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MeBiatch
Republic University Minmatar Republic
1053
|
Posted - 2013.06.01 15:02:00 -
[1] - Quote
From my exeriance the only tech I ammo ever used is anti mater due to its damage and the rest are just not used out side of niche pvp and pve scenarios
i think hybrid ammo deserves a boost and provide interesting options for different ammo types.
so here is my idead:
First thing we do is to swtich the ammo to 3 base ranges -50% 0% and 60%
i would then devide the ammo damage types between 3 for 80% thermal damange and 20% kin and 3 for 80% kin and 20% therm and then two for 50/50 split of damage types.
so antimater and Iridium will both do 50/50 split kin/thermal damage and instead of a cap reduction bonus they get a damage bonus
then you have Plutonium, Thorium and Tungsten doing 80/20 thermal/kin damage and instead of a cap reduction bonus they get a tracking bonus
then you have Uranium, lead , and Iron being 80/20 kin/thermal and instead of a cap reduction bonus they get a rate of fire bonus.
i would then reduce the cap activation on all hybrid turrets by 50% (like if you had regular lead charge)
so here is a bigger break down: i use large ammo as example:
close range ammo: -50% to optimal range antimater: 24 kin damage 24 thermal damage 5% increase in damage multiplier Plutonium: 38.4 thermal damage 9.6 kin damage 5% increase in tracking Uranium: 38.4 kin damage 9.6 thermal and 5% increase in rate of fire
then mid range ammo: 0% to optimal range Thorium: 25.6 thermal damage 6.4 and 10% bonus in tracking lead: 25.6 kin damage and 6.4 thermal 10% bonus in rate of fire
then long range ammo: 60% increase in optimal range Iridium: 10 kin damage, 10 thermal damage and 15% increase in damage multiplier Tungsten: 16 thermal damage, 4 kin damage and 15% increase in tracking iron: 16 kin damage, 4 thermal damage and 15% increase in rate of fire
this would make tech i and faction hybrid ammo really interesting you have to choose from either high burst ammo high tracking ammo or high dps ammo. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Grandma Squirel
Squirel Enterprises
2
|
Posted - 2013.06.01 15:38:00 -
[2] - Quote
Some of the mid range ammo is popular for long range pvp. The max range ammo sacrifices too much damage, and gives more range then anyone really wants. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
771
|
Posted - 2013.06.01 15:50:00 -
[3] - Quote
Grandma Squirel wrote:Some of the mid range ammo is popular for long range pvp. The max range ammo sacrifices too much damage, and gives more range then anyone really wants.
Because long range ammo is really really bad and as you perfectly state it it's done for distances no one will use it because mid range ammo and some scripts can do the same with higher dps.
Most used hybrid T1 ammo is AM and Thorium with a negligible range malus but a very decent dps for a reasonable distance.
When it comes to T2 guns and Rails there's not much of valuable options: Faction AM still offers an excellent range and dmg, spike for long distances because optimal is really huge and has good dmg application, javelin makes your Railguns track like blasters and hard hitting but not much versatility of use unlike AM.
In the end and after this pointless point of view, pretty much agree with OP. Hybrid ammo needs to get rid of those capacitor crap thing and changed to lesser varieties that are only good to pollute DB with useless stuff. Ships bonus changes like Gallente ones from dmg to ROF will require this more than ever and would certainly help a bit for Caldari hybrids ships. *removed inappropriate ASCII art signature* - CCP Eterne |

MeBiatch
Republic University Minmatar Republic
1054
|
Posted - 2013.06.01 16:44:00 -
[4] - Quote
examples where i would use different ammo now
before for mega/hyperion/talos i would use navy am or null
now i would use if using blasters would be:
mega: Uranium to go with the rate of fire bonus
hyperion: antimater to go with the damage bonus
talos: Plutonium to go with the tracking bonus.
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Felsusguy
SVER True Blood Unclaimed.
268
|
Posted - 2013.06.01 19:14:00 -
[5] - Quote
I was going to support this, but hybrid turrets are supposed to do equal parts thermal and kinetic damage (that doesn't happen now, but only because kinetic damage is slightly larger for most ammo), and the capacitor thing would be going too far. Honestly, if I didn't know better, I would think you are trying to make hybrid turrets into projectile turrets.
Edit: And honestly, when does rate of fire become more important than DPS? How droll. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
961
|
Posted - 2013.06.01 19:30:00 -
[6] - Quote
Keep your filthy paws off my DG iron charges... BYDI (Shadow cartel) Recruitment open!
|

MeBiatch
Republic University Minmatar Republic
1054
|
Posted - 2013.06.01 22:28:00 -
[7] - Quote
Felsusguy wrote:I was going to support this, but hybrid turrets are supposed to do equal parts thermal and kinetic damage (that doesn't happen now, but only because kinetic damage is slightly larger for most ammo), and the capacitor thing would be going too far. Honestly, if I didn't know better, I would think you are trying to make hybrid turrets into projectile turrets.
Edit: And honestly, when does rate of fire become more important than DPS?
i am calling troll here just because of the edit... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

To mare
Advanced Technology
196
|
Posted - 2013.06.02 00:33:00 -
[8] - Quote
i can understand having some kind of different damage patterns but hybrids really dont need a dps or tracking boost to their ammo, they melt faces already well enough |

DeLindsay
Galaxies Fall
194
|
Posted - 2013.06.02 07:06:00 -
[9] - Quote
As much as I'd love the ability to have different damage types with Hybrid's, the entire point of why we don't is we have the highest damage weapons. Yes, Arty's are higher Alpha, Torps have farther Range and everyone else gets different ammo types but really who cares. Blasters simply melt face, have higher tracking to apply that dmg better, and our ammo tends to be of the cheapest, next to Proj rounds.
Personally I think there is too much of a selection of ammo for Hybrid. I'd be much better with lowest range - AM, (1-2) mid ranged - Thorium/Lead, and longest range - Iron. That'd streamline it a little and make it less confusing for newer players. The Operative:-á"There are a lot of innocent people being killed in the air right now".
Capt. Malcolm Reynolds:-á"You have no idea how true that is". |

MeBiatch
Republic University Minmatar Republic
1057
|
Posted - 2013.06.03 17:56:00 -
[10] - Quote
To mare wrote:i can understand having some kind of different damage patterns but hybrids really dont need a dps or tracking boost to their ammo, they melt faces already well enough
for antimatter and tech II ammo i have to agree... problem is there are lots of other ammo types and they should also melt face... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Goldensaver
ArTech Expeditions
181
|
Posted - 2013.06.03 18:06:00 -
[11] - Quote
To mare wrote:i can understand having some kind of different damage patterns but hybrids really dont need a dps or tracking boost to their ammo, they melt faces already well enough
Do keep in mind that hybrid ammunition is shared with Rail Guns as well, and they suffer from middling tracking and DPS, and excel in range.
I think it's nice to have a variety of ammunition, though I do agree that a large portion of it isn't touched and could use some small buffs. But it's something to be careful about because probably a large amount of the reason those ammo types aren't used is because of engagement ranges. If most of your fights occur with you sitting on top of your enemy, there's no reason not to use Antimatter. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
986
|
Posted - 2013.06.04 01:16:00 -
[12] - Quote
Goldensaver wrote:To mare wrote:i can understand having some kind of different damage patterns but hybrids really dont need a dps or tracking boost to their ammo, they melt faces already well enough Do keep in mind that hybrid ammunition is shared with Rail Guns as well, and they suffer from middling tracking and DPS, and excel in range. I think it's nice to have a variety of ammunition, though I do agree that a large portion of it isn't touched and could use some small buffs. But it's something to be careful about because probably a large amount of the reason those ammo types aren't used is because of engagement ranges. If most of your fights occur with you sitting on top of your enemy, there's no reason not to use Antimatter.
^
Both the mid and long range ammo types get used extensively in railgun ships
I have flown a couple of those so i know. BYDI (Shadow cartel) Recruitment open!
|

To mare
Advanced Technology
196
|
Posted - 2013.06.04 09:45:00 -
[13] - Quote
Goldensaver wrote:To mare wrote:i can understand having some kind of different damage patterns but hybrids really dont need a dps or tracking boost to their ammo, they melt faces already well enough Do keep in mind that hybrid ammunition is shared with Rail Guns as well, and they suffer from middling tracking and DPS, and excel in range. I think it's nice to have a variety of ammunition, though I do agree that a large portion of it isn't touched and could use some small buffs. But it's something to be careful about because probably a large amount of the reason those ammo types aren't used is because of engagement ranges. If most of your fights occur with you sitting on top of your enemy, there's no reason not to use Antimatter.
buffing the ammo to make railguns better would make blaster who use the same ammo OP if railgun need a boost buff the weapon not the ammo |

MeBiatch
Republic University Minmatar Republic
1059
|
Posted - 2013.06.04 12:04:00 -
[14] - Quote
To mare wrote:Goldensaver wrote:To mare wrote:i can understand having some kind of different damage patterns but hybrids really dont need a dps or tracking boost to their ammo, they melt faces already well enough Do keep in mind that hybrid ammunition is shared with Rail Guns as well, and they suffer from middling tracking and DPS, and excel in range. I think it's nice to have a variety of ammunition, though I do agree that a large portion of it isn't touched and could use some small buffs. But it's something to be careful about because probably a large amount of the reason those ammo types aren't used is because of engagement ranges. If most of your fights occur with you sitting on top of your enemy, there's no reason not to use Antimatter. buffing the ammo to make railguns better would make blaster who use the same ammo OP if railgun need a boost buff the weapon not the ammo
Not if you are cleaver about the bonuses... There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Bouh Revetoile
TIPIAKS
340
|
Posted - 2013.06.04 12:13:00 -
[15] - Quote
The scaling of ranges is useful for railguns. It allow you to pick the right ammo for your fit, to shoot at the range you want to be. Even the high range low dps ammo allow to keep tracking as opposed to spike, so you can still track your target when she is moving, because spike tracking is really garbage. |

Alvatore DiMarco
Capricious Endeavours Ltd
228
|
Posted - 2013.06.04 12:19:00 -
[16] - Quote
I just checked ammo on SiSi since it's up right now.
It seems that all hybrid ammo is skewed slightly in favor of kin.
Perhaps what would be good is to equalize all the hybrid ammo to do a perfect 50/50 split of kin/therm like someone above me suggested, and then put something on the turrets themselves to skew the damage towards therm for blasters and towards kin for rails. For example, something where a blaster would reduce kin damage by 25% and then increase therm by 25%. It wouldn't be a weapon bonus, just a weapon property and it would be static.
Alternately, if people are worried about bonuses and such, just have the ammo do too much combined kin/therm damage and let the turret reduce the off-racial damage to a point where the overall yield is where it should be. Such that if you want a round of Antimatter to have 75 points of damage spread between kin/therm, you give it 100 points (50 in each) and then have the turret penalize the off-racial damage by 50%, reducing one to 25 points and the total becoming the desired 75.
Maybe it's a terrible idea. It's just a thought I had for how to racially-flavor hybrids and introduce a little variation in available damage type output. OP does indeed seem to be pulling a "let's make hybrids like projectiles" without realizing that it only works with projectiles because of all the different damage profiles available.
That being said, there's still no mid-range projectile ammo that deals EM and that does bug me a little.. |

MeBiatch
Republic University Minmatar Republic
1059
|
Posted - 2013.06.04 15:03:00 -
[17] - Quote
Alvatore DiMarco wrote: OP does indeed seem to be pulling a "let's make hybrids like projectiles" without realizing that it only works with projectiles because of all the different damage profiles available. ..
they way i look at it is hybrid is like its name says a hybrid between projectile and energy based weapon system.
i fully understand that for the projectiles get thier versatility threw damage selection. but i also think hybrid should get thier versatility threw thier ammo but not by damage selection but threw options in damage application.
so if you want good tracking you have good tracking ammo. if you want high dps you have dps ammo. if you are looking for burst damage then you have high damage ammo.
its all about selection.
Moreover even though the gal and caldari use the same weapon system they should use it in different styles. So some ammo should have a gal flavour i.e being more thermal and some ammo should be more caldari being more kin. then there would be two split ammos that are used by each race.
So if you look at my changes you see gal ammo getting fall off increase and tracking bonus. and caldari get optimal range bonus and rate of fire... then the split damage gets a burst bonus to give hybrids the option to go alpha (but still much lower then arties) There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Callic Veratar
Power of the Phoenix
376
|
Posted - 2013.06.12 18:10:00 -
[18] - Quote
I would go a step further in hybrid weapons. Rather than just rebalancing the ammo to follow projectile ammo, split the ammo into two classes:
Iron, Lead, Thorium, and Tungsten Slugs and Antimatter, Iridium, Plutonium, and Uranium Charges.
The slugs are paired with rail guns and a new short range kinetic weapon (possibly modelled after a shotgun, where target sig matters in damage dealt as well as range and tracking with extreme damage but super low RoF.) On top, 4 new slugs are introduced that have varied damage profiles: mainly kinetic but paired with thermal, EM, and explosive like projectiles.
The charges are paired with blasters and a new long range thermal weapon (possibly entirely falloff range much more than ACs, high RoF, good damage, significant cap use). With this 4 new charges are also introduced with varied ranges and damage: mainly thermal paired with either EM or explosive.
As a side effect, Caldari and Gallente each get a dedicated class of turret weapons. Follow what happened with Destroyer/Battlecruiser for skills. The S/M/L turret skills are split into two and the specializations are renamed. New specs for the new weapons can be back filled. This might go well with a weapon skill simplification so you can train large T2 guns without doing small and medium T2 first. DirectX 11, it's not rocket appliance! |

X Gallentius
Justified Chaos
1449
|
Posted - 2013.06.12 21:06:00 -
[19] - Quote
blasters = antimatter, null, void railguns.= all ammo types, depending on range, tracking |

The Djego
Hellequin Inc. Mean Coalition
93
|
Posted - 2013.06.12 21:24:00 -
[20] - Quote
The history of hybrids, gallente and caldari is a history full of misunderstandings.
The problem with hybrids is scaling and proper utilizing of ship bonuses to modify weapon behaviour for different propose on different hulls(gallente/caldari). The current state of hybrids is a endless sting of bad design decisions since 2008, where blasters are bad instead of awesome at point blank, players think blasters are like acs(while they actually did mimic lasers, utilizing ammo and web/sig dynamics to massively outdo them at limited range windows or optimal bonuses to mimic them at less range with better tracking), caldari receive damage bonuses instead making the optimal bonuses more useful and gallente hulls get buffed in fitting to a point where everything can be fitted without any effort. This is the result of years of bad design and band aids, because nobody addresses the core flaws of the weapon system and the idea behind the hulls.
- a blaster fitted gallente hull is terrible at point blank(full stop) it can not dictate range and utilize peak dps(because of the weaker web and scrams). A effective blaster ship, bigger than a frig needs a stronger web or being scram immune(mwd off effect, still pointed), making it able to dictate range at point blank even in X vs 1 engagements(since this is what you get in a blaster ship that comes with the "do or die" penalty if you engage at close range) - a blaster fitted caldari hull is terrible, because the bonus doesn't scale well enough with the weapon to provide a more effective and different combat window than gallente and there is no real fitting concept, caldari hulls should be able to use the big blasters + tank while forcing gallente to glass cannon + gank or smaller blasters + tank, by this you migrate the dps/optimal situation, however that only works with higher optimal bonuses on caldari hulls and the ability to do full dps with gallente hulls at point blank - while the new mega is designed around a heavy tank and high rail dps, gallente hulls in general lack tracking with rails(rails got not enough tracking to be a good nano kite weapon, this is why medium rails suck, full stop) - caldari hulls got not enough damage with rails outside of large rails(because they have 8 effective turrets here and can use high damage ammos at nearly every useful combat range). The problem of the ferox/moa is that they lack effective turrets to archive reasonable dps with rails. Eagle is just bad.
Hybrids are bad, because hybrid design is bad and it will only get better the day when people stop throwing bad ideas on it. Think about why gallente where useful at point blank, not because of a few more EHP and dps that they should not need to begin with, but because sig/web mechanics made them hit like a truck at this range, why a optimal bonus could be just as good but different compared to a damage bonus and why ccp put a falloff bonus on some gallente hulls(the reason for this was to not outdo caldari hulls for sniping, it is not good, it is terrible and doesn't suit a weapon that is used at point blank or long range). Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
825
|
Posted - 2013.06.13 13:41:00 -
[21] - Quote
The Djego wrote:The history of hybrids, gallente and caldari is a history full of misunderstandings.
The problem with hybrids is scaling and proper use of ship bonuses to modify weapon behaviour for different propose on different hulls(gallente/caldari). The current state of hybrids is a endless sting of bad design decisions since 2008, where blasters are bad instead of awesome at point blank, players think blasters are like acs(while they actually did mimic lasers, utilizing ammo and web/sig dynamics to massively outdo them at limited range windows or optimal bonuses to mimic them at less range with better tracking), caldari receive damage bonuses instead making the optimal bonuses more useful and gallente hulls get buffed in fitting to a point where everything can be fitted without any effort. This is the result of years of bad design and band aids, because nobody addresses the core flaws of the weapon system and the idea behind the hulls.
- a blaster fitted gallente hull is terrible at point blank(full stop) it can not dictate range and utilize peak dps(because of the weaker web and scrams). A effective blaster ship, bigger than a frig needs a stronger web or being scram immune(mwd off effect, still pointed), making it able to dictate range at point blank even in X vs 1 engagements(since this is what you get in a blaster ship that comes with the "do or die" penalty if you engage at close range) - a blaster fitted caldari hull is terrible, because the bonus doesn't scale well enough with the weapon to provide a more effective and different combat window than gallente and there is no real fitting concept, caldari hulls should be able to use the big blasters + tank with her lower effective turret count while forcing gallente to glass cannon + gank or smaller blasters + tank, by this you migrate the dps/optimal situation, however that only works with higher optimal bonuses on caldari hulls and the ability to do full dps with gallente hulls at point blank - while the new mega is designed around a heavy tank and high rail dps, gallente hulls in general lack tracking with rails(rails got not enough tracking to be a good nano kite weapon, this is why medium rails suck, full stop) - caldari hulls got not enough damage with rails outside of large rails(because they have 8 effective turrets here and can use high damage ammos at nearly every useful combat range). The problem of the ferox/moa is that they lack effective turrets to archive reasonable dps with rails. Eagle is just bad.
Hybrids are bad, because hybrid design is bad and it will only get better the day when people stop throwing bad ideas on it. Think about why gallente where useful at point blank, not because of a few more EHP and dps that they should not need to begin with, but because sig/web mechanics made them hit like a truck at this range, why a optimal bonus could be just as good but different compared to a damage bonus and why ccp put a falloff bonus on some gallente hulls(the reason for this was to not outdo caldari hulls for sniping, it is not good, it is terrible and doesn't suit a weapon that is used at point blank or long range, in both cases at optimal, not in falloff).
Mostly agree with this. The real issue of hybrids is that they badly designed from the beginning for the ships they're intended to be used with.
Shield fitting Megathrons and Hyperions every day to compensate the weapon system weaknesses and bad thinking on top of a terrible active tanking system on Gallente hulls. We can also talk about Serpentis hulls shield fitted because they become dps monsters and actually fun to use.
On paper&spreadsheets make them look really awesome, in reality let's pick a simple case: I'm sniping frigs at 50km+, should I pick med rails and what fit will I end with and doing what?
This will end bad with close to no kills but if instead I pick 720's while still having similar DPS I will not have the same ALPHA at all, and whatever people can blahblah about, Alpha is superior to DPS all day long because no regular long range combat lasts more than a couple seconds and hybrids are ONLY EFFECTIVE after several rounds shooting at the same target applying full dps which doesn't happen that much.
While Rails are quite good for pve in pvp they're plain bad, Rokhs and nagas work with when you bring numbers and mostly because they can fit a huge tank, same idea than Draks or Hamracals: enough DPS (read weak) but good tank Nonetheless I'll take 10 1400 arty maelstroms over 10 rokhs everyday., the alpha you get out of those 10 maelstroms is simply stupid as hell. *removed inappropriate ASCII art signature* - CCP Eterne |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
310
|
Posted - 2013.06.14 20:55:00 -
[22] - Quote
I think the numbers might need some looking at, but I really like the concept! I love Dust514. But it needs more EVE. Read my idea on how to do this at General Tso's Alliance blog: http://3xxxd.blogspot.com/2013/06/dust514-uprising-needs-moar-eve.html |

MeBiatch
Republic University Minmatar Republic
1091
|
Posted - 2013.06.14 21:08:00 -
[23] - Quote
Burseg Sardaukar wrote:I think the numbers might need some looking at, but I really like the concept!
i do too the number need to fixed and adjusted.. but the concept is more what i am going for.
complexity is always a welcome thing for eve and for pvp in general.
There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

fukier
950
|
Posted - 2013.07.29 23:39:00 -
[24] - Quote
i like this idea At the end of the game both the pawn and the Queen go in the same box. |

Alticus C Bear
University of Caille Gallente Federation
163
|
Posted - 2013.07.30 06:31:00 -
[25] - Quote
Ammo from antimatter to lead is mostly fine. Longer range amid can be a poor choice compared to Null less so with Spike because of its tracking penalty.
Only change I would like is a tracking bonus on longer range ammo say 25% decreasing to zero at lead.
This would give a high tracking low DPS alternative to Spike and Null.
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Whitehound
1714
|
Posted - 2013.07.30 06:40:00 -
[26] - Quote
fukier wrote:i like this idea It died with the thread. No need to necro it. This is also not Features and Ideas Discussion. Go there and check the stickies. We may be getting a boost in a different way with changes to medium turrets. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Phaade
Debitum Naturae WHY so Seri0Us
26
|
Posted - 2013.07.30 19:39:00 -
[27] - Quote
DeLindsay wrote:As much as I'd love the ability to have different damage types with Hybrid's, the entire point of why we don't is we have the highest damage weapons. Yes, Arty's are higher Alpha, Torps have farther Range and everyone else gets different ammo types but really who cares. Blasters simply melt face, have higher tracking to apply that dmg better, and our ammo tends to be of the cheapest, next to Proj rounds.
Personally I think there is too much of a selection of ammo for Hybrid. I'd be much better with lowest range - AM, (1-2) mid ranged - Thorium/Lead, and longest range - Iron. That'd streamline it a little and make it less confusing for newer players.
I agree with a lot of what you are saying, however I really like the idea of optimal / falloff range being different based on ammo. Gallente would use more falloff, Caldair (per their bonuses) would use more optimal. Could be cool.
Honestly, I just wish spike was better. Friggin garbage. Javelin 75% optimal range reduction where the ship gives 50% optimal is, well, ridiculous. |

fukier
950
|
Posted - 2013.07.30 20:03:00 -
[28] - Quote
Whitehound wrote:fukier wrote:i like this idea It died with the thread. No need to necro it. This is also not Features and Ideas Discussion. Go there and check the stickies. We may be getting a boost in a different way with changes to medium turrets.
Hey **** for brains.
I saw the guys link in his signature and read the thread.
Furthermore from what i read the idea is for all sizes of ammo. Though perhaps if ccp did this they would not need to make the weapons system vanilla.
If you do not like the sub forum the thread is in may i suggest you pettition it to be moved.
Thank you. At the end of the game both the pawn and the Queen go in the same box. |
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
2298

|
Posted - 2013.07.30 22:36:00 -
[29] - Quote
I've removed an off topic post. Please keep it on topic and civil. Thank you. ISD Dorrim Barstorlode Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1046
|
Posted - 2013.07.31 09:50:00 -
[30] - Quote
Phaade wrote:[quote=DeLindsay]Honestly, I just wish spike was better. Friggin garbage. Javelin 75% optimal range reduction where the ship gives 50% optimal is, well, ridiculous.
Javelin and depending how you can fit your ship is another of those hybrid ammo you're making 20% more dmg in fall off than AM in opti and has a huge boost to tracking on megas for example, enough to track frigs orbiting at 25/30 and one shot them. Thing is that unless you're shooting structures or bring some rounds just in case when jumping gates, faction AM is overall the best ammo to carry.
Spike needs a dmg boost and some fall off reduction, you can throw the stupid ammo at over 340km but can't target above 250 
As said above med hybrids are getting a huge boost to dmg but at the same time an over ridiculous nerf to tracking, Spike will not be an option to shoot with imho and iron/iridium such ridiculous dmg at greatest distances there's no point on fiting rails on Deimos but bring a Thorax instead. *removed inappropriate ASCII art signature* - CCP Eterne |
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