Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Terradoct
|
Posted - 2005.05.08 11:49:00 -
[1]
Edited by: Terradoct on 08/05/2005 18:09:49
|

Chode Rizoum
|
Posted - 2005.05.08 11:54:00 -
[2]
shhh
Centuria > whoot? Centuria > you stalking me? :) -- Nafri > then I a bird pooed on my head AND ON MY MEAL -- http://www.subroc.net/teddybears/
|

lordmix
|
Posted - 2005.05.08 11:59:00 -
[3]
dude wtf, why do damage mods need nerfing? because a hole fleet of ships kills a bs in sec's?? remmber what ya saying a fleet of bs's kills 1 bs quickly, now why do you think that is. maybe its because that is a fleeet of ships firing on one?? Damage mod or no damage mod a fleet of ships firing on one bs's ofc the one bs will die. point end off stfu you noob
|

Techyon
|
Posted - 2005.05.08 12:06:00 -
[4]
Dmg mods will be effectively useless with the changes you suggest. And besides, dmg mod DO require you to sacrifice much. 1 dmg mod won't do much so you need a bunch, effectively gimping your entire setup in any devensive way. ------ ARIN Recruiter
|

MadGaz
|
Posted - 2005.05.08 12:08:00 -
[5]
Originally by: Terradoct
exemple: Magnetic field stabilizator +10% dmg -10% rof
Ahahaha I find that funny as hell, you obviously havent thought that through, if you fit that you'll be decreasing you're overall ROF. Xetic  ------------------------------------------
|

Terradoct
|
Posted - 2005.05.08 12:18:00 -
[6]
Originally by: Techyon Dmg mods will be effectively useless with the changes you suggest. And besides, dmg mod DO require you to sacrifice much. 1 dmg mod won't do much so you need a bunch, effectively gimping your entire setup in any devensive way.
with introduction of thous changes staking penalty should be removed
|

Pheole
|
Posted - 2005.05.08 12:25:00 -
[7]
all right and why the heck are damagemods called damagemods if they balance eachother?
ok look, maybe ur weak at math.
but 10% damage is exactly the opposite of -10% rof.
in the same time u do 10% more damage u shoot 10% less so the difference is the random shot damage
u better drop that idea really quick its not gonna happen. (the mod would be useless)
|

Terradoct
|
Posted - 2005.05.08 12:32:00 -
[8]
Originally by: Pheole all right and why the heck are damagemods called damagemods if they balance eachother?
ok look, maybe ur weak at math.
but 10% damage is exactly the opposite of -10% rof.
in the same time u do 10% more damage u shoot 10% less so the difference is the random shot damage
u better drop that idea really quick its not gonna happen. (the mod would be useless)
we have to chouse to do it in 1 hit or 5 hit's , depending will it be close combat or long range sniping.
|

Techyon
|
Posted - 2005.05.08 12:36:00 -
[9]
Edited by: Techyon on 08/05/2005 12:40:01 Edited by: Techyon on 08/05/2005 12:37:44 Hmm ok, but it would still be useless. For example you do 100 dmg per shot every 10 seconds.
Now apply one of the dmg mods that you suggest, let's say the one that ups dmg but makes rof higher.
you now do 110 dmg every 11 seconds.
so let's say both setups fire for 100 seconds. The setup without a dmg mod will fire 10 times, the setup with a dmg mod will fire 9 times ( 100/10 = 10 and 100/11 = 9.1 which is 9 times, you obviously can't fire 1/10th of a shot ). this wil result in 10x100 = 1000 dmg per 100 seconds, and for the setup with dmg mod : 9x110 = 990 dmg per 100 seconds.
The dmg mod in the way you suggest will actually lower your dmg capability, thus rendering dmg mods completely useless.
this also shows that 10% higher rof and 10% more dmg isn't exactly the opposite of eachother in practice, as pheole suggested ( simply because you only fire at the beginning of a rof cycle ) . In theory it is ofcourse because 9.09 x 100 = 999.9 so that's 1000 dmg. ------ ARIN Recruiter
|

El Yatta
|
Posted - 2005.05.08 12:41:00 -
[10]
Originally by: Terradoct
Originally by: Pheole all right and why the heck are damagemods called damagemods if they balance eachother?
ok look, maybe ur weak at math.
but 10% damage is exactly the opposite of -10% rof.
in the same time u do 10% more damage u shoot 10% less so the difference is the random shot damage
u better drop that idea really quick its not gonna happen. (the mod would be useless)
we have to chouse to do it in 1 hit or 5 hit's , depending will it be close combat or long range sniping.
Flawed logic. While longrange hard-hitters like 1400s want volley-damage, fair enough, but low-range hammerers wanting high RoF, also need high damage because they are ALL DOT.
If you don't change DoT, you've nto done anything for short range, and you've only /marginally/ improved long-range, as one-volley stuff is very temperamental - might be good to kill a cruiser with 2 tempests form range, but 10 minutes later you've got sustained fleet battle? You need DoT then, which is screwed by your proposals.
Example: 425mm Mega fire with his rack of +damage -RoF mods on. He one-volleys a cruiser.He has gained, a bit. But, if he fits blasters, and gets in close, even if he uses your opposite-mod, the +RoF -Damage, because he's doing damage over time, not volley damage, and needs to keep damaging, he has NOT gained anything. His damage is spread over his many shots, his high-rate-of-fire, so he loses out over all. ---:::---
|
|

Liu Bei
|
Posted - 2005.05.08 12:49:00 -
[11]
Put down the pipe please...
Work is the curse of the drinking class - Oscar Wilde |

hUssmann
|
Posted - 2005.05.08 12:50:00 -
[12]
Originally by: Terradoct Edited by: Terradoct on 08/05/2005 11:52:43 Every module that we fit in our ships has advatage and disadvatage. But dmg mod's don't have any.
Maybe its just me but..1 damage mod isnt enough, i end up stacking them, and that normally means me either not having any slots left for tank/stabs or me not having CPU available due to the high cpu requirements on most damage mods with most setups. ___________________________
|

LUKEC
|
Posted - 2005.05.08 13:03:00 -
[13]
most bs fit something like this: biggest guns for the task: i.e. biggest for long range, biggest with decent fit for close mods needed to fit those... rest is tracking comps, dmg mods, sensor boosters... why? 1. fleets 2. tanking is useless except for 1vs1(if you dont belive, go check number 1. first)
|

mahhy
|
Posted - 2005.05.08 14:04:00 -
[14]
Originally by: Pheole ok look, maybe ur weak at math.
but 10% damage is exactly the opposite of -10% rof.

|

Marius Pyre
|
Posted - 2005.05.08 14:08:00 -
[15]
To the OP: No Thanks.
|

pardux
|
Posted - 2005.05.08 14:28:00 -
[16]
cpu nerf Fluffy carebear (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

Hephaesteus
|
Posted - 2005.05.08 14:54:00 -
[17]
I dont know why CCP doesn't just nerf the whole game it will save time in the long run.
|

Nafri
|
Posted - 2005.05.08 15:12:00 -
[18]
I liked the idea that damage mods would lower tracking
and tracking CPUs lower your damage output and Rof Wanna fly with me?
|

slapp
|
Posted - 2005.05.08 15:16:00 -
[19]
how bout 4 mods? -RoF mods (gives a 5% for T1 and 10% rof bonus for T2) -Dmg mods (gives a 5% for T1 and 10% dmg bonus for t2) same for tracking and optimal. and LOWER cpu requirements for tech 1 OR higher cpu requrements for tech 2. cause right now, it's kinda...unlogical? i mean, cpu req for T1 cannot be higher than req for T2.
|

Shimatu
|
Posted - 2005.05.08 15:38:00 -
[20]
Edited by: Shimatu on 08/05/2005 15:39:45 how about something like 15% bonus, 10% penalty. (like stuff cap flux modules are). thing is, i for one would ALWAYS (for the same DOT) rather fire less shots. you ask why? ammo needs. cap needs. If i can do 100 damage in one shot instead of 100 damage in 5 shots, thats a lot of cargo space and cap saved. so youd have to do something like: 1: 15% damage, -10% rof 2: 20% rof, -10% damage. just to encourage people to use the second one occasionally which just over complicates things.
a better one, imo, would be one that involves cap as well, so that if your going for hte max damage output, it severely screws your cap. 1: 10% damage, 10% rof (yes, both bonuses), 20% cap use per shot (Ah! theres the penalty.). so, that means, 1 module is doing something like 21% more damage (10% damage, 10% rof. only talking approximate here.), but using about 33% more cap (10% rof, 20% cap.). thats ok with just the one... but once you start fitting more, and the damage/rof stuff has stacking penalty but the cap use one doesnt, you start to have a very limited firing time before your out of cap.
edit: of course, it still aint perfect. artilery will still be using next to no cap. missiles will still be using none.
3-I's T2 sales can be found HERE
|
|

Liu Kaskakka
|
Posted - 2005.05.08 16:02:00 -
[21]
For the love of God stop crying for nerfs already. I won't even bother telling the original poster the flaws of his supposed changes as anyone with any brains can see it. A gankkathron/geddon/whatever sacrifices all defence for offense when fitting a full rack of damage mods. It is true that we have large amount of skilled gunners in the game today who fly ships fitted this way and kill tanking ships in no time. However, the defence side is getting a boost soon with new/revised modules, so wait and see rather than whine and whine and whine and...
|

Darken Two
|
Posted - 2005.05.08 17:13:00 -
[22]
Wow this definetly wins the "Idiotic idea of the month" award.
Why dont you just DIE DIE DIE !!!!
|

Tennotsukai
|
Posted - 2005.05.08 17:57:00 -
[23]
Originally by: Liu Kaskakka For the love of God stop crying for nerfs already. I won't even bother telling the original poster the flaws of his supposed changes as anyone with any brains can see it. A gankkathron/geddon/whatever sacrifices all defence for offense when fitting a full rack of damage mods. It is true that we have large amount of skilled gunners in the game today who fly ships fitted this way and kill tanking ships in no time. However, the defence side is getting a boost soon with new/revised modules, so wait and see rather than whine and whine and whine and...
Yep, if you fly a gank ship you have no defence, and a simple little jamming ship can ruin your whole day and take your ship apart. Damage mods are fine, if people want to fly gank ships, let them as they know the risk they run.. if someone wants to fly a tanked ship so be it..
"scotty, i need more power to warp out."
"i canna give yer any more captain, the dilithium crystal was nerfed this morning.. yer just gonna have ta face it, we've been ganked." |

Shimatu
|
Posted - 2005.05.08 18:15:00 -
[24]
Originally by: Tennotsukai
Originally by: Liu Kaskakka For the love of God stop crying for nerfs already. I won't even bother telling the original poster the flaws of his supposed changes as anyone with any brains can see it. A gankkathron/geddon/whatever sacrifices all defence for offense when fitting a full rack of damage mods. It is true that we have large amount of skilled gunners in the game today who fly ships fitted this way and kill tanking ships in no time. However, the defence side is getting a boost soon with new/revised modules, so wait and see rather than whine and whine and whine and...
Yep, if you fly a gank ship you have no defence, and a simple little jamming ship can ruin your whole day and take your ship apart. Damage mods are fine, if people want to fly gank ships, let them as they know the risk they run.. if someone wants to fly a tanked ship so be it..
i'd agree that thats how it should be - either the 3 (EW,gank,tank) should be evenly matched, or it should be a paper-scissor-stone type affair. i'm not sure if it does at the moment though to be honest. but hopefully, yes, the defense boosts will sort it all :)
3-I's T2 sales can be found HERE
|

MadGaz
|
Posted - 2005.05.08 18:48:00 -
[25]
Hmm seems that he noticed how silly his suggestion was and edited his post, he must have got ganked or something. ------------------------------------------
|

Terradoct
|
Posted - 2005.05.08 19:14:00 -
[26]
Edited by: Terradoct on 08/05/2005 19:24:54 Edited by: Terradoct on 08/05/2005 19:18:27
Originally by: MadGaz Hmm seems that he noticed how silly his suggestion was and edited his post, he must have got ganked or something.
nope I was ganked many times, and gank some pilot many time. suggestion isn't silly. I just was on Sisi and so same changes so, I'll hold my Idea for late, let's see how they work on TQ, and how it change fleet battles.
And in every game when you want to increase your dmg you must secrefice for attack speed.
|
|
|
|
Pages: 1 :: [one page] |