 -
[191]
How can you further reduce a range for a megapulse? Range with Multi lens which can do some damage now without trackers is 16-15 km. Do not forget that lazer optimal is what actually written ON the gun it is not like proj or rail which is optimal + faloff. Raven can tank 2 arma's or apocs with ease what the hell are you talking about if you can not outfit your ship to tank 2 types of damage it is your problem. People invest skills in to lasers like you did in projectiles so what now we are all supposed to fly Ravens again? Bah - do whatever you want I will still find the best combination to kill you without Arma or Apoc or Raven - I will fight in a suicide shuttle mwhahaha =)))
|

Kay Rissa
|
Posted - 2004.12.22 14:46:00 -
[192]
How can you further reduce a range for a megapulse? Range with Multi lens which can do some damage now without trackers is 16-15 km. Do not forget that lazer optimal is what actually written ON the gun it is not like proj or rail which is optimal + faloff. Raven can tank 2 arma's or apocs with ease what the hell are you talking about if you can not outfit your ship to tank 2 types of damage it is your problem. People invest skills in to lasers like you did in projectiles so what now we are all supposed to fly Ravens again? Bah - do whatever you want I will still find the best combination to kill you without Arma or Apoc or Raven - I will fight in a suicide shuttle mwhahaha =)))
|

BlueSmok
|
Posted - 2004.12.22 14:51:00 -
[193]
Edited by: BlueSmok on 22/12/2004 14:51:15 The Changes sound awsome, I choose Minmatar race for Roleplay reasons and only use their ships. I'm glad CCP hasn't forgotten the underdogs. I only make one request in addition to the proposed changes. Would it be possible to throw in additional warp distances greater than 60km? Currently with the 1400's I get my best shots around 80-60km. The extra distance would allow me lock time for those pesky frigates.
Keep the fight alive!
*Laws to suppress tend to strengthen what they would prohibit. This is the fine point on which all the legal professions of history have based their job security. Bene Gesserit Coda |

BlueSmok
|
Posted - 2004.12.22 14:51:00 -
[194]
Edited by: BlueSmok on 22/12/2004 14:51:15 The Changes sound awsome, I choose Minmatar race for Roleplay reasons and only use their ships. I'm glad CCP hasn't forgotten the underdogs. I only make one request in addition to the proposed changes. Would it be possible to throw in additional warp distances greater than 60km? Currently with the 1400's I get my best shots around 80-60km. The extra distance would allow me lock time for those pesky frigates.
Keep the fight alive!
*Laws to suppress tend to strengthen what they would prohibit. This is the fine point on which all the legal professions of history have based their job security. Bene Gesserit Coda |

Proconsul Para
|
Posted - 2004.12.22 15:00:00 -
[195]
I really doubt that tracking here and damage there is the answer we projectile users were waiting for. The whole mathematical equation behind them is borked and inconsistent.
For instance: - going head-on with the target should account for bigger transversal velocity, as opposed to trailing or being trailed by a target at roughly the same speed. But lo and behold, I get more consistent hits in a head-on encounter then when I'm "kiting". - tracking computers should improve the chance to hit. They may be doing so, but in a weird way. I can put more 1400mm hits on a frigate at optimal + a few km after switching off my tracking module. - missing a station with at least 10% of the shots, while sitting still at optimal, is just wrong.
And come on DEVs, can't u just take pairs of people with the same skill-point spread in gunnery and spaceship command, of different races, fabricate some targets and let 'em all shoot for a coupla hours? U'd get a nice database with percentage of hits, dot and whatever. I'll volunteer.
Shield Inversion works best at lighting cigarettes in windy weather.
|

Proconsul Para
|
Posted - 2004.12.22 15:00:00 -
[196]
I really doubt that tracking here and damage there is the answer we projectile users were waiting for. The whole mathematical equation behind them is borked and inconsistent.
For instance: - going head-on with the target should account for bigger transversal velocity, as opposed to trailing or being trailed by a target at roughly the same speed. But lo and behold, I get more consistent hits in a head-on encounter then when I'm "kiting". - tracking computers should improve the chance to hit. They may be doing so, but in a weird way. I can put more 1400mm hits on a frigate at optimal + a few km after switching off my tracking module. - missing a station with at least 10% of the shots, while sitting still at optimal, is just wrong.
And come on DEVs, can't u just take pairs of people with the same skill-point spread in gunnery and spaceship command, of different races, fabricate some targets and let 'em all shoot for a coupla hours? U'd get a nice database with percentage of hits, dot and whatever. I'll volunteer.
Shield Inversion works best at lighting cigarettes in windy weather.
|

Countessa
|
Posted - 2004.12.22 15:07:00 -
[197]
Originally by: Proconsul Para I really doubt that tracking here and damage there is the answer we projectile users were waiting for. The whole mathematical equation behind them is borked and inconsistent.
For instance: - going head-on with the target should account for bigger transversal velocity, as opposed to trailing or being trailed by a target at roughly the same speed. But lo and behold, I get more consistent hits in a head-on encounter then when I'm "kiting". - tracking computers should improve the chance to hit. They may be doing so, but in a weird way. I can put more 1400mm hits on a frigate at optimal + a few km after switching off my tracking module. - missing a station with at least 10% of the shots, while sitting still at optimal, is just wrong.
And come on DEVs, can't u just take pairs of people with the same skill-point spread in gunnery and spaceship command, of different races, fabricate some targets and let 'em all shoot for a coupla hours? U'd get a nice database with percentage of hits, dot and whatever. I'll volunteer.
I agree whole heartedly. I would also agree too sit shooting targets collecting data for such a test.
Also please make Tempests lock range longer as atm its the shortest range with aprently the longest guns ???
I think its at least better then nothing but what has Eve come too when changes occur and even though it doesnt look like they will fix the problem every1 is just glad that its a start ???
Arties need tracking boost they can do semi decent damage atm just cant actually hit anything :/
Please make the changes asap but allow us all too continue too moan cos we cant hit anything :)
Berneh > im gonna **** myself blind in a sec, im just printing a pic of siobhan then im off to bed SuperJonny > lolz
|

Countessa
|
Posted - 2004.12.22 15:07:00 -
[198]
Originally by: Proconsul Para I really doubt that tracking here and damage there is the answer we projectile users were waiting for. The whole mathematical equation behind them is borked and inconsistent.
For instance: - going head-on with the target should account for bigger transversal velocity, as opposed to trailing or being trailed by a target at roughly the same speed. But lo and behold, I get more consistent hits in a head-on encounter then when I'm "kiting". - tracking computers should improve the chance to hit. They may be doing so, but in a weird way. I can put more 1400mm hits on a frigate at optimal + a few km after switching off my tracking module. - missing a station with at least 10% of the shots, while sitting still at optimal, is just wrong.
And come on DEVs, can't u just take pairs of people with the same skill-point spread in gunnery and spaceship command, of different races, fabricate some targets and let 'em all shoot for a coupla hours? U'd get a nice database with percentage of hits, dot and whatever. I'll volunteer.
I agree whole heartedly. I would also agree too sit shooting targets collecting data for such a test.
Also please make Tempests lock range longer as atm its the shortest range with aprently the longest guns ???
I think its at least better then nothing but what has Eve come too when changes occur and even though it doesnt look like they will fix the problem every1 is just glad that its a start ???
Arties need tracking boost they can do semi decent damage atm just cant actually hit anything :/
Please make the changes asap but allow us all too continue too moan cos we cant hit anything :)
Berneh > im gonna **** myself blind in a sec, im just printing a pic of siobhan then im off to bed SuperJonny > lolz
|

Arthur Guinness
|
Posted - 2004.12.22 15:15:00 -
[199]
Originally by: Kay Rissa How can you further reduce a range for a megapulse? Range with Multi lens which can do some damage now without trackers is 16-15 km. Do not forget that lazer optimal is what actually written ON the gun it is not like proj or rail which is optimal + faloff. Raven can tank 2 arma's or apocs with ease what the hell are you talking about if you can not outfit your ship to tank 2 types of damage it is your problem. People invest skills in to lasers like you did in projectiles so what now we are all supposed to fly Ravens again? Bah - do whatever you want I will still find the best combination to kill you without Arma or Apoc or Raven - I will fight in a suicide shuttle mwhahaha =)))
Compare mega pulse to the autocannons and blasters and you're more on target. If you compare them to those guns you see that something is wrong.
As for me being biased because of training time..... i can fly every bs in game, with lvl4 bs skills. I do fly all bs except the gallente ones. I do have all L turrets at lvl4, so give me a break. I use different ships with their races weapon and i think i do see that somethings wrong. |

Arthur Guinness
|
Posted - 2004.12.22 15:15:00 -
[200]
Originally by: Kay Rissa How can you further reduce a range for a megapulse? Range with Multi lens which can do some damage now without trackers is 16-15 km. Do not forget that lazer optimal is what actually written ON the gun it is not like proj or rail which is optimal + faloff. Raven can tank 2 arma's or apocs with ease what the hell are you talking about if you can not outfit your ship to tank 2 types of damage it is your problem. People invest skills in to lasers like you did in projectiles so what now we are all supposed to fly Ravens again? Bah - do whatever you want I will still find the best combination to kill you without Arma or Apoc or Raven - I will fight in a suicide shuttle mwhahaha =)))
Compare mega pulse to the autocannons and blasters and you're more on target. If you compare them to those guns you see that something is wrong.
As for me being biased because of training time..... i can fly every bs in game, with lvl4 bs skills. I do fly all bs except the gallente ones. I do have all L turrets at lvl4, so give me a break. I use different ships with their races weapon and i think i do see that somethings wrong. |

Solant
|
Posted - 2004.12.22 15:55:00 -
[201]
Originally by: Discorporation
15% more damage = one less Gyro. Fit a T II Tracking mod and vila, Roflpwns.
Umm, do you actually fly Minmatar? Fitting a T II Tracking mod doesn't solve our tracking problems. If it did, we would have one in place of a Gyro regardless.
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Solant
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Posted - 2004.12.22 15:55:00 -
[202]
Originally by: Discorporation
15% more damage = one less Gyro. Fit a T II Tracking mod and vila, Roflpwns.
Umm, do you actually fly Minmatar? Fitting a T II Tracking mod doesn't solve our tracking problems. If it did, we would have one in place of a Gyro regardless.
|

Kay Rissa
|
Posted - 2004.12.22 16:03:00 -
[203]
If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
|

Kay Rissa
|
Posted - 2004.12.22 16:03:00 -
[204]
If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
|

Armaki Kalear
|
Posted - 2004.12.22 16:28:00 -
[205]
Originally by: CCP Hammer
...By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
*looks around from TomB*  -- Top 5 corporation improvements as requested by CEOĘs |

Armaki Kalear
|
Posted - 2004.12.22 16:28:00 -
[206]
Originally by: CCP Hammer
...By the way, I just gave autocannons 20% better tracking, artilleries 15% more damage and optimal range and howitzers 15% more damage on the test server. Ya mon, let's see if this fixes projectiles.
*looks around from TomB*  -- Top 5 corporation improvements as requested by CEOĘs |

Zu Lu
|
Posted - 2004.12.22 16:46:00 -
[207]
It's great that the Devs are doing something about the imbalance but I don't think i will be using Minmatar ships again anytime soon.
Most Minmatar ships, in my experience are flawed from their low hp, having worst tracking but fastest ships, lower amount of weapons to benefit from ship bonuses in comparison to other races and their low damaging/ammo capacity weapons.
With the newer ships (since inties) it has got worse i think Taranis>Claw Deimos>Muninn etc. Due to CCP deciding that projectiles dont need a ship bonus % advantage over hybrids etc to be even near par 
It has been said before but Minmatar ships' versatility is their downfall. They are faster than other races but inferior in every other way and I have found everything i can do with a minmatar ship i can do a better job with another races'.
With regards to the Temepest with 1400's, the damage increase may be nice but tracking will still be very poor and shield tanked tempest is possibly the weakest viable defence on any ship not including Ganka<insertshipnamehere>. Why use a Temest for mid to long range when other ships damage is same-better plus they are capable of much better defence and weapons are much less bother to use....
|

Zu Lu
|
Posted - 2004.12.22 16:46:00 -
[208]
It's great that the Devs are doing something about the imbalance but I don't think i will be using Minmatar ships again anytime soon.
Most Minmatar ships, in my experience are flawed from their low hp, having worst tracking but fastest ships, lower amount of weapons to benefit from ship bonuses in comparison to other races and their low damaging/ammo capacity weapons.
With the newer ships (since inties) it has got worse i think Taranis>Claw Deimos>Muninn etc. Due to CCP deciding that projectiles dont need a ship bonus % advantage over hybrids etc to be even near par 
It has been said before but Minmatar ships' versatility is their downfall. They are faster than other races but inferior in every other way and I have found everything i can do with a minmatar ship i can do a better job with another races'.
With regards to the Temepest with 1400's, the damage increase may be nice but tracking will still be very poor and shield tanked tempest is possibly the weakest viable defence on any ship not including Ganka<insertshipnamehere>. Why use a Temest for mid to long range when other ships damage is same-better plus they are capable of much better defence and weapons are much less bother to use....
|

Siddy
|
Posted - 2004.12.22 17:13:00 -
[209]
2004.12.22 17:09:39combatYour 1400mm Gallium I Cannon perfectly strikes Guristas Usurper, wrecking for 1106.8 damage. 
i didint think thees were possible anymore -------------------------------------------
|

Siddy
|
Posted - 2004.12.22 17:13:00 -
[210]
2004.12.22 17:09:39combatYour 1400mm Gallium I Cannon perfectly strikes Guristas Usurper, wrecking for 1106.8 damage. 
i didint think thees were possible anymore -------------------------------------------
|

Nervar
|
Posted - 2004.12.22 17:19:00 -
[211]
TQ a week ago
2004.12.16 02:32:02 combat Your 1400mm Howitzer Artillery I perfectly strikes Boosters [ROARR], wrecking for 1393.8 damage.
Nervar>Siddy
To bad it was on a can  -------------------------------------------------> What I look forward to is continued immaturity followed by death.
|

Nervar
|
Posted - 2004.12.22 17:19:00 -
[212]
TQ a week ago
2004.12.16 02:32:02 combat Your 1400mm Howitzer Artillery I perfectly strikes Boosters [ROARR], wrecking for 1393.8 damage.
Nervar>Siddy
To bad it was on a can  -------------------------------------------------> What I look forward to is continued immaturity followed by death.
|

Nafri
|
Posted - 2004.12.22 17:20:00 -
[213]
Originally by: Kay Rissa If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
you dont get the point
megabeams = 40% more damage then 425er rails with equal skills  Wanna fly with me?
|

Nafri
|
Posted - 2004.12.22 17:20:00 -
[214]
Originally by: Kay Rissa If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
you dont get the point
megabeams = 40% more damage then 425er rails with equal skills  Wanna fly with me?
|

Anteract
|
Posted - 2004.12.22 17:29:00 -
[215]
Originally by: Razaelle
Originally by: Anteract This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us.
At optimal range ? 
At almost exactly optimal, was really bored at that point. Ever try to kill one of those things, they have an awesome amount of structure.
|

Anteract
|
Posted - 2004.12.22 17:29:00 -
[216]
Originally by: Razaelle
Originally by: Anteract This is whats wrong with projectiles...
[ 2004.12.21 04:13:36 ] (combat) Your 720mm Howitzer Artillery I glances off Ruined Stargate, causing no real damage.
Sitting still. Both of us.
At optimal range ? 
At almost exactly optimal, was really bored at that point. Ever try to kill one of those things, they have an awesome amount of structure.
|

WarChiId
|
Posted - 2004.12.22 18:25:00 -
[217]
show your 50% miss/light hits before you got your freak wrecking.
|

WarChiId
|
Posted - 2004.12.22 18:25:00 -
[218]
show your 50% miss/light hits before you got your freak wrecking.
|

JoCool
|
Posted - 2004.12.22 21:29:00 -
[219]
Originally by: Nafri
Originally by: Kay Rissa *snip*
you dont get the point
megabeams = 40% more damage then 425er rails with equal skills 
Uhm actually I also don't believe it, please provide some numbers 
|

JoCool
|
Posted - 2004.12.22 21:29:00 -
[220]
Originally by: Nafri
Originally by: Kay Rissa *snip*
you dont get the point
megabeams = 40% more damage then 425er rails with equal skills 
Uhm actually I also don't believe it, please provide some numbers 
|

Nafri
|
Posted - 2004.12.22 21:56:00 -
[221]
Originally by: JoCool
Originally by: Nafri
Originally by: Kay Rissa *snip*
you dont get the point
megabeams = 40% more damage then 425er rails with equal skills 
Uhm actually I also don't believe it, please provide some numbers 
sorry internal l33t pirate stats, but tbh, i talked about megabeams on geddons Wanna fly with me?
|

Nafri
|
Posted - 2004.12.22 21:56:00 -
[222]
Originally by: JoCool
Originally by: Nafri
Originally by: Kay Rissa *snip*
you dont get the point
megabeams = 40% more damage then 425er rails with equal skills 
Uhm actually I also don't believe it, please provide some numbers 
sorry internal l33t pirate stats, but tbh, i talked about megabeams on geddons Wanna fly with me?
|

j0sephine
|
Posted - 2004.12.22 22:03:00 -
[223]
"Uhm actually I also don't believe it, please provide some numbers "
Well, the numbers are:
mega pulse: 12.86 base dps mega beam: 11.25 425 mm: 9.23
So you get 39% damage difference between the mega pulse and the 425mm rail... the difference between the mega beam and rail is "just" 22% or so. (although the practical damage difference will be likely even bigger, due to much worse tracking of the rails)
One can argue the difference is even larger if you put the lasers on the ship with RoF bonus, like Armageddon -- base 425 rail vs. Armageddon with lvl.5 battleship skill knocks the difference up to 62% This can be countered though with boost to damage on Gallente ships: lvl.5 Armageddon with mega beams vs lvl.5 Megathron winds up with "just" 30% advantage for the 'geddon. Then you can try to factor in the tracking difference on top of it.
Think that's becoming confusing enough, so will stop here. :s
|

j0sephine
|
Posted - 2004.12.22 22:03:00 -
[224]
"Uhm actually I also don't believe it, please provide some numbers "
Well, the numbers are:
mega pulse: 12.86 base dps mega beam: 11.25 425 mm: 9.23
So you get 39% damage difference between the mega pulse and the 425mm rail... the difference between the mega beam and rail is "just" 22% or so. (although the practical damage difference will be likely even bigger, due to much worse tracking of the rails)
One can argue the difference is even larger if you put the lasers on the ship with RoF bonus, like Armageddon -- base 425 rail vs. Armageddon with lvl.5 battleship skill knocks the difference up to 62% This can be countered though with boost to damage on Gallente ships: lvl.5 Armageddon with mega beams vs lvl.5 Megathron winds up with "just" 30% advantage for the 'geddon. Then you can try to factor in the tracking difference on top of it.
Think that's becoming confusing enough, so will stop here. :s
|

Nafri
|
Posted - 2004.12.22 22:08:00 -
[225]
Originally by: j0sephine "Uhm actually I also don't believe it, please provide some numbers "
Well, the numbers are:
mega pulse: 12.86 base dps mega beam: 11.25 425 mm: 9.23
So you get 39% damage difference between the mega pulse and the 425mm rail... the difference between the mega beam and rail is "just" 22% or so. (although the practical damage difference will be likely even bigger, due to much worse tracking of the rails)
One can argue the difference is even larger if you put the lasers on the ship with RoF bonus, like Armageddon -- base 425 rail vs. Armageddon with lvl.5 battleship skill knocks the difference up to 62% This can be countered though with boost to damage on Gallente ships: lvl.5 Armageddon with mega beams vs lvl.5 Megathron winds up with "just" 30% advantage for the 'geddon. Then you can try to factor in the tracking difference on top of it.
Think that's becoming confusing enough, so will stop here. :s
yeah and someone once came to the conclussion its about 40% Wanna fly with me?
|

Nafri
|
Posted - 2004.12.22 22:08:00 -
[226]
Originally by: j0sephine "Uhm actually I also don't believe it, please provide some numbers "
Well, the numbers are:
mega pulse: 12.86 base dps mega beam: 11.25 425 mm: 9.23
So you get 39% damage difference between the mega pulse and the 425mm rail... the difference between the mega beam and rail is "just" 22% or so. (although the practical damage difference will be likely even bigger, due to much worse tracking of the rails)
One can argue the difference is even larger if you put the lasers on the ship with RoF bonus, like Armageddon -- base 425 rail vs. Armageddon with lvl.5 battleship skill knocks the difference up to 62% This can be countered though with boost to damage on Gallente ships: lvl.5 Armageddon with mega beams vs lvl.5 Megathron winds up with "just" 30% advantage for the 'geddon. Then you can try to factor in the tracking difference on top of it.
Think that's becoming confusing enough, so will stop here. :s
yeah and someone once came to the conclussion its about 40% Wanna fly with me?
|

Razaelle
|
Posted - 2004.12.23 00:57:00 -
[227]
You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
|

Razaelle
|
Posted - 2004.12.23 00:57:00 -
[228]
You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
|

Nafri
|
Posted - 2004.12.23 01:20:00 -
[229]
Originally by: Razaelle You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
this things have nearly no use Wanna fly with me?
|

Nafri
|
Posted - 2004.12.23 01:20:00 -
[230]
Originally by: Razaelle You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
this things have nearly no use Wanna fly with me?
|

Razaelle
|
Posted - 2004.12.23 01:42:00 -
[231]
Originally by: Nafri
Originally by: Razaelle You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
this things have nearly no use
In the 40-60 km range, certainly. But no use at all ? Well, I can see what avantage you can have if you can hit your opponent when he can't because you are out of his range 
Btw (and completely out of the subject)... how many different sigs do you have ?? 
|

Razaelle
|
Posted - 2004.12.23 01:42:00 -
[232]
Originally by: Nafri
Originally by: Razaelle You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
this things have nearly no use
In the 40-60 km range, certainly. But no use at all ? Well, I can see what avantage you can have if you can hit your opponent when he can't because you are out of his range 
Btw (and completely out of the subject)... how many different sigs do you have ?? 
|

Nafri
|
Posted - 2004.12.23 01:48:00 -
[233]
Originally by: Razaelle
Originally by: Nafri
Originally by: Razaelle You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
this things have nearly no use
In the 40-60 km range, certainly. But no use at all ? Well, I can see what avantage you can have if you can hit your opponent when he can't because you are out of his range 
Btw (and completely out of the subject)... how many different sigs do you have ?? 
1. No its only a slight advance, not 40% difference like in damage terms 
and tachions are pretty comparable to 1400er in terms of range (saw zelotas videos where he does 150 damage at 100km range?)
2. about 200 Wanna fly with me?
|

Nafri
|
Posted - 2004.12.23 01:48:00 -
[234]
Originally by: Razaelle
Originally by: Nafri
Originally by: Razaelle You forget that lasers have the shortest range of all them. Megabeam : optimal 40km, fall off 8km (48km) 1400 : optimal 40km, fall off 35km (75km) 725 : optimal 48km, fall off 24km (72km)
you have something like 40-50% more range than lasers when using rails or arty. Does it makes sense then that lasers need better tracking ? As they seems to be designed, Minmatars ships may be supposed to use their superior speed and range to stay out of the reach of other ships. I may be wrong, but this is what all this suggest to me.
this things have nearly no use
In the 40-60 km range, certainly. But no use at all ? Well, I can see what avantage you can have if you can hit your opponent when he can't because you are out of his range 
Btw (and completely out of the subject)... how many different sigs do you have ?? 
1. No its only a slight advance, not 40% difference like in damage terms 
and tachions are pretty comparable to 1400er in terms of range (saw zelotas videos where he does 150 damage at 100km range?)
2. about 200 Wanna fly with me?
|

Razaelle
|
Posted - 2004.12.23 02:31:00 -
[235]
I see the problem... it's not that you can hit from farther, but that you actually HAVE to shoot from farther in order to hit. Quite annoying.
Well, that's certainly why I generally don't use long-range weapons at all 
|

Razaelle
|
Posted - 2004.12.23 02:31:00 -
[236]
I see the problem... it's not that you can hit from farther, but that you actually HAVE to shoot from farther in order to hit. Quite annoying.
Well, that's certainly why I generally don't use long-range weapons at all 
|

Nervar
|
Posted - 2004.12.23 04:14:00 -
[237]
Edited by: Nervar on 23/12/2004 04:36:18 Edited by: Nervar on 23/12/2004 04:18:57 Edited by: Nervar on 23/12/2004 04:17:58 what happend to my post Had this long and nice post and poof gone
oh well il try and reanimate it:
Rant rant the new projectile lubing is not enoug
800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 58.3 damage. 800mm Heavy Carbine Repeating Howitzer I lightly hits TinUK [TDG], doing 43.6 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 45.2 damage. 800mm Repeating Artillery I lightly hits TinUK [TDG], doing 38.0 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 73.9 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 54.0 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 51.1 damage. 800mm Heavy Carbine Repeating Howitzer I lightly hits TinUK [TDG], doing 41.1 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 76.3 damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I is well aimed at TinUK [TDG], inflicting 64.9 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 53.8 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 47.3 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 75.4 damage. 800mm Heavy Carbine Repeating Howitzer I barely scratches TinUK [TDG], causing 30.2 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 78.4 damage. 800mm Heavy Carbine Repeating Howitzer I is well aimed at TinUK [TDG], inflicting 67.8 damage. 800mm Heavy Carbine Repeating Howitzer I perfectly strikes TinUK [TDG], wrecking for 175.0 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 55.5 damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I lightly hits TinUK [TDG], doing 42.3 damage. 800mm Heavy Carbine Repeating Howitzer I barely scratches TinUK [TDG], causing 32.3 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 77.1 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 53.6 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 74.3 damage. 800mm Heavy Carbine Repeating Howitzer I barely scratches TinUK [TDG], causing 34.7 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 52.0 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 46.8 damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 46.8 damage. 800mm Heavy Carbine Repeating Howitzer I is well aimed at TinUK [TDG], inflicting 63.7
Test was done on scorp 4 hardner's not moving 1x dmg mod 2 tracking comps range 10k Granted my skills are not the best but they are equal to what i have inn Caldari and Amarr and they will outperform its by far |

Nervar
|
Posted - 2004.12.23 04:14:00 -
[238]
Edited by: Nervar on 23/12/2004 04:36:18 Edited by: Nervar on 23/12/2004 04:18:57 Edited by: Nervar on 23/12/2004 04:17:58 what happend to my post Had this long and nice post and poof gone
oh well il try and reanimate it:
Rant rant the new projectile lubing is not enoug
800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 58.3 damage. 800mm Heavy Carbine Repeating Howitzer I lightly hits TinUK [TDG], doing 43.6 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 45.2 damage. 800mm Repeating Artillery I lightly hits TinUK [TDG], doing 38.0 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 73.9 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 54.0 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 51.1 damage. 800mm Heavy Carbine Repeating Howitzer I lightly hits TinUK [TDG], doing 41.1 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 76.3 damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I is well aimed at TinUK [TDG], inflicting 64.9 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 53.8 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 47.3 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 75.4 damage. 800mm Heavy Carbine Repeating Howitzer I barely scratches TinUK [TDG], causing 30.2 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 78.4 damage. 800mm Heavy Carbine Repeating Howitzer I is well aimed at TinUK [TDG], inflicting 67.8 damage. 800mm Heavy Carbine Repeating Howitzer I perfectly strikes TinUK [TDG], wrecking for 175.0 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 55.5 damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I lightly hits TinUK [TDG], doing 42.3 damage. 800mm Heavy Carbine Repeating Howitzer I barely scratches TinUK [TDG], causing 32.3 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 77.1 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 53.6 damage. 800mm Heavy Carbine Repeating Howitzer I places an excellent hit on TinUK [TDG], inflicting 74.3 damage. 800mm Heavy Carbine Repeating Howitzer I barely scratches TinUK [TDG], causing 34.7 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 52.0 damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 46.8 damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I glances off TinUK [TDG], causing no real damage. 800mm Heavy Carbine Repeating Howitzer I hits TinUK [TDG], doing 46.8 damage. 800mm Heavy Carbine Repeating Howitzer I is well aimed at TinUK [TDG], inflicting 63.7
Test was done on scorp 4 hardner's not moving 1x dmg mod 2 tracking comps range 10k Granted my skills are not the best but they are equal to what i have inn Caldari and Amarr and they will outperform its by far |

Arthur Guinness
|
Posted - 2004.12.23 06:51:00 -
[239]
the problem with the falloff is, that you don't always hit. basically, you got optimal range and below were you don't hit because of tracking, so people say use the falloff, yes that works to counter tracking. But in the falloff area, your hits are so low and so "inconsistent" that you still don't do a lot of dmg.
As for mega beam having less range, if tempest is designed to fight at 100km, why does it have the lowest targeting range?
Either 1400mm's need a tracking boost, or an optimal boost (maybe back to where it once was?). So ammos with more than -25% range bonus become usefull again :P (atm 1400mm + EMP L is pretty much no go, as either you're to far into falloff to get good hits, or to close and you can't track.) |

Arthur Guinness
|
Posted - 2004.12.23 06:51:00 -
[240]
the problem with the falloff is, that you don't always hit. basically, you got optimal range and below were you don't hit because of tracking, so people say use the falloff, yes that works to counter tracking. But in the falloff area, your hits are so low and so "inconsistent" that you still don't do a lot of dmg.
As for mega beam having less range, if tempest is designed to fight at 100km, why does it have the lowest targeting range?
Either 1400mm's need a tracking boost, or an optimal boost (maybe back to where it once was?). So ammos with more than -25% range bonus become usefull again :P (atm 1400mm + EMP L is pretty much no go, as either you're to far into falloff to get good hits, or to close and you can't track.) |

Alex Harumichi
|
Posted - 2004.12.23 10:26:00 -
[241]
Originally by: Hardin
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
WTB: hybrid ammo that does something other than therm/kinetic.
|

Alex Harumichi
|
Posted - 2004.12.23 10:26:00 -
[242]
Originally by: Hardin
At least with missiles/hybrids and projectiles you can pick and choose your ammo to do different damage types.
WTB: hybrid ammo that does something other than therm/kinetic.
|

Loka
|
Posted - 2004.12.23 10:40:00 -
[243]
Megabeams havea falloff of 16km not 8km :)
so 56km vs 72km
Lasers can switch Ammo like pentys, where turretusers CANT bring all needed ammos for a battle.
The effective used range of 425mm and Megabeams will be same. Except exotic sniper shooting from 200km distance.
In every battle i have to choose my ammo on 425mm, based on my expirience. _____________________________________ Dead or Alive
|

Loka
|
Posted - 2004.12.23 10:40:00 -
[244]
Megabeams havea falloff of 16km not 8km :)
so 56km vs 72km
Lasers can switch Ammo like pentys, where turretusers CANT bring all needed ammos for a battle.
The effective used range of 425mm and Megabeams will be same. Except exotic sniper shooting from 200km distance.
In every battle i have to choose my ammo on 425mm, based on my expirience. _____________________________________ Dead or Alive
|

CmdoColin
|
Posted - 2004.12.23 13:53:00 -
[245]
Originally by: Nervar
what happend to my post Had this long and nice post and poof gone
oh well il try and reanimate it:
Rant rant the new projectile lubing is not enoug
*data snipped*
Test was done on scorp 4 hardner's not moving 1x dmg mod 2 tracking comps range 10k Granted my skills are not the best but they are equal to what i have inn Caldari and Amarr and they will outperform its by far
Ouch... thats ghey... I get that with a 200mm t2 autocannon on a rifter - no tracking or damage mods. Okay - take 10 dmg points off - and thats what I get - and my rate of fire is about once every 2 seconds.
Definately why I still will be going for an Amarr BS rather than a Minmatar one...
Balanced?
Audita et altera pars |

CmdoColin
|
Posted - 2004.12.23 13:53:00 -
[246]
Originally by: Nervar
what happend to my post Had this long and nice post and poof gone
oh well il try and reanimate it:
Rant rant the new projectile lubing is not enoug
*data snipped*
Test was done on scorp 4 hardner's not moving 1x dmg mod 2 tracking comps range 10k Granted my skills are not the best but they are equal to what i have inn Caldari and Amarr and they will outperform its by far
Ouch... thats ghey... I get that with a 200mm t2 autocannon on a rifter - no tracking or damage mods. Okay - take 10 dmg points off - and thats what I get - and my rate of fire is about once every 2 seconds.
Definately why I still will be going for an Amarr BS rather than a Minmatar one...
Balanced?
Audita et altera pars |

Estios
|
Posted - 2004.12.23 16:45:00 -
[247]
Originally by: Kay Rissa If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
I have to kinda agree, these changes proposed sound kinda sweet to me.
I dont think any other weapon needs nurfing per se, EXCEPT maybe the range of Mega Pulse to bring back the use of Mega Beam. Quit complaining about laser dmg base stats as their ships dont get dmg and tracking bonuses.
Small steps like this change work way better than huge overhauls like they tried last time and failed miserably with at first ...remember after sig pacth change when you couldnt even hit another BS sitting still
So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
|

Estios
|
Posted - 2004.12.23 16:45:00 -
[248]
Originally by: Kay Rissa If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
I have to kinda agree, these changes proposed sound kinda sweet to me.
I dont think any other weapon needs nurfing per se, EXCEPT maybe the range of Mega Pulse to bring back the use of Mega Beam. Quit complaining about laser dmg base stats as their ships dont get dmg and tracking bonuses.
Small steps like this change work way better than huge overhauls like they tried last time and failed miserably with at first ...remember after sig pacth change when you couldnt even hit another BS sitting still
So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
|

Lord Anubis
|
Posted - 2004.12.23 16:57:00 -
[249]
er y no sticky ccp lost intrest so soon lol
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Lord Anubis
|
Posted - 2004.12.23 16:57:00 -
[250]
er y no sticky ccp lost intrest so soon lol
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Nafri
|
Posted - 2004.12.23 20:18:00 -
[251]
Originally by: Estios
Originally by: Kay Rissa If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
I have to kinda agree, these changes proposed sound kinda sweet to me.
I dont think any other weapon needs nurfing per se, EXCEPT maybe the range of Mega Pulse to bring back the use of Mega Beam. Quit complaining about laser dmg base stats as their ships dont get dmg and tracking bonuses.
Small steps like this change work way better than huge overhauls like they tried last time and failed miserably with at first ...remember after sig pacth change when you couldnt even hit another BS sitting still
my rants include damage bonus on ships  Wanna fly with me?
|

Nafri
|
Posted - 2004.12.23 20:18:00 -
[252]
Originally by: Estios
Originally by: Kay Rissa If you have all skills on average 4th level no wonder you can't see advantages of different weapons.
I have a friend who started trainig gallente all the way I did the same with ammarr (ships and weapons) I've never seen him complain about his Mega-T with 5th level gallente BS and 9mln in gunnery using T2 425mm. I'm sure that a lot of ppl invested skills in to Projectiles and I am happy to see that they are about to be boosted. But I am competly against any type of nurfing of anything. Just boost the counter measure to whatever is too powerful and not nurf.
I have to kinda agree, these changes proposed sound kinda sweet to me.
I dont think any other weapon needs nurfing per se, EXCEPT maybe the range of Mega Pulse to bring back the use of Mega Beam. Quit complaining about laser dmg base stats as their ships dont get dmg and tracking bonuses.
Small steps like this change work way better than huge overhauls like they tried last time and failed miserably with at first ...remember after sig pacth change when you couldnt even hit another BS sitting still
my rants include damage bonus on ships  Wanna fly with me?
|

Selim
|
Posted - 2004.12.23 21:12:00 -
[253]
I do think that autocannons need higher optimal range, equal to blasters. This is because at falloff range the autocannons do simply horrible damage, but this is really their intended range. If optimal is increased they will be doing their intended damage at say 10km.
Oh. And Howitzers (1400, 720, 280, not just artillery(1200, 650, 250), should get optimal boost. Howitzers are supposed to get the high range for guns, but calculating it, with the long range ammo, railguns outrange howies -with- the better tracking.
The changes are nice, though.
|

Selim
|
Posted - 2004.12.23 21:12:00 -
[254]
I do think that autocannons need higher optimal range, equal to blasters. This is because at falloff range the autocannons do simply horrible damage, but this is really their intended range. If optimal is increased they will be doing their intended damage at say 10km.
Oh. And Howitzers (1400, 720, 280, not just artillery(1200, 650, 250), should get optimal boost. Howitzers are supposed to get the high range for guns, but calculating it, with the long range ammo, railguns outrange howies -with- the better tracking.
The changes are nice, though.
|

Kashre
|
Posted - 2004.12.23 21:21:00 -
[255]
Originally by: Proconsul Para I really doubt that tracking here and damage there is the answer we projectile users were waiting for. The whole mathematical equation behind them is borked and inconsistent.
For instance: - going head-on with the target should account for bigger transversal velocity, as opposed to trailing or being trailed by a target at roughly the same speed. But lo and behold, I get more consistent hits in a head-on encounter then when I'm "kiting".
I think you're confusing transversal with radial velocity. If you are headed directly at or away from a target you should have minimized transversal velocity as long as the target is either on the same course ot a reciprocal course.
And for my 2 cents... tracking is fine on the howies. They are intended, I belive to be long range artillery firesupport. The tempest already works so-so in that role with. Slap a couple sensor boosters on, 4 or 5 gyro II, 6 1400s, then sit 45-60km pounding the snot out of stuff while your frigates tackle up close. You are not going to miss a webbed battleship from 50km, even with no tracking computers. THAT is what the tempest excells at. My only problem with the 1400's has been that their DOT is SOOO crappy you can never break anyones tank with em.
and I agree that the tracking is the best change for the autocannons. I seem to do plenty of damage (when I can hit regularly) with ACs, but getting them to hit is a problem. +++
It's called "low security space" for a reason. |

Kashre
|
Posted - 2004.12.23 21:21:00 -
[256]
Originally by: Proconsul Para I really doubt that tracking here and damage there is the answer we projectile users were waiting for. The whole mathematical equation behind them is borked and inconsistent.
For instance: - going head-on with the target should account for bigger transversal velocity, as opposed to trailing or being trailed by a target at roughly the same speed. But lo and behold, I get more consistent hits in a head-on encounter then when I'm "kiting".
I think you're confusing transversal with radial velocity. If you are headed directly at or away from a target you should have minimized transversal velocity as long as the target is either on the same course ot a reciprocal course.
And for my 2 cents... tracking is fine on the howies. They are intended, I belive to be long range artillery firesupport. The tempest already works so-so in that role with. Slap a couple sensor boosters on, 4 or 5 gyro II, 6 1400s, then sit 45-60km pounding the snot out of stuff while your frigates tackle up close. You are not going to miss a webbed battleship from 50km, even with no tracking computers. THAT is what the tempest excells at. My only problem with the 1400's has been that their DOT is SOOO crappy you can never break anyones tank with em.
and I agree that the tracking is the best change for the autocannons. I seem to do plenty of damage (when I can hit regularly) with ACs, but getting them to hit is a problem. +++
It's called "low security space" for a reason. |

Proconsul Para
|
Posted - 2004.12.23 22:05:00 -
[257]
Kashre, get a ship, get ur Overview to show transversal velocity, do both head-on approach and kiting and check the values. And the DOT problem, yes, it's still about tracking. You'll output a lot less D if your guns go miss-miss-glance-miss-lightly_hit-miss-miss. If its hit-hit-glance_off-hit-wreck-hit, well the picture looks different. I went out with 2x1400s with EMP and 4x1200s with Titanium Sabot on a 750k guristas and I couldn't break its shield recharge until I started throwing cruise as well. And hell, I still have only 11 days left to train for Min BS5 - I stopped it to train useful stuff.
Shield Inversion works best at lighting cigarettes in windy weather.
|

Proconsul Para
|
Posted - 2004.12.23 22:05:00 -
[258]
Kashre, get a ship, get ur Overview to show transversal velocity, do both head-on approach and kiting and check the values. And the DOT problem, yes, it's still about tracking. You'll output a lot less D if your guns go miss-miss-glance-miss-lightly_hit-miss-miss. If its hit-hit-glance_off-hit-wreck-hit, well the picture looks different. I went out with 2x1400s with EMP and 4x1200s with Titanium Sabot on a 750k guristas and I couldn't break its shield recharge until I started throwing cruise as well. And hell, I still have only 11 days left to train for Min BS5 - I stopped it to train useful stuff.
Shield Inversion works best at lighting cigarettes in windy weather.
|

voidvim
|
Posted - 2004.12.23 22:54:00 -
[259]
\o\
/o/
\o/
|

voidvim
|
Posted - 2004.12.23 22:54:00 -
[260]
\o\
/o/
\o/
|

Gian Bal
|
Posted - 2004.12.24 01:47:00 -
[261]
Edited by: Gian Bal on 24/12/2004 01:47:10 i now tested the bunch of changes very extremly. i tested it on large secure cont ( not moving, big, no resistences, etc...) the dmg increase is a fine thing. but a thing THAT IS NEEDED if u fire only all 10 secs (maybe 9 with better skills than me) on targets that now have twice the hp. i needed 4 tracking comps II (!!!!) to get my hitratio over 75% while standing still ( of course i used the combatlog thing to compare) in my optimal. i got some 1xxx hits now again, but to all thoose that have whined about it quite some while ago: isn't it a normal for ship that weak like the tempest to have better atm-dmg than others? and btw, theese hits don't appear often, and even if they would only appear all 10 secs, and tachyons can do exactly the same in exactly the same outfit (4dmgmods, 4 trackingsII) in les than 7.... i don't want to get lasers nerfed at all, as with the large amount of hp we have now weapons should do good dmg. but even i now thinks that there is no other way then to increase the tracking also. even more, i think that EVEN WITH the 15% more dmg projectiles (1400mm) needs a tracking of 0.01 base to make them work. i know that they then are able to sniper more than is wanted, but on the other hand a tempest with 1400mm is barely a tank and weak in defense, so a good offense is maybe a must-be to make it working well. just don't make other guns worse, thats exactly what won't fit with the large hp increase. so if others also continue testing ( and only thoose should consider to post in here) pls try the 15% dmg and a tracking of 0.01. maybe then the weapon is a bit overpowered, but is the ship that uses them aswell??? even with the 15% dmgincrease i'm pretty sure i wont be able to get an apoc of an experienced pilot down. they will have resistences, and they will be moving around, not like my stupid can 
|

Gian Bal
|
Posted - 2004.12.24 01:47:00 -
[262]
Edited by: Gian Bal on 24/12/2004 01:47:10 i now tested the bunch of changes very extremly. i tested it on large secure cont ( not moving, big, no resistences, etc...) the dmg increase is a fine thing. but a thing THAT IS NEEDED if u fire only all 10 secs (maybe 9 with better skills than me) on targets that now have twice the hp. i needed 4 tracking comps II (!!!!) to get my hitratio over 75% while standing still ( of course i used the combatlog thing to compare) in my optimal. i got some 1xxx hits now again, but to all thoose that have whined about it quite some while ago: isn't it a normal for ship that weak like the tempest to have better atm-dmg than others? and btw, theese hits don't appear often, and even if they would only appear all 10 secs, and tachyons can do exactly the same in exactly the same outfit (4dmgmods, 4 trackingsII) in les than 7.... i don't want to get lasers nerfed at all, as with the large amount of hp we have now weapons should do good dmg. but even i now thinks that there is no other way then to increase the tracking also. even more, i think that EVEN WITH the 15% more dmg projectiles (1400mm) needs a tracking of 0.01 base to make them work. i know that they then are able to sniper more than is wanted, but on the other hand a tempest with 1400mm is barely a tank and weak in defense, so a good offense is maybe a must-be to make it working well. just don't make other guns worse, thats exactly what won't fit with the large hp increase. so if others also continue testing ( and only thoose should consider to post in here) pls try the 15% dmg and a tracking of 0.01. maybe then the weapon is a bit overpowered, but is the ship that uses them aswell??? even with the 15% dmgincrease i'm pretty sure i wont be able to get an apoc of an experienced pilot down. they will have resistences, and they will be moving around, not like my stupid can 
|

Nafri
|
Posted - 2004.12.24 01:58:00 -
[263]
Originally by: Gian Bal Edited by: Gian Bal on 24/12/2004 01:47:10 i now tested the bunch of changes very extremly. i tested it on large secure cont ( not moving, big, no resistences, etc...) the dmg increase is a fine thing. but a thing THAT IS NEEDED if u fire only all 10 secs (maybe 9 with better skills than me) on targets that now have twice the hp. i needed 4 tracking comps II (!!!!) to get my hitratio over 75% while standing still ( of course i used the combatlog thing to compare) in my optimal. i got some 1xxx hits now again, but to all thoose that have whined about it quite some while ago: isn't it a normal for ship that weak like the tempest to have better atm-dmg than others? and btw, theese hits don't appear often, and even if they would only appear all 10 secs, and tachyons can do exactly the same in exactly the same outfit (4dmgmods, 4 trackingsII) in les than 7.... i don't want to get lasers nerfed at all, as with the large amount of hp we have now weapons should do good dmg. but even i now thinks that there is no other way then to increase the tracking also. even more, i think that EVEN WITH the 15% more dmg projectiles (1400mm) needs a tracking of 0.01 base to make them work. i know that they then are able to sniper more than is wanted, but on the other hand a tempest with 1400mm is barely a tank and weak in defense, so a good offense is maybe a must-be to make it working well. just don't make other guns worse, thats exactly what won't fit with the large hp increase. so if others also continue testing ( and only thoose should consider to post in here) pls try the 15% dmg and a tracking of 0.01. maybe then the weapon is a bit overpowered, but is the ship that uses them aswell??? even with the 15% dmgincrease i'm pretty sure i wont be able to get an apoc of an experienced pilot down. they will have resistences, and they will be moving around, not like my stupid can 
mhh yeah, or maybe just increase ROF, so tracking doesnt count that bad Wanna fly with me?
|

Nafri
|
Posted - 2004.12.24 01:58:00 -
[264]
Originally by: Gian Bal Edited by: Gian Bal on 24/12/2004 01:47:10 i now tested the bunch of changes very extremly. i tested it on large secure cont ( not moving, big, no resistences, etc...) the dmg increase is a fine thing. but a thing THAT IS NEEDED if u fire only all 10 secs (maybe 9 with better skills than me) on targets that now have twice the hp. i needed 4 tracking comps II (!!!!) to get my hitratio over 75% while standing still ( of course i used the combatlog thing to compare) in my optimal. i got some 1xxx hits now again, but to all thoose that have whined about it quite some while ago: isn't it a normal for ship that weak like the tempest to have better atm-dmg than others? and btw, theese hits don't appear often, and even if they would only appear all 10 secs, and tachyons can do exactly the same in exactly the same outfit (4dmgmods, 4 trackingsII) in les than 7.... i don't want to get lasers nerfed at all, as with the large amount of hp we have now weapons should do good dmg. but even i now thinks that there is no other way then to increase the tracking also. even more, i think that EVEN WITH the 15% more dmg projectiles (1400mm) needs a tracking of 0.01 base to make them work. i know that they then are able to sniper more than is wanted, but on the other hand a tempest with 1400mm is barely a tank and weak in defense, so a good offense is maybe a must-be to make it working well. just don't make other guns worse, thats exactly what won't fit with the large hp increase. so if others also continue testing ( and only thoose should consider to post in here) pls try the 15% dmg and a tracking of 0.01. maybe then the weapon is a bit overpowered, but is the ship that uses them aswell??? even with the 15% dmgincrease i'm pretty sure i wont be able to get an apoc of an experienced pilot down. they will have resistences, and they will be moving around, not like my stupid can 
mhh yeah, or maybe just increase ROF, so tracking doesnt count that bad Wanna fly with me?
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Gian Bal
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Posted - 2004.12.24 02:09:00 -
[265]
Edited by: Gian Bal on 24/12/2004 02:09:39 i don't think its that easy. especially the 1400mm are very *****y. if u increase the rof at a gun with 10 rounds in, u will have to reload more often, what then again turn the effect u want to have around.....
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Gian Bal
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Posted - 2004.12.24 02:09:00 -
[266]
Edited by: Gian Bal on 24/12/2004 02:09:39 i don't think its that easy. especially the 1400mm are very *****y. if u increase the rof at a gun with 10 rounds in, u will have to reload more often, what then again turn the effect u want to have around.....
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Pothead CEO
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Posted - 2004.12.24 03:13:00 -
[267]
a maybe-solution is to decrease the rof by base and give the tempest 5% tracking instead of rof. then projectiles may work better on the ships they are supposed to do. and to the phoon instead of the 10% optimal, a really useless bonus to that ship in my oppinion. don't know if everybody will like that, but its an option....
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Pothead CEO
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Posted - 2004.12.24 03:13:00 -
[268]
a maybe-solution is to decrease the rof by base and give the tempest 5% tracking instead of rof. then projectiles may work better on the ships they are supposed to do. and to the phoon instead of the 10% optimal, a really useless bonus to that ship in my oppinion. don't know if everybody will like that, but its an option....
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Sir JoJo
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Posted - 2004.12.24 03:13:00 -
[269]
Edited by: Sir JoJo on 24/12/2004 03:16:11 if only u could get a Tempest on the test server that would be sweet ;)
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Sir JoJo
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Posted - 2004.12.24 03:13:00 -
[270]
Edited by: Sir JoJo on 24/12/2004 03:16:11 if only u could get a Tempest on the test server that would be sweet ;)
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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
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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
|
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
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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 ::
|

Sevanna
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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 ::
|

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
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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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Einheriar Ulrich
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Posted - 2004.12.28 05:33:00 -
[301]
Originally by: Discorporation Mon, why you be messin' wit da gonz? Dem minnie bways no fight dere mastars in da Empire, not good, right?
classic disco
cant wait till my 6.5 million skillpoints in minnie gunnery actualy means something, so i dont have to fly a Raven, i swear that ship is about as ugly as it can get So Say I. Einheriar Ulrich of the Bloodline of Einheriar.
****Minion Of VOTF****
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Einheriar Ulrich
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Posted - 2004.12.28 05:33:00 -
[302]
Originally by: Discorporation Mon, why you be messin' wit da gonz? Dem minnie bways no fight dere mastars in da Empire, not good, right?
classic disco
cant wait till my 6.5 million skillpoints in minnie gunnery actualy means something, so i dont have to fly a Raven, i swear that ship is about as ugly as it can get So Say I. Einheriar Ulrich of the Bloodline of Einheriar.
****Minion Of VOTF****
|

Pothead CEO
|
Posted - 2004.12.28 11:25:00 -
[303]
and again my oppinion to solve that prob is to give the tracking bonus to the ships and not to the guns. with a decreased base-rof and ,for example, 5% dmg and tracking on a tempest, 1400's will be usefull again, but only on the ships they should be. if CCP increases the tracking on the guns itself, we wont see tempest,but more sniping scorps on the battlefield, full of tracking comps and sensorboosters. with new shipboni the minmatar ships ( DEFINATELY by far the weakest ships ingame in defense) will get a big bonus in offense, what might get them back in line, and maybe (???) able to bring down an apoc. something that is more than impossible if 2 equal experienced and skilled players fight each other. even if they will be slower than then now, if they hit like 75% and like 25% of that with criticals , a tempest will again be a worthy opponent, and not a moveable lootbox like now.... i personally like my idea well. lets see, what others think about
|

Pothead CEO
|
Posted - 2004.12.28 11:25:00 -
[304]
and again my oppinion to solve that prob is to give the tracking bonus to the ships and not to the guns. with a decreased base-rof and ,for example, 5% dmg and tracking on a tempest, 1400's will be usefull again, but only on the ships they should be. if CCP increases the tracking on the guns itself, we wont see tempest,but more sniping scorps on the battlefield, full of tracking comps and sensorboosters. with new shipboni the minmatar ships ( DEFINATELY by far the weakest ships ingame in defense) will get a big bonus in offense, what might get them back in line, and maybe (???) able to bring down an apoc. something that is more than impossible if 2 equal experienced and skilled players fight each other. even if they will be slower than then now, if they hit like 75% and like 25% of that with criticals , a tempest will again be a worthy opponent, and not a moveable lootbox like now.... i personally like my idea well. lets see, what others think about
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Rivek
|
Posted - 2004.12.28 14:55:00 -
[305]
Hammerhead, such a change will only begin to address the balance issues that I try to bring to light in this thread:
Linkage ----------------------------------------------
BS Weapon Comparison
TunDraGon.com |

Rivek
|
Posted - 2004.12.28 14:55:00 -
[306]
Hammerhead, such a change will only begin to address the balance issues that I try to bring to light in this thread:
Linkage ----------------------------------------------
BS Weapon Comparison
TunDraGon.com |

Nervar
|
Posted - 2004.12.28 15:38:00 -
[307]
Originally by: Pothead CEO and again my oppinion to solve that prob is to give the tracking bonus to the ships and not to the guns. with a decreased base-rof and ,for example, 5% dmg and tracking on a tempest, 1400's will be usefull again, but only on the ships they should be. if CCP increases the tracking on the guns itself, we wont see tempest,but more sniping scorps on the battlefield, full of tracking comps and sensorboosters. with new shipboni the minmatar ships ( DEFINATELY by far the weakest ships ingame in defense) will get a big bonus in offense, what might get them back in line, and maybe (???) able to bring down an apoc. something that is more than impossible if 2 equal experienced and skilled players fight each other. even if they will be slower than then now, if they hit like 75% and like 25% of that with criticals , a tempest will again be a worthy opponent, and not a moveable lootbox like now.... i personally like my idea well. lets see, what others think about
Wouldnt make much of an difference unless you decrease the base rof of the 1200's/1400's -------------------------------------------------> What I look forward to is continued immaturity followed by death.
|

Nervar
|
Posted - 2004.12.28 15:38:00 -
[308]
Originally by: Pothead CEO and again my oppinion to solve that prob is to give the tracking bonus to the ships and not to the guns. with a decreased base-rof and ,for example, 5% dmg and tracking on a tempest, 1400's will be usefull again, but only on the ships they should be. if CCP increases the tracking on the guns itself, we wont see tempest,but more sniping scorps on the battlefield, full of tracking comps and sensorboosters. with new shipboni the minmatar ships ( DEFINATELY by far the weakest ships ingame in defense) will get a big bonus in offense, what might get them back in line, and maybe (???) able to bring down an apoc. something that is more than impossible if 2 equal experienced and skilled players fight each other. even if they will be slower than then now, if they hit like 75% and like 25% of that with criticals , a tempest will again be a worthy opponent, and not a moveable lootbox like now.... i personally like my idea well. lets see, what others think about
Wouldnt make much of an difference unless you decrease the base rof of the 1200's/1400's -------------------------------------------------> What I look forward to is continued immaturity followed by death.
|

Grim Vandal
|
Posted - 2004.12.28 16:05:00 -
[309]
changes are quite good...
maybe give them a higher chance to wreck... this means something like 1/50 instead 1/100 shots...
 Greetings Grim |

Grim Vandal
|
Posted - 2004.12.28 16:05:00 -
[310]
changes are quite good...
maybe give them a higher chance to wreck... this means something like 1/50 instead 1/100 shots...
 Greetings Grim |

Aornn
|
Posted - 2004.12.29 10:11:00 -
[311]
Big friggin bump(tm).
Sticky this!
- http://fa.s-44.net/images/banners/blue/aornn.jpg[/IMG]
|

Aornn
|
Posted - 2004.12.29 10:11:00 -
[312]
Big friggin bump(tm).
Sticky this!
- http://fa.s-44.net/images/banners/blue/aornn.jpg[/IMG]
|

Drutort
|
Posted - 2004.12.29 22:08:00 -
[313]
I seriously cant see this fix as a fix, when proj need a boost in trackingą seriously thoughą and im not talking about trying to keep transv under 100 or lessą (which btw you would think would mean for ships smaller then bs, but its not true it stands the same even when fighting a bs ū you need it at 100 or less to hit even BS) which btw the guns were made vs bs.. so I donĘt get why transv has to be so low even when fighting a BS.
If proj are meant to miss then I 2nd that they should get better chance to do wrecking then other guns. No BS should have to put on tracking comps when fighting another BS at there optimal rangeą that just shows how broken proj are.
And talking about energy? Please if proj donĘt hit the other target energy isnĘt an issue as you did jack dmg to them so they donĘt need to repair a damn thingą unlike minmatar were they are not the best at either armor or shield tankingą will have to be tankingą as the other player is guaranteed to be dealing dmg to you.
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Drutort
|
Posted - 2004.12.29 22:08:00 -
[314]
I seriously cant see this fix as a fix, when proj need a boost in trackingą seriously thoughą and im not talking about trying to keep transv under 100 or lessą (which btw you would think would mean for ships smaller then bs, but its not true it stands the same even when fighting a bs ū you need it at 100 or less to hit even BS) which btw the guns were made vs bs.. so I donĘt get why transv has to be so low even when fighting a BS.
If proj are meant to miss then I 2nd that they should get better chance to do wrecking then other guns. No BS should have to put on tracking comps when fighting another BS at there optimal rangeą that just shows how broken proj are.
And talking about energy? Please if proj donĘt hit the other target energy isnĘt an issue as you did jack dmg to them so they donĘt need to repair a damn thingą unlike minmatar were they are not the best at either armor or shield tankingą will have to be tankingą as the other player is guaranteed to be dealing dmg to you.
support Idea: QuickInfo an alternative to ShowInfo
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Aornn
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Posted - 2004.12.30 11:52:00 -
[315]
I got hot glue gun and i aint afraid to use it!!
Ie, Sticky, Pretty Please?
- http://fa.s-44.net/images/banners/blue/aornn.jpg[/IMG]
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Aornn
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Posted - 2004.12.30 11:52:00 -
[316]
I got hot glue gun and i aint afraid to use it!!
Ie, Sticky, Pretty Please?
- http://fa.s-44.net/images/banners/blue/aornn.jpg[/IMG]
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Hayden
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Posted - 2004.12.31 20:01:00 -
[317]
This SHOULD be a sticky...
Now you definetely need to look at the tracking of projectiles as well as damage over time. A friend of mine in a gankageddon could hit me anywhere... even at 0 meters. 800 artillery stops hitting at about 2 km, it misses everything completely. 1400's don't hit anything once you get below your max optimal range. Please look at what needs to be fixed with projectiles. Adding 15% damage here isn't enough.
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Hayden
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Posted - 2004.12.31 20:01:00 -
[318]
This SHOULD be a sticky...
Now you definetely need to look at the tracking of projectiles as well as damage over time. A friend of mine in a gankageddon could hit me anywhere... even at 0 meters. 800 artillery stops hitting at about 2 km, it misses everything completely. 1400's don't hit anything once you get below your max optimal range. Please look at what needs to be fixed with projectiles. Adding 15% damage here isn't enough.
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everaider
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Posted - 2004.12.31 20:22:00 -
[319]
change the BS bonus to increase with skill level. 5-10% per level towards tracking of L turrets.
the penalty of projectils should always remain their speed.
one thing that really disheartens my trust in their equation of damage is the fact that a turret should never miss a stationary target even though they still do. A BS can no longer go fast enough at the range artilleries have to where their tracking speed would be too slow. Just would be nice if the tracking speed was made more realistic here on account for their distances. Obviously you wouldnt be able to hit anything up close moving 500m/s but you should be able to hit something at 100km moving 2km/s.
I still refuse to fly a tempest with projectiles do to their nerfing. Sad thing is i have minmatar 5 :(.
So in conclusion i agree with many here. Damage amount is fine, it is the tracking which needs improvement. |

everaider
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Posted - 2004.12.31 20:22:00 -
[320]
change the BS bonus to increase with skill level. 5-10% per level towards tracking of L turrets.
the penalty of projectils should always remain their speed.
one thing that really disheartens my trust in their equation of damage is the fact that a turret should never miss a stationary target even though they still do. A BS can no longer go fast enough at the range artilleries have to where their tracking speed would be too slow. Just would be nice if the tracking speed was made more realistic here on account for their distances. Obviously you wouldnt be able to hit anything up close moving 500m/s but you should be able to hit something at 100km moving 2km/s.
I still refuse to fly a tempest with projectiles do to their nerfing. Sad thing is i have minmatar 5 :(.
So in conclusion i agree with many here. Damage amount is fine, it is the tracking which needs improvement. |

Hayden
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Posted - 2005.01.01 19:14:00 -
[321]
It's both damage and tracking...
And no changing the BS bonus to tracking and taking away either rate of fire or damage would be pretty foolish. How about making the tempest bonus 7.5% instead of 5%?
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Pothead CEO
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Posted - 2005.01.01 20:08:00 -
[322]
i don't think this will solve the problem either, just like the first time they raised the dot. u can give it 15% more dmg per skill level of a bs. 75% of 0 is still 0, and that is the problem. with the 5% tracking on the minmatar bs they should decrease the basic rof of projectiles also. even if it wouldn't be as fast ( or slow) then atm, the dmgoutput will be better. doing more dmg with less shoots also means u mustn't reload that often, and a normal 1400mm only has 10 rounds equipped. so i still think the tracking bonus is far more important than damn higher dmgmultipliers . my first ship i used in pvp was an apoc with 8 1400mm (and it is ages ago) because they were ³ber. with an increased tracking on the weapon itself, it might get overpwered again and such a ship will be a nearly common sight again. and its just a suggestion. so why not give the tempest a damn tracking bonus on sisi and see what happens???
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Imhotep Khem
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Posted - 2005.01.06 13:41:00 -
[323]
Edited by: Imhotep Khem on 06/01/2005 22:23:09
Originally by: Celt Eireson
Well aware that upping the distance will reduce the amount of tracking you need, but at a fixed distance changing the optimal won't affect misses due to tracking i.e. if your ship is missing a lot due to tracking when firing at a range of 60km upping the optimal from say 40km to 50km won't reduce misses due to tracking if your ship stays at that range, hmmmm if that makes sense.
Edit: going to try an explain better.
Tracking is all or none. Either you can hit, or you can not. Tracking does not give you a 'hit percentage.'
If you can track your enemy, and he is at or below optimal, you will have your maximum 'hit percentage.' That hit percentage will fall as you extend your distance to "optimal + falloff." (Your damage is reduced because your hit percentage is reduced; you do not start getting more 'barely scratches.')
Thus, increasing optimal is going to increase your hit percentage for those distances above optimal.
If you can't track, all bets are off. But the long guns don't have a tracking issue, imho, its a falloff issue.
Take the 1400 Howitzer artillery with tracking of .009.
It can hit a BS
@40000 with transversal of 360m/s (optimal) @60000 with transversal of 540m/s @70000 with transversal of 630m/s
For frigate divide speed by 10. This is more than enough 'tracking' to hit a BS going transversally, that does not use an AB or MWD, and no where near enough tracking to hit a frigate. So increasing tracking won't help at and above optimal unless you are trying to make the 1400s hit BS with AB without requiring a tracking computer.
So I don't think the change is backwards wrt/ artillery. ____ If your not dyin' your not tryin'. |

Pothead CEO
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Posted - 2005.01.06 23:46:00 -
[324]
you are damn right. its all about hitable or not hitable. the problem is that too many things are not hitable in an ok manner...
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Shidhe
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Posted - 2005.01.07 13:35:00 -
[325]
Good to see things are rolling now... But how are Minnie ships supposed to shield tank when they still need lots of modules to be able to
1) hit anywhere near as well as the other ships
2) boost lock range to get to the range where their long range weapons are supposed to work.
I dont get the explanation about cant boost tracking because of remote tracking boosting - that could apply to any BS weapons- AND any other race could do it more easily...
Projectiles need to be able to hit reasonably, anything else will still leave a problem.
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