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kieron
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Posted - 2005.03.02 20:54:00 -
[1]
Last week, Hammerhead promised a Dev Blog with loads of information on some of the prospective changes to ammunition and ballistics. He even promised some nifty graphs and pictures. While he didn't provide any pictures, he did add a number of graphs and charts to look at in the newest Dev Blog to hit the My EVE pages..
Read the Blog and jump on Sisi to test the proposed changes. Leave a comment, read some comments and jump back on Sisi for more testing. Rinse and repeat as many times as desired. Just make sure to test out the proposal before flaming.
Discussion on the proposed changes can be found in this forum thread.
kieron Community Manager, EVE Online
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Aneu Angellus
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Posted - 2005.03.02 23:07:00 -
[2]
You like saying the word 'blog' and making it look pretty, dontcha ________________ Aneu Angellus Vengeance Of The Fallen - WolfPack Military Captain
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Rod Blaine
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Posted - 2005.03.02 23:37:00 -
[3]
Btw, that forum thread is about pulses, not ammo.
Theres another one in ships and modules now that is about ammo. Just to not get stuff mixed up too much. _______________________________________________
Yes yes, blogging is passÚ I know. Rod's Ramblingz on Eve-Online Solutions to your issues. |
F4ze
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Posted - 2005.03.03 00:14:00 -
[4]
From the first quick glance, it looks good.
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BOldMan
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Posted - 2005.03.03 11:18:00 -
[5]
Why dont have more types od damage on galente? Only kinetic and thermal. I think explosiv can be also a normal option for hybrids. And cap for gallente is so ... ohhh, let see: (Note, this isn't the place to whine about specific Gallente ships sucking):
Ok. whatever.
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Jakk Graiseach
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Posted - 2005.03.03 15:54:00 -
[6]
Looks good on paper.
I'll wait to see if there's a modified version after testing. -- ** All accounts cancelled - have fun guys ** |
Soren
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Posted - 2005.03.03 17:48:00 -
[7]
I almost thought that was three dev blogs! _________________________________________________________
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Arbenowskee
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Posted - 2005.03.03 18:36:00 -
[8]
Long range hybrid ammo should do more kinetic dmg (since rails are more a domain of caldari), while close range should do more thermal dmg (since blasters are more a domain of gallente).
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Moneta
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Posted - 2005.03.03 20:30:00 -
[9]
Originally by: Arbenowskee Long range hybrid ammo should do more kinetic dmg (since rails are more a domain of caldari), while close range should do more thermal dmg (since blasters are more a domain of gallente).
Hammer asked about actually putting that on sisi on the ship forums.
Go to the ammo changes unofficial thread and just reply there, he reads that one. Originally by: Aneu Angellus Iv held back from posting on this thread for quite some time, but i think the time had come for me to come in and post.
Aneu
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OffBeaT
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Posted - 2005.03.03 22:27:00 -
[10]
i wont too see a skills chart of the up comming new skills needed and what atts help with what skills.
i like too see how i stand for time when training these new skills too any kind of real effectiveness in combat.
if there is a list of this out i missed it some how.
could someone post a link too it.
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Rod Blaine
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Posted - 2005.03.03 23:24:00 -
[11]
Originally by: OffBeaT i wont too see a skills chart of the up comming new skills needed and what atts help with what skills.
i like too see how i stand for time when training these new skills too any kind of real effectiveness in combat.
if there is a list of this out i missed it some how.
could someone post a link too it.
wtf ?
You got the wrong devblog buddy, this ain't about missiles. _______________________________________________
Yes yes, blogging is passÚ I know. Rod's Ramblingz on Eve-Online Solutions to your issues. |
Orb Lati
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Posted - 2005.03.04 00:23:00 -
[12]
Edited by: Orb Lati on 04/03/2005 00:32:54 Looks ok so far bar one point. i agree with the objection to projectile ammo volumn in that the close range ammo (commonly used in AC's) takes up more space than the longer range ammo.
Inaddition i would ask that the coders consider the following change to reload and ammo swaping mechanics.
Currently if you wish to reload new ammo you have to stop you gun wait for the breach to clear, load new ammo, then recommecns firing. And when a autorelaod happens you have to reactive all guns.
While the reload makes sence logically game lag can make this take longer than it should.
I would suggest that if you wish to load new ammo while the gun is still firing, that the load order gets qued before the next auto firing comand so that game would automatically pause the firing, load new ammo then restart firing.
I would also ask that after a auto reload that the guns auto restart firing on the currently selected target.
"We Worship Strength, because it is through strength that all other values are made possible" |
0seeker0
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Posted - 2005.03.04 09:12:00 -
[13]
Originally by: Orb Lati Edited by: Orb Lati on 04/03/2005 00:32:54 Looks ok so far bar one point. i agree with the objection to projectile ammo volumn in that the close range ammo (commonly used in AC's) takes up more space than the longer range ammo.
Inaddition i would ask that the coders consider the following change to reload and ammo swaping mechanics.
Currently if you wish to reload new ammo you have to stop you gun wait for the breach to clear, load new ammo, then recommecns firing. And when a autorelaod happens you have to reactive all guns.
While the reload makes sence logically game lag can make this take longer than it should.
I would suggest that if you wish to load new ammo while the gun is still firing, that the load order gets qued before the next auto firing comand so that game would automatically pause the firing, load new ammo then restart firing.
I would also ask that after a auto reload that the guns auto restart firing on the currently selected target.
Ya! you know i have one little tiny change that would make changing ammo much less of a headache... the option to GROUP guns... so say your autocannons are 1 - 4 and the arties are 5-7, you group them then when you want to change ammo for the arties you press the key binded to 5-7, select the ammo and there ya go, all three done.
This is especially relevant for destroyers... you cant afford to **** around, every hp uf hull counts.
San.
Character "Widescreen" is a scammer; beware.
Check my bio for a list of known scammers.
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AvanCade
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Posted - 2005.03.04 15:57:00 -
[14]
First nerve for Amarr ever ?
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ollobrains
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Posted - 2005.03.05 07:31:00 -
[15]
If we could long onto singularity to test it out that would be good - but we get to the log in then nothing (i have a seperate folder installation and deleted cahce - still refuses to work - whats the go)
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Ali Bobba
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Posted - 2005.03.05 07:34:00 -
[16]
Kieron, the chances look nice to projectile ammo, but I'm a little uneasy about the application to hybrids.
Projectiles have the nice ability to chose between all four damage types, so cutting their range down to three choices (short, medium, long) still leaves them with that advantage. Energy crystals only have two damage types (or one for the radio), so letting them keep their sliding scale of range sounds good too.
Hybrids on the other hand, only deal two types of damage, and now might have only 3 choices for the range bonus? That's a loss in flexibility that I would hate to see. Maybe I'm a little biased since I'm thinking specifically of a sniper setup with rails, where the range bonus makes the most difference... but only being able to chose between varying(sp?) amounts of two damage types doesn't offset the loss of flexibility in range IMO.
I know you don't want complaints about gallente ships and blah blah blah, so I apologize about that, but with the Hybrids using the most cap, it would seem unfair to me to constrict hybrid users' choice of ammo like this.
There, I spilled my piece. Have a good one
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ollobrains
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Posted - 2005.03.05 07:55:00 -
[17]
im just wondering why the current changes to hybrids - are they that unbalanced that they need fixing ?
Might drive this gallente to ditch the thorax and go amarr or caldari ship
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Sarkos
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Posted - 2005.03.05 12:41:00 -
[18]
The changes look good on paper...erm display. I wonder why the lesser damage to Nuke and Proton though. Now if only Crystals for beam weapons would mass as much as 1K ammo an take 10 seconds to switch we would have something. With the ROF and almost instant swap, along with not needing reloads, the Amarr still have a HUGE advantage in most combat situations.
Sarkos
Either free the slaves or we will come and get them.
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Caldorous
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Posted - 2005.03.05 22:59:00 -
[19]
Originally by: Sarkos The changes look good on paper...erm display. I wonder why the lesser damage to Nuke and Proton though. Now if only Crystals for beam weapons would mass as much as 1K ammo an take 10 seconds to switch we would have something. With the ROF and almost instant swap, along with not needing reloads, the Amarr still have a HUGE advantage in most combat situations.
Sarkos
The lasers are easy to tank, the projectiles no so easy -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage. |
Ankanos
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Posted - 2005.03.07 11:52:00 -
[20]
Originally by: Sarkos The changes look good on paper...erm display. I wonder why the lesser damage to Nuke and Proton though. Now if only Crystals for beam weapons would mass as much as 1K ammo an take 10 seconds to switch we would have something. With the ROF and almost instant swap, along with not needing reloads, the Amarr still have a HUGE advantage in most combat situations.
Sarkos
oh please, cut it out will you? do you want everything in this game to become equal? 10seconds to yank a crystal? a single crystal you could fit in your pocket (or backback, if you must?) take 1km3? -must everything end up as a balanced friggin equation?
imo.. they should leave the dang crystal and ammo changes tucked away in some dark corner.. WHY mess with perfection?
I like the diversity we have with ammo.. and with the ships in general. these changes will make less it intersting for those of us who like to think... it'll just make the game more homogenized.
-not a good thing.
leave the ammo alone..just change the rof on the geddon, or change the megapulse a little.. all the rest of the lasers are PEREFCT..
-carry on.
-ank
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S'Daria
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Posted - 2005.03.08 09:07:00 -
[21]
I think its resonable.
Would you think it'll be possible to generate these graphs in-game based on our skills/ship bonuses?
Right click on turret Generate Graph -> Window displayws with graph data (kinda like how the Market displays purchases over time)
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Conrad
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Posted - 2005.03.08 14:56:00 -
[22]
Originally by: S'Daria I think its resonable.
Would you think it'll be possible to generate these graphs in-game based on our skills/ship bonuses?
Right click on turret Generate Graph -> Window displayws with graph data (kinda like how the Market displays purchases over time)
That would be a cleaver and most apprecieated addition with a graph.
I think the range changes are nice, but hybrids don't do the same kind of damage. Having them shoot kinetic is an advantage to those tanking agianst lasers. That forces a tanker to use a kinetic vs extra stacked thermal. Now all you need is thermal and em for shields essentially. So in that respect it looke like a step backwards for balancing.
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lythos miralbar
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Posted - 2005.03.08 17:07:00 -
[23]
personally i can think of one situation where these changes are NOT good..
Situation =
Player in a harpy sat on a gate with 2 sensorboosters and a 20km scrambler, waiting for an annoying inty to come through. The harpy has 150 mm protogauss rails and plutonium. With fittings and skills optimal range is 26 km, the fall off is about 6km.
Inty pops through the gate and appears at 18km from harpy. A) inty runs and gets blown up before it can get out of range B) inty decides to fight and gets blown up before it can close..
With these changes the optimal will be down to 20km... so the inty will be able to get out of range ALOT easyier.
If you use a less dammaging ammo you'll obviously get way more range, but the dammage will be gimped.. The jump from the -50% range ammos up to the next ammos is there fore to big. In this situation plutonium is perfect because of that slight extra bit of range.
There must be quite a few situations like this..
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