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dust monkey
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Posted - 2005.08.04 09:25:00 -
[1]
Edited by: dust monkey on 04/08/2005 09:25:15 i was hopeing that it would come out this new patch but it didnt :( . so i want to know when abouts it will come out. if there has already been a post like this can you post the link please.
oops typos
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ELECTR0FREAK
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Posted - 2005.08.04 09:38:00 -
[2]
Theres faction ammo out at the moment. But Tech 2 ammo is supposed to be in one of the next couple of patches. I'm thinking it didn't come out yet because some ships already do hefty DPS as is, and ships getting destroyed too quickly has been a hot issue the past few months.
-Electrofreak Discoverer of the Missile Damage Formula |

ThehappyOne
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Posted - 2005.08.04 09:45:00 -
[3]
Edited by: ThehappyOne on 04/08/2005 09:44:59 i know there is faction ammo, i havent found any yet :( . well i dont realy want a nerf on the guns maybe they could make the ships stronger :D also you can make t2 ammo which is why i want it.
damn my alt
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ELECTR0FREAK
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Posted - 2005.08.04 09:50:00 -
[4]
Well, they've been debating an across-the-board HP increase to all ships. They tried to provide a semi-fix to the problem by making plates and extenders have 50% more HP, but all that has resulted in is people in frigs and cruisers fitting oversized plated and achieving ridiculous amounts of HP for their ship class (while those who don't fit plates get the short end of the stick). Perhaps if they fixed plate/extender fittings or enacted a penalty for fitting oversized plates (personally I like the idea of a mass bonus) it wouldn't be such a problem. I think that introducing T2 ammo would definately warrant an HP increase for all ships finally.
And... Tech 1 ammo is buildable... Tech 2 will be more difficult to build.
-Electrofreak Discoverer of the Missile Damage Formula |

Ibobah'k Chisaraj
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Posted - 2005.08.04 09:59:00 -
[5]
Why tech II ammo then?
Increase the ships hp to counter the increased dmg performance of tech II ammo?
lol, really!
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Dimitri Forgroth
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Posted - 2005.08.04 10:04:00 -
[6]
If you look at some of the database extractions, it looks like they have been trying other ideas, apart from t2 = more damage.
Like laser crystals with explosive damage, hybrid with EM and stuff.
| Don't be a bad loser | |

dust monkey
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Posted - 2005.08.04 10:11:00 -
[7]
thats intresting, i need to look that up, but being mim i can allready use all dmg types so that doesnt effect me. btw ive managed 3100+ in a cruiser :P ----------
I AM THE DUST MONKEY FEAR MY WRATH |

ELECTR0FREAK
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Posted - 2005.08.04 10:13:00 -
[8]
Edited by: ELECTR0FREAK on 04/08/2005 10:15:04
Edit- Doh, Dimitri beat me to the punch. Anyhow, this post is directed at Ibobah'k
Originally by: Ibobah'k Chisaraj Why tech II ammo then?
Increase the ships hp to counter the increased dmg performance of tech II ammo?
lol, really!
They have to more or less. 
So many people in the game have Tech 2 weapons it will be an issue.
If you check out some of the advanced ammos here which are essentially a prototype model of what the Tech 2 ammos will be, you'll see that for each type of weapon, there is a Tech 2 stronger short range ammo, a Tech 2 stronger long range ammo, and a Tech 2 slightly weaker mid range ammo that does abnormal damage types.
I wouldn't read into the values there too much, as who knows when those were last messed with, and it could be a completely wrong indicator of what is actually coming. However, with the "combat taking place too fast" issue still raging a bit, it seems sensible that they will increase ship HPs slightly if they release Tech 2 ammo that does more damage.
However, it's possible that they'll just end up making Tech 2 ammo do the same total damage as Tech 1, but do things like give it better optimal ranges (-40% optimal antimatter charges anyone) and / or do wierd damage types. This seems like the best way to introduce Tech 2 ammo in my opinion.
-Electrofreak Discoverer of the Missile Damage Formula |

DEVILSENIGMA
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Posted - 2005.08.04 10:43:00 -
[9]
Maybe Kali?
My Blog |

Santiac
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Posted - 2005.08.04 11:04:00 -
[10]
was always under the impression that T2 ammo would have bonuses aswell as drawbacks. i.e. increased damage modifier, but slower ship speed. faster tracking but more cap. and so on. Could even make it have penalties on the opponent they hit (could give missile users a missile that would (in theory) clutch to the target ship and for a short duration making it go slower/lower shield/armor resistances, or target jamming projectiles, lowering the target ships targeting range.. you get the general idea ;P
Now i wouldnŠt mind getting EM/Explo damage types with my charges, but the extra flavour of those kind of bonuses described above would be nifty.. my take on it anyway, i can hope can't i? ;P ________________________________________ <insert clever/witty comment here>
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Boonaki
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Posted - 2005.08.04 11:50:00 -
[11]
Originally by: DEVILSENIGMA Maybe Kali?
You shouldn't even look forward to that. Titans were talked about in late 2003 that were supposed to be released with Exodus/Shiva. So in that time line we're looking at mid to late 2007 for the Kali.
Fear the Ibis of doom. |

Kanibal
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Posted - 2005.08.04 13:13:00 -
[12]
Originally by: Santiac Could even make it have penalties on the opponent they hit (could give missile users a missile that would (in theory) clutch to the target ship and for a short duration making it go slower/lower shield/armor resistances, or target jamming projectiles, lowering the target ships targeting range.. you get the general idea ;P
yeah I get it and I think it's interesting idea in general as long as missiles don't become hi slot scrambler again 
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Najira
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Posted - 2005.08.04 14:46:00 -
[13]
Gimme advanced medium autocannon ammo that is: smaller in size -> reloading in AC happens far too often does 24 damage -> the long range advantage in damage that projectile ammo has is useless for AC IMO, you never use those ammo types anyway. Getting to 'choose' damage type is fine, but having to give up 2 to 4 damage per round gives you less damage anytime when fighting hardened opponents. falloff bonus/penalty instead of optimal bonii normal ammo gets -> falloff is much more interesting when it comes to fighting range when using AC.
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