Verity Sovereign
Pator Tech School Minmatar Republic
225
|
Posted - 2012.08.19 08:18:00 -
[1] - Quote
Theres a thread with dev attention about standardizing meta level names... apparently having "modal" be meta 4 for hybrids, but not for lasers was too confusing for new players... well I think the meta stats are a bit too hard to remember, allow me to illustrate with examples:
Meta 1-4 Turrets basically follow the same pattern as the Mega Beam laser for everything but CPU (and cap, where applicable) Meta 0: Optimal 40km, damage mod 3.0, cap use 45km Meta 1: Optimal *1.05, damage mod *1.05, Cap use * 0.95 Meta 2: Optimal *1.1, damage mod *1.1, Cap use * 0.90 Meta 3: Optimal *1.15, damage mod *1.15, Cap use * 0.85 Meta 4: Optimal *1.2, damage mod *1.2, Cap use * 0.8
ie: a 5% boost to Range, damage, and cap use per meta level
But then the CPU requirments are a mess: For the mega beam, the CPU reqs according to meta level go: Meta 1: -10% Meta 2: -15% Meta 3: -5% Meta 4: -20% It sure seems to me like it makes more sense to have meta 3 be -15% meta 2 be -10, and meta 1 -5
For 425mm rails, we have the same progression of optimal, damage, and energy use, but then for CPU: Meta 1: -20% Meta 2: -10% Meta 3: -5% Meta 4: -15%
Then 800mm auto, same optimal and damage mod progression, but for CPU reqs: Meta 1: -20% Meta 2: -5% Meta 3: -15% Meta 4: -10%
The HMLs (no range mods, no damage mods, but rather 5% increase to ROF per meta level), we again have an odd CPU sequence : Meta 1: -20% Meta 2: -10% Meta 3: -5% Meta 4: -15% (same pattern as the rails...)
Even the mining lasers have this screwed up pattern (such that meta 3 is better than Meta 4 if you are limited by CPU and not slots, as the CPU/mining yield ratio means you can slap on a MLU and get a better yield for less CPU) They've got a steady progression of range and mining yield, but then for the CPU, its this: Meta 1: -15% Meta 2: -10% Meta 3: -20% Meta 4: -5%
How are we supposed to remember which meta level is best for which item type if our fit is CPU limited... I've only looked at the weapon systems... (although for hardeners and such, IIRC the higher metas had the same resist stats but lower fitting and energy reqs, except for the non-energized resistance plating that was always 1 PG and better resist stats with meta)
I propose we simplify it, and have meta level affect CPU stats the same way it does for the optimal, damage, and energy use stats.
Also, I propose a tweak to faction weapons.
Take Mega pulse for example, relative to Meta 0: Meta 4: +20% optimal, +20% damage, -20% cap use, -20% cpu use, same PG Faction: +20% optimal, +25% damage, -25% cap use, -20% CPU use, PG use of a T2 weapon Why not have it act as it would if it was simply 1 meta level higher, ie take that stats that normally change in meta levels 1-4, and take them another 5%. Ie, the new faction mega pulse would be: +25% optimal, +25% damage, -25% cap use, -25% CPU use, same PG as meta 1-4
With the blasters right now, its really F*ked up, because their optimal range is worse than meta 2-4, obviously I recomend fixing that to have them be at least +20% optimal. And their CPU use is worse than meta 1-4, and in some cases, meta 0.
With rails, its a bit different, as they differentiated caldari vs gallente (and associated pirate faction) rails, which I am OK with. Caldari rails only get the meta 4 +20% damage boost, but then get a +30% optimal boost Gallente rails get a +25% damage boost, but only the meta 4 +20% optimal boost (both get -25% cap use)
I would change it so that +25% for optimal and damage is the baseline Caldari would lose the added damage for more range (as they do now), and gallente would lose the added range, for more damage (sort of as they do now, but if we set +25 for both as the baseline, they simply lose the range boost and get the baseline). You might say a damage boost is better than a range boost, so we can do as now, and have the range boost be 2x that of the damge boost (ie the CN rails get +10% optimal) over meta 4, while the gal get +5% damage. Gal rails get +30% damage (10% more than meta 4, or 5% more than faction baseline), but no improvement on meta 4 range (ie -5% relative to faction baseline) CN rails get no improvement on meta 4 damage (ie -5% relative to baseline, +20% relative to meta 0), but 35% optimal boost (10% more than faction baseline, 15% more than meta 4) |