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Julian Richings Jr
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Posted - 2011.04.17 10:19:00 -
[1]
Edited by: Julian Richings Jr on 17/04/2011 10:24:01 I guess adding Railguns' non using cap damage attribute is a good idea.
like :
damage (cap usable) : KI 200 TH 150 EX(!!!) 100 EM (!!!) 50 damage (cap unusable) : KI 200 TH 150 (or less - but still can fire unless you don't have enough cap!)
How do you think about this idea?
or did any one discussed simmilar thread like me?
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LordInvisible
Gallente Nova Ardour
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Posted - 2011.04.17 10:22:00 -
[2]
WAT? -------------------------------------------------------------------------------- Quote: "For me EvE wasn't that much fun, many ppl refer to it as a nicely designed database front-end and that |

Julian Richings Jr
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Posted - 2011.04.17 10:25:00 -
[3]
Originally by: LordInvisible WAT?
Didn't you catched what I'm talking?
Sorry, I'm not good at English 
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Trader20
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Posted - 2011.04.17 11:12:00 -
[4]
I agree rails should be nerfed
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LordInvisible
Gallente Nova Ardour
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Posted - 2011.04.17 11:25:00 -
[5]
Ohh, u meant adding exp and em damage for extra cap usage?
Not bad idea, but too complicated to recent influx of wow players imo.. -------------------------------------------------------------------------------- Quote: "For me EvE wasn't that much fun, many ppl refer to it as a nicely designed database front-end and that |

Paikis
Red Federation
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Posted - 2011.04.17 11:27:00 -
[6]
Originally by: Julian Richings Jr Edited by: Julian Richings Jr on 17/04/2011 10:30:50 Edited by: Julian Richings Jr on 17/04/2011 10:24:01 I guess adding Railguns' non using cap damage attribute is a good idea.
like :
damage (cap usable) : KI 200 TH 150 EX(!!!) 100 EM (!!!) 50 damage (cap unusable) : KI 200 TH 150 (or less - but still can fire unless you don't have enough cap!)
or, it can be buffed by tracking bonus or optimal bonus or...both 
How do you think about this idea?
or did any one discussed simmilar thread like me?
So... what I think he means is that he wants ammo that doesn't use cap... and also ammo that does use cap, but does extra damage?
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DarkAegix
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Posted - 2011.04.17 11:31:00 -
[7]
So, will players be able to turn cap usage on or off, or will this be automatic? The concept could be applied to blasters, too. But... eh.... omni-damage weaponry?
Anyway, I like it. But I like crazy ideas.
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Allant Doran
Amarr Locus Industries
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Posted - 2011.04.17 11:59:00 -
[8]
I'm quite fond of this idea. I also very specifically like to think of it as an 'Idea', not a buff or nerf.
If the damage-types thing doesn't work out, how about this offshoot.
The more cap you have, the more damage you will do but the more each shot will drain from your capacitor. The less cap you have, the guns will begin to decline in both DPS and Volley but they exponentially drain less cap. At 0 cap, allow hybrids to still fire but pale in comparison to a full-cap shot. For example, Antimatter now has the damage output of Iron but without the range bonus.
Imagine railguns doing slightly more volley than the same-level Artillery but ONLY for that first or second shot, after which they fall very flat very quickly.
This also opens up the interesting idea of Railgun sniper boats going for capacitor fits which, for them, could be as effective as gank-mod fits but without actually having to use a MagStab but perhaps not *quite* as effective as if you did.
ie: The magstab fit would be better for the opening shot but then blam, you're lacking the cap to keep up but a cap fit would have a slightly less damaging opening shot but be able to better maintain a high curve of high-volley damage outpout.
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Templar Dane
Amarrian Retribution
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Posted - 2011.04.17 19:16:00 -
[9]
Edited by: Templar Dane on 17/04/2011 19:16:44
Originally by: Allant Doran I'm quite fond of this idea. I also very specifically like to think of it as an 'Idea', not a buff or nerf.
If the damage-types thing doesn't work out, how about this offshoot.
The more cap you have, the more damage you will do but the more each shot will drain from your capacitor. The less cap you have, the guns will begin to decline in both DPS and Volley but they exponentially drain less cap. At 0 cap, allow hybrids to still fire but pale in comparison to a full-cap shot. For example, Antimatter now has the damage output of Iron but without the range bonus.
Imagine railguns doing slightly more volley than the same-level Artillery but ONLY for that first or second shot, after which they fall very flat very quickly.
This also opens up the interesting idea of Railgun sniper boats going for capacitor fits which, for them, could be as effective as gank-mod fits but without actually having to use a MagStab but perhaps not *quite* as effective as if you did.
ie: The magstab fit would be better for the opening shot but then blam, you're lacking the cap to keep up but a cap fit would have a slightly less damaging opening shot but be able to better maintain a high curve of high-volley damage outpout.
So........you want rails to have better alpha than artillery AND keep their 3.5-4 second rof BUT with a penalty based on their capacitor....
I totally don't see any way to exploit the proposed mechanic.
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Kraizer793
88Flak
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Posted - 2011.04.17 19:18:00 -
[10]
Edited by: Kraizer793 on 17/04/2011 19:18:50 No. They need a tracking increase and damage increase. They're out-alpha'd and out DPS'd by other weapon systems that only use one ammo type, Capacitor for lasers and Ammunition for Projectiles. Yet rails use both and are still the ******* child of the arsenal of the long range weapons. If they're going to have sucha strenous requirement on ships, they need to have the DPS to back it up. AFK, Need more Quafe. |

Sidus Isaacs
Gallente
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Posted - 2011.04.17 19:24:00 -
[11]
More range, more damage. --------------------------------------------------------------------------------
http://desusig.crumplecorn.com/sigs.html |

Allant Doran
Amarr Locus Industries
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Posted - 2011.04.17 20:43:00 -
[12]
Originally by: Templar Dane Edited by: Templar Dane on 17/04/2011 19:16:44
Originally by: Allant Doran I'm quite fond of this idea. I also very specifically like to think of it as an 'Idea', not a buff or nerf.
If the damage-types thing doesn't work out, how about this offshoot.
The more cap you have, the more damage you will do but the more each shot will drain from your capacitor. The less cap you have, the guns will begin to decline in both DPS and Volley but they exponentially drain less cap. At 0 cap, allow hybrids to still fire but pale in comparison to a full-cap shot. For example, Antimatter now has the damage output of Iron but without the range bonus.
Imagine railguns doing slightly more volley than the same-level Artillery but ONLY for that first or second shot, after which they fall very flat very quickly.
This also opens up the interesting idea of Railgun sniper boats going for capacitor fits which, for them, could be as effective as gank-mod fits but without actually having to use a MagStab but perhaps not *quite* as effective as if you did.
ie: The magstab fit would be better for the opening shot but then blam, you're lacking the cap to keep up but a cap fit would have a slightly less damaging opening shot but be able to better maintain a high curve of high-volley damage outpout.
So........you want rails to have better alpha than artillery AND keep their 3.5-4 second rof BUT with a penalty based on their capacitor....
I totally don't see any way to exploit the proposed mechanic.
Don't worry, I was thinking of Cap Boosters when I wrote that. I'm not a game designer so I don't come up with flawless ideas, I simply shot an idea out there for it to be looked at and perhaps fine-tuned by the good folks of the forums and in no way did I claim it was flawless, just that it would be interesting.
Chill out, you'll get a hernia otherwise ;)
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Scuttle Bunny
Amarr
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Posted - 2011.04.17 21:02:00 -
[13]
hmm, dont really use them, but dont a reck of 425mm IIs pump out 500dps out to 150km on a mega?
do they even need a fix?
i think not :P blastrs are good with null also.
Id say they are marginally in need of fix, if not possibly entirely okay already, i in fact like large hybrids, i just wish i trained tech 2.. so they was useful and gooder :P on to the next comment -----------------------------------------------------------------> ....where's the down arrow?? --------------------->>>>> |

Julian Richings Jr
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Posted - 2011.04.18 05:45:00 -
[14]
Edited by: Julian Richings Jr on 18/04/2011 05:46:49 Well, How about this?
350mm Railgun I : http://wiki.eveonline.com/en/wiki/350mm_Railgun_I
Capacitor activation cost 22 GJ Structure Structure Hitpoints 40 HP Mass 500 kg Volume 50 m3 Capacity 4 m3 Fitting powergrid usage 1,875 MW CPU usage 60 tf Miscellaneous Rate of fire 7,313 s Charge Rate 1 Damage Modifier 2 x Charge size Large Accuracy falloff 20 km Tech Level 1 Used with (chargegroup) Hybrid Ammo Signature Resolution 400 m Overload rate of fire bonus -15 % Heat Damage 0.8 HP Required Thermodynamics Level 1 Targeting Optimal Range 36 km Trackingspeed / Accuracy 0.00001 rad/sec (When able to use capacitor) 1.00000 rad/sec (When cannot use capacitor)
================================================
Electron Blaster Cannon I : http://wiki.eveonline.com/en/wiki/Electron_Blaster_Cannon_I
Capacitor activation cost 8.4 GJ Structure Structure Hitpoints 40 HP Mass 400 kg Volume 50 m3 Capacity 10 m3 Fitting powergrid usage 1,250 MW CPU usage 43 tf Miscellaneous Rate of fire 4,500 s Charge Rate 1 Damage Modifier 1.75 x Charge size Large Accuracy falloff 6 km Tech Level 1 Used with (chargegroup) Hybrid Ammo Signature Resolution 400 m Overload damage bonus 15 % Heat Damage 0.5 HP Required Thermodynamics Level 1 Targeting Optimal Range 40 km (When able to use capacitor) 1 km (When cannot use capacitor) Trackingspeed / Accuracy 0.05 rad/sec
Antimatter Charge L : http://wiki.eveonline.com/en/wiki/Antimatter_Charge_L
Miscellaneous Kinetic damage 28 HP Thermal damage 20 HP EM damage (When able to use capacitor) 10 HP explosive damage (When able to use capacitor) 15 HP Range bonus -50 % Charge size Large Used with (launchergroup) Hybrid Weapon Tech Level 1 Base Shield Damage 32 Base Armor Damage 34
Hopely you guys can understand what im talking. :)
And I guess CCP Engineering wont like damage modifing with capacitor cause it may be increase server using too much 
but still, it is also a good idea, thx dood
PS : Ofcourse, all of those numbers will be balanced 
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Zan Shiro
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Posted - 2011.04.18 06:51:00 -
[15]
Edited by: Zan Shiro on 18/04/2011 06:52:16 hybrids need fixing...but its not the ammo. Can't be. Rmemeber the ammo feeds 2 races.
Make it work better for gallente in mind, gets better for rokh as an example. Which has balance issues jsut between these 2 races. Blasterthron pilot happy he got upgraded with nicer ranged ammo....so is the rokh pilot. Happy he can kite a plated mega with better tracking and dps and range of the new ammo as well as using his 40-50% (assuming lv 4 or 5...why would you fly a bs below level 4 lol) ship range bonus the mega still won't have lol.
Hybrids need to be fixed at the ship level. Which has the slight problem that ccp likes to keep ships/races unique.
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Renarla
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Posted - 2011.04.18 07:09:00 -
[16]
Edited by: Renarla on 18/04/2011 07:10:03 Rails have shorter range and less damage than laser. Blasters have ~120% the damage of ACs and Lasers with ~30% of the range.
Hybrids are just completely effed imo, and need a reworking. It would be very easy to make Blasters OP on accident, and Rails need to be differentiated from the other long-range guns while not being god-awful like they are now.
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Spartan dax
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Posted - 2011.04.18 07:41:00 -
[17]
Make the longest range hybrid ammo deal 85% of Antimatter ammo but with a hefty tracking nerf. Get AM a small tracking boost similar to mid range projectile ammo and we get a new weapons system.
Slide the tracking hit upwards with longer range ammo but keep the dps fairly similar. It makes no sense having the lowest dps long range system lose damage exactly the same way beams does as range progresses.
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