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Aamrr
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Posted - 2011.08.10 06:14:00 -
[1]
A common suggestion for the hybrid fix has been to give Gallente ships MWD and/or web bonuses to allow them to apply blaster DPS more consistently. While this sounds good in principle, it's a bad idea with some unfortunate consequences.
Consider this -- blasters aren't the only ships that benefit from a 90% web. If we start giving all the Gallente hulls role bonuses for web strength and MWD consumption, then Gallente become the only useful tackle ships in Eve. Nothing else will be able to perform, because there would be no reason to ask the Rifter pilot to tackle when the Incursus would do it (literally) four times better.
I don't know what CCP has in mind for the hybrid fix, but comprehensive MWD/web bonuses shouldn't be on the list.
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Jiao Governator
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Posted - 2011.08.10 07:12:00 -
[2]
I'm sure that CCP will never give extra bonuses to Gallente ships so they can apply Blaster damage more effectively, especially when the same thing can be accomplished by adjusting the tracking of the guns or mass/velocity of the ships without giving the race a huge EWAR advantage. |
Nezumiiro Noneko
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Posted - 2011.08.10 09:12:00 -
[3]
Edited by: Nezumiiro Noneko on 10/08/2011 09:13:05 it can't be mwd....caldari would have to get it too. Then you'd have rokhs kiting at wtf range all day long lol.
Cant be webs...webs are minmatars thing. That and you'd also have cries of why does caldari get 2 e-war bonused bs' (web rokh, jam scorpion), an e-war bc (lolrox), gets another e-war t2 cruiser (eagles to web...falcon to jam) and the AF's.
when trying to figure out what hybrid fixes might be legit...remember its getting applied to the caldari in some way. Means there will be nothing op about it lol
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Aamrr
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Posted - 2011.08.10 09:16:00 -
[4]
Whatever it is, I'm hoping they're smart enough to use a light touch this time around. The last two times they buffed weapon systems, they hugely overdid it.
Maybe this time around they'll do it in steps and we'll be able to find a reasonable medium. The last few times around haven't exactly inspired me with confidence.
In particular, I'm disgusted with the laser weapon system. As a whole, lasers are overpriced trash. They have ludicrously high fitting requirements, absurd capacitor cost, poor tracking, and no damage selection.
But when scorch is as ridiculous as it is...
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Lady Spank
Amarr In Praise Of Shadows
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Posted - 2011.08.10 12:28:00 -
[5]
(literally) four times better. ~~~
Screenshot batch compression |
Dorian Wylde
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Posted - 2011.08.10 13:28:00 -
[6]
Originally by: Aamrr
[i]In particular, I'm disgusted with the laser weapon system. As a whole, lasers are overpriced trash. They have ludicrously high fitting requirements, absurd capacitor cost, poor tracking, and no damage selection.
Prices are the same as any weapons.
Fitting requirements are not an issue with laser boats are designed for them. The only potential problem are large tachyons, which are not designed for regular ships.
It's almost like they use cap instead of ammo, genius.
They get a higher base damage to compensate for no selection. Plus hybrids don't get to select either, and most of the drones beyond warriors and gallente are useless.
Cry more, in short.
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Aamrr
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Posted - 2011.08.10 13:36:00 -
[7]
Edited by: Aamrr on 10/08/2011 13:38:36
Originally by: Lady Spank (literally) four times better.
A target under a 90% web goes 1/4 the speed of a normal web. So yes, I meant precisely what I said.
Was there anything else you wanted to add besides an empty quote?
Originally by: Dorian Wylde Prices are the same as any weapons.
Fitting requirements are not an issue with laser boats are designed for them. The only potential problem are large tachyons, which are not designed for regular ships.
It's almost like they use cap instead of ammo, genius.
They get a higher base damage to compensate for no selection. Plus hybrids don't get to select either, and most of the drones beyond warriors and gallente are useless.
Cry more, in short.
You misunderstand. I wasn't complaining about the state of lasers. I was complaining about the poor implementation. In terms of game design, they're don't behave consistently, and they're being propped up by the existence of one large weapon system (tachyons) and a T2 ammunition.
I still love them, though. Bzzt!
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Cyniac
Gallente Twilight Star Rangers
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Posted - 2011.08.10 13:43:00 -
[8]
Well the changes to the T2 hybrid ammo definitely count as a "light touch" approach.
Incidentally would any Vigilant pilots out there want to comment on the 90% web effect? I'm curious.
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Asharis Fyn
Gallente Center for Advanced Studies
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Posted - 2011.08.10 13:57:00 -
[9]
The Caldari should have been traditionally associated with speed. That is why the Gallente shifted to drone warfare to counteract them. If anything, a drone boost would be a good.
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Nezumiiro Noneko
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Posted - 2011.08.10 22:58:00 -
[10]
Originally by: Cyniac Well the changes to the T2 hybrid ammo definitely count as a "light touch" approach.
would be the best way. Cap or range I am thinking. Cap so that hybrids can fire with less concern about their tank with good ammo (be nice for gallente reppers and well caldari don't have to go oooh shi....about to lose my invul II due to no power). Or range. Hooks up the gallente who need it. And if all stays the same on caldari I'd still take it. Still chipping paint but more range to play with to better deal with say minny fall off games. range to say make barrage fall off less effective be nice. Yeah mister ac gunner...want to hit us...better leave some room for some DU or Tit S because barrage won't cut it no more.
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Verity Sovereign
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Posted - 2011.08.11 01:40:00 -
[11]
IMO, if any ships should get 3 bonuses, they should be the amarr laser boats.
A -10% cap use bonus doesn't acctually increase the weapons combat effectiveness, just its duration.
Other ships will still have a turret that tracks/fires faster or does more damage.
Those -10% cap bonuses are such crud, that people often fit autocannons on ships where that is the only laser bonus.
The -10% cap use bonus should be a "bonus bonus". Of the T1 BSs, the Abaddon doesn't have the bonus, and is certainly liked over the armageddon.
Regarding the Gallente and Caldari hybrid boats, I think a "bonus bonus" is in order -> -5% hybrid weapon capacitor use per level (or even 10%).
It just seems wrong that at lvl 5 most Amarr laser boats use less energy to fire than Gallente/caldari hybrid boats.
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Diomidis
Pod Liberation Authority
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Posted - 2011.08.11 05:01:00 -
[12]
Actually the Geddon is the only T1 BS where the cap reduction bonus makes sense, simply cause it works with the secondary bonus - the RoF increase...it would be meh having a bonus that would otherwise make you greatly more unstable when you skilled up...
Then again, should you trash the cap bonuses, most amarr ships would be useless without one or even two cap boosters, and that would ruin both pve and pvp potential due to the serious lack of med slots for tackle...
...
As for the 90% web bonus for blaster ships... At least the Gallente BS line has 5x med slots - or 4x and a tracking bonus (mega hull line)... That means you can fit scram and 2x webs => technically you can achieve the 90% web effect with most of them, while still having MWD point and cap booster, unlike most other BSs, and especially caldari which tank with their med slots most (at least for the blaster boats that's true).
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Ryuce
My Bonnie Lies over the Ocean
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Posted - 2011.08.11 06:23:00 -
[13]
Originally by: Aamrr Edited by: Aamrr on 10/08/2011 13:39:26
Originally by: Lady Spank (literally) four times better.
A target under a 90% web goes 1/4 the speed of a normal web. So yes, I meant precisely what I said.
Somebody had to comment on your use of the word 'literally'.
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Hiroshima Jita
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Posted - 2011.08.11 06:31:00 -
[14]
They need a damage and tracking buff.
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Aamrr
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Posted - 2011.08.11 12:52:00 -
[15]
Edited by: Aamrr on 11/08/2011 12:53:55
Originally by: Ryuce Somebody had to comment on your use of the word 'literally'.
I suppose that'd be worth doing, had I used it incorrectly. Given that the effect is precisely what I said it was, I found it a bit odd.
Originally by: Diomidis
As for the 90% web bonus for blaster ships... At least the Gallente BS line has 5x med slots - or 4x and a tracking bonus (mega hull line)... That means you can fit scram and 2x webs => technically you can achieve the 90% web effect with most of them
Actually, it's closer to an 80% web. So the target is still moving twice as fast as what a Vindicator could achieve. Even with stacking penalties removed, it'd only be an 84% web. And, of course, a single web works more nicely with others where stacking penalties are concerned.
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s0lar pulse
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Posted - 2011.08.11 13:38:00 -
[16]
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1184365&page=1
Anyone who was in that thread suggesting a across the board boost to Minmatar should never be listened to again.
Those who flew the ships said otherwise. Suggest slight changes and a focus on the battleship class where most issues were.
All the people who thought they were clever never thought about Tracking Enhancers and when it was considered. Had no idea of it's true application ingame. So, all there clever ideas ment nothing. They even believed the changes weren't enough! Indeed it only did change 3 ships for the most part. The GTFO faction was always GTFO, but added to it.
If you listen to pilots like Cam, he will lead you to believe. Everything they argued was correct and that was just a first step into changes Gallente. Bu11sh!t! In that thread. Solo pvp ment nothing @ the time. Many suggested no faction should and does excel @ it and that solo pvp was fable. With that mentality how could they ever go abouts real changes to Gallente? Atleast without increase range, which is where they were going with everything, because of lasers. Everything had to be like lasers. Projectiles and Hybrids were considered sh!t! In those threads they made it sound like hybrids were better than projectiles. They had graphs to show it. Comparison between the Megathron and Tempest was popular. Any suggestions of the Tempest being able to kite the Megathron was ignored. So, I dont trust the community as a whole, because they're r3tard3d! I suggest those who have a intrest in any ballancing of anything take a look @ that thread. Those who did not fly the ships had control of the direction of the thread. They were the majority. CCP will go in the general direction of the suggestions made. OFTEN!
Remember that the projectile boost, was suppose to be a a boost to the Tempest, Maelstrom, Typhoon, large autocannons and artillery. It went way beyond that! Those who are terrible will always want everything given to them to compensate for being bad (Dramiel). Everything must be easy to fit, track and do damage (Abaddon, Drake, Minmatar). Everything must be ballanced/equal/same! If the change is too small. Those who fly Gallente ships will be ok. Those who dont, will notice the lack of anything being different. If the change is too big. well! This is a never ending circle...
-proxyyyy
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s0lar pulse
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Posted - 2011.08.11 13:51:00 -
[17]
Originally by: Lili Lu -------------------------------------------------------------------------------- I don't agree. You are taking alpha in isolation. In a fleet situation alpha is additive. If you make alpha too strong we will just replace Apoc as fotm with Tempest or Maels as fotm. Target caller: "Beta is primary" Fleet of Tempests: (after Beta alpha'd) "what is secondary?". At a certain size fleet, alpha will be all that matters, because opposing BSs can get alpha'd. If you make that threshhold very much lower there will be no reason not to fly fleets of all Minmatar all the time.
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Alpha is not additive. There's only so much required - and incidentally, as fleet sizes increase, alpha becomes much less meaningful. There is an iron clad proof of this. We should chat out of this thread about it.
Quote: -------------------------------------------------------------------------------- I do. Might not tech I cruisers totally disappear as a pvp option? And yes frigs can be alpha'd by any BS, but what about the thrasher eating frigs much more easily. No noob will be useful for anything in his tech I frig or cruiser. It would affect faction warfare most, probably. No more tech I frig tacklers is not a good thing imo. --------------------------------------------------------------------------------
I don't believe this would be the outcome of the change.
Quote: -------------------------------------------------------------------------------- The question remains, how could you nerf the Apoc's bonuses and not have it land in the toilet again? I think anyone calling for a laser/apoc/zealot nerf needs to wait for the projectile buff to go through and see how the tempest/munnin fare in comparison with the change. --------------------------------------------------------------------------------
I plan to. But boosting alpha won't change that the Apoc is *the* premier sniping platform.
-Liang
Nope! The game changed and sniping became outmoded (along with beam lasers). Innovation, setups, enviroment, and tactics changed to compensate. (The more you read this crap the more you laugh!)
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Braitai
Ice Fire Warriors
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Posted - 2011.08.11 14:16:00 -
[18]
Just throwing an idea out there, make railguns the opposite of pulse lasers/ac's. Both short range weapons have a mid range ammo option, make rails a long range weapon with a mid range option. Change jav ammo to have the same range as antimatter but with a 50-100% bonus to tracking, and lower the fitting requirements on med-large rails. Without order nothing can exist. Without chaos nothing can evolve. |
Verity Sovereign
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Posted - 2011.08.11 14:56:00 -
[19]
Edited by: Verity Sovereign on 11/08/2011 15:01:42
Originally by: Diomidis Actually the Geddon is the only T1 BS where the cap reduction bonus makes sense, simply cause it works with the secondary bonus - the RoF increase...it would be meh having a bonus that would otherwise make you greatly more unstable when you skilled up...
Then again, should you trash the cap bonuses, most amarr ships would be useless without one or even two cap boosters, and that would ruin both pve and pvp potential due to the serious lack of med slots for tackle...
Hence the "Bonus bonus" suggestion. Give them 2 combat related bonuses (such as the abaddon has, ie a bonus to tank, tracking, range, rof, or firepower), then as a "bonus" you throw in another bonus to laser cap use so they can compete with ships which can fire their capless weapons.
Since this is about Gallente/hybrid, and with the typical Amarr bonus being what it is, Gallente/Caldari hybrid ships often end using more cap to sustain fire than Amarr laser ships. So I think it would be a good idea to give the hybrid platforms a third bonus: a -5% or -10% hybrid capacitor usage.
These cap useage bonuses don't affect range, DPS, tracking, tanking (armor/shield/speed/sig). In short, they don't have any immediate effect on combat (until the combat has lasted long enough that without the bonus, their cap would be empty). Therefore I think it is unlikely that giving hybrid ships 3 bonuses, wherein one is simply a cap usage bonus, will be overpowered.
You don't have to list it as a seperate bonus - list it as a composite bonus, like drone bonuses Consider the Vexors 2nd bonus "10% bonus to drone hitpoints, damage and mining yield per skill level." - thats quite a few attributes affecting by this 'one' bonus.
Now lets look at the Ferox hybrid bonus: "10% bonus to Medium Hybrid Turret optimal range" I suggest we change it to a 'composite bonus': "10% bonus to Medium Hybrid Turret optimal range and capacitor use"
Likewise, the incurses's current bonus: "10% bonus to Small Hybrid Turret falloff" would go to "10% bonus to Small Hybrid Turret falloff and capacitor use"
For ships that don't have a 10% hybrid bonus, it would be more awkward to word, but you get the idea. I'm not sure 10% is needed, 5% may be just fine. In that case, the thrax bonus of "5% bonus to Medium Hybrid Turret damage per level" simply goes to "5% bonus to Medium Hybrid Turret damage and capacitor use per level"
My impression is that Amarr laser ships as a whole are also a little underpowered, though a few of their ships do have their niches (mainly long range sniper, which will be hard to maintain if hybrids are fixed). I wouldn't mind seeing them get another bonus, although since this would do more than just change cap stability (i most cases, aside from the abaddon), it would have a greater chance of being OP'd.
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Spookyjay
Caldari Animosity.
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Posted - 2011.08.11 17:02:00 -
[20]
Edited by: Spookyjay on 11/08/2011 17:02:35 Gal ships need a dammage bonus and a active rep bonus so that a deimos tanks like a crazy fool and does heaps of damage. But has the worst range and is vulnerable to lock down tactics.
In respect it should have bonuses along these lines: 15% per level to damage out put of (blaster) per level 25% bonus to rep amount per lvl -25% to weapon capacitor use per level so that when you have used your cap burning into range you get a small caps boost from opening fire.
So you have a cruiser with 5km range maybe 7km with fall off. It has a middle ground speed for its class. Does 1000 dps easy and tanks 1000 dps easy. Caps wise it requires a booster to be practical. Its low range and middle ground speed stop it from being overpowered. Its gonna get ****d by recons.
It adds a layer to fleet fights as it would become worth having a runner that can land a few ships like this on a fleet at range. and it does the dps that the rest of the fleet does not.
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Ineka
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Posted - 2011.08.11 17:52:00 -
[21]
Originally by: Aamrr A common suggestion for the hybrid fix has been to give Gallente ships MWD and/or web bonuses to allow them to apply blaster DPS more consistently. While this sounds good in principle, it's a bad idea with some unfortunate consequences.
Consider this -- blasters aren't the only ships that benefit from a 90% web. If we start giving all the Gallente hulls role bonuses for web strength and MWD consumption, then Gallente become the only useful tackle ships in Eve. Nothing else will be able to perform, because there would be no reason to ask the Rifter pilot to tackle when the Incursus would do it (literally) four times better.
I don't know what CCP has in mind for the hybrid fix, but comprehensive MWD/web bonuses shouldn't be on the list.
Dangerous to make gallente work in gallente niche?
I mean minmatar are the kitting race, you should use warp and tracking disruptor's instead of webs and scrams. But you just do like everyone, you use minmatar stuff to play like gallente should be.
Now my questions for you are:
How do you fix hybrids without giving them the overpowered alpha of your arty's or the tracking/dps of your autos in gallente's op distance?
How do you fix gallente hulls?
Simple questions from a gallente pilot who didn't had another choice than train minmatar because my cane now is a lot better than my brutix or myrmidon with the same gameplay (pvp) or my arty's pest that can one shot cruisers and put 13K volleys on bs's at distances where my hybrids are so ridiculous that the only ones I still have are on a mission bs that got the status of hangar queen.
Please enlight me with your strong knowledge.
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FT Diomedes
Gallente Factio Paucorum
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Posted - 2011.08.11 21:36:00 -
[22]
Since small blasters are generally okay, we don't need any changes to those ships. Thus, interfering with frigate class tackling isn't an issue. I would focus on three ships: 1. Brutix - change armor rep bonus to web strength bonus. Lower the mass. This automatically makes it a better ship. It fits with the Gallente mentality of "if I get my hands on you, people die." 2. Thorax - lower mass and increase base speed 3. Hyperion - another low slot
I have my flame resistant suit on. --- This doesn't even seem to be a regular case of rats fleeing the sinking ship. Seems more like the rats are on fire, the ship is on fire, and the sea is full of drunk Russians. - Jacob Etienne |
Aamrr
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Posted - 2011.08.11 22:13:00 -
[23]
Edited by: Aamrr on 11/08/2011 22:15:57
Originally by: Ineka <snip>Poorly punctuated passive-aggressive rant</snip>
Since you're making me give suggestions? Here's where I'd start...
- Hybrids consume an inordinately large amount of fitting resources. Right now, it's simply not reasonable to fit the obligatory MWD, armor plating, and turrets to your ships. This should be looked at.
- Gallente have issues catching ships that kite them. While they shouldn't have the sustained speed of their Minmatar cousins, they should have at least a chance of applying their scram. I think a MWD overheat bonus would be appropriate in resolving this issue. If a Minmatar ship could manage to keep range during the crucial overheat period, they could win. If not, they'll die in a fire. Neat.
- Gallente ships have tracking issues even after applying tackle, and there is too little difference between autocannon and blaster tracking. I'd probably be more in favor of nerfing AC's, but this could go either direction. Consider that I am actually making the turrets more differentiated here, not less.
Mostly, I'm trying to address the fact that ships no longer suffer sigbloat when they're webbed+scrammed.
- Gallente ewar is notoriously poor. Dampening effects should be an appropriate counter to kiting, but that isn't happening at present.
Any of these would be preferable to turning Gallente into the only tackling ships worth a ****. Please remember that hybrids aren't the only turrets that benefit from a target standing still.
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Knoppaz
Rens Nursing Home
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Posted - 2011.08.12 15:51:00 -
[24]
Actually ewar for Gallente and Caldari should have been swapped in first place.
A dampener simply makes no sense for a ship that needs to go straight to the enemy to apply it's damage. The advantage of dampening is gone halfway to the opponent. Blocking him completely for some time would have been the right option.
Caldari on the other side are long-range specialists (or at least they once were intended to be) with optimal bonus and cruise missiles. Dampening and then kiting would have made sense for them.
Guess it's way too late for this so *shrug*
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Acktose5123
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Posted - 2011.08.12 15:55:00 -
[25]
Tbh, I don't see a problem with hybrids (other than railguns suck). Bladders seem fine to me. They don't have the range of ACs or lasers, but don't they make up for that with their damage?
Sure gallente boats aren't the fastest, but I've had no trouble getting close enough to most things to apply that damage |
Skex Relbore
Gallente Red Federation RvB - RED Federation
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Posted - 2011.08.12 17:46:00 -
[26]
Originally by: Knoppaz Actually ewar for Gallente and Caldari should have been swapped in first place.
A dampener simply makes no sense for a ship that needs to go straight to the enemy to apply it's damage. The advantage of dampening is gone halfway to the opponent. Blocking him completely for some time would have been the right option.
Caldari on the other side are long-range specialists (or at least they once were intended to be) with optimal bonus and cruise missiles. Dampening and then kiting would have made sense for them.
Guess it's way too late for this so *shrug*
The idea behind damps is that you force an enemy to close within your engagement range. Problem is that it takes 3+ damps to drop an enemy ship's targeting range sufficiently to bring them into blaster falloff. honestly a lot of Gal problems would be alleviated by boosting damps.
Of course that would bring us back to the problem of insufficient mid slots to support a ship that requires cap for both weapons and at least theoretically tank as well as MWD to close range sufficiently to use weapons that then require a web or two to track an equivalent classed ship at it's optimal.
Personally I think that hybrids need a big tracking boost a serious reduction in cap use, change the optimal penalty on short ranged ammo to a fall off penalty and let it change ammo instantly of course the whole range of ammo could use adjustment as it stands.
I mean one would think that a hybrid weapon system would get some of the advantages of the weapon systems it's considered a hybrid of but as it stands Hybrids get all the drawbacks of each weapon type and none of their advantages.
Cap use check
Ammo consumption Check (oh yeah and while on the subject why the **** do smaller caliber rounds that don't include propellant take up more cargo space?)
Reload time Check
Add to all that the idea that these ships are supposed to be active tanked armor ships yet there is no way in hell to fit an active tank and top tier guns hell can't hardly fit them with bottom tier guns.
To further exacerbate the situation active armor tanking rigs have the same speed penalty as passive rigs, Nanobot accelerators and pumps need a different penalty.
Caldari well their ships are really supposed to be rail boats and rails have their own problems.
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Aamrr
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Posted - 2011.08.12 17:54:00 -
[27]
To be honest, they should just remove rigging penalties entirely. Nerf the rigs and use the skills to get them back up to the benefit they provide now at full skills.
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Zyress
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Posted - 2011.08.12 19:12:00 -
[28]
My ceo recently commented he wanted to put a sniper battleship fleet together so I dutifully got out my eft to see what I could do. I can already fly any Battlecruiser down in the game with max skills but the only Batlleship I have trained is Caldari. I put together the best sniper Rokh fit I could and it got a little under 100 Dps more than my Sniper Hurricane fit. Just for fun I set skills to 5 and set up a Sniper Tempest fit, it was getting over 10000 alpha to the Rokhs a little over 2000. Yeah, thats a little imbalanced.
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MeBiatch
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Posted - 2011.08.12 19:41:00 -
[29]
Edited by: MeBiatch on 12/08/2011 19:42:08 ok well so here are my ideas for hybrid fix...
Originally by: MeBiatch
Hybrid fix:idea for blasters would be close range arties... (basically keep dps the same but increase alpha decrease rof to ofset, plus increase base tracking)
Railguns: make them long range autocannons (increase base damage and rof, reduce cap activity amount)
Change the 10% to optimal range bonus on Caldari ships to 5% to ROF...
hybrid ammo: make it a true mix between energy and projectile... (give a base tracking bonus added to the cap reduction bonus) plus make: antimater 50/50 therm/kin damage = -50% to optimal range uranium 80/20 therm/kin -50% to optimal range plutonium 20/80 therm/kin) -50% to optimal range thorium 70/30 therm/kin -20% optimal range 1.15% increase to tracking -25% to activation cost... lead 30/70 therm/kin 0% change to optimal range 1.075% increase to tracking -35% to activation cost... iridium 50/50 therm/kin 20% change to optimal range 1.035% increase to tracking -40% to activation cost... thungsten 80/20 therm/kin 40% change to optimal range 1.0175% increase to tracking -45% to activation cost... iron 20/80 therm/kin 60% change to optimal range 0% change to tracking -50% to activation cost...
make there options for gallente ships to get close 1st is speed option so give gallente ships all reduced mass plus make a mass reduction bonus to some ships (like deimos, mega all ships that currently get falloff/tracking bonus now get mass reduction bonus) 2nd: make the 7.5% to armor repper amount per level to include incomming RR 3rd. change the trimark penilty from max speed to agility...
Presto Gallente/Hybrids are fixed plus gallente/caldari ships are now balanced against each other...
caldari will have the highest dps and gallente highest alpha... because 5% rof = 33% increase to dps but no increase to alpha... but 5% to base damage is 25% increase to both dps and alpha...
imagine how usefull rokhs will be when you can do 1k dps @ 100km
oh and yes 90% webs on gal ships is a bad idea... for obvious reasons that have been stated by the op...
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m3talc0re X
Caldari SandStorm. The Babylon Consortium
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Posted - 2011.08.12 20:39:00 -
[30]
I really don't see why this issue has been made out to be sooo complex. Give blasters a little faster tracking and maybe a little more falloff or optimal. Fixed. Give railguns a little bit faster tracking, not much and a little added damage modifier. Fixed. Balance issues are null, problems solved. It's really THAT f'ing simple.
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