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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Jacid
Sacrificial Lambs The Devil's Warrior Alliance
15
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Posted - 2013.03.27 16:30:00 -
[31] - Quote
One of the previous posters mentioned the idea of halving the firing rate but doubling the volley.. i could see where this would be a logical and lag reducing effect on missiles in fleet fights. It would make sense from a lore perspective as well.
My 2 Cents |
Ersahi Kir
Freelance Mining Company
51
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Posted - 2013.03.27 17:18:00 -
[32] - Quote
I guess my silly idea that the bonus to kinetic missiles on many Caldari ships was because kinetic damage is the Caldari racial damage type, and they needed to balance out that missiles can use any damage type with Tech II and faction missiles.
Only thing I really don't like about it is it often locks you into that one damage type for many PvE things, because the DPS you lose by not using that 50% damage bonus often isn't returned by using racial damage type weaknesses. But whatever, I don't really have a horse in this race. |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
54
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Posted - 2013.03.28 14:46:00 -
[33] - Quote
CCP Fozzie wrote:Lag is a consideration for missile RoF, but at this point mainly just for smaller missiles.
We generally avoid rocket RoF bonuses for server load reasons, and when we're giving larger percentage bonuses like the 10% damage bonus on the drake we will avoid doing those with RoF because -50% RoF on HMs and HAMs could become a load problem. However we're perfectly fine with giving 5% per level RoF bonuses to cruiser sized weapons for the most part.
HAMgu wants to have a word with you. 1.5sec cycle time for missiles is just not normal as well as 1000dps for cruiser size weapons while maintaining good speed/sig ratio and better tanking ability. Double rocket/missile damage across the board while also double their cycle time.
Less server load for you and better alpha for players - win/win situation. |
Aischa Montagne
Blut-Klauen-Clan
1
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Posted - 2013.04.21 08:37:00 -
[34] - Quote
Thanks Fozzie for the technical answer. It was not ment to argue on the changes of the Drake in general. All missleboats I checked had only one type of damage Bonuses. This makes changeing Damage type now almost useless. I have less problems with scourgemissles Shooting into Resitances then with switching Missles accordingly to Mission I fly. My PvP experience is little, and I can not judge this. I think the input in this thread enlightent me a little too. Thanks to all in this point.
I assumed you wanted a different behaviour of the weapon systems, I was not concidering impact on code performance. It is quite annoying to have a choice in damage types but it is not worth it.
So it is not about the changes on the Drake. The Changes on the Drake was my initial entry point to think about it. I do not think any other Missleboat will have differ in this point.
Getting a single damagetype bonus while beeing able to deal different type is in general a lousy, inefficent way to trail bonuses. Especially if your Skills are not makeingeeing everything irrelevant.
Maybe the design is on max skills balanced.
A Compromise Idea would be a module to shift the Damage Bonus to another Damage type. (No other Bonus in first draft.) Maybe this is not a realistic addition, but it would enhance gameplay, by not increase more performance killers on the Code. I cannot messure the impact on PvP, but I think it would be great in Missionrunning.
I want to stress the fact my struggles are not with the Drake change. I like the Drake a lot. (Will checkout cyclone however, only that I do not like minmatar design at all. And someone has to stress the fact that how thinks look like is important for Gamefun. Maybe not effcient but Fun!
Thanks to all again for the lot of views and Ideas. |
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