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TWD
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Posted - 2005.03.12 00:05:00 -
[91]
Originally by: Selim Edited by: Selim on 11/03/2005 23:49:14 Well I guess this proves that my tempest is useless for small fights.
Not exactly.
Tempest can also shield tank while doing max damage, Megathron/ Apoc can hardly/not do that.
That gives the tempest an advantage over the apoc/megathron using long range weapons. |
DigitalCommunist
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Posted - 2005.03.12 00:24:00 -
[92]
Like Rod said, lasers are more likely to achieve an optimal on their guns that is close to their targets range than Hybrids after these changes.
With two tracking computers (named tech 1), and using 425mm proto, Its either 43km with short range ammo or 87km. Even though Hybrid have the second best falloff, optimal + falloff is 73km so you have virtually no chance of hitting beyond that, and realistically you'll miss horribly at anything above 50km.
So what you need is not a comparison of damage output near three optimals but every range from 20 to 150k for a DOT curve. You'll see that 11-17% extra DOT does not apply for all situations like your conclusion would make it seem _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |
Selim
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Posted - 2005.03.12 00:34:00 -
[93]
TWD - true. But do you think a tempest can handle it all, CPU wise? And mega and apoc can shield tank too. Apoc can do it quite a deal better than the tempest due to its capacitor.
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DigitalCommunist
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Posted - 2005.03.12 00:51:00 -
[94]
Originally by: Selim TWD - true. But do you think a tempest can handle it all, CPU wise? And mega and apoc can shield tank too. Apoc can do it quite a deal better than the tempest due to its capacitor.
Not when it needs it for tachyons :P
_____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |
Kaylona Tso
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Posted - 2005.03.12 04:15:00 -
[95]
blaster cap use is the only thing wrong with hybrids
any ther problems resolves around other weapons being too powerful. Rails are nice if you consider a similar setup the tempest has to use and has many minor advantages over a tempest . -----
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Phades
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Posted - 2005.03.12 04:37:00 -
[96]
Edited by: Phades on 12/03/2005 04:39:21
Originally by: ByBy Baby If the last quotation is directed to me, your way of. I have put ridiculous amount sp in mini ship (lv 5 in al of them) and in projectiles. So I DO know what IÆm speaking of. Yes they do the most damage / salvo, but have 1 salvo ever killed a ship when itÆs ex Bs vs BS? As every one who actually fly these ships know that Minmatar ships is not that good in tanking and hitting targets with good damage is also a problem if you donÆt have all skills at lv 5. Or do every one have it when they create there character?
The thing that I did say (If you read my posts) is that there will be NO balance IF CCP canÆt se the problem. They must explain way and tell us that we are doing this and that for this reason. And when they do it the must have an open dialog with us and not only say. ôWe are going to do thisö and then nothing.
We all can adapt, but its is becoming more and more frustrating to read things from CCP and when we ask plight, we donÆt get an answer. Remember, they did not say a thing in 6 month about the projectile imbalance even thou there there where page after page with complains and crying for some information/help. Now they are doing it again. Ant this is whatÆs bugs me. If they think that projectiles users should need lv 5 on there guns and ships to make them work as the other ones do when they have lv 3-4, then they have to tell us that. I certainly did not read any thing that stated that ôIf you shoes projectiles you are a moron and will be way behind the other weapon typesö.
So to sum this up, I want some one at CCP or some one who does make the decision to explain why they are doing thins. But hey must answer to peopleÆs questions. Otherwise this game will be domed.
Damage stacks very well. It is not a hard of a concept to grasp really. Let us say you have two fleets of 36 identical setup and skilled ships. One side (lets call them the tempests) can kill one ship for every 6 it dedicates to 1 target, while the other (lets call them the apocs) require 9, but shoots 50% faster. Let us also assume that if a ship gets targeted and damaged, but not killed it lives by warping out before the damaged ship is able to fire again. Then we will also assume that both fleets lockup and fire initially at the same time and we remove little things like numerical tactics and human error on both sides. |
Phades
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Posted - 2005.03.12 04:40:00 -
[97]
Edited by: Phades on 12/03/2005 04:41:32 Tempests-36Apocs-36 1st volley the tempests kill 6 Apocs while in return the Apocs kill 4 tempests.
Tempests-32Apocs-30
The Apocs fire again before the tempests shoot back killing 3 and damaging one at 33% which warps out before firing.
Tempests-28Apocs-30
The tempests return fire killing 4 ships and forcing a 5th to warp out due to damage.
Temests-28Apocs-25
The Apocs fire back killing 2 ships and injuring a third to 77% damage, forcing a warp out.
Tempests-25Apocs-25
Both fleets fire a volley, with the tempests killing 4 ships and injuring a 5th, while the Apocs again kill 2 ships injuring a third to 77% damage.
Tempests-22 .77Apocs-20
The Apocs fire again before the tempests killing 2 ships and causing an additional 22% damage to the previously wounded ship, which finally gets into warp.
Tempests-19Apocs-20
The Tempests return fire killing 3 ships and forcing one to warp out with 16% damage.
Tempests-19Apocs-16
The Apocs fire back on the tempests destroying 1 ship and crippling another by inflicting 77% damage upon it, forcing it to warp out.
Tempests-17Apocs-16
Both fleets fire upon each other, with the tempests killing 2 Apocs and wounding a 3th causing it to warp out, while the Apocs in return destroy 1 ship and heavily damaging another to 77% damage.
Tempests-15.77Apocs-13
The Apocs fire back upon the tempests killing the injured and a healthy tempest.
Tempests-13Apocs-13
The tempests fire back upon the Apocs killing 2 and wounding a third causing a warp out.
Tempests-13Apoc-10
The Apocs fire upon the Tempests killing one ship and forcing a second to warp out with light damage.
Tempests-11Apoc-10
Both fleets fire upon each other, the with both sides making a clean kill, but Apoc warping out before performing the next volley.
Tempests-9.11Apoc-8
The Apocs fire again inflicting 88% damage on the already wounded ship causing it to warp out.
Tempests-9Apoc-8
The tempests return fire killing one Apoc and causing a second to receive 50% damage, forcing a warp out.
Tempests-9Apoc-6
The Apocs fire back on the tempests causing 66% damage to one tempest forcing it to warp out.
Tempests-8Apoc-6
Both fleets fire on each other, the tempests scoring a kill and damaging a second causing it to warp out, while the Apocs inflict only 66% damage to one ship.
Tempests-7.66Apoc-4
The Apocs fire again killing the wounded tempest.
Tempests-7Apoc-4
The tempests fire killing one Apoc and wounding a second, at which point it is silly to continue, because the Apocs are no longer a threat to the tempests, requiring 3 volleys to make a kill and losing another ship before the third volley can be made.
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Phades
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Posted - 2005.03.12 04:42:00 -
[98]
Total volleys fired Tempests-10Apocs-14 Undamaged Tempests-7 Undamaged Apocs-2 Total Tempests killed-22Total Apocs killed-25 Total Tempests warped out-7Total Apocs warped out-9
The more damage dealt up front in scenarios such as this this, in essence create a strong defense by preventing the other side to utilize its damage over time.
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StinkFinger
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Posted - 2005.03.12 05:04:00 -
[99]
Too many words, too many posts.
So what's the damn bottom line??
Apoc > Temp
OR
Temp > Apoc
OR
You are all noobs? --
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Kaeten
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Posted - 2005.03.12 10:28:00 -
[100]
I think gabrail needs to compare blasters/megapulses/repeating artillery. I'm seeing posts everywhere about the megapulses nerf not affecting anything... ___________________________________ Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante |
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Phades
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Posted - 2005.03.12 11:22:00 -
[101]
Originally by: Kaeten I think gabrail needs to compare blasters/megapulses/repeating artillery. I'm seeing posts everywhere about the megapulses nerf not affecting anything...
Acording to popular opinion it is still the longest short range weapon, instead of a meduim range gun, but all of the BS sized weapons have oversized ranges so meh.
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Kaeten
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Posted - 2005.03.12 11:28:00 -
[102]
o fear sry about that. I looked as though I was a megapulse fan there I think Gaberial should do a post on short range weapons to see if the megapulse is overpowering. If only they would increase Range or damage of blasters I would be happy. Cap lowering my ass. ___________________________________ Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante |
Selim
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Posted - 2005.03.12 16:55:00 -
[103]
Edited by: Selim on 12/03/2005 16:55:54 I guess its relatively balanced. The only thing I notice as a problem would be the tachyon's tracking, its far too good for long range.
Also the fact that 1400s need to reload all the bloody time.
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Warnings
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Posted - 2005.03.22 12:12:00 -
[104]
Edited by: Warnings on 22/03/2005 12:18:22 Do not forget the base resist on armor and shield for calculate the damage !!!
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