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Ninja Panda
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Posted - 2005.04.22 13:38:00 -
[1]
I for one find it a bit wrong that Faction weapons use a higher PG than named Tech 1 equivalents.
They use the same PG as a Tech 2 weapon and yet after adding the Tech 2 skill bonuses to a Tech 2 weapon it is often better than the faction weapon thus negating any reason (bar lack of skills) to use Faction weapons.
For instance I have a full set of Domination Dual 650's but see no reason to ever fit them because I have Large Autocannon Spec at 4 and therefore the dmg mod on my Tech 2 is superior.
The only time I ever consider not fitting Tech 2 weapons to my ships is if I am strapped for Powergrid. I then fit Dual 650 Scouts because they are Tech 1 and use less PG.
I put it to you all (CCP) that Faction weaponry should have the PG usage inline with Tech 1 weapons to actually provide a use for them.
Soon everyone will have Large Turret Specialisation in whatever field they use and therefore I see very little use for Faction weapons at all.
Am I missing something obvious ? Or do you all agree the PG on Faction weapons should be lowered ??
Nubtastic Nubmen, to the Nubmobile
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Ninja Panda
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Posted - 2005.04.22 13:43:00 -
[2]
Ok ok someone is gonna say CPU is a factor but I know this, of course a Faction named gun which is ultra rare should have lower CPU than a manufactured mass produced market purchased Tech 2 weapon.
PG however should remain consistant across tech levels imo.
You have to remember that Advanced Ammo can only be used with tech 2 guns too so I honestly feel the faction weapons need some loving PG wise
A set of Domination 1400's should be better than a set of 1400 II's imo because the lower tech 1 PG is a big difference
Nubtastic Nubmen, to the Nubmobile
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Justin Cody
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Posted - 2005.04.22 13:58:00 -
[3]
Fair enough, but if there are officer weapons they should, imo, be able to use the advanced ammunition as well.
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Kaalise
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Posted - 2005.04.22 14:24:00 -
[4]
Why not just make them named TII? .+ (_) Fetch the holy hand grenade |

Janus Ovellian
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Posted - 2005.04.22 14:34:00 -
[5]
that would be cheating... 
Interesting times await... |

Atandros
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Posted - 2005.04.23 03:58:00 -
[6]
Edited by: Atandros on 23/04/2005 03:58:42 Really depends on the weapon. F.ex. Dread Gurista rails take up considerably less PG than their T2 counterparts do, and Shadow Serpentis blasters take a lot less PG and a little less CPU.
Also, as for ammo, here's an excerpt from the last devchat:
Latta [Multiple] Tech 2 ammo, when and how do you forsee them affecting combat?
Oveur but all the tech 2 ammo should be in the following patch, missiles and all
Oveur they are quite different in that they have direct negative effects on your ship setup
Oveur so like something ultraviolent might slow you down to a trickle
Oveur lots of angles like that, not just more damage
Oveur but you will see factional ammo in the next patch
Oveur those are pretty standard, with some tweaks to damage types
Hammerhead "next" as in the one after the one coming next week
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Estios
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Posted - 2005.04.25 10:45:00 -
[7]
Well if Faction Rails and Blasters use less PG than Tech II yet Faction Autocannons use same there is something horribly wrong here CCP ....
So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
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Gariuys
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Posted - 2005.04.25 11:18:00 -
[8]
Originally by: Estios Well if Faction Rails and Blasters use less PG than Tech II yet Faction Autocannons use same there is something horribly wrong here CCP ....
It depends on which turret exactly you're looking at. For instance the rails that use less grid, are also the least damaging of the l33t versions. There's quite a few blasters for instance that have EXTREME grid requirements. But also have extreme damage. There's a lot of flexibility around. And some factions/npcs have modified there weapons/modules very differently then others. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Jennae
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Posted - 2005.04.25 19:02:00 -
[9]
Originally by: Kaalise Why not just make them named TII?
I agree. Faction/Officer modules are the perfect way to introduce meta Tech2 items into the game.
they would need a slight bonus in efficiency though, and perhaps make them a little more rare?
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Gariuys
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Posted - 2005.04.25 20:07:00 -
[10]
Originally by: Jennae
Originally by: Kaalise Why not just make them named TII?
I agree. Faction/Officer modules are the perfect way to introduce meta Tech2 items into the game.
they would need a slight bonus in efficiency though, and perhaps make them a little more rare?
WHY? The only thing tech2 has over those items, is higher skill requirements and the ability to use ammo that hasn't been released yet. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
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