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Face Lifter
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Posted - 2005.03.02 22:38:00 -
[1]
I noticed that, so I was a bit hesitent to post my ammo comments in the "nerf lasers" thread. But I did anyways, check out my response on 2nd page
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Face Lifter
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Posted - 2005.03.03 17:52:00 -
[2]
Originally by: CCP Hammer I'm thinking about trying the long range hybrid ammo with more kinetic bias. What are people's thoughts on that?
keep in mind that blasters will always use shortest range ammo. Rails probably use shortest range most often, then medium range ammo sometimes. I bet the long range ammo used very rarely. I really don't care what it looks like damage wise.
The main focus is always short range ammo. I don't like thermal bias on it, cause thermal damage is the most common and everyone hardens against it. Why not let people decide which damage bias they want to have - kinetic and thermal? make ammo types for both
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Face Lifter
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Posted - 2005.03.03 21:01:00 -
[3]
CCP Hammer, if you want hybrid users to be happy with ammo damage, then simply do this:
0.5 range ammos: - 10 thermal 2 kinetic - 6 thermal 6 kinetic - 2 thermal 10 kinetic
Then everyone should be happy, cause now you are giving people 3 good choices. Some people like thermal better, some people like kinetic better, some people want balanced damage.
Hybrids are used by both Gallente and Caldari, and both of those races are supposed to focus on thermal and kinetic damage types. So it makes sense to have ammo that gives good options for both damage types.
If you want to make medium range ammo more useful on hybrids, make it slightly more damaging. Railguns rely a lot on optimal range, so using 0.5 range ammo is kinda harsh. If medium range ammo was a bit more damaging it would be used more often, thus helping fulfil the role of railgun as long range - medium damage type gun
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Face Lifter
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Posted - 2005.03.03 23:00:00 -
[4]
I think ammo with thermal bias should get slight cap bonus ammo with kinetic bias shouldn't get cap bonus
that's cause, thermal damage is hardened against more often than kinetic, and a slight cap boost to using thermal ammo will help offset that disadvantage
0.5 range ammo - 10 thermal 2 kinetic - 10% cap bonus - 6 thermal 6 kinetic - 5% cap bonus - 2 thermal 10 kinetic - 0% cap bonus
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Face Lifter
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Posted - 2005.03.03 23:43:00 -
[5]
No. All those 0.5 charges do same amount of raw damage, the difference between them is not significant enough to justify more than 10% cap bonus.
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Face Lifter
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Posted - 2005.03.04 18:05:00 -
[6]
I like the new hybrid ammo much better now.
1 minor thing tho - why not switch damage of lead around: - 5 kinetic, 4 thermal ?
It's really minor, but it feels better knowing you have more distinct choices of medium ammo, 1 thermal bias, 1 kinetic bias
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Face Lifter
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Posted - 2005.03.05 23:01:00 -
[7]
Originally by: CCP Hammer Ok, testing it out all last night the Uranium with extreme bias to kinetic was unbalanced against the other short range ammo types, there was no reason to pink AM or Plut. The same goes for the extreme Iron charges. I've got some new numbers that I'm trying out. I can't guarentee when they will be on SISI since it's the weekend. I've updated images so check back a few pages in this thread or check the dev blog and clear your image cache. The new changes to hybrid ammo have the antimatter charges with no changes at all from current TQ. If it's not updated this weekend it should be updated at the start of next week.
OK, I understand how ammo with kinetic bias is more desirable. But I don't think this should be "fixed" by taking away kinetic bias ammo. Why not boost ammo with thermal bias a little more?
kinetic bias ammo should have 0% cap save. Other short range ammo could go up to 20% to make them more desirable. Or, if cap savings just doesn't cut it, give other short range ammo slightly less range penalty.. there's really no reason why the new ammo must have those 0.5 ranges.
Hybrid guns are already on the crappy side compared to other turrets.. they should be slightly improved. This can be done with ammo. But for god's sake don't make hybrids even weaker by giving them crappy ammo
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Face Lifter
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Posted - 2005.03.07 03:13:00 -
[8]
I don't use projectiles myself, but I agree that projectile short range ammo should have the same base raw damage as other guns. Either that or give projectiles another 8.3% damage boost, as that is how much they are losing with crappier ammo.
That would make projectiles compare even better with lasers.. but worse with hybrids, cause hybrids suck.. neutron blasters are nice, but who can ever fit them?
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Face Lifter
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Posted - 2005.03.07 17:29:00 -
[9]
Parallax Error, I like those ideas, lower variation in range modifier would help make guns fit in their designated roles. Plus it would give more variety to gun performance within the gun's intended range.
However, I think it's too late for such changes now.. the community won't accept removal of 0.5 & 1.6/1.5 range modifiers on ammo.
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Face Lifter
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Posted - 2005.03.08 22:47:00 -
[10]
Quote: Gankagueddon, it's the alone ship amarr good for PvP but each race can make a gankaddeon ... Tempest, Megathron, Raven, ...
Then how come the only bs you see in battle are Ravens and geddons?
Sure, EM is bad for armor, but it's very good against shields. Even tho everyone hardens against it, it's still just 50% resistence, while other hardened damage types get over 60%
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Face Lifter
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Posted - 2005.03.10 00:04:00 -
[11]
Now that I think about it, since there are 3 gun types in the game, it would make sense for hybrids to do kinetic and explosive. So lasers are very good at shields, hybrids very good at armor, and projectiles being the versatile ones
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