
Mithfindel
Zenko Incorporated
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Posted - 2011.05.31 08:56:00 -
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Edited by: Mithfindel on 31/05/2011 08:58:38 Remember that blasters (particle accelerators) do also use the same ammunition as railguns. As such, sweeping changes like this are not looking very likely. Also, from lore standpoint, higher range = higher kinetic energy. It's a military application, you don't want to dial down the weapon when you hit someone who's close.
Now, having a look at the different weapons: Guided missiles pros: Long range, usually high alpha, select damage type, tracking doesn't matter Guided missile cons: Can be shot down or outrun. FoF missile pros: Long range, usually high alpha, select damage type, no target lock necessary, tracking doesn't matter FOF missile cons: Can be shot down, outrun, cannot select target Short range missiles pros: Higher DPS than above, select damage type, tracking doesn't matter Short range missile cons: Difficulties hitting fast targets, can be shot down, can be outrun, low range Blaster pros: High DPS Blaster cons: Effective only at point blank Railgun pros: Extreme range Railgun cons: Low DPS, low tracking Autocannon pros: High DPS, select damage type, no cap Autocannon cons: Low range, usually fight in falloff (reduced damage) Artillery pros: High alpha, select damage type, no cap Artillery cons: Extreme range requires fighting in falloff, low tracking Pulse laser pros: High DPS, relatively high optimal range, fast reload (select optimal range), T1 ammunition is not spent by firing Pulse laser cons: High cap usage Beam laser pros: Fast reload (select optimal range), T1 ammunition is not spent by firing Beam laser cons: High cap usage
For a railgun fix, I'd personally look at the strengths. Or the strength, which is supposed to be "extreme range". Gallente are supposed to use blasters and Caldari railguns, so perhaps increase the range bonuses for the Caldari gunboats, allowing to use higher-damage ammunition at higher ranges. Since the blaster optimals are laughable and railgun optimals fairly decent, a small increase in bonus would be significant at the ranges the railguns are "effective", but would not effect the blasters very much. This would mean that railguns would become the best long range sniping equipment (face it - long range means max lock range or over 200 km) and more competitive at the fleet ranges (due to ability to use higher-damage ammunition) as well as kiting (with tackle support) targets with short-range weapons at "medium range".
Alternatively, introduce a skill which boosts only railguns but not blasters (compare to Guided Missile Precision). Blasters or blaster ships may need their own boost, though, but it is highly dependent on other things, such as MWD/Warp Scrambler mechanics.
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